//-----------------------------------------------------------------------------
//
// kfountain - Partical Fountain Screen Saver for TDE 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 <tdeapplication.h>
# include <tdelocale.h>
# include <tdeconfig.h>
# include <kcolordialog.h>
# include <kbuttonbox.h>
# include <kcolorbutton.h>
# include <tdeglobal.h>
# include "fountain.h"
# include "fountain.moc"
# ifdef TQ_WS_MACX
# include <OpenGL/gl.h>
# include <OpenGL/glu.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 <tdemessagebox.h>
// libtdescreensaver interface
extern " C "
{
KDE_EXPORT const char * kss_applicationName = " kfountain.kss " ;
KDE_EXPORT const char * kss_description = I18N_NOOP ( " Particle Fountain Screen Saver " ) ;
KDE_EXPORT const char * kss_version = " 2.2.0 " ;
KDE_EXPORT KScreenSaver * kss_create ( WId id )
{
return new KFountainSaver ( id ) ;
}
KDE_EXPORT TQDialog * kss_setup ( )
{
return new KFountainSetup ( ) ;
}
}
//-----------------------------------------------------------------------------
// dialog to setup screen saver parameters
//
KFountainSetup : : KFountainSetup ( TQWidget * parent , const char * name )
: SetupUi ( parent , name , TRUE )
{
readSettings ( ) ;
//TQLabel *label;
//TQPushButton *button;
//setCaption( i18n("Setup Particle Fountain") );
//TQVBoxLayout *tl = new TQVBoxLayout(this, 10);
//TQHBoxLayout *tl1 = new TQHBoxLayout;
//tl->addLayout(tl1);
//TQVBoxLayout *tl11 = new TQVBoxLayout(5);
//tl1->addLayout(tl11);
//label = new TQLabel( i18n("No options here yet...:"), this );
///tl11->addWidget(label);;
//preview = new TQWidget( this );
preview - > setFixedSize ( 220 , 170 ) ;
preview - > setBackgroundColor ( black ) ;
preview - > show ( ) ; // otherwise saver does not get correct size
saver = new KFountainSaver ( preview - > winId ( ) ) ;
//tl1->addWidget(preview);
//KButtonBox *bbox = new KButtonBox(this);
//bbox->addStretch(1);
;
connect ( PushButton1 , TQ_SIGNAL ( clicked ( ) ) , TQ_SLOT ( slotOkPressed ( ) ) ) ;
connect ( PushButton2 , TQ_SIGNAL ( clicked ( ) ) , TQ_SLOT ( reject ( ) ) ) ;
connect ( PushButton3 , TQ_SIGNAL ( clicked ( ) ) , TQ_SLOT ( aboutPressed ( ) ) ) ;
connect ( SpinBox1 , TQ_SIGNAL ( valueChanged ( int ) ) , saver , TQ_SLOT ( updateSize ( int ) ) ) ;
connect ( RadioButton1 , TQ_SIGNAL ( toggled ( bool ) ) , saver , TQ_SLOT ( doStars ( bool ) ) ) ;
}
// read settings from config file
void KFountainSetup : : readSettings ( )
{
TDEConfig config ( " kssfountainrc " , 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 KFountainSetup : : slotOkPressed ( )
{
TDEConfig config ( " kssfountainrc " , 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 KFountainSetup : : aboutPressed ( )
{
KMessageBox : : about ( this ,
i18n ( " <h3>Particle Fountain</h3> \n <p>Particle Fountain Screen Saver for TDE</p> \n Copyright (c) Ian Reinhart Geiser 2001<br> \n \n <p>TDEConfig code and KScreenSaver \" Setup... \" improvements by Nick Betcher <nbetcher@usinternet.com> 2001</p> " ) ) ;
}
//-----------------------------------------------------------------------------
KFountainSaver : : KFountainSaver ( WId id ) : KScreenSaver ( id )
{
kdDebug ( ) < < " Blank " < < endl ;
timer = new TQTimer ( this ) ;
timer - > start ( 25 , TRUE ) ;
setBackgroundColor ( black ) ;
erase ( ) ;
fountain = new Fountain ( ) ;
embed ( fountain ) ;
fountain - > show ( ) ;
connect ( timer , TQ_SIGNAL ( timeout ( ) ) , this , TQ_SLOT ( blank ( ) ) ) ;
}
KFountainSaver : : ~ KFountainSaver ( )
{
}
// read configuration settings from config file
void KFountainSaver : : readSettings ( )
{
// Please remove me
}
void KFountainSaver : : blank ( )
{
// Play fountain
fountain - > updateGL ( ) ;
timer - > start ( 25 , TRUE ) ;
}
Fountain : : Fountain ( TQWidget * parent , const char * name ) : TQGLWidget ( parent , name )
{
rainbow = true ;
slowdown = 2.0f ;
zoom = - 40.0f ;
index = 0 ;
size = 0.75f ;
obj = gluNewQuadric ( ) ;
// This has to be here because you can't update the fountain until 'fountain' is created!
TDEConfig config ( " kssfountainrc " , 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 ) ;
}
Fountain : : ~ Fountain ( )
{
glDeleteTextures ( 1 , & texture [ 0 ] ) ;
gluDeleteQuadric ( obj ) ;
}
/** load the particle file */
bool Fountain : : 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 Fountain : : initializeGL ( )
{
kdDebug ( ) < < " InitGL " < < endl ;
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 } } ;
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
{
particle [ loop ] . active = true ; // Make All The Particles Active
particle [ loop ] . life = 1.0f ; // Give All The Particles Full Life
particle [ loop ] . fade = float ( TDEApplication : : random ( ) % 100 ) / 1000.0f + 0.003f ; // Random Fade Speed
particle [ loop ] . r = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 0 ] ; // Select Red Rainbow Color
particle [ loop ] . g = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 1 ] ; // Select Green Rainbow Color
particle [ loop ] . b = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 2 ] ; // Select Blue Rainbow Color
particle [ loop ] . xi = float ( ( TDEApplication : : random ( ) % 50 ) - 26.0f ) * 10.0f ; // Random Speed On X Axis
particle [ loop ] . yi = float ( ( TDEApplication : : random ( ) % 50 ) - 25.0f ) * 10.0f ; // Random Speed On Y Axis
particle [ loop ] . zi = float ( ( TDEApplication : : random ( ) % 50 ) - 25.0f ) * 10.0f ; // Random Speed On Z Axis
particle [ loop ] . xg = 0.0f ; // Set Horizontal Pull To Zero
particle [ loop ] . yg = - 0.8f ; // Set Vertical Pull Downward
particle [ loop ] . zg = 0.0f ; // Set Pull On Z Axis To Zero
particle [ loop ] . size = size ; // Set particle size.
}
}
else
exit ( 0 ) ;
}
/** resize the gl view */
void Fountain : : 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 , 200.0f ) ;
glMatrixMode ( GL_MODELVIEW ) ; // Select The Modelview Matrix
glLoadIdentity ( ) ;
}
/** paint the GL view */
void Fountain : : paintGL ( )
{
//kdDebug() << "PaintGL" << endl;
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 ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; // Clear Screen And Depth Buffer
glLoadIdentity ( ) ;
// Reset The ModelView Matrix
transIndex + + ;
glTranslatef ( GLfloat ( 5.0 * sin ( 4 * 3.14 * transIndex / 360 ) ) , GLfloat ( 4.0 * cos ( 2 * 3.14 * transIndex / 360 ) ) , 0.0 ) ;
xspeed = GLfloat ( 100.0 * cos ( 3 * 3.14 * transIndex / 360 ) + 100 ) ;
yspeed = GLfloat ( 100.0 * sin ( 3 * 3.14 * transIndex / 360 ) + 100 ) ;
//slowdown = GLfloat(4.0*sin(2*3.14*transIndex/360)+4.01);
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
*/
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 ] . xi / ( slowdown * 1000 ) ; // Move On The X Axis By X Speed
particle [ loop ] . y + = particle [ loop ] . yi / ( slowdown * 1000 ) ; // Move On The Y Axis By Y Speed
particle [ loop ] . z + = particle [ loop ] . zi / ( slowdown * 1000 ) ; // Move On The Z Axis By Z Speed
