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420 lines
11 KiB
420 lines
11 KiB
//-----------------------------------------------------------------------------
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//
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// kgravity - Partical Gravity Screen Saver for TDE 2
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//
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// Copyright (c) Ian Reinhart Geiser 2001
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//
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// TDEConfig code and KScreenSaver "Setup..." improvements by
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// Nick Betcher <nbetcher@usinternet.com> 2001
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//
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#include <stdlib.h>
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#include <tqlabel.h>
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#include <tqlayout.h>
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#include <tdeapplication.h>
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#include <tdelocale.h>
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#include <tdeconfig.h>
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#include <kcolordialog.h>
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#include <kbuttonbox.h>
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#include <kcolorbutton.h>
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#include "gravity.h"
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#include "gravity.moc"
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#ifdef TQ_WS_MACX
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#include <OpenGL/glu.h>
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#include <OpenGL/gl.h>
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#else
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#include <GL/glu.h>
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#include <GL/gl.h>
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#endif
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#include <tqimage.h>
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#include <kdebug.h>
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#include <tqpainter.h>
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#include <tqradiobutton.h>
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#include <tqspinbox.h>
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#include <kstandarddirs.h>
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#include <math.h>
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#include <tdemessagebox.h>
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// libtdescreensaver interface
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extern "C"
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{
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TDE_EXPORT const char *kss_applicationName = "kgravity.kss";
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TDE_EXPORT const char *kss_description = I18N_NOOP( "Particle Gravity Screen Saver" );
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TDE_EXPORT const char *kss_version = "2.2.0";
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TDE_EXPORT KScreenSaver *kss_create( WId id )
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{
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return new KGravitySaver( id );
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}
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TDE_EXPORT TQDialog *kss_setup()
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{
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return new KGravitySetup();
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}
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}
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//-----------------------------------------------------------------------------
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// dialog to setup screen saver parameters
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//
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KGravitySetup::KGravitySetup( TQWidget *parent, const char *name )
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: SetupUi( parent, name, TRUE )
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{
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readSettings();
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preview->setFixedSize( 220, 170 );
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preview->setBackgroundColor( black );
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#ifdef TQ_WS_X11
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preview->show(); // otherwise saver does not get correct size
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#endif
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saver = new KGravitySaver( preview->winId() );
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;
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connect( PushButton1, TQ_SIGNAL( clicked() ), TQ_SLOT( slotOkPressed() ) );
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connect( PushButton2, TQ_SIGNAL( clicked() ), TQ_SLOT( reject() ) );
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connect( PushButton3, TQ_SIGNAL( clicked() ), TQ_SLOT( aboutPressed() ) );
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connect( SpinBox1, TQ_SIGNAL( valueChanged(int)), saver, TQ_SLOT( updateSize(int)));
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connect( RadioButton1, TQ_SIGNAL( toggled(bool)), saver, TQ_SLOT( doStars(bool)));
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}
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KGravitySetup::~KGravitySetup()
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{
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delete saver;
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}
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// read settings from config file
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void KGravitySetup::readSettings()
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{
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TDEConfig config("kssgravityrc", false, false);
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config.setGroup( "Settings" );
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TQString boolval = config.readEntry( "Stars", "false" );
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if (boolval == "true") {
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RadioButton1->setDown(true);
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RadioButton1_2->setDown(false);
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} else {
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if (boolval == "false")
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{
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RadioButton1->setDown(false);
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RadioButton1_2->setDown(true);
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}
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}
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TQString starammount = config.readEntry("StarSize", "75");
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SpinBox1->setValue(starammount.toInt());
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}
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// Ok pressed - save settings and exit
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void KGravitySetup::slotOkPressed()
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{
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TDEConfig config("kssgravityrc", false, false);
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config.setGroup( "Settings" );
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if (RadioButton1->isOn() == true)
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{
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config.writeEntry( "Stars", "true" );
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} else {
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if (RadioButton1_2->isOn() == true)
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{
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config.writeEntry( "Stars", "false" );
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}
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}
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config.writeEntry( "StarSize", TQString::number(SpinBox1->value()) );
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config.sync();
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accept();
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}
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void KGravitySetup::aboutPressed()
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{
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KMessageBox::about(this,
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i18n("<h3>Gravity</h3>\n<p>Particle Gravity Screen Saver for TDE</p>\nCopyright (c) Ian Reinhart Geiser 2001<br>\n\n<p>TDEConfig code and KScreenSaver \"Setup...\" improvements by Nick Betcher <nbetcher@usinternet.com> 2001</p>"));
