/* -*- mode: C; tab-width: 4 -*-
* Bumps, Copyright (c) 2002, 2006 Shane Smit <CodeWeaver@DigitalLoom.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*
* Module: "bumps.c"
* Tab Size: 4
*
* Description:
* This is typical bump-mapping. The actual bump map is generated by a screen
* grab. The light source is represented by a spotlight of random color. This
* spotlight randomly traverses the bump map in a sinus pattern.
*
* Essentially, it 3D-izes your desktop, based on color intensity.
*
* Modification History:
* [10/01/1999] - Shane Smit: Creation
* [10/08/1999] - Shane Smit: Port to C. (Ick)
* [03/08/2002] - Shane Smit: New movement code.
* [09/12/2002] - Shane Smit: MIT-SHM XImages.
* Thanks to Kennett Galbraith <http://www.Alpha-II.com/>
* for code optimization.
* [10/09/2016] - Dave Odell: Updated for new xshm.c.
* Y2K compliance.
*/
#include <math.h>
#include <time.h>
#include <inttypes.h>
#include "screenhack.h"
#include "xshm.h"
/* Defines: */
/* #define VERBOSE */
#define RANDOM() ((int) (random() & 0X7FFFFFFFL))
typedef unsigned char BOOL;
/* Globals: */
static const char *bumps_defaults [] = {
".background: black",
".foreground: white",
"*fpsSolid: true",
"*color: random",
"*colorcount: 64",
"*delay: 30000",
"*duration: 120",
"*soften: 1",
"*invert: FALSE",
#ifdef __sgi /* really, HAVE_READ_DISPLAY_EXTENSION */
"*visualID: Best",
#endif
#ifdef HAVE_XSHM_EXTENSION
"*useSHM: True",
#endif /* HAVE_XSHM_EXTENSION */
#ifdef HAVE_MOBILE
"*ignoreRotation: True",
"*rotateImages: True",
#endif
0
};
static XrmOptionDescRec bumps_options [] = {
{ "-color", ".color", XrmoptionSepArg, 0 },
{ "-colorcount", ".colorcount", XrmoptionSepArg, 0 },
{ "-duration", ".duration", XrmoptionSepArg, 0 },
{ "-delay", ".delay", XrmoptionSepArg, 0 },
{ "-soften", ".soften", XrmoptionSepArg, 0 },
{ "-invert", ".invert", XrmoptionNoArg, "TRUE" },
#ifdef HAVE_XSHM_EXTENSION
{ "-shm", ".useSHM", XrmoptionNoArg, "True" },
{ "-no-shm", ".useSHM", XrmoptionNoArg, "False" },
#endif /* HAVE_XSHM_EXTENSION */
{ 0, 0, 0, 0 }
};
/* This structure handles everything to do with the spotlight, and is designed to be
* a member of TBumps. */
typedef struct
{
uint8_t *aLightMap;
uint16_t nFalloffDiameter, nFalloffRadius;
uint16_t nLightDiameter, nLightRadius;
float nAccelX, nAccelY;
float nAccelMax;
float nVelocityX, nVelocityY;
float nVelocityMax;
float nXPos, nYPos;
} SSpotLight;
/* The entire program's operation is contained within this structure. */
typedef struct
{
/* XWindows specific variables. */
Display *dpy;
Window Win;
Screen *screen;
Pixmap source;
GC GraphicsContext;
XColor *xColors;
unsigned long *aColors;
XImage *pXImage;
XShmSegmentInfo XShmInfo;
uint8_t nColorCount; /* Number of colors used. */
uint8_t bytesPerPixel;
uint16_t iWinWidth, iWinHeight;
uint16_t *aBumpMap; /* The actual bump map. */
SSpotLight SpotLight;
int delay;
int duration;
time_t start_time;
async_load_state *img_loader;
} SBumps;
static void SetPalette(Display *, SBumps *, XWindowAttributes * );
