--- /dev/null
+/* fluidballs, Copyright (c) 2000 by Peter Birtles <peter@bqdesign.com.au>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ *
+ * Ported to X11 and xscreensaver by jwz, 27-Feb-2002.
+ *
+ * http://astronomy.swin.edu.au/~pbourke/modelling/fluid/
+ */
+
+#include <math.h>
+#include "screenhack.h"
+#include <stdio.h>
+
+
+typedef struct {
+ Display *dpy;
+ Window window;
+ XWindowAttributes xgwa;
+
+ GC draw_gc; /* most of the balls */
+ GC draw_gc2; /* the ball being dragged with the mouse */
+ GC erase_gc;
+ XColor fg;
+ XColor fg2;
+
+ int count; /* number of balls */
+ float xmin, ymin; /* rectangle of window, relative to root */
+ float xmax, ymax;
+
+ int mouse_ball; /* index of ball being dragged, or 0 if none. */
+
+ float tc; /* time constant (time-warp multiplier) */
+ float accx; /* horizontal acceleration (wind) */
+ float accy; /* vertical acceleration (gravity) */
+
+ float *vx, *vy; /* current ball velocities */
+ float *px, *py; /* current ball positions */
+ float *opx, *opy; /* previous ball positions */
+ float *r; /* ball radiuses */
+
+ float e; /* coefficient of friction, I think? */
+ float max_radius; /* largest radius of any ball */
+
+ Bool shake_p; /* Whether to mess with gravity when things settle. */
+ float shake_threshold;
+ int time_since_shake;
+
+ Bool fps_p; /* Whether to draw some text at the bottom. */
+ GC font_gc;
+ int font_height;
+ int font_baseline;
+ int frame_count;
+ int collision_count;
+
+} b_state;
+
+
+
+/* Finds the origin of the window relative to the root window, by
+ walking up the window tree until it reaches the top.
+ */
+static void
+window_origin (Display *dpy, Window window, int *x, int *y)
+{
+ Window root, parent, *kids;
+ unsigned int nkids;
+ XWindowAttributes xgwa;
+ int wx, wy;
+ XGetWindowAttributes (dpy, window, &xgwa);
+
+ wx = xgwa.x;
+ wy = xgwa.y;
+
+ kids = 0;
+ *x = 0;
+ *y = 0;
+
+ if (XQueryTree (dpy, window, &root, &parent, &kids, &nkids))
+ {
+ if (parent && parent != root)
+ {
+ int px, py;
+ window_origin (dpy, parent, &px, &py);
+ wx += px;
+ wy += py;
+ }
+ }
+ if (kids) XFree (kids);
+ *x = wx;
+ *y = wy;
+}
+
+
+/* Queries the window position to see if the window has moved or resized.
+ We poll this instead of waiting for ConfigureNotify events, because
+ when the window manager moves the window, only one ConfigureNotify
+ comes in: at the end of the motion. If we poll, we can react to the
+ new position while the window is still being moved. (Assuming the WM
+ does OpaqueMove, of course.)
+ */
+static void
+check_window_moved (b_state *state)
+{
+ float oxmin = state->xmin;
+ float oymin = state->ymin;
+ float oymax = state->ymax;
+ int wx, wy;
+ XGetWindowAttributes (state->dpy, state->window, &state->xgwa);
+ window_origin (state->dpy, state->window, &wx, &wy);
+ state->xmin = wx;
+ state->ymin = wy;
+ state->xmax = state->xmin + state->xgwa.width;
+ state->ymax = state->ymin + state->xgwa.height - state->font_height;
+
+ /* Only need to erase the window if the origin moved */
+ if (oxmin != state->xmin || oymin != state->ymin)
+ XClearWindow (state->dpy, state->window);
+ else if (state->fps_p && oymax != state->ymax)
+ XFillRectangle (state->dpy, state->window, state->erase_gc,
+ 0, state->xgwa.height - state->font_height,
+ state->xgwa.width, state->font_height);
+
+}
+
+
+/* Returns the position of the mouse relative to the root window.