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}
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//-----------------------------------------------------------------------------
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KGravitySaver::KGravitySaver( WId id ) : KScreenSaver( id )
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{
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kdDebug() << "Blank" << endl;
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timer = new TQTimer( this );
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timer->start( 25, TRUE );
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setBackgroundColor( black );
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erase();
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gravity = new Gravity();
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embed(gravity);
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#ifdef TQ_WS_X11
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gravity->show();
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#endif
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connect( timer, TQ_SIGNAL(timeout()), this, TQ_SLOT(blank()) );
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}
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KGravitySaver::~KGravitySaver()
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{
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}
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// read configuration settings from config file
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void KGravitySaver::readSettings()
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{
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// Please remove me
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}
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void KGravitySaver::blank()
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{
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// Play gravity
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gravity->updateGL();
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timer->start( 25, TRUE );
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}
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Gravity::Gravity( TQWidget * parent, const char * name) : TQGLWidget (parent,name)
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{
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rainbow=true;
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slowdown=2.0f;
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zoom=-50.0f;
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index=0;
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size = 3.95f;
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// obj = gluNewQuadric();
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// This has to be here because you can't update the gravity until 'gravity' is created!
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TDEConfig config("kssgravityrc", false, false);
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config.setGroup( "Settings" );
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TQString boolval = config.readEntry( "Stars", "false" );
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if (boolval == "true") {
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setStars(true);
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} else {
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if (boolval == "false")
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{
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setStars(false);
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}
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}
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TQString starammount = config.readEntry("StarSize", "75");
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float passvalue = (starammount.toInt() / 100.0);
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setSize(passvalue);
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}
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Gravity::~Gravity()
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{
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glDeleteTextures( 1, &texture[0] );
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gluDeleteQuadric(obj);
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}
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/** load the particle file */
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bool Gravity::loadParticle()
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{
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/* Status indicator */
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bool Status = TRUE;
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TQImage buf;
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kdDebug() << "Loading: " << locate("data", "tdescreensaver/particle.png") << endl;
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if (buf.load( locate("data", "tdescreensaver/particle.png") ) )
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{
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tex = convertToGLFormat(buf); // flipped 32bit RGBA
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kdDebug() << "Texture loaded: " << tex.numBytes () << endl;
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}
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else
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{
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TQImage dummy( 32, 32, 32 );
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dummy.fill( TQt::white.rgb() );
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buf = dummy;
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tex = convertToGLFormat( buf );
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}
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/* Set the status to true */
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//Status = TRUE;
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glGenTextures(1, &texture[0]); /* create three textures */
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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/* use linear filtering */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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/* actually generate the texture */
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glTexImage2D(GL_TEXTURE_2D, 0, 4, tex.width(), tex.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
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return Status;
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}
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/** setup the GL enviroment */
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void Gravity::initializeGL ()
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{
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kdDebug() << "InitGL" << endl;
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if (loadParticle()) // Jump To Texture Loading Routine
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{
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/* Enable smooth shading */
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glShadeModel( GL_SMOOTH );
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/* Set the background black */
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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/* Depth buffer setup */
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glClearDepth( 1.0f );
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/* Enables Depth Testing */
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glDisable( GL_DEPTH_TEST );
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/* Enable Blending */
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glEnable( GL_BLEND );
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/* Type Of Blending To Perform */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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/* Really Nice Perspective Calculations */
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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/* Really Nice Point Smoothing */
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glHint( GL_POINT_SMOOTH_HINT, GL_NICEST );
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/* Enable Texture Mapping */
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glEnable( GL_TEXTURE_2D );
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/* Select Our Texture */
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glBindTexture( GL_TEXTURE_2D, texture[0] );
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for (loop=0;loop<MAX_PARTICLES;loop++) // Initials All The Textures
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{
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buildParticle(loop);
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}
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}
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else
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exit(0);
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}