static void InitBumpMap(Display *, SBumps *, XWindowAttributes * );
static void InitBumpMap_2(Display *, SBumps *);
static void SoftenBumpMap( SBumps * );
/* This function pointer will point to the appropriate PutPixel*() function below. */
static void (*MyPutPixel)( int8_t *, uint32_t );
static void PutPixel32( int8_t *pData, uint32_t pixel )
{
*(uint32_t *)pData = pixel;
}
static void PutPixel24( int8_t *pData, uint32_t pixel )
{
pData[ 2 ] = ( pixel & 0x00FF0000 ) >> 16;
pData[ 1 ] = ( pixel & 0x0000FF00 ) >> 8;
pData[ 0 ] = ( pixel & 0x000000FF );
}
static void PutPixel16( int8_t *pData, uint32_t pixel )
{
*(uint16_t *)pData = (uint16_t)pixel;
}
static void PutPixel8( int8_t *pData, uint32_t pixel )
{
*(uint8_t *)pData = (uint8_t)pixel;
}
/* Creates the light map, which is a circular image... going from black around the edges
* to white in the center. */
static void CreateSpotLight( SSpotLight *pSpotLight, uint16_t iDiameter, uint16_t nColorCount )
{
double nDist;
int16_t iDistX, iDistY;
uint8_t *pLOffset;
pSpotLight->nFalloffDiameter = iDiameter;
pSpotLight->nFalloffRadius = pSpotLight->nFalloffDiameter / 2;
pSpotLight->nLightDiameter = iDiameter / 2;
pSpotLight->nLightRadius = pSpotLight->nLightDiameter / 2;
#ifdef VERBOSE
printf( "%s: Falloff Diameter: %d\n", progclass, pSpotLight->nFalloffDiameter );
printf( "%s: Spot Light Diameter: %d\n", progclass, pSpotLight->nLightDiameter );
#endif
pSpotLight->aLightMap = malloc( pSpotLight->nLightDiameter * pSpotLight->nLightDiameter * sizeof(uint8_t) );
pLOffset = pSpotLight->aLightMap;
for( iDistY=-pSpotLight->nLightRadius; iDistY<pSpotLight->nLightRadius; ++iDistY )
{
for( iDistX=-pSpotLight->nLightRadius; iDistX<pSpotLight->nLightRadius; ++iDistX )
{
nDist = sqrt( pow( iDistX+0.5F, 2 ) + pow( iDistY+0.5F, 2 ) );
if( nDist / pSpotLight->nLightRadius <= 1.0f )
*pLOffset = (uint8_t)(nColorCount - ( ( nDist / pSpotLight->nLightRadius ) * ( nColorCount - 1 ) ));
else
*pLOffset = 0;
++pLOffset;
}
}
/* Initialize movement variables. */
pSpotLight->nAccelX = 0;
pSpotLight->nAccelY = 0;
pSpotLight->nVelocityX = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax;
pSpotLight->nVelocityY = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax;
}
/* Calculates the position of the spot light on the screen. */
static void CalcLightPos( SBumps *pBumps )
{
SSpotLight *pSpotLight = &pBumps->SpotLight;
float nGravity;
/* X */
if( pSpotLight->nXPos < pSpotLight->nFalloffRadius ) nGravity = 1.0f;
else if( pSpotLight->nXPos > pBumps->iWinWidth - pSpotLight->nFalloffRadius ) nGravity = -1.0f;
else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f;
pSpotLight->nAccelX += nGravity * ( pSpotLight->nAccelMax / 5.0f );
if( pSpotLight->nAccelX < -pSpotLight->nAccelMax ) pSpotLight->nAccelX = -pSpotLight->nAccelMax;
else if( pSpotLight->nAccelX > pSpotLight->nAccelMax ) pSpotLight->nAccelX = pSpotLight->nAccelMax;
pSpotLight->nVelocityX += pSpotLight->nAccelX;
if( pSpotLight->nVelocityX < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = -pSpotLight->nVelocityMax;
