* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
- * This mode shows a auto-solving rubik's cube "puzzle". If somebody
+ * This mode shows an auto-solving rubik's cube "puzzle". If somebody
* intends to make a game or something based on this code, please let me
* know first, my e-mail address is provided in this comment. Marcelo.
*
* Since I'm not a native English speaker, my apologies for any grammatical
* mistake.
*
- * My e-mail addresses are
- * vianna@cat.cbpf.br
- * and
+ * My e-mail address is
* m-vianna@usa.net
*
* Marcelo F. Vianna (Jul-31-1997)
*
* Revision History:
+ * 26-Sep-98: Added some more movement (the cube do not stays in the screen
+ * center anymore. Also fixed the scale problem imediatelly after
+ * shuffling when the puzzle is solved.
* 08-Aug-97: Now has some internals from xrubik by David Bagley
* This should make it easier to add features.
* 02-Aug-97: Now behaves more like puzzle.c: first show the cube being
# define PROGCLASS "Rubik"
# define HACK_INIT init_rubik
# define HACK_DRAW draw_rubik
+# define HACK_RESHAPE reshape_rubik
# define rubik_opts xlockmore_opts
# define DEFAULTS "*delay: 40000 \n" \
"*count: -30 \n" \
+ "*showFPS: False \n" \
"*cycles: 5 \n" \
"*size: -6 \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
+# include "vis.h"
#endif /* !STANDALONE */
#ifdef USE_GL
};
ModeSpecOpt rubik_opts =
-{2, opts, 1, vars, desc};
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct rubik_description =
{"rubik", "init_rubik", "draw_rubik", "release_rubik",
"draw_rubik", "change_rubik", NULL, &rubik_opts,
- 1000, -30, 5, -6, 1.0, "",
+ 10000, -30, 5, -6, 4, 1.0, "",
"Shows an auto-solving Rubik's Cube", 0, NULL};
#endif
int back, int front, int left, int right, int bottom, int top)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
- int mono = MI_WIN_IS_MONO(mi);
+ int mono = MI_IS_MONO(mi);
if (!rp->AreObjectsDefined[ObjCubit]) {
glNewList(objects + ObjCubit, GL_COMPILE_AND_EXECUTE);
(void) fprintf(stderr,
"Could not allocate memory for rubik row position info\n");
}
- rp->storedmoves = MI_BATCHCOUNT(mi);
+ rp->storedmoves = MI_COUNT(mi);
if (rp->storedmoves < 0) {
if (rp->moves != NULL)
(void) free((void *) rp->moves);
evalmovement(mi, move);
rp->moves[i] = move;
}
+
rp->movement.face = NO_FACE;
rp->rotatestep = 0;
rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
rp->done = 0;
}
-static void
-reshape(ModeInfo * mi, int width, int height)
+void
+reshape_rubik(ModeInfo * mi, int width, int height)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
if ((rp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi));
+ reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
objects = glGenLists(1);
pinit(mi);
} else {
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ MI_IS_DRAWN(mi) = True;
+
if (!rp->glx_context)
return;
glTranslatef(0.0, 0.0, -10.0);
- if (!MI_WIN_IS_ICONIC(mi)) {
+ {
+ static int frame = 0;
+ GLfloat x, y, z;
+# define SINOID(SCALE,SIZE) \
+ ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
+ x = SINOID(0.0071, 2.0);
+ y = SINOID(0.0053, 2.0);
+ z = SINOID(0.0037, 4.0);
+ frame++;
+ glTranslatef(x, y, z);
+ }
+
+ if (!MI_IS_ICONIC(mi)) {
glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window);
} else {
glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);
+ draw_cube(mi);
+ if (mi->fps_p) do_fps (mi);
+ glXSwapBuffers(display, window);
+
if (rp->action == ACTION_SHUFFLE) {
if (rp->done) {
if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) {
}
}
- draw_cube(mi);
-
glPopMatrix();
glFlush();
- glXSwapBuffers(display, window);
-
rp->step += 0.05;
}