+ */
+static void
+query_mouse (b_state *state, int *x, int *y)
+{
+ Window root1, child1;
+ int mouse_x, mouse_y, root_x, root_y;
+ unsigned int mask;
+ if (XQueryPointer (state->dpy, state->window, &root1, &child1,
+ &root_x, &root_y, &mouse_x, &mouse_y, &mask))
+ {
+ *x = root_x;
+ *y = root_y;
+ }
+ else
+ {
+ *x = -9999;
+ *y = -9999;
+ }
+}
+
+/* Re-pick the colors of the balls, and the mouse-ball.
+ */
+static void
+recolor (b_state *state)
+{
+ if (state->fg.flags)
+ XFreeColors (state->dpy, state->xgwa.colormap, &state->fg.pixel, 1, 0);
+ if (state->fg2.flags)
+ XFreeColors (state->dpy, state->xgwa.colormap, &state->fg2.pixel, 1, 0);
+
+ state->fg.flags = DoRed|DoGreen|DoBlue;
+ state->fg.red = 0x8888 + (random() % 0x8888);
+ state->fg.green = 0x8888 + (random() % 0x8888);
+ state->fg.blue = 0x8888 + (random() % 0x8888);
+
+ state->fg2.flags = DoRed|DoGreen|DoBlue;
+ state->fg2.red = 0x8888 + (random() % 0x8888);
+ state->fg2.green = 0x8888 + (random() % 0x8888);
+ state->fg2.blue = 0x8888 + (random() % 0x8888);
+
+ if (XAllocColor (state->dpy, state->xgwa.colormap, &state->fg))
+ XSetForeground (state->dpy, state->draw_gc, state->fg.pixel);
+
+ if (XAllocColor (state->dpy, state->xgwa.colormap, &state->fg2))
+ XSetForeground (state->dpy, state->draw_gc2, state->fg2.pixel);
+}
+
+
+/* Initialize the state structure and various X data.
+ */
+static b_state *
+init_balls (Display *dpy, Window window)
+{
+ int i;
+ float extx, exty;
+ b_state *state = (b_state *) calloc (1, sizeof(*state));
+ XGCValues gcv;
+
+ state->dpy = dpy;
+ state->window = window;
+
+ check_window_moved (state);
+
+ /* Select ButtonRelease events on the external window, if no other app has
+ already selected it (only one app can select it at a time: BadAccess. */
+ if (! (state->xgwa.all_event_masks & ButtonReleaseMask))
+ XSelectInput (state->dpy, state->window,
+ state->xgwa.your_event_mask | ButtonReleaseMask);
+
+ gcv.foreground = get_pixel_resource("foreground", "Foreground",
+ state->dpy, state->xgwa.colormap);
+ gcv.background = get_pixel_resource("background", "Background",
+ state->dpy, state->xgwa.colormap);
+ state->draw_gc = XCreateGC (state->dpy, state->window,
+ GCForeground|GCBackground, &gcv);
+
+ gcv.foreground = get_pixel_resource("mouseForeground", "MouseForeground",
+ state->dpy, state->xgwa.colormap);
+ state->draw_gc2 = XCreateGC (state->dpy, state->window,
+ GCForeground|GCBackground, &gcv);
+
+ gcv.foreground = gcv.background;
+ state->erase_gc = XCreateGC (state->dpy, state->window,
+ GCForeground|GCBackground, &gcv);
+
+ recolor (state);
+
+ extx = state->xmax - state->xmin;
+ exty = state->ymax - state->ymin;
+
+ state->count = get_integer_resource ("count", "Count");
+ if (state->count < 1) state->count = 20;
+
+ state->max_radius = get_float_resource ("size", "Size") / 2;
