/* shadebobs, Copyright (c) 1999 Shane Smit <blackend@inconnect.com>
*
* 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 - "shadebobs.c"
*
* Description:
* There are two little shading circles (bobs) that zip around the screen.
* one of them shades up towards white, and the other shades down toward
* black.
* This keeps the screen in color balance at a chosen color.
*
* Its kinda like 'The Force'
* There is a light side, a dark side, and it keeps the world in balance.
*
* [05/23/99] - Shane Smit: Creation
* [05/26/99] - Shane Smit: Port to C/screenhack for use with XScreenSaver
* [06/11/99] - Shane Smit: Stopped trying to rape the palette.
* [06/20/99] - jwz: cleaned up ximage handling, gave resoources short names,
* introduced delay, made it restart after N iterations.
* [06/21/99] - Shane Smit: Modified default values slightly, color changes
* on cycle, and the extents of the sinus pattern change in
* real-time.
* [06/22/99] - Shane Smit: Fixed delay to be fast and use little CPU :).
* [09/17/99] - Shane Smit: Made all calculations based on the size of the
* window. Thus, it'll look the same at 100x100 as it does at
* 1600x1200 ( Only smaller :).
* [04/24/00] - Shane Smit: Revamped entire source code:
* Shade Bob movement is calculated very differently.
* Base color can be any color now.
*/
#include <math.h>
#include "screenhack.h"
/* #define VERBOSE */
static const char *shadebobs_defaults [] = {
".background: black",
".foreground: white",
"*fpsSolid: true",
"*degrees: 0", /* default: Automatic degree calculation */
"*color: random",
"*count: 4",
"*cycles: 10",
"*ncolors: 64", /* changing this doesn't work particularly well */
"*delay: 10000",
#ifdef HAVE_MOBILE
"*ignoreRotation: True",
#endif
0
};
static XrmOptionDescRec shadebobs_options [] = {
{ "-degrees", ".degrees", XrmoptionSepArg, 0 },
{ "-color", ".color", XrmoptionSepArg, 0 },
{ "-ncolors", ".ncolors", XrmoptionSepArg, 0 },
{ "-count", ".count", XrmoptionSepArg, 0 },
{ "-delay", ".delay", XrmoptionSepArg, 0 },
{ "-cycles", ".cycles", XrmoptionSepArg, 0 },
{ 0, 0, 0, 0 }
};
/* Ahem. Chocolate is a flavor; not a food. Thank you */
typedef struct
{
signed char *anDeltaMap;
double nAngle, nAngleDelta, nAngleInc;
double nPosX, nPosY;
} SShadeBob;
struct state {
Display *dpy;
Window window;
unsigned short iDegreeCount;
double *anSinTable, *anCosTable;
unsigned short iWinWidth, iWinHeight;
unsigned short iWinCenterX, iWinCenterY;
char *sColor;
unsigned char iBobRadius, iBobDiameter;
unsigned char iVelocity;
unsigned long *aiColorVals;
signed short iColorCount;
int cycles;
XImage *pImage;
unsigned char nShadeBobCount, iShadeBob;
SShadeBob *aShadeBobs;
GC gc;
int delay;
int draw_i;
};
#define RANDOM() ((int) (random() & 0X7FFFFFFFL))
static void ResetShadeBob( struct state *st, SShadeBob *pShadeBob )
{
pShadeBob->nPosX = RANDOM() % st->iWinWidth;
pShadeBob->nPosY = RANDOM() % st->iWinHeight;
pShadeBob->nAngle = RANDOM() % st->iDegreeCount;
pShadeBob->nAngleDelta = ( RANDOM() % st->iDegreeCount ) - ( st->iDegreeCount / 2.0F );
pShadeBob->nAngleInc = pShadeBob->nAngleDelta / 50.0F;
if( pShadeBob->nAngleInc == 0.0F )
pShadeBob->nAngleInc = ( pShadeBob->nAngleDelta > 0.0F ) ? 0.0001F : -0.0001F;
}
static void InitShadeBob( struct state *st, SShadeBob *pShadeBob, Bool bDark )
{
double nDelta;
int iWidth, iHeight;
if( ( pShadeBob->anDeltaMap = calloc( st->iBobDiameter * st->iBobDiameter, sizeof(char) ) ) == NULL )
{
fprintf( stderr, "%s: Could not allocate Delta Map!\n", progname );
return;
}
for( iHeight=-st->iBobRadius; iHeight<st->iBobRadius; iHeight++ )
for( iWidth=-st->iBobRadius; iWidth<st->iBobRadius; iWidth++ )
{
nDelta = 9 - ( ( sqrt( pow( iWidth+0.5, 2 ) + pow( iHeight+0.5, 2 ) ) / st->iBobRadius ) * 8 );
if( nDelta < 0 ) nDelta = 0;
if( bDark ) nDelta = -nDelta;
pShadeBob->anDeltaMap[ ( iWidth + st->iBobRadius ) * st->iBobDiameter + iHeight + st->iBobRadius ] = (char)nDelta;
}
ResetShadeBob( st, pShadeBob );
}
/* A delta is calculated, and the shadebob turns at an increment. When the delta
* falls to 0, a new delta and increment are calculated. */
static void MoveShadeBob( struct state *st, SShadeBob *pShadeBob )
{
pShadeBob->nAngle += pShadeBob->nAngleInc;
pShadeBob->nAngleDelta -= pShadeBob->nAngleInc;
/* Since it can happen that nAngle < 0 and nAngle + iDegreeCount >= iDegreeCount
on floating point, we set some marginal value.