else if( pSpotLight->nVelocityX > pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = pSpotLight->nVelocityMax;
pSpotLight->nXPos += pSpotLight->nVelocityX;
/* Y */
if( pSpotLight->nYPos < pSpotLight->nFalloffRadius ) nGravity = 1.0f;
else if( pSpotLight->nYPos > pBumps->iWinHeight - pSpotLight->nFalloffRadius ) nGravity = -1.0f;
else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f;
pSpotLight->nAccelY += nGravity * ( pSpotLight->nAccelMax / 5.0f );
if( pSpotLight->nAccelY < -pSpotLight->nAccelMax ) pSpotLight->nAccelY = -pSpotLight->nAccelMax;
else if( pSpotLight->nAccelY > pSpotLight->nAccelMax ) pSpotLight->nAccelY = pSpotLight->nAccelMax;
pSpotLight->nVelocityY += pSpotLight->nAccelY;
if( pSpotLight->nVelocityY < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = -pSpotLight->nVelocityMax;
else if( pSpotLight->nVelocityY > pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = pSpotLight->nVelocityMax;
pSpotLight->nYPos += pSpotLight->nVelocityY;
}
/* Main initialization function. */
static void CreateBumps( SBumps *pBumps, Display *dpy, Window NewWin )
{
XWindowAttributes XWinAttribs;
XGCValues GCValues;
int32_t nGCFlags;
uint16_t iDiameter;
/* Make size and velocity a function of window size, so it appears the same at 100x60 as it does in 3200x1200. */
XGetWindowAttributes( dpy, NewWin, &XWinAttribs );
pBumps->iWinWidth = XWinAttribs.width;
pBumps->iWinHeight = XWinAttribs.height;
pBumps->SpotLight.nXPos = XWinAttribs.width / 2.0f;
pBumps->SpotLight.nYPos = XWinAttribs.height / 2.0f;
pBumps->SpotLight.nVelocityMax = ( ( XWinAttribs.width < XWinAttribs.height ) ? XWinAttribs.width : XWinAttribs.height ) / 140.0f;
pBumps->SpotLight.nAccelMax = pBumps->SpotLight.nVelocityMax / 10.0f;
pBumps->dpy = dpy;
pBumps->Win = NewWin;
pBumps->screen = XWinAttribs.screen;
iDiameter = ( ( pBumps->iWinWidth < pBumps->iWinHeight ) ? pBumps->iWinWidth : pBumps->iWinHeight ) / 2;
/* jwz: sometimes we get tearing if this lands on the wrong bounaary;
constraining it to be a multiple of 8 seems to fix it. */
iDiameter = ((iDiameter+7)/8)*8;
pBumps->pXImage = create_xshm_image( pBumps->dpy, XWinAttribs.visual, XWinAttribs.depth,
ZPixmap, &pBumps->XShmInfo, iDiameter, iDiameter );
/* For speed, access the XImage data directly using my own PutPixel routine. */
switch( pBumps->pXImage->bits_per_pixel )
{
case 32:
pBumps->bytesPerPixel = 4;
MyPutPixel = PutPixel32;
break;
case 24:
pBumps->bytesPerPixel = 3;
MyPutPixel = PutPixel24;
break;
case 16:
pBumps->bytesPerPixel = 2;
MyPutPixel = PutPixel16;
break;
case 8:
pBumps->bytesPerPixel = 1;
MyPutPixel = PutPixel8;
break;
default:
fprintf( stderr, "%s: Unknown XImage depth.", progname );
destroy_xshm_image( pBumps->dpy, pBumps->pXImage, &pBumps->XShmInfo );
exit( 1 );
}
GCValues.function = GXcopy;
GCValues.subwindow_mode = IncludeInferiors;
nGCFlags = GCFunction;
if( use_subwindow_mode_p( XWinAttribs.screen, pBumps->Win ) ) /* See grabscreen.c */
nGCFlags |= GCSubwindowMode;
