*/
-#include <X11/Intrinsic.h>
-
-extern XtAppContext app;
-
-#define PROGCLASS "Tangram"
-#define HACK_INIT init_tangram
-#define HACK_DRAW draw_tangram
-#define HACK_RESHAPE reshape_tangram
-#define sws_opts xlockmore_opts
-
-
#define DEFAULTS "*delay: 10000 \n" \
- "*wireframe: False \n" \
-
+ "*wireframe: False \n" \
+ "*titleFont: -*-times-bold-r-normal-*-180-*\n" \
+ "*titleFont2: -*-times-bold-r-normal-*-120-*\n" \
+ "*titleFont3: -*-times-bold-r-normal-*-80-*\n" \
+
+# define refresh_tangram 0
+# define release_tangram 0
+# define tangram_handle_event 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_GL /* whole file */
-
-#include <GL/glu.h>
#include <time.h>
#include <math.h>
#include "tangram_shapes.h"
XFontStruct *xfont3;
GLuint font1_dlist, font2_dlist, font3_dlist;
GLuint name_list;
+
+ GLfloat theta[3];
+ Bool going_down[3];
+
+ const char *pn;
+ int display_counter;
+
} tangram_configuration;
static tangram_configuration *tps = NULL;
#define DEF_Z_CAMERA_ROTATE "0"
-static GLuint viewing_time = 0;
-static Bool do_rotate = True;
-static GLfloat x_camera_rotate = 0.3;
-static GLfloat y_camera_rotate = 0.75;
-static GLfloat z_camera_rotate = 0;
+static GLuint viewing_time;
+static Bool do_rotate;
+static GLfloat x_camera_rotate;
+static GLfloat y_camera_rotate;
+static GLfloat z_camera_rotate;
static int wire;
static XrmOptionDescRec opts[] = {
{&z_camera_rotate, "z_camera_rotate", "Z Camera Rotate", DEF_Z_CAMERA_ROTATE, t_Float}
};
-ModeSpecOpt sws_opts = { countof(opts), opts, countof(vars), vars, NULL };
+ENTRYPOINT ModeSpecOpt tangram_opts = { countof(opts), opts, countof(vars), vars, NULL };
-static puzzle solved[] = {
+static const puzzle solved[] = {
{"Teapot", {
{{-1.664000, -1.552000, 0}, 135, 0, 0, INIT_DZ, -SPEED, 0, True},
{{-1.696000, 0.944000, 0}, 315, 0, 0, INIT_DZ, -SPEED, 0, False},
#endif
\f
-void reset_shape(tangram_shape * ts)
+static void reset_shape(tangram_shape * ts)
{
GLfloat r = random() % 10;
GLfloat f = r / 10;
ts->ddz = -SPEED;
}
-void bounce(tangram_shape * ts)
+static void bounce(tangram_shape * ts)
{
ts->crd.z *= -1; /* ignore this */
ts->dz += ts->ddz;
}
-void reshape_tangram(ModeInfo * mi, int w, int h)
+ENTRYPOINT void reshape_tangram(ModeInfo * mi, int w, int h)
{
glViewport(0, 0, w, h);
set_perspective();
glLoadIdentity();
}
-static void set_camera(void)
+static void set_camera(tangram_configuration *tp)
{
- static GLfloat theta[3] = { 1, 1, 1 };
- static Bool going_down[3] = { False, False, False };
-
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluLookAt(0, 5, -5, 0, 0, 0, 0, -1, 0);
if (do_rotate) {
- glRotatef(theta[0], 1, 0, 0);
- glRotatef(theta[1], 0, 1, 0);
- glRotatef(theta[2], 0, 0, 1);
+ glRotatef(tp->theta[0], 1, 0, 0);
+ glRotatef(tp->theta[1], 0, 1, 0);
+ glRotatef(tp->theta[2], 0, 0, 1);
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
- if (going_down[0] && theta[0] < 0) {
+ if (tp->going_down[0] && tp->theta[0] < 0) {
- going_down[0] = False;
- } else if ((!going_down[0]) && theta[0] > 90) {
+ tp->going_down[0] = False;
+ } else if ((!tp->going_down[0]) && tp->theta[0] > 90) {
- going_down[0] = True;
+ tp->going_down[0] = True;
}
- if (theta[1] > 360.0)
- theta[1] -= 360.0;
+ if (tp->theta[1] > 360.0)
+ tp->theta[1] -= 360.0;
- if (theta[2] > 360.0)
- theta[2] -= 360.0;
+ if (tp->theta[2] > 360.0)
+ tp->theta[2] -= 360.0;
- if (going_down[0])
- theta[0] -= x_camera_rotate;
+ if (tp->going_down[0])
+ tp->theta[0] -= x_camera_rotate;
else
- theta[0] += x_camera_rotate;
+ tp->theta[0] += x_camera_rotate;
- theta[1] += y_camera_rotate;
- theta[2] += z_camera_rotate;
+ tp->theta[1] += y_camera_rotate;
+ tp->theta[2] += z_camera_rotate;
}
static void init_shapes(ModeInfo * mi)
}
-void init_tangram(ModeInfo * mi)
+ENTRYPOINT void init_tangram(ModeInfo * mi)
{
tangram_configuration *tp;
load_fonts(mi);
init_shapes(mi);
+
+ tp->theta[0] = tp->theta[1] = tp->theta[2] = 1;
+
}
static Bool all_solved(tangram_shape * ls[])
}
\f
-void draw_tangram(ModeInfo * mi)
+ENTRYPOINT void draw_tangram(ModeInfo * mi)
{
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int i;
int MAX_DISPLAY;
- static char *pn = "";
- static int display_counter = 0;
- static GLfloat color[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat color[4] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
MAX_DISPLAY = viewing_time * 100;
+ if (! tp->glx_context)
+ return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(tp->glx_context));
+
ls[small_triangle1] = &tp->tsm1;
ls[small_triangle2] = &tp->tsm2;
ls[medium_triangle] = &tp->tm;
nls[square] = &tp->n_sq;
nls[rhomboid] = &tp->n_rh;
- set_camera();
+ set_camera(tp);
- if (display_counter <= 0) {
+ if (tp->display_counter <= 0) {
for (i = 0; i < NUM_SHAPES; i++) {
if (ls[i]->solved) {
if (all_solved(ls)) {
- display_counter = MAX_DISPLAY;
- pn = tp->puzzle_name;
+ tp->display_counter = MAX_DISPLAY;
+ tp->pn = tp->puzzle_name;
get_solved_puzzle(mi, nls[small_triangle1],
nls[small_triangle2],
nls[medium_triangle],
break;
}
} else {
- pn = "";
+ tp->pn = "";
bounce(ls[i]);
solve(nls[i], ls[i]);
}
}
} else {
- display_counter--;
+ tp->display_counter--;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(0.8, 0.8, 0);
print_gl_string(mi->dpy, f, fl,
mi->xgwa.width, mi->xgwa.height,
- 10, mi->xgwa.height - 10, pn);
+ 10, mi->xgwa.height - 10, tp->pn);
}
glEndList();
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE ("Tangram", tangram)
+
#endif /* USE_GL */