//----------------------------------------------------------------------------- // // kgravity - Partical Gravity Screen Saver for TDE 2 // // Copyright (c) Ian Reinhart Geiser 2001 // // TDEConfig code and KScreenSaver "Setup..." improvements by // Nick Betcher 2001 // #include #include #include #include #include #include #include #include #include #include "gravity.h" #include "gravity.moc" #ifdef TQ_WS_MACX #include #include #else #include #include #endif #include #include #include #include #include #include #include #include // 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("

Gravity

\n

Particle Gravity Screen Saver for TDE

\nCopyright (c) Ian Reinhart Geiser 2001
\n\n

TDEConfig code and KScreenSaver \"Setup...\" improvements by Nick Betcher 2001

")); } //----------------------------------------------------------------------------- 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;loopsetSize(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; }