pBumps->GraphicsContext = XCreateGC( pBumps->dpy, pBumps->Win, nGCFlags, &GCValues );
SetPalette(dpy, pBumps, &XWinAttribs );
CreateSpotLight( &pBumps->SpotLight, iDiameter, pBumps->nColorCount );
InitBumpMap(dpy, pBumps, &XWinAttribs );
}
/* Creates a specialized phong shade palette. */
static void SetPalette(Display *dpy, SBumps *pBumps, XWindowAttributes *pXWinAttribs )
{
XColor BaseColor;
XColor Color;
char *sColor; /* Spotlight Color */
int16_t iColor;
sColor = get_string_resource(dpy, "color", "Color" );
BaseColor.red = RANDOM() % 0xFFFF;
BaseColor.green = RANDOM() % 0xFFFF;
BaseColor.blue = RANDOM() % 0xFFFF;
/* Make one color full intesity to avoid dark spotlights. */
switch( RANDOM() % 3 )
{
case 0: BaseColor.red = 0xFFFF; break;
case 1: BaseColor.green = 0xFFFF; break;
case 2: BaseColor.blue = 0xFFFF; break;
}
if( strcasecmp( sColor, "random" ) && !XParseColor( pBumps->dpy, pXWinAttribs->colormap, sColor, &BaseColor ) )
fprintf( stderr, "%s: color %s not found in database. Choosing random...\n", progname, sColor );
#ifdef VERBOSE
printf( "%s: Spotlight color is <%d,%d,%d> RGB.\n", progclass, BaseColor.red, BaseColor.green, BaseColor.blue );
#endif /* VERBOSE */
pBumps->nColorCount = get_integer_resource(dpy, "colorcount", "Integer" );
if( pBumps->nColorCount < 2 ) pBumps->nColorCount = 2;
if( pBumps->nColorCount > 128 ) pBumps->nColorCount = 128;
pBumps->aColors = malloc( pBumps->nColorCount * sizeof(unsigned long) );
/* Creates a phong shade: / BaseColor \ Index/ColorCount
* PhongShade = | ------------ | Index + ( 65535 - BaseColor )^
* \ ColorCount / */
pBumps->nColorCount--;
for( iColor=0; iColor<=pBumps->nColorCount; iColor++ )
{
Color.red = (uint16_t)( ( ( BaseColor.red / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.red, iColor/(double)pBumps->nColorCount ) );
Color.green = (uint16_t)( ( ( BaseColor.green / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.green, iColor/(double)pBumps->nColorCount ) );
Color.blue = (uint16_t)( ( ( BaseColor.blue / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.blue, iColor/(double)pBumps->nColorCount ) );
if( !XAllocColor( pBumps->dpy, pXWinAttribs->colormap, &Color ) )
{
XFreeColors( pBumps->dpy, pXWinAttribs->colormap, pBumps->aColors, iColor, 0 );
free( pBumps->aColors );
pBumps->aColors = malloc( pBumps->nColorCount * sizeof(unsigned long) );
pBumps->nColorCount--;
iColor = -1;
}
else
pBumps->aColors[ iColor ] = Color.pixel;
}
pBumps->nColorCount++;
#ifdef VERBOSE
printf( "%s: Allocated %d colors.\n", progclass, pBumps->nColorCount );
#endif /* VERBOSE */
XSetWindowBackground( pBumps->dpy, pBumps->Win, pBumps->aColors[ 0 ] );
}
/* Grabs the current contents of the window to use an intensity-based bump map. */
static void InitBumpMap(Display *dpy, SBumps *pBumps, XWindowAttributes *pXWinAttribs )
{
pBumps->xColors = (XColor*)malloc( pBumps->iWinWidth * sizeof(XColor) );
if (pBumps->source) abort();
pBumps->source = XCreatePixmap(pBumps->dpy, pBumps->Win,
pXWinAttribs->width, pXWinAttribs->height,