*/
if( pShadeBob->nAngle + 0.5 >= st->iDegreeCount ) pShadeBob->nAngle -= st->iDegreeCount;
else if( pShadeBob->nAngle < -0.5 ) pShadeBob->nAngle += st->iDegreeCount;
if( ( pShadeBob->nAngleInc>0.0F && pShadeBob->nAngleDelta<pShadeBob->nAngleInc ) ||
( pShadeBob->nAngleInc<=0.0F && pShadeBob->nAngleDelta>pShadeBob->nAngleInc ) )
{
pShadeBob->nAngleDelta = ( RANDOM() % st->iDegreeCount ) - ( st->iDegreeCount / 2.0F );
pShadeBob->nAngleInc = pShadeBob->nAngleDelta / 50.0F;
if( pShadeBob->nAngleInc == 0.0F )
pShadeBob->nAngleInc = ( pShadeBob->nAngleDelta > 0.0F ) ? 0.0001F : -0.0001F;
}
pShadeBob->nPosX = ( st->anSinTable[ (int)pShadeBob->nAngle ] * st->iVelocity ) + pShadeBob->nPosX;
pShadeBob->nPosY = ( st->anCosTable[ (int)pShadeBob->nAngle ] * st->iVelocity ) + pShadeBob->nPosY;
/* This wraps it around the screen. */
if( pShadeBob->nPosX >= st->iWinWidth ) pShadeBob->nPosX -= st->iWinWidth;
else if( pShadeBob->nPosX < 0 ) pShadeBob->nPosX += st->iWinWidth;
if( pShadeBob->nPosY >= st->iWinHeight ) pShadeBob->nPosY -= st->iWinHeight;
else if( pShadeBob->nPosY < 0 ) pShadeBob->nPosY += st->iWinHeight;
}
static void Execute( struct state *st, SShadeBob *pShadeBob )
{
unsigned long iColor;
short iColorVal;
int iPixelX, iPixelY;
unsigned int iWidth, iHeight;
MoveShadeBob( st, pShadeBob );
for( iHeight=0; iHeight<st->iBobDiameter; iHeight++ )
{
iPixelY = pShadeBob->nPosY + iHeight;
if( iPixelY >= st->iWinHeight ) iPixelY -= st->iWinHeight;
for( iWidth=0; iWidth<st->iBobDiameter; iWidth++ )
{
iPixelX = pShadeBob->nPosX + iWidth;
if( iPixelX >= st->iWinWidth ) iPixelX -= st->iWinWidth;
iColor = XGetPixel( st->pImage, iPixelX, iPixelY );
/* FIXME: Here is a loop I'd love to take out. */
for( iColorVal=0; iColorVal<st->iColorCount; iColorVal++ )
if( st->aiColorVals[ iColorVal ] == iColor )
break;
iColorVal += pShadeBob->anDeltaMap[ iWidth * st->iBobDiameter + iHeight ];
if( iColorVal >= st->iColorCount ) iColorVal = st->iColorCount - 1;
if( iColorVal < 0 ) iColorVal = 0;
XPutPixel( st->pImage, iPixelX, iPixelY, st->aiColorVals[ iColorVal ] );
}
}
/* FIXME: if it's next to the top or left sides of screen this will break. However, it's not noticable. */
XPutImage( st->dpy, st->window, st->gc, st->pImage,
pShadeBob->nPosX, pShadeBob->nPosY, pShadeBob->nPosX, pShadeBob->nPosY, st->iBobDiameter, st->iBobDiameter );
}
static void CreateTables( struct state *st, unsigned int nDegrees )
{
double nRadian;
unsigned int iDegree;
st->anSinTable = calloc( nDegrees, sizeof(double) );
st->anCosTable = calloc( nDegrees, sizeof(double) );
for( iDegree=0; iDegree<nDegrees; iDegree++ )
{
nRadian = ( (double)(2*iDegree) / (double)nDegrees ) * M_PI;
st->anSinTable[ iDegree ] = sin( nRadian );
st->anCosTable[ iDegree ] = cos( nRadian );
}
}
static unsigned long * SetPalette(struct state *st )
{
XWindowAttributes XWinAttribs;
XColor Color, *aColors;
signed short iColor;
float nHalfColors;
XGetWindowAttributes( st->dpy, st->window, &XWinAttribs );
Color.red = RANDOM() % 0xFFFF;
Color.green = RANDOM() % 0xFFFF;
Color.blue = RANDOM() % 0xFFFF;
if( strcasecmp( st->sColor, "random" ) && !XParseColor( st->dpy, XWinAttribs.colormap, st->sColor, &Color ) )
fprintf( stderr, "%s: color %s not found in database. Choosing to random...\n", progname, st->sColor );
