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tdeartwork/asciiquarium/src/aasaver.h

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/*
* Asciiquarium - Native KDE Screensaver based on the Asciiquarium program
* (c) Kirk Baucom <kbaucom@schizoid.com>, which you can find at
* http://www.robobunny.com/projects/asciiquarium/
*
* Ported to KDE by Maksim Orlovich <maksim@kde.org> and
* Michael Pyne <michael.pyne@kdemail.net>.
*
* Copyright (c) 2003 Kirk Baucom <kbaucom@schizoid.com>
* Copyright (c) 2005 Maksim Orlovich <maksim@kde.org>
* Copyright (c) 2005 Michael Pyne <michael.pyne@kdemail.net>
*
* 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 <kscreensaver.h>
#include <kapplication.h>
#include <stdlib.h>
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<double>(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: