/* * Asciiquarium - Native KDE Screensaver based on the Asciiquarium program * (c) Kirk Baucom , which you can find at * http://www.robobunny.com/projects/asciiquarium/ * * Ported to KDE by Maksim Orlovich and * Michael Pyne . * * Copyright (c) 2003 Kirk Baucom * Copyright (c) 2005 Maksim Orlovich * Copyright (c) 2005 Michael Pyne * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef AA_AASAVER_H #define AA_AASAVER_H #include #include #include class Screen; class Sprite; /** * \mainpage Asciiquarium. * * \section intro Introduction * * Asciiquarium is a KDE screensaver to draw an ASCII art aquarium. This is the * documentation of the API used in the program to generate the effect. It should * be fairly simple, but basically: * * class AASaver is the main class, which handles outside events. All of the * processing happens in the Screen class however, which manages a list of * Sprites, updating them and drawing them as needed. When AASaver receives a * paintEvent(), it forwards it on to Screen to handle it. * * Each Sprite is composed of 1 or more Frames. When a Screen wants a Sprite * to draw itself, the Sprite forwards the request to its currently shown Frame. * * The Frame is rectangular, and created from textual ASCII art, with a ASCII * art shape and color mask. The mask is optional. See aasaver.cpp for * examples for creating a Frame. * * The Frame supports transparency and colors, and will convert the textual data * into a QPixmap representation on demand in order to reduce CPU load (at the * expense of a slight memory usage increase for each sprite). * * Screen handles the timing for the project, and at each timeout will call * Sprite::tickUpdate() from Screen::doAnimate(). * * This whole program was inspired/copied from Kirk Baucom's asciiquarium * program, from http://www.robobunny.com/projects/asciiquarium/ */ /** * The main class for the Asciiquarium screensaver. */ class AASaver: public KScreenSaver { /// Handles the animation and drawing. Screen* screen; public: /// Construct the screensaver with window id \p id. AASaver( WId id ); /// Returns a random double between [0.0, limit). static double doubleRand(double limit) { return (limit * (static_cast(KApplication::random()) / RAND_MAX)); } /// Returns a random integer between [0, limit) static int intRand(int limit) { return KApplication::random() % limit; } /** * Returns a QString holding a color mask, created by choosing random colors * to replace numbers in \p color_mask. */ static QString randColor(QString color_mask); /// Adds the castle sprite to the screen. void addCastle(); /// Adds the environment (sea, etc.) to the screen. void addEnvironment(); /// Adds the seaweed to the screen. void addAllSeaweed(); /// Adds the initial layout of fish to the sea, scaling the number of fish /// based on the current screen size. void addAllFish(); /** * Adds a seaweed to a random position of the sea bottom. * * @param screen The Screen to add into. */ static void addSeaweed(Screen* screen); /** * Returns a new fish sprite, which has not yet been added to a screen. * * @param screen The Screen to use when constructing the Sprite. * @todo Combine with addFish(). */ static Sprite *newFish(Screen *screen); /** * Adds a new fish sprite to \p screen. * * @param screen The Screen to add a fish to. */ static void addFish(Screen *screen); /** * Adds a new air bubble sprite to \p screen. The \p x, \p y, and \p z * coordinates are all in logical coordinates. * * @param screen The Screen to add the bubble to. * @param x The x position to start the bubble at. * @param y The y position to start the bubble at. * @param z The z position to start the bubble at. */ static void addBubble(Screen* screen, int x, int y, int z); /** * Adds a Nessie, the Loch Ness Monster sprite to \p screen. * * @param screen The Screen to add Nessie to. */ static void addNessie(Screen* screen); /** * Adds a big fish sprite to \p screen. * * @param screen The Screen to add the big fish to. */ static void addBigFish(Screen* screen); /** * Adds a whale sprite to \p screen. * * @param screen The Screen to add the whale to. */ static void addWhale(Screen* screen); /** * Adds a shark sprite to \p screen. The shark can kill() fish it comes in * contact with (they will spawn more fish automatically). * * @param screen The Screen to add the shark to. */ static void addShark(Screen* screen); /** * Adds a ship sprite to \p screen. * * @param screen The Screen to add the ship to. */ static void addShip(Screen* screen); /** * Adds a random object from the set (Shark, Big Fish, Nessie, Whale, Ship) * to the sea. * * @param screen The Screen to add to. */ static void addRandom(Screen* screen); /** * Reimplemented to update the widget when it gets dirty. */ virtual void paintEvent(QPaintEvent* pe); }; #endif /* AA_AASAVER_H */ // vim: set et ts=8 sw=4: