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tdeartwork/tdescreensaver/kdesavers/fountain.cpp

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//-----------------------------------------------------------------------------
//
// 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>\nCopyright (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);
}