pXWinAttribs->depth);
pBumps->img_loader = load_image_async_simple (0, pXWinAttribs->screen,
pBumps->Win, pBumps->source, 0, 0);
}
static void InitBumpMap_2(Display *dpy, SBumps *pBumps)
{
XImage *pScreenImage;
XColor *pColor;
uint8_t nSoften;
uint16_t iWidth, iHeight;
uint32_t nAverager;
uint16_t *pBump;
uint16_t maxHeight;
double softenMultiplier = 1.0f;
BOOL bInvert = (BOOL)get_boolean_resource(dpy, "invert", "Boolean" );
XWindowAttributes XWinAttribs;
XGetWindowAttributes( pBumps->dpy, pBumps->Win, &XWinAttribs );
pBumps->start_time = time ((time_t *) 0);
pScreenImage = XGetImage( pBumps->dpy, pBumps->source, 0, 0,
pBumps->iWinWidth, pBumps->iWinHeight,
~0L, ZPixmap );
/* XFreePixmap (pBumps->dpy, pBumps->source);
pBumps->source = 0;*/
XSetWindowBackground( pBumps->dpy, pBumps->Win, pBumps->aColors[ 0 ] );
XClearWindow (pBumps->dpy, pBumps->Win);
XSync (pBumps->dpy, 0);
pBumps->aBumpMap = malloc( pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_t) );
nSoften = get_integer_resource(dpy, "soften", "Integer" );
while( nSoften-- )
softenMultiplier *= 1.0f + ( 1.0f / 3.0f ); /* Softening takes the max height down, so scale up to compensate. */
maxHeight = pBumps->SpotLight.nLightRadius * softenMultiplier;
nAverager = maxHeight ? ( 3 * 0xFFFF ) / maxHeight : 0;
pBump = pBumps->aBumpMap;
if( bInvert ) /* Funny, it's actually the 'else' that inverts the bump map... */
{
for( iHeight=0; iHeight<pBumps->iWinHeight; iHeight++ )
{
pColor = pBumps->xColors;
for( iWidth=0; iWidth<pBumps->iWinWidth; iWidth++ )
(pColor++)->pixel = XGetPixel( pScreenImage, iWidth, iHeight );
XQueryColors( pBumps->dpy, XWinAttribs.colormap, pBumps->xColors, pBumps->iWinWidth );
pColor = pBumps->xColors;
for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pColor, ++pBump )
*pBump = ( nAverager ? ( pColor->red + pColor->green + pColor->blue ) / nAverager : 0 );
}
}
else
{
for( iHeight=0; iHeight<pBumps->iWinHeight; iHeight++ )
{
pColor = pBumps->xColors;
for( iWidth=0; iWidth<pBumps->iWinWidth; iWidth++ )
(pColor++)->pixel = XGetPixel( pScreenImage, iWidth, iHeight );
XQueryColors( pBumps->dpy, XWinAttribs.colormap, pBumps->xColors, pBumps->iWinWidth );
pColor = pBumps->xColors;
for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pColor, ++pBump )
*pBump = ( maxHeight - ( nAverager ? ( pColor->red + pColor->green + pColor->blue ) / nAverager : 0 ) );
}
}
XDestroyImage( pScreenImage );
nSoften = get_integer_resource(dpy, "soften", "Integer" );
#ifdef VERBOSE
if( nSoften ) printf( "%s: Softening Bump Map %d time(s)...\n", progclass, nSoften );
#endif
while( nSoften-- )
SoftenBumpMap( pBumps );
/* free( pBumps->xColors );
pBumps->xColors = 0;*/
}
/* Soften the bump map. This is to avoid pixelated-looking ridges.
* |-----|-----|-----|
* | 0% |12.5%| 0% | The adjacent pixels are averaged together
* |-----|-----|-----| first. Then than value is averaged with
* |12.5%| 50% |12.5%| the pixel is question. This essentially weights
* |-----|-----|-----| each pixel as shown on the left.
