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