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//-----------------------------------------------------------------------------
//
// 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 <[email protected]>
// 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 <tqdialog.h>
#include <tqgl.h>
#ifdef TQ_WS_MACX
#include <OpenGL/glu.h>
#include <OpenGL/gl.h>
#else
#include <GL/glu.h>
#include <GL/gl.h>
#endif
#include <tdescreensaver.h>
#include <tqtimer.h>
#include <tqimage.h>
#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
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