* | 0% |12.5%| 0% |
* |-----|-----|-----|
*/
static void SoftenBumpMap( SBumps *pBumps )
{
uint16_t *pOffset, *pTOffset;
uint32_t nHeight;
uint32_t iWidth, iHeight;
uint16_t *aTempBuffer = malloc( pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_t) );
pOffset = pBumps->aBumpMap;
pTOffset = aTempBuffer;
for( iHeight=pBumps->iWinHeight; iHeight; --iHeight )
{
for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pOffset, ++pTOffset )
{
if( iHeight==pBumps->iWinHeight || iHeight==1 ||
iWidth==pBumps->iWinWidth || iWidth==1 )
{
*pTOffset = 0;
continue;
}
nHeight = pOffset[ -pBumps->iWinWidth ];
nHeight += pOffset[ 1 ];
nHeight += pOffset[ pBumps->iWinWidth ];
nHeight += pOffset[ -1 ];
nHeight >>= 2;
nHeight += pOffset[ 0 ];
nHeight >>= 1;
*pTOffset = nHeight;
}
}
memcpy( pBumps->aBumpMap, aTempBuffer, pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_t) );
free( aTempBuffer );
}
/* This is where we slap down some pixels... */
static void Execute( SBumps *pBumps )
{
int32_t nLightXPos, nLightYPos;
int32_t iScreenX, iScreenY;
int32_t iLightX, iLightY;
uint16_t *pBOffset;
int8_t *pDOffset;
int32_t nX, nY;
uint16_t nColor;
int32_t nLightOffsetFar = pBumps->SpotLight.nFalloffDiameter - pBumps->SpotLight.nLightRadius;
CalcLightPos( pBumps );
/* Offset to upper left hand corner. */
nLightXPos = pBumps->SpotLight.nXPos - pBumps->SpotLight.nFalloffRadius;
nLightYPos = pBumps->SpotLight.nYPos - pBumps->SpotLight.nFalloffRadius;
for( iScreenY=nLightYPos, iLightY=-pBumps->SpotLight.nLightRadius; iLightY<nLightOffsetFar; ++iScreenY, ++iLightY )
{
if( iScreenY < 0 ) continue;
else if( iScreenY >= pBumps->iWinHeight ) break;
/* warning: pointer targets in assignment differ in signedness
Should pDOffset be a int8? I can't tell. -jwz, 22-Jul-2003 */
pDOffset = (int8_t *) &pBumps->pXImage->data[ (iLightY+pBumps->SpotLight.nLightRadius) * pBumps->pXImage->bytes_per_line ];
pBOffset = pBumps->aBumpMap + ( iScreenY * pBumps->iWinWidth ) + nLightXPos;
for( iScreenX=nLightXPos, iLightX=-pBumps->SpotLight.nLightRadius; iLightX<nLightOffsetFar; ++iScreenX, ++iLightX, ++pBOffset, pDOffset+=pBumps->bytesPerPixel )
{
if( iScreenX < 0 ) continue;
else if( iScreenX >= pBumps->iWinWidth ) break;
else if( iScreenY == 0 || iScreenY >= pBumps->iWinHeight-2 ||
iScreenX == 0 || iScreenX >= pBumps->iWinWidth-2 )
{
MyPutPixel( pDOffset, pBumps->aColors[ 0 ] );
continue;
}
/* That's right folks, all the magic of bump mapping occurs in these two lines. (kinda disappointing, isn't it?) */
nX = ( pBOffset[ 1 ] - pBOffset[ 0 ] ) + iLightX;
nY = ( pBOffset[ pBumps->iWinWidth ] - pBOffset[ 0 ] ) + iLightY;
if( nX<0 || nX>=pBumps->SpotLight.nLightDiameter
|| nY<0 || nY>=pBumps->SpotLight.nLightDiameter )
{
MyPutPixel( pDOffset, pBumps->aColors[ 0 ] );
continue;
}
nColor = pBumps->SpotLight.aLightMap[ ( nY * pBumps->SpotLight.nLightDiameter ) + nX ];