#ifdef VERBOSE
printf( "%s: Base color (RGB): <%d, %d, %d>\n", progname, Color.red, Color.green, Color.blue );
#endif /* VERBOSE */
st->iColorCount = get_integer_resource(st->dpy, "ncolors", "Integer" );
if( st->iColorCount < 2 ) st->iColorCount = 2;
if( st->iColorCount > 255 ) st->iColorCount = 255;
aColors = calloc( st->iColorCount, sizeof(XColor) );
st->aiColorVals = calloc( st->iColorCount, sizeof(unsigned long) );
for( iColor=0; iColor<st->iColorCount; iColor++ )
{
nHalfColors = st->iColorCount / 2.0F;
/* Black -> Base Color */
if( iColor < (st->iColorCount/2) )
{
aColors[ iColor ].red = ( Color.red / nHalfColors ) * iColor;
aColors[ iColor ].green = ( Color.green / nHalfColors ) * iColor;
aColors[ iColor ].blue = ( Color.blue / nHalfColors ) * iColor;
}
/* Base Color -> White */
else
{
aColors[ iColor ].red = ( ( ( 0xFFFF - Color.red ) / nHalfColors ) * ( iColor - nHalfColors ) ) + Color.red;
aColors[ iColor ].green = ( ( ( 0xFFFF - Color.green ) / nHalfColors ) * ( iColor - nHalfColors ) ) + Color.green;
aColors[ iColor ].blue = ( ( ( 0xFFFF - Color.blue ) / nHalfColors ) * ( iColor - nHalfColors ) ) + Color.blue;
}
if( !XAllocColor( st->dpy, XWinAttribs.colormap, &aColors[ iColor ] ) )
{
/* start all over with less colors */
XFreeColors( st->dpy, XWinAttribs.colormap, st->aiColorVals, iColor, 0 );
free( aColors );
free( st->aiColorVals );
st->iColorCount--;
aColors = calloc( st->iColorCount, sizeof(XColor) );
st->aiColorVals = calloc( st->iColorCount, sizeof(unsigned long) );
iColor = -1;
}
else
st->aiColorVals[ iColor ] = aColors[ iColor ].pixel;
}
free( aColors );
XSetWindowBackground( st->dpy, st->window, st->aiColorVals[ 0 ] );
return st->aiColorVals;
}
static void Initialize( struct state *st )
{
XGCValues gcValues;
XWindowAttributes XWinAttribs;
/*int iBitsPerPixel;*/
/* Create the Image for drawing */
XGetWindowAttributes( st->dpy, st->window, &XWinAttribs );
#if 0
/* Find the preferred bits-per-pixel. (jwz) */
{
int i, pfvc = 0;
XPixmapFormatValues *pfv = XListPixmapFormats( st->dpy, &pfvc );
for( i=0; i<pfvc; i++ )
if( pfv[ i ].depth == XWinAttribs.depth )
{
iBitsPerPixel = pfv[ i ].bits_per_pixel;
break;
}
if( pfv )
XFree (pfv);
}
#endif
/* Create the GC. */
st->gc = XCreateGC( st->dpy, st->window, 0, &gcValues );
st->pImage = XCreateImage( st->dpy, XWinAttribs.visual, XWinAttribs.depth, ZPixmap, 0, NULL,
XWinAttribs.width, XWinAttribs.height, 8 /*BitmapPad( st->dpy )*/, 0 );
st->pImage->data = calloc((st->pImage)->bytes_per_line, (st->pImage)->height);
st->iWinWidth = XWinAttribs.width;
st->iWinHeight = XWinAttribs.height;
/* These are precalculations used in Execute(). */
st->iBobDiameter = ( ( st->iWinWidth < st->iWinHeight ) ? st->iWinWidth : st->iWinHeight ) / 25;
st->iBobRadius = st->iBobDiameter / 2;
#ifdef VERBOSE
printf( "%s: Bob Diameter = %d\n", progname, st->iBobDiameter );
#endif
st->iWinCenterX = ( XWinAttribs.width / 2 ) - st->iBobRadius;
st->iWinCenterY = ( XWinAttribs.height / 2 ) - st->iBobRadius;
st->iVelocity = ( ( st->iWinWidth < st->iWinHeight ) ? st->iWinWidth : st->iWinHeight ) / 150;
/* Create the Sin and Cosine lookup tables. */
st->iDegreeCount = get_integer_resource(st->dpy, "degrees", "Integer" );
if( st->iDegreeCount == 0 ) st->iDegreeCount = ( XWinAttribs.width / 6 ) + 400;
