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