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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/shadebobs.c
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Original 5.40
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-rw-r--r--hacks/shadebobs.c471
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diff --git a/hacks/shadebobs.c b/hacks/shadebobs.c
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+/* 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
+ */