+ if (state->max_radius < 1.0) state->max_radius = 1.0;
+
+ state->accx = get_float_resource ("wind", "Wind");
+ if (state->accx < -1.0 || state->accx > 1.0) state->accx = 0;
+
+ state->accy = get_float_resource ("gravity", "Gravity");
+ if (state->accy < -1.0 || state->accy > 1.0) state->accy = 0.01;
+
+ state->e = get_float_resource ("friction", "Friction");
+ if (state->e < 0.2 || state->e > 1.0) state->e = 0.97;
+
+ state->tc = get_float_resource ("timeScale", "TimeScale");
+ if (state->tc <= 0 || state->tc > 10) state->tc = 1.0;
+
+ state->shake_p = get_boolean_resource ("shake", "Shake");
+ state->shake_threshold = get_float_resource ("shakeThreshold",
+ "ShakeThreshold");
+
+ state->fps_p = get_boolean_resource ("doFPS", "DoFPS");
+ if (state->fps_p)
+ {
+ XFontStruct *font;
+ char *fontname = get_string_resource ("font", "Font");
+ const char *def_font = "fixed";
+ if (!fontname || !*fontname) fontname = (char *)def_font;
+ font = XLoadQueryFont (dpy, fontname);
+ if (!font) font = XLoadQueryFont (dpy, def_font);
+ if (!font) exit(-1);
+ gcv.font = font->fid;
+ gcv.foreground = get_pixel_resource("textColor", "Foreground",
+ state->dpy, state->xgwa.colormap);
+ state->font_gc = XCreateGC(dpy, window,
+ GCFont|GCForeground|GCBackground, &gcv);
+ state->font_height = font->ascent + font->descent;
+ state->font_baseline = font->descent;
+ }
+
+ state->r = (float *) malloc (sizeof (*state->r) * (state->count + 1));
+ state->vx = (float *) malloc (sizeof (*state->vx) * (state->count + 1));
+ state->vy = (float *) malloc (sizeof (*state->vy) * (state->count + 1));
+ state->px = (float *) malloc (sizeof (*state->px) * (state->count + 1));
+ state->py = (float *) malloc (sizeof (*state->py) * (state->count + 1));
+ state->opx = (float *) malloc (sizeof (*state->opx) * (state->count + 1));
+ state->opy = (float *) malloc (sizeof (*state->opy) * (state->count + 1));
+
+ for (i=1; i<=state->count; i++)
+ {
+ state->px[i] = frand(extx) + state->xmin;
+ state->py[i] = frand(exty) + state->ymin;
+ state->vx[i] = frand(0.2);
+ state->vy[i] = frand(0.2);
+
+ state->r[i] = state->max_radius;
+
+ /* not quite: */
+ /* state->r[i] = 4 + (random() % (int) (state->max_radius - 4)); */
+ }
+
+ return state;
+}
+
+
+/* Messes with gravity: permute "down" to be in a random direction.
+ */
+static void
+shake (b_state *state)
+{
+ float a = state->accx;
+ float b = state->accy;
+ int i = random() % 4;
+
+ switch (i)
+ {
+ case 0:
+ state->accx = a;
+ state->accy = b;
+ break;
+ case 1:
+ state->accx = -a;
+ state->accy = -b;
+ break;
+ case 2:
+ state->accx = b;
+ state->accy = a;
+ break;
+ case 3:
+ state->accx = -b;
+ state->accy = -a;
+ break;
+ default:
+ abort();
+ break;
+ }
+
+ state->time_since_shake = 0;
+ recolor (state);
+}
+
+
+/* Look at the current time, and update state->time_since_shake.
+ Draw the FPS display if desired.
