*/
#ifdef STANDALONE
-# define PROGCLASS "Pipes"
-# define HACK_INIT init_pipes
-# define HACK_DRAW draw_pipes
-# define HACK_RESHAPE reshape_pipes
-# define pipes_opts xlockmore_opts
# define DEFAULTS "*delay: 10000 \n" \
"*count: 2 \n" \
"*cycles: 5 \n" \
"*size: 500 \n" \
"*showFPS: False \n" \
- "*fpsSolid: True \n" \
-
+ "*fpsSolid: True \n"
+# define refresh_pipes 0
+# define pipes_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-#include <GL/glu.h>
#include "buildlwo.h"
#define DEF_FACTORY "2"
{"-/+db", "turn on/off double buffering"}
};
-ModeSpecOpt pipes_opts =
+ENTRYPOINT ModeSpecOpt pipes_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
int system_length;
int turncounter;
Window window;
- float *system_color;
+ const float *system_color;
GLfloat initial_rotation;
GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins;
GLuint guagehead, guageface, guagedial, guageconnector;
+ int reset;
GLXContext *glx_context;
} pipesstruct;
extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient0[] =
-{0.4, 0.4, 0.4, 1.0};
-static float diffuse0[] =
-{1.0, 1.0, 1.0, 1.0};
-static float ambient1[] =
-{0.2, 0.2, 0.2, 1.0};
-static float diffuse1[] =
-{0.5, 0.5, 0.5, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient0[] = {0.4, 0.4, 0.4, 1.0};
+static const float diffuse0[] = {1.0, 1.0, 1.0, 1.0};
+static const float ambient1[] = {0.2, 0.2, 0.2, 1.0};
+static const float diffuse1[] = {0.5, 0.5, 0.5, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
+static const float MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
static pipesstruct *pipes = NULL;
}
}
-void
-reshape_pipes(ModeInfo * mi, int width, int height)
-{
- pipesstruct *pp = &pipes[MI_SCREEN(mi)];
-
- glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
- gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
- glMatrixMode(GL_MODELVIEW);
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
static void
pinit(ModeInfo * mi, int zera)
{
pp->nowdir = SelectNeighbor(mi);
}
-void
-init_pipes(ModeInfo * mi)
+ENTRYPOINT void
+reshape_pipes(ModeInfo * mi, int width, int height)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ pinit(mi, 1);
+
+ glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
+ gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
+ glMatrixMode(GL_MODELVIEW);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+ENTRYPOINT void
+init_pipes (ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
pipesstruct *pp;
}
}
-void
-draw_pipes(ModeInfo * mi)
+ENTRYPOINT void
+draw_pipes (ModeInfo * mi)
{
pipesstruct *pp = &pipes[MI_SCREEN(mi)];
if (!pp->glx_context)
return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+
+ if (pp->reset) {
+ if (--pp->reset) {
+ /* Would be nice to fade to black here, by drawing successive quads
+ over the whole scene with gamma. */
+ return;
+ }
+ pinit(mi, 1);
+ }
+
glPushMatrix();
glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
/* If the maximum number of system was drawn, restart (clearing the screen), */
/* else start a new system. */
if (++pp->system_number > pp->number_of_systems) {
- if (!mi->fps_p)
- sleep(1);
- pinit(mi, 1);
+ /* pause doing nothing for N seconds before clearing the screen. */
+ int secs = 3;
+ pp->reset = secs * 1000000 / MI_PAUSE(mi);
} else {
pinit(mi, 0);
}
if (mi->fps_p) do_fps (mi);
}
-void
-change_pipes(ModeInfo * mi)
+#ifndef STANDALONE
+ENTRYPOINT void
+change_pipes (ModeInfo * mi)
{
pipesstruct *pp = &pipes[MI_SCREEN(mi)];
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
pinit(mi, 1);
}
+#endif /* !STANDALONE */
-void
-release_pipes(ModeInfo * mi)
+
+ENTRYPOINT void
+release_pipes (ModeInfo * mi)
{
if (pipes != NULL) {
int screen;
FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Pipes", pipes)
+
#endif