else if( st->iDegreeCount < 90 ) st->iDegreeCount = 90;
else if( st->iDegreeCount > 5400 ) st->iDegreeCount = 5400;
CreateTables( st, st->iDegreeCount );
#ifdef VERBOSE
printf( "%s: Using a %d degree circle.\n", progname, st->iDegreeCount );
#endif /* VERBOSE */
/* Get the base color. */
st->sColor = get_string_resource(st->dpy, "color", "Color" );
}
static void *
shadebobs_init (Display *dpy, Window window)
{
struct state *st = (struct state *) calloc (1, sizeof(*st));
#ifdef VERBOSE
time_t nTime = time( NULL );
unsigned short iFrame = 0;
#endif /* VERBOSE */
st->dpy = dpy;
st->window = window;
st->nShadeBobCount = get_integer_resource(st->dpy, "count", "Integer" );
if( st->nShadeBobCount > 64 ) st->nShadeBobCount = 64;
if( st->nShadeBobCount < 1 ) st->nShadeBobCount = 1;
if( ( st->aShadeBobs = calloc( st->nShadeBobCount, sizeof(SShadeBob) ) ) == NULL )
{
fprintf( stderr, "%s: Could not allocate %d ShadeBobs\n", progname, st->nShadeBobCount );
abort();
}
#ifdef VERBOSE
printf( "%s: Allocated %d ShadeBobs\n", progname, st->nShadeBobCount );
#endif /* VERBOSE */
Initialize( st );
for( st->iShadeBob=0; st->iShadeBob<st->nShadeBobCount; st->iShadeBob++ )
InitShadeBob( st, &st->aShadeBobs[ st->iShadeBob ], st->iShadeBob % 2 );
st->delay = get_integer_resource(st->dpy, "delay", "Integer" );
st->cycles = get_integer_resource(st->dpy, "cycles", "Integer" ) * st->iDegreeCount;
st->draw_i = 99999999;
return st;
}
static unsigned long
shadebobs_draw (Display *dpy, Window window, void *closure)
{
struct state *st = (struct state *) closure;
if( st->draw_i++ >= st->cycles )
{
XWindowAttributes XWinAttribs;
XGetWindowAttributes( st->dpy, st->window, &XWinAttribs );
st->draw_i = 0;
#if 0
memset( st->pImage->data, 0, st->pImage->bytes_per_line * st->pImage->height );
#else
{
/* fill the image with the actual value of the black pixel, not 0. */
unsigned long black = BlackPixelOfScreen (XWinAttribs.screen);
int x, y;
for (y = 0; y < XWinAttribs.height; y++)
for (x = 0; x < XWinAttribs.width; x++)
XPutPixel (st->pImage, x, y, black);
}
#endif
for( st->iShadeBob=0; st->iShadeBob<st->nShadeBobCount; st->iShadeBob++ )
ResetShadeBob( st, &st->aShadeBobs[ st->iShadeBob ] );
XFreeColors( st->dpy, XWinAttribs.colormap, st->aiColorVals, st->iColorCount, 0 );
free( st->aiColorVals );
st->aiColorVals = SetPalette( st );
XClearWindow( st->dpy, st->window );
}
for( st->iShadeBob=0; st->iShadeBob<st->nShadeBobCount; st->iShadeBob++ )
Execute( st, &st->aShadeBobs[ st->iShadeBob ] );
return st->delay;
}
static void
shadebobs_reshape (Display *dpy, Window window, void *closure,
unsigned int w, unsigned int h)
{
}
static Bool
shadebobs_event (Display *dpy, Window window, void *closure, XEvent *event)
{
return False;
}
static void
shadebobs_free (Display *dpy, Window window, void *closure)
{
struct state *st = (struct state *) closure;
free( st->anSinTable );
free( st->anCosTable );
/* free( st->pImage->data ); */
XDestroyImage( st->pImage );
for( st->iShadeBob=0; st->iShadeBob<st->nShadeBobCount; st->iShadeBob++ )
free( st->aShadeBobs[ st->iShadeBob ].anDeltaMap );
free( st->aShadeBobs );
free( st->aiColorVals );
}
XSCREENSAVER_MODULE ("ShadeBobs", shadebobs)
/* End of Module - "shadebobs.c" */
/* vim: ts=4
*/