+ */
+static void
+check_wall_clock (b_state *state, float max_d)
+{
+ static int tick = 0;
+ state->frame_count++;
+
+ if (tick++ > 20) /* don't call gettimeofday() too often -- it's slow. */
+ {
+ static struct timeval last = { 0, };
+ struct timeval now;
+# ifdef GETTIMEOFDAY_TWO_ARGS
+ struct timezone tzp;
+ gettimeofday(&now, &tzp);
+# else
+ gettimeofday(&now);
+# endif
+
+ if (last.tv_sec == 0)
+ last = now;
+
+ tick = 0;
+ if (now.tv_sec == last.tv_sec)
+ return;
+
+ state->time_since_shake += (now.tv_sec - last.tv_sec);
+
+ if (state->fps_p)
+ {
+ static char buf[1024];
+ float elapsed = ((now.tv_sec + (now.tv_usec / 1000000.0)) -
+ (last.tv_sec + (last.tv_usec / 1000000.0)));
+ float fps = state->frame_count / elapsed;
+ float cps = state->collision_count / elapsed;
+
+ sprintf (buf, " FPS: %.2f Collisions: %.f/frame Max motion: %.3f",
+ fps, cps/fps, max_d);
+
+ XFillRectangle (state->dpy, state->window, state->erase_gc,
+ 0, state->xgwa.height - state->font_height,
+ state->xgwa.width, state->font_height);
+ XDrawImageString (state->dpy, state->window, state->font_gc,
+ 0, state->xgwa.height - state->font_baseline,
+ buf, strlen(buf));
+ }
+
+ state->frame_count = 0;
+ state->collision_count = 0;
+ last = now;
+ }
+}
+
+
+/* Erases the balls at their previous positions, and draws the new ones.
+ */
+static void
+repaint_balls (b_state *state)
+{
+ int a;
+ int x1a, x2a, y1a, y2a;
+ int x1b, x2b, y1b, y2b;
+ float max_d = 0;
+
+ for (a=1; a <= state->count; a++)
+ {
+ GC gc;
+ x1a = (state->opx[a] - state->r[a] - state->xmin);
+ y1a = (state->opy[a] - state->r[a] - state->ymin);
+ x2a = (state->opx[a] + state->r[a] - state->xmin);
+ y2a = (state->opy[a] + state->r[a] - state->ymin);
+
+ x1b = (state->px[a] - state->r[a] - state->xmin);
+ y1b = (state->py[a] - state->r[a] - state->ymin);
+ x2b = (state->px[a] + state->r[a] - state->xmin);
+ y2b = (state->py[a] + state->r[a] - state->ymin);
+
+/* if (x1a != x1b || y1a != y1b) -- leaves turds if we optimize this */
+ {
+ gc = state->erase_gc;
+ XFillArc (state->dpy, state->window, gc,
+ x1a, y1a, x2a-x1a, y2a-y1a,
+ 0, 360*64);
+ }
+
+ if (state->mouse_ball == a)
+ gc = state->draw_gc2;
+ else
+ gc = state->draw_gc;
+
+ XFillArc (state->dpy, state->window, gc,
+ x1b, y1b, x2b-x1b, y2b-y1b,
+ 0, 360*64);
+
+ if (state->shake_p)
+ {
+ /* distance this ball moved this frame */
+ float d = ((state->px[a] - state->opx[a]) *
+ (state->px[a] - state->opx[a]) +
+ (state->py[a] - state->opy[a]) *
+ (state->py[a] - state->opy[a]));
+ if (d > max_d) max_d = d;
+ }
+
+ state->opx[a] = state->px[a];
+ state->opy[a] = state->py[a];
+ }
+
+ if (state->shake_p && state->time_since_shake > 5)
+ {
+ max_d /= state->max_radius;
+ if (max_d < state->shake_threshold || /* when its stable */
+ state->time_since_shake > 30) /* or when 30 secs has passed */
+ {
+ shake (state);
+ }
+ }
+
+ check_wall_clock (state, max_d);
+}
+
+
+/* Implements the laws of physics: move balls to their new positions.
