dwss/modes/Spin.cc

115 lines
2.9 KiB
C++

#include <stdlib.h>
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "Spin.h"
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_last_ticks = 0;
srand(time(NULL));
initMonitorInfo();
}
Spin::~Spin()
{
delete[] m_monitor_info;
}
bool Spin::expose (GnomeScreensaver & gs)
{
if (m_last_ticks == 0)
m_last_ticks = gs.getTicks();
else for (int i = 0; i < m_num_monitors; i++)
{
if (gs.getTicks() - m_monitor_info[i].last_switch_ticks
> m_monitor_info[i].switch_time)
{
m_monitor_info[i].direction = getRandomDirection();
m_monitor_info[i].switch_time = getRandomSwitchTime();
m_monitor_info[i].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];
initMonitorInfo();
return true;
}
bool Spin::update (GnomeScreensaver & gs)
{
return true;
}
void Spin::initMonitorInfo()
{
for (int i = 0; i < m_num_monitors; i++)
{
m_monitor_info[i].direction = getRandomDirection();
glGetFloatv(GL_MODELVIEW_MATRIX, &m_monitor_info[i].rotation[0]);
m_monitor_info[i].switch_time = getRandomSwitchTime();
m_monitor_info[i].last_switch_ticks = 0;
}
}
int Spin::getRandomDirection()
{
int direction = (int) (rand() / (double)RAND_MAX *
sizeof(directions) / sizeof(directions[0]));
if (direction >= sizeof(directions) / sizeof(directions[0]))
direction = 0;
return direction;
}
uint32_t Spin::getRandomSwitchTime()
{
return 3000u + (uint32_t) (rand() / (double)RAND_MAX * 3000.0);
}