particle [ loop ] . xi + = particle [ loop ] . xg ; // Take Pull On X Axis Into Account
particle [ loop ] . yi + = particle [ loop ] . yg ; // Take Pull On Y Axis Into Account
particle [ loop ] . zi + = particle [ loop ] . zg ; // Take Pull On Z Axis Into Account
particle [ loop ] . life - = particle [ loop ] . fade ; // Reduce Particles Life By 'Fade'
if ( particle [ loop ] . life < 0.0f ) // If Particle Is Burned Out
{
particle [ loop ] . life = 2.0f ; // Give It New Life
particle [ loop ] . fade = float ( TDEApplication : : random ( ) % 100 ) / 1000.0f + 0.003f ; // Random Fade Value
particle [ loop ] . x = 0.0f ; // Center On X Axis
particle [ loop ] . y = 0.0f ; // Center On Y Axis
particle [ loop ] . z = 0.0f ; // Center On Z Axis
particle [ loop ] . xi = xspeed + float ( ( TDEApplication : : random ( ) % 60 ) - 32.0f ) ; // X Axis Speed And Direction
particle [ loop ] . yi = yspeed + float ( ( TDEApplication : : random ( ) % 60 ) - 30.0f ) ; // Y Axis Speed And Direction
particle [ loop ] . zi = float ( ( TDEApplication : : random ( ) % 60 ) - 30.0f ) ; // Z Axis Speed And Direction
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 ;
if ( ( 1 + ( random ( ) % 20 ) ) = = 10 )
{
// Explode
particle [ loop ] . active = true ; // Make All The Particles Active
particle [ loop ] . life = 1.0f ; // Give All The Particles Full Life
particle [ loop ] . fade = float ( TDEApplication : : random ( ) % 100 ) / 1000.0f + 0.003f ; // Random Fade Speed
particle [ loop ] . r = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 0 ] ; // Select Red Rainbow Color
particle [ loop ] . g = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 1 ] ; // Select Green Rainbow Color
particle [ loop ] . b = colors [ ( loop + 1 ) / ( MAX_PARTICLES / 12 ) ] [ 2 ] ; // Select Blue Rainbow Color
particle [ loop ] . xi = float ( ( TDEApplication : : random ( ) % 50 ) - 26.0f ) * 10.0f ; // Random Speed On X Axis
particle [ loop ] . yi = float ( ( TDEApplication : : random ( ) % 50 ) - 25.0f ) * 10.0f ; // Random Speed On Y Axis
particle [ loop ] . zi = float ( ( TDEApplication : : random ( ) % 50 ) - 25.0f ) * 10.0f ; // Random Speed On Z Axis
particle [ loop ] . xg = 0.0f ; // Set Horizontal Pull To Zero
particle [ loop ] . yg = - 0.8f ; // Set Vertical Pull Downward
particle [ loop ] . zg = 0.0f ; // Set Pull On Z Axis To Zero
particle [ loop ] . size = size ; // Set particle size.
}
}
// Lets stir some things up
index + = 0.001 ;
particle [ loop ] . yg = 2.0 * sin ( 2 * 3.14 * transIndex / 360 ) ;
particle [ loop ] . xg = 2.0 * cos ( 2 * 3.14 * transIndex / 360 ) ;
particle [ loop ] . zg = 4.0 + ( 4.0 * cos ( 2 * 3.14 * transIndex / 360 ) ) ;
}
}
glFlush ( ) ;
}
void Fountain : : setSize ( float newSize )
{
size = newSize ;
}
void Fountain : : setStars ( bool doStars )
{
stars = doStars ;
}
void KFountainSaver : : updateSize ( int newSize )
{
fountain - > setSize ( newSize / 100 ) ;
}
void KFountainSaver : : doStars ( bool starState )
{
fountain - > setStars ( starState ) ;
}