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462 lines
14 KiB
462 lines
14 KiB
//-----------------------------------------------------------------------------
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//
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// kfountain - Partical Fountain 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 <tdeglobal.h>
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#include "fountain.h"
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#include "fountain.moc"
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#ifdef TQ_WS_MACX
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.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 = "kfountain.kss";
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TDE_EXPORT const char *kss_description = I18N_NOOP( "Particle Fountain 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 KFountainSaver( id );
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}
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TDE_EXPORT TQDialog *kss_setup()
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{
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return new KFountainSetup();
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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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KFountainSetup::KFountainSetup( 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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//TQLabel *label;
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//TQPushButton *button;
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//setCaption( i18n("Setup Particle Fountain") );
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//TQVBoxLayout *tl = new TQVBoxLayout(this, 10);
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//TQHBoxLayout *tl1 = new TQHBoxLayout;
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//tl->addLayout(tl1);
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//TQVBoxLayout *tl11 = new TQVBoxLayout(5);
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//tl1->addLayout(tl11);
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//label = new TQLabel( i18n("No options here yet...:"), this );
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///tl11->addWidget(label);;
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//preview = new TQWidget( this );
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preview->setFixedSize( 220, 170 );
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preview->setBackgroundColor( black );
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preview->show(); // otherwise saver does not get correct size
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saver = new KFountainSaver( preview->winId() );
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//tl1->addWidget(preview);
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//KButtonBox *bbox = new KButtonBox(this);
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//bbox->addStretch(1);
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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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// read settings from config file
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void KFountainSetup::readSettings()
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{
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TDEConfig config("kssfountainrc", 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 KFountainSetup::slotOkPressed()
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{
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TDEConfig config("kssfountainrc", 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 KFountainSetup::aboutPressed()
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{
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KMessageBox::about(this,
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i18n("<h3>Particle Fountain</h3>\n<p>Particle Fountain 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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KFountainSaver::KFountainSaver( 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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fountain = new Fountain();
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embed(fountain);
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fountain->show();
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connect( timer, TQ_SIGNAL(timeout()), this, TQ_SLOT(blank()) );
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}
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KFountainSaver::~KFountainSaver()
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{
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}
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// read configuration settings from config file
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void KFountainSaver::readSettings()
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{
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// Please remove me
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}
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void KFountainSaver::blank()
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{
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// Play fountain
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fountain->updateGL();
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timer->start( 25, TRUE );
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}
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Fountain::Fountain( 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=-40.0f;
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index=0;
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size = 0.75f;
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obj = gluNewQuadric();
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// This has to be here because you can't update the fountain until 'fountain' is created!
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TDEConfig config("kssfountainrc", 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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Fountain::~Fountain()
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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 Fountain::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 Fountain::initializeGL ()
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{
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kdDebug() << "InitGL" << endl;
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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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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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particle[loop].active=true; // Make All The Particles Active
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particle[loop].life=1.0f; // Give All The Particles Full Life
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particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Speed
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particle[loop].r=colors[(loop+1)/(MAX_PARTICLES/12)][0]; // Select Red Rainbow Color
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particle[loop].g=colors[(loop+1)/(MAX_PARTICLES/12)][1]; // Select Green Rainbow Color
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particle[loop].b=colors[(loop+1)/(MAX_PARTICLES/12)][2]; // Select Blue Rainbow Color
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particle[loop].xi=float((TDEApplication::random()%50)-26.0f)*10.0f; // Random Speed On X Axis
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particle[loop].yi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Y Axis
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particle[loop].zi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Z Axis
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particle[loop].xg=0.0f; // Set Horizontal Pull To Zero
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particle[loop].yg=-0.8f; // Set Vertical Pull Downward
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particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
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particle[loop].size=size; // Set particle size.
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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 Fountain::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,200.0f);
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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 Fountain::paintGL ()
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{
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//kdDebug() << "PaintGL" << endl;
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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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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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glTranslatef( GLfloat(5.0*sin(4*3.14*transIndex/360)), GLfloat(4.0*cos(2*3.14*transIndex/360)), 0.0 );
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xspeed = GLfloat(100.0*cos(3*3.14*transIndex/360)+100);
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yspeed = GLfloat(100.0*sin(3*3.14*transIndex/360)+100);
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//slowdown = GLfloat(4.0*sin(2*3.14*transIndex/360)+4.01);
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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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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].xi/(slowdown*1000);// Move On The X Axis By X Speed
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particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
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particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed
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particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
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particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
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particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
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particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'
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if (particle[loop].life<0.0f) // If Particle Is Burned Out
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{
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particle[loop].life=2.0f; // Give It New Life
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particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Value
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particle[loop].x=0.0f; // Center On X Axis
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particle[loop].y=0.0f; // Center On Y Axis
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particle[loop].z=0.0f; // Center On Z Axis
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particle[loop].xi=xspeed+float((TDEApplication::random()%60)-32.0f); // X Axis Speed And Direction
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particle[loop].yi=yspeed+float((TDEApplication::random()%60)-30.0f); // Y Axis Speed And Direction
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particle[loop].zi=float((TDEApplication::random()%60)-30.0f); // Z Axis Speed And Direction
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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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if ((1+(random()%20)) == 10)
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{
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// Explode
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particle[loop].active=true; // Make All The Particles Active
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particle[loop].life=1.0f; // Give All The Particles Full Life
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particle[loop].fade=float(TDEApplication::random()%100)/1000.0f+0.003f; // Random Fade Speed
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particle[loop].r=colors[(loop+1)/(MAX_PARTICLES/12)][0]; // Select Red Rainbow Color
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particle[loop].g=colors[(loop+1)/(MAX_PARTICLES/12)][1]; // Select Green Rainbow Color
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particle[loop].b=colors[(loop+1)/(MAX_PARTICLES/12)][2]; // Select Blue Rainbow Color
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particle[loop].xi=float((TDEApplication::random()%50)-26.0f)*10.0f; // Random Speed On X Axis
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particle[loop].yi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Y Axis
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particle[loop].zi=float((TDEApplication::random()%50)-25.0f)*10.0f; // Random Speed On Z Axis
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particle[loop].xg=0.0f; // Set Horizontal Pull To Zero
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particle[loop].yg=-0.8f; // Set Vertical Pull Downward
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particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
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particle[loop].size=size; // Set particle size.
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}
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}
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// Lets stir some things up
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index += 0.001;
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particle[loop].yg =2.0*sin(2*3.14*transIndex/360);
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particle[loop].xg =2.0*cos(2*3.14*transIndex/360);
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particle[loop].zg =4.0+(4.0*cos(2*3.14*transIndex/360));
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}
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}
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glFlush();
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}
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void Fountain::setSize( float newSize )
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{
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size = newSize;
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}
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void Fountain::setStars( bool doStars )
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{
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stars = doStars;
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}
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void KFountainSaver::updateSize(int newSize)
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{
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fountain->setSize(newSize/100);
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}
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void KFountainSaver::doStars(bool starState)
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{
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fountain->setStars(starState);
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}
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|