///----------------------------------------------------------------------------- // // kgravity - Partical gravity 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 __GRAVITY_H__ #define __GRAVITY_H__ #include #include #ifdef TQ_WS_MACX #include #include #else #include #include #endif #include #include #include #include "gravitycfg.h" #include #include #include #define MAX_PARTICLES 100 class Gravity : public TQGLWidget { TQ_OBJECT class particles // Create A Structure For Particle { public: bool active; // Active (Yes/No) float life; // Particle Life float fade; // Fade Speed float r; // Red Value float g; // Green Value float b; // Blue Value float x; // X Position float y; // Y Position float z; // Z Position float xo; // X Position float yo; // Y Position float zo; // Z Position float index; // Index float indexo; float size; // Particle Size }; public: Gravity( TQWidget * parent=0, const char * name=0 ); ~Gravity(); void setSize( float newSize ); void setStars( bool doStars ); protected: /** paint the GL view */ void paintGL (); /** resize the gl view */ void resizeGL ( int w, int h ); /** setup the GL enviroment */ void initializeGL (); void buildParticle(int loop); private: /** load the partical file */ bool loadParticle(); particles particle[MAX_PARTICLES]; bool rainbow; // Rainbow Mode? bool sp; // Spacebar Pressed? bool rp; // Enter Key Pressed? float slowdown; // Slow Down Particles float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail) float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail) float zoom; // Used To Zoom Out float size; float stars; GLuint loop; // Misc Loop Variable GLuint col; // Current Color Selection GLuint delay; // Rainbow Effect Delay GLuint texture[1]; TQImage tex; float index; float transIndex; GLfloat scale; GLUquadricObj *obj; }; class KGravitySaver : public KScreenSaver { TQ_OBJECT public: KGravitySaver( WId drawable ); virtual ~KGravitySaver(); void readSettings(); public slots: void blank(); void updateSize(int newSize); void doStars(bool starState); // void loadTextures(bool textures); private: Gravity *gravity; TQTimer *timer; }; class KGravitySetup : public SetupUi { TQ_OBJECT public: KGravitySetup( TQWidget *parent = NULL, const char *name = NULL ); ~KGravitySetup(); protected: void readSettings(); private slots: void slotOkPressed(); void aboutPressed(); private: KGravitySaver *saver; float size; float stars; float zoom; float speed; }; #endif