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/** resize the gl view */
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void Gravity::resizeGL ( int width, int height )
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{
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kdDebug() << "ResizeGL " << width << "," <<height<< endl;
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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}
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/** paint the GL view */
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void Gravity::paintGL ()
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{
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//kdDebug() << "PaintGL" << endl;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glLoadIdentity();
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// Reset The ModelView Matrix
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transIndex++;
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//glRotatef(transIndex, 1,0,0);
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//glRotatef(transIndex, 0,1,0);
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//glRotatef(transIndex, 0,0,1);
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float xmax = 5.0;
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float ymax = 5.0;
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glTranslatef( GLfloat(xmax*sin(3.14*transIndex/360)-xmax),
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GLfloat(ymax*cos(3.14*transIndex/360)-ymax),
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0.0 );
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//glRotatef(transIndex, 0,GLfloat(zmax*cos(3.14*transIndex/360000)), GLfloat(zmax*cos(3.14*transIndex/360000)));
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for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
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{
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if (particle[loop].active) // If The Particle Is Active
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{
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float x=particle[loop].x; // Grab Our Particle X Position
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float y=particle[loop].y; // Grab Our Particle Y Position
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float z=particle[loop].z+zoom; // Particle Z Pos + Zoom
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/* Select Our Texture */
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/* Draw The Particle Using Our RGB Values,
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* Fade The Particle Based On It's Life
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*/
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particle[loop].life=(particle[loop].index/particle[loop].indexo)*2.0f;
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glColor4f( particle[loop].r,
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particle[loop].g,
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particle[loop].b,
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particle[loop].life );
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/* Build Quad From A Triangle Strip */
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if( !stars )
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glBegin( GL_TRIANGLE_STRIP );
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else
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glBegin( GL_TRIANGLE_FAN );
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/* Top Right */
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glTexCoord2d( 1, 1 );
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glVertex3f( x + particle[loop].size, y + particle[loop].size, z );
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/* Top Left */
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glTexCoord2d( 0, 1 );
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glVertex3f( x - particle[loop].size, y + particle[loop].size, z );
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/* Bottom Right */
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glTexCoord2d( 1, 0 );
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glVertex3f( x + particle[loop].size, y - particle[loop].size, z );
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/* Bottom Left */
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glTexCoord2d( 0, 0 );
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glVertex3f( x - particle[loop].size, y - particle[loop].size, z );
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glEnd( );
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particle[loop].x=(particle[loop].xo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0);
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particle[loop].y=(particle[loop].yo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0);
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particle[loop].z=(particle[loop].zo*sin(particle[loop].index))*pow((double) particle[loop].index/particle[loop].indexo,(double) 8.0);
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particle[loop].index-=0.05;
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if (particle[loop].index<0.0f ) // If Particle Is Burned Out
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{
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buildParticle(loop);
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}
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// Lets stir some things up
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}
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}
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glFlush();
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}
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void Gravity::setSize( float newSize )
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{
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size = newSize;
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}
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void Gravity::setStars( bool doStars )
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{
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stars = doStars;
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}
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void KGravitySaver::updateSize(int newSize)
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{
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gravity->setSize(newSize/100);
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}
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void KGravitySaver::doStars(bool starState)
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{
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gravity->setStars(starState);
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}
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void Gravity::buildParticle(int loop)
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{
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GLfloat colors[12][3]=
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{{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
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{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
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{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}};
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col = ( ++col ) % 12;
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particle[loop].active=true;
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particle[loop].index=TDEApplication::random()%100;
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particle[loop].indexo=particle[loop].index;
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particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Value
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particle[loop].r=colors[col][0]; // Select Red From Color Table
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particle[loop].g=colors[col][1]; // Select Green From Color Table
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particle[loop].b=colors[col][2]; // Select Blue From Color Table
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particle[loop].size=size;
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particle[loop].x = float(TDEApplication::random()%100-50)*4.0;
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particle[loop].y = float(TDEApplication::random()%20-10)*4.0;
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particle[loop].z = float(TDEApplication::random()%100-50)*4.0;
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particle[loop].xo = particle[loop].x;
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if ((1+(TDEApplication::random() % 10) > 5))
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particle[loop].yo = particle[loop].y;
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else
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particle[loop].yo = 0.0;
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particle[loop].zo = particle[loop].z;
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}
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