dwss/modes/Spin.cc

105 lines
2.8 KiB
C++

#include <stdlib.h>
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "Spin.h"
#define SWITCH_TIME 5000
static const float directions[][3] = {
{0, 0, 1}, {0, 0, -1}, {0, 1, 0}, {0, -1, 0}, {1, 0, 0}, {-1, 0, 0}
};
Spin::Spin()
{
m_num_monitors = 1;
m_monitor_info = new monitor_info_t[m_num_monitors];
m_monitor_info[0].direction = 1;
glGetFloatv(GL_MODELVIEW_MATRIX, &m_monitor_info[0].rotation[0]);
m_last_switch_ticks = 0;
m_last_ticks = 0;
srand(time(NULL));
}
Spin::~Spin()
{
delete[] m_monitor_info;
}
bool Spin::expose (GnomeScreensaver & gs)
{
if (m_last_ticks == 0)
m_last_switch_ticks = m_last_ticks = gs.getTicks();
else if (gs.getTicks() - m_last_switch_ticks > SWITCH_TIME)
{
for (int i = 0; i < m_num_monitors; i++)
{
m_monitor_info[i].direction = (int) (rand() / (double)RAND_MAX *
sizeof(directions) / sizeof(directions[0]));
if (m_monitor_info[i].direction
>= sizeof(directions) / sizeof(directions[0]))
m_monitor_info[i].direction = 0;
}
m_last_switch_ticks = gs.getTicks();
}
int width = gs.getWidth() / m_num_monitors;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int monitor_num = 0; monitor_num < m_num_monitors; monitor_num++)
{
glViewport(width * monitor_num, 0, width, gs.getHeight());
glLoadMatrixf(&m_monitor_info[monitor_num].rotation[0]);
int direction = m_monitor_info[monitor_num].direction;
glRotatef((gs.getTicks() - m_last_ticks) / 1000.0 * 360.0 / 4.0,
directions[direction][0],
directions[direction][1],
directions[direction][2]);
glGetFloatv(GL_MODELVIEW_MATRIX,
&m_monitor_info[monitor_num].rotation[0]);
m_logobox.draw();
}
m_last_ticks = gs.getTicks();
return true;
}
bool Spin::configure (GnomeScreensaver & gs)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, gs.getAspectRatio() / gs.getNumMonitors(),
0.01, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);
m_num_monitors = gs.getNumMonitors();
delete[] m_monitor_info;
m_monitor_info = new monitor_info_t[m_num_monitors];
for (int i = 0; i < m_num_monitors; i++)
{
m_monitor_info[i].direction = (int) (rand() / (double)RAND_MAX *
sizeof(directions) / sizeof(directions[0]));
if (m_monitor_info[i].direction
>= sizeof(directions) / sizeof(directions[0]))
m_monitor_info[i].direction = 0;
glGetFloatv(GL_MODELVIEW_MATRIX, &m_monitor_info[i].rotation[0]);
}
return true;
}
bool Spin::update (GnomeScreensaver & gs)
{
return true;
}