MyPutPixel( pDOffset, pBumps->aColors[ nColor ] );
}
}
/* Allow the spotlight to go *slightly* off the screen by clipping the XImage. */
iLightX = iLightY = 0; /* Use these for XImages X and Y now. */
nX = nY = pBumps->SpotLight.nFalloffDiameter; /* Use these for XImage width and height now. */
if( nLightXPos < 0 )
{
iLightX = -nLightXPos;
nX -= iLightX;
nLightXPos = 0;
}
else if( nLightXPos + nX >= pBumps->iWinWidth )
{
nX -= ( nLightXPos + nX ) - pBumps->iWinWidth;
}
if( nLightYPos < 0 )
{
iLightY = -nLightYPos;
nY -= iLightY;
nLightYPos = 0;
}
else if( nLightYPos + nY >= pBumps->iWinHeight )
{
nY -= ( nLightYPos + nY ) - pBumps->iWinHeight;
}
put_xshm_image( pBumps->dpy, pBumps->Win, pBumps->GraphicsContext, pBumps->pXImage, iLightX, iLightY, nLightXPos, nLightYPos,
nX, nY, &pBumps->XShmInfo);
}
static void DestroySpotLight( SSpotLight *pSpotLight ) { free( pSpotLight->aLightMap ); }
/* Clean up */
static void DestroyBumps( SBumps *pBumps )
{
DestroySpotLight( &pBumps->SpotLight );
free( pBumps->aColors );
free( pBumps->aBumpMap );
destroy_xshm_image( pBumps->dpy, pBumps->pXImage, &pBumps->XShmInfo );
}
/* All messages to the screensaver are processed here. */
static void *
bumps_init (Display *dpy, Window Win)
{
SBumps *Bumps = (SBumps *) calloc (1, sizeof(SBumps));
#ifdef VERBOSE
time_t Time = time( NULL );
uint16_t iFrame = 0;
#endif /* VERBOSE */
CreateBumps( Bumps, dpy, Win );
Bumps->delay = get_integer_resource(dpy, "delay", "Integer" );
Bumps->duration = get_integer_resource (dpy, "duration", "Seconds");
if (Bumps->delay < 0) Bumps->delay = 0;
if (Bumps->duration < 1) Bumps->duration = 1;
Bumps->start_time = time ((time_t *) 0);
return Bumps;
}
static unsigned long
bumps_draw (Display *dpy, Window window, void *closure)
{
SBumps *Bumps = (SBumps *) closure;
if (Bumps->img_loader) /* still loading */
{
Bumps->img_loader = load_image_async_simple (Bumps->img_loader, 0, 0, 0, 0, 0);
if (! Bumps->img_loader) /* just finished */
InitBumpMap_2(dpy, Bumps);
return Bumps->delay;
}
if (!Bumps->img_loader &&
Bumps->start_time + Bumps->duration < time ((time_t *) 0)) {
Bumps->img_loader = load_image_async_simple (0, Bumps->screen,
Bumps->Win, Bumps->source,
0, 0);
}
Execute( Bumps );
#ifdef VERBOSE
iFrame++;
if( Time - time( NULL ) )
{
printf( "FPS: %d\n", iFrame );
Time = time( NULL );
iFrame = 0;
}
#endif /* VERBOSE */
return Bumps->delay;
}
static void
bumps_reshape (Display *dpy, Window window, void *closure,
unsigned int w, unsigned int h)
{
}
static Bool
bumps_event (Display *dpy, Window window, void *closure, XEvent *event)
{
SBumps *Bumps = (SBumps *) closure;
if (screenhack_event_helper (dpy, window, event))
{
Bumps->start_time = 0;
return True;
}
return False;
}
static void
bumps_free (Display *dpy, Window window, void *closure)
{
SBumps *Bumps = (SBumps *) closure;
DestroyBumps( Bumps );
}
XSCREENSAVER_MODULE ("Bumps", bumps)
/* vim: ts=4
*/