+ */
+static void
+update_balls (b_state *state)
+{
+ int a, b;
+ float d, nx, ny, m, vxa, vya, vxb, vyb, dd, cdx, cdy, cosam;
+ float dee2 = state->max_radius * state->max_radius * 4;
+
+ check_window_moved (state);
+
+ /* If we're currently tracking the mouse, update that ball first.
+ */
+ if (state->mouse_ball != 0)
+ {
+ int mouse_x, mouse_y;
+ query_mouse (state, &mouse_x, &mouse_y);
+ state->px[state->mouse_ball] = mouse_x;
+ state->py[state->mouse_ball] = mouse_y;
+ state->vx[state->mouse_ball] =
+ (0.1 *
+ (state->px[state->mouse_ball] - state->opx[state->mouse_ball]) *
+ state->tc);
+ state->vy[state->mouse_ball] =
+ (0.1 *
+ (state->py[state->mouse_ball] - state->opy[state->mouse_ball]) *
+ state->tc);
+ }
+
+ /* For each ball, compute the influence of every other ball. */
+ for (a=1; a <= state->count; a++)
+ if (a != state->mouse_ball)
+ for (b=1; b <= state->count; b++)
+ if (a != b)
+ {
+ d = ((state->px[a] - state->px[b]) *
+ (state->px[a] - state->px[b]) +
+ (state->py[a] - state->py[b]) *
+ (state->py[a] - state->py[b]));
+ if (d < dee2)
+ {
+ state->collision_count++;
+ d = sqrt(d);
+ vxa = state->vx[a];
+ vya = state->vy[a];
+ vxb = state->vx[b];
+ vyb = state->vy[b];
+ nx = state->px[b] - state->px[a];
+ ny = state->py[b] - state->py[a];
+ if (d < -0.0001 || d > 0.0001)
+ {
+ cdx = nx/d;
+ cdy = ny/d;
+ dd = state->r[a] + state->r[b] - d;
+ state->px[a] -= dd*cdx; /* just move them apart */
+ state->py[a] -= dd*cdy; /* no physical rationale, sorry */
+ state->px[b] += dd*cdx;
+ state->py[b] += dd*cdy;
+ m = sqrt (state->vx[a] * state->vx[a] +
+ state->vy[a] * state->vy[a]);
+ if (m < -0.0001 || m > 0.0001) /* A's velocity > 0 ? */
+ {
+ cosam = ((cdx * state->vx[a] + cdy * state->vy[a]) *
+ state->e);
+ vxa -= cdx * cosam;
+ vya -= cdy * cosam; /* conserve momentum */
+ vxb += cdx * cosam;
+ vyb += cdy * cosam;
+ }
+ m = sqrt (state->vx[b] *
+ state->vx[b] +
+ state->vy[b] *
+ state->vy[b]);
+ if (m < -0.0001 || m > 0.0001)
+ {
+ cosam = ((cdx * state->vx[b] + cdy * state->vy[b]) *
+ state->e);
+ vxa += cdx * cosam;
+ vya += cdy * cosam;
+ vxb -= cdx * cosam;
+ vyb -= cdy * cosam;
+ }
+ }
+ state->vx[a] = vxa;
+ state->vy[a] = vya;
+ state->vx[b] = vxb;
+ state->vy[b] = vyb;
+ }
+ }
+
+ /* Force all balls to be on screen.
+ */
+ for (a=1; a <= state->count; a++)
+ {
+ if (state->px[a] <= (state->xmin + state->r[a]))
+ {
+ state->px[a] = state->xmin + state->r[a];
+ state->vx[a] = -state->vx[a] * state->e;
+ }
+ if (state->px[a] >= (state->xmax - state->r[a]))
+ {
+ state->px[a] = state->xmax - state->r[a];
+ state->vx[a] = -state->vx[a] * state->e;
+ }
+ if (state->py[a] <= (state->ymin + state->r[a]))
+ {
+ state->py[a] = state->ymin + state->r[a];
+ state->vy[a] = -state->vy[a] * state->e;
+ }
+ if (state->py[a] >= (state->ymax - state->r[a]))
+ {
+ state->py[a] = state->ymax - state->r[a];
+ state->vy[a] = -state->vy[a] * state->e;
+ }
+ }
+
+ /* Apply gravity to all balls.
