//----------------------------------------------------------------------------- // // kwave - Partical Wave Screen Saver for TDE 2 // // Copyright (c) Ian Reinhart Geiser 2001 // ///// //NOTE: // The base particle engine did not come from me, it was designed by Jeff Molofee // I did some extensive modifications to make it work with QT's OpenGL but the base principal is about // the same. //// #ifndef __WAVE_H__ #define __WAVE_H__ #include #include #ifdef TQ_WS_MACX #include #include #else #include #include #endif #include #include #include #include "wavecfg.h" class Wave : public TQGLWidget { TQ_OBJECT public: Wave( TQWidget * parent=0, const char * name=0 ); ~Wave(); protected: /** paint the GL view */ void paintGL (); /** resize the gl view */ void resizeGL ( int w, int h ); /** setup the GL enviroment */ void initializeGL (); private: // GLUnurbsObj *pNurb; GLint nNumPoints; // float ctrlPoints[4][4][3]; // float knots[8]; int index; bool LoadGLTextures(); GLuint texture[1]; TQImage tex; }; class KWaveSaver : public KScreenSaver { TQ_OBJECT public: KWaveSaver( WId drawable ); virtual ~KWaveSaver(); void readSettings(); public slots: void blank(); private: Wave *wave; TQTimer *timer; }; class KWaveSetup : public SetupUi { TQ_OBJECT public: KWaveSetup( TQWidget *parent = NULL, const char *name = NULL ); ~KWaveSetup( ); protected: void readSettings(); private slots: void slotOkPressed(); void aboutPressed(); private: KWaveSaver *saver; float size; float stars; }; #endif