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tdeartwork/tdescreensaver/kdesavers/gravity.h

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///-----------------------------------------------------------------------------
//
// kgravity - Partical gravity Screen Saver for TDE 2
//
// Copyright (c) Ian Reinhart Geiser 2001
//
/////
//NOTE:
// The base particle engine did not come from me, it was designed by Jeff Molofee <nehe@connect.ab.ca>
// I did some extensive modifications to make it work with QT's OpenGL but the base principal is about
// the same.
////
#ifndef __GRAVITY_H__
#define __GRAVITY_H__
#include <tqdialog.h>
#include <tqgl.h>
#ifdef TQ_WS_MACX
#include <OpenGL/glu.h>
#include <OpenGL/gl.h>
#else
#include <GL/glu.h>
#include <GL/gl.h>
#endif
#include <tdescreensaver.h>
#include <tqtimer.h>
#include <tqimage.h>
#include "gravitycfg.h"
#include <kinstance.h>
#include <tqfile.h>
#include <tqtextstream.h>
#define MAX_PARTICLES 100
class Gravity : public TQGLWidget
{
Q_OBJECT
class particles // Create A Structure For Particle
{
public:
bool active; // Active (Yes/No)
float life; // Particle Life
float fade; // Fade Speed
float r; // Red Value
float g; // Green Value
float b; // Blue Value
float x; // X Position
float y; // Y Position
float z; // Z Position
float xo; // X Position
float yo; // Y Position
float zo; // Z Position
float index; // Index
float indexo;
float size; // Particle Size
};
public:
Gravity( TQWidget * parent=0, const char * name=0 );
~Gravity();
void setSize( float newSize );
void setStars( bool doStars );
protected:
/** paint the GL view */
void paintGL ();
/** resize the gl view */
void resizeGL ( int w, int h );
/** setup the GL enviroment */
void initializeGL ();
void buildParticle(int loop);
private:
/** load the partical file */
bool loadParticle();
particles particle[MAX_PARTICLES];
bool rainbow; // Rainbow Mode?
bool sp; // Spacebar Pressed?
bool rp; // Enter Key Pressed?
float slowdown; // Slow Down Particles
float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
float zoom; // Used To Zoom Out
float size;
float stars;
GLuint loop; // Misc Loop Variable
GLuint col; // Current Color Selection
GLuint delay; // Rainbow Effect Delay
GLuint texture[1];
TQImage tex;
float index;
float transIndex;
GLfloat scale;
GLUquadricObj *obj;
};
class KGravitySaver : public KScreenSaver
{
Q_OBJECT
public:
KGravitySaver( WId drawable );
virtual ~KGravitySaver();
void readSettings();
public slots:
void blank();
void updateSize(int newSize);
void doStars(bool starState);
// void loadTextures(bool textures);
private:
Gravity *gravity;
TQTimer *timer;
};
class KGravitySetup : public SetupUi
{
Q_OBJECT
public:
KGravitySetup( TQWidget *parent = NULL, const char *name = NULL );
~KGravitySetup();
protected:
void readSettings();
private slots:
void slotOkPressed();
void aboutPressed();
private:
KGravitySaver *saver;
float size;
float stars;
float zoom;
float speed;
};
#endif