+ */
+ for (a=1; a <= state->count; a++)
+ if (a != state->mouse_ball)
+ {
+ state->vx[a] += state->accx * state->tc;
+ state->vy[a] += state->accy * state->tc;
+ state->px[a] += state->vx[a] * state->tc;
+ state->py[a] += state->vy[a] * state->tc;
+ }
+}
+
+
+/* Handle X events, specifically, allow a ball to be picked up with the mouse.
+ */
+static void
+handle_events (b_state *state)
+{
+ XSync (state->dpy, False);
+ while (XPending (state->dpy))
+ {
+ XEvent event;
+ XNextEvent (state->dpy, &event);
+ if (event.xany.type == ButtonPress)
+ {
+ int i;
+ float fmx = event.xbutton.x_root;
+ float fmy = event.xbutton.y_root;
+ if (state->mouse_ball != 0) /* second down-click? drop the ball. */
+ {
+ state->mouse_ball = 0;
+ return;
+ }
+ else
+ for (i=1; i <= state->count; i++)
+ {
+ float d = ((state->px[i] - fmx) * (state->px[i] - fmx) +
+ (state->py[i] - fmy) * (state->py[i] - fmy));
+ float r = state->r[i];
+ if (d < r*r)
+ {
+ state->mouse_ball = i;
+ return;
+ }
+ }
+ }
+ else if (event.xany.type == ButtonRelease) /* drop the ball */
+ {
+ state->mouse_ball = 0;
+ return;
+ }
+ else if (event.xany.type == ConfigureNotify)
+ {
+ /* This is redundant, since we poll this every iteration. */
+ check_window_moved (state);
+ }
+
+ screenhack_handle_event (state->dpy, &event);
+ }
+}
+
+\f
+char *progclass = "FluidBalls";
+
+char *defaults [] = {
+ ".background: black",
+ ".textColor: yellow",
+ ".font: -*-helvetica-*-r-*-*-*-180-*-*-p-*-*-*",
+ "*delay: 10000",
+ "*count: 300",
+ "*size: 25",
+ "*gravity: 0.01",
+ "*wind: 0.00",
+ "*friction: 0.97",
+ "*timeScale: 1.0",
+ "*doFPS: False",
+ "*shake: True",
+ "*shakeThreshold: 0.015",
+ 0
+};
+
+XrmOptionDescRec options [] = {
+ { "-delay", ".delay", XrmoptionSepArg, 0 },
+ { "-count", ".count", XrmoptionSepArg, 0 },
+ { "-size", ".size", XrmoptionSepArg, 0 },
+ { "-count", ".count", XrmoptionSepArg, 0 },
+ { "-gravity", ".gravity", XrmoptionSepArg, 0 },
+ { "-wind", ".wind", XrmoptionSepArg, 0 },
+ { "-friction", ".friction", XrmoptionSepArg, 0 },
+ { "-fps", ".doFPS", XrmoptionNoArg, "True" },
+ { "-no-fps", ".doFPS", XrmoptionNoArg, "False" },
+ { "-shake", ".shake", XrmoptionNoArg, "True" },
+ { "-no-shake", ".shake", XrmoptionNoArg, "False" },
+ { 0, 0, 0, 0 }
+};
+
+void
+screenhack (Display *dpy, Window window)
+{
+ b_state *state = init_balls(dpy, window);
+ int delay = get_integer_resource ("delay", "Integer");
+
+ while (1)
+ {
+ repaint_balls(state);
+ update_balls(state);
+
+ XSync (dpy, False);
+ handle_events (state);
+ if (delay) usleep (delay);
+ }
+}