--- /dev/null
+/* -*- Mode: C; tab-width: 4 -*- */
+/* sproingiewrap.c - sproingies wrapper */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)sproingiewrap.c 4.07 97/11/24 xlockmore";
+
+#endif
+
+/*-
+ * sproingiewrap.c - Copyright 1996 Sproingie Technologies Incorporated.
+ *
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * Programming: Ed Mackey, http://www.netaxs.com/~emackey/
+ * Sproingie 3D objects modeled by: Al Mackey, al@iam.com
+ * (using MetaNURBS in NewTek's Lightwave 3D v5).
+ *
+ * Revision History:
+ * 26-Apr-97: Added glPointSize() calls around explosions, plus other fixes.
+ * 28-Mar-97: Added size support.
+ * 22-Mar-97: Updated to use glX interface instead of xmesa one.
+ * Also, support for multiscreens added.
+ * 20-Mar-97: Updated for xlockmore v4.02alpha7 and higher, using
+ * xlockmore's built-in Mesa/OpenGL support instead of
+ * my own. Submitted for inclusion in xlockmore.
+ * 09-Dec-96: Written.
+ */
+
+/*-
+ * The sproingies have six "real" frames, (s1_1 to s1_6) that show a
+ * sproingie jumping off a block, headed down and to the right. But
+ * the program thinks of sproingies as having twelve "virtual" frames,
+ * with the latter six being copies of the first, only lowered and
+ * rotated by 90 degrees (jumping to the left). So after going
+ * through 12 frames, a sproingie has gone down two rows but not
+ * moved horizontally.
+ *
+ * To have the sproingies randomly choose left/right jumps at each
+ * block, the program should go back to thinking of only 6 frames,
+ * and jumping down only one row when it is done. Then it can pick a
+ * direction for the next row.
+ *
+ * (Falling off the end might not be so bad either. :) )
+ */
+
+#ifdef STANDALONE
+# define PROGCLASS "Sproingies"
+# define HACK_INIT init_sproingies
+# define HACK_DRAW draw_sproingies
+# define sproingies_opts xlockmore_opts
+# define DEFAULTS "*delay: 100 \n" \
+ "*count: 5 \n" \
+ "*cycles: 0 \n" \
+ "*size: 0 \n" \
+ "*wireframe: False \n"
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+ModeSpecOpt sproingies_opts =
+{0, NULL, 0, NULL, NULL};
+
+#ifdef USE_MODULES
+ModStruct sproingies_description =
+{"sproingies", "init_sproingies", "draw_sproingies", "release_sproingies",
+ "refresh_sproingies", "init_sproingies", NULL, &sproingies_opts,
+ 1000, 5, 0, 400, 4, 1.0, "",
+ "Shows Sproingies! Nontoxic. Safe for pets and small children", 0, NULL};
+
+#endif
+
+#define MINSIZE 32
+
+#include <GL/glu.h>
+#include <time.h>
+
+void NextSproingie(int screen);
+void NextSproingieDisplay(int screen);
+void DisplaySproingies(int screen);
+
+#if 0
+void ReshapeSproingies(int w, int h);
+
+#endif
+void CleanupSproingies(int screen);
+void InitSproingies(int wfmode, int grnd, int mspr, int screen, int numscreens, int mono);
+
+typedef struct {
+ GLfloat view_rotx, view_roty, view_rotz;
+ GLint gear1, gear2, gear3;
+ GLfloat angle;
+ GLuint limit;
+ GLuint count;
+ GLXContext *glx_context;
+ int mono;
+ Window window;
+} sproingiesstruct;
+
+static sproingiesstruct *sproingies = NULL;
+
+static Display *swap_display;
+static Window swap_window;
+
+void
+SproingieSwap(void)
+{
+ glFinish();
+ glXSwapBuffers(swap_display, swap_window);
+}
+
+
+void
+init_sproingies(ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int screen = MI_SCREEN(mi);
+
+ int cycles = MI_CYCLES(mi);
+ int count = MI_COUNT(mi);
+ int size = MI_SIZE(mi);
+
+ sproingiesstruct *sp;
+ int wfmode = 0, grnd, mspr, w, h;
+
+ if (sproingies == NULL) {
+ if ((sproingies = (sproingiesstruct *) calloc(MI_NUM_SCREENS(mi),
+ sizeof (sproingiesstruct))) == NULL)
+ return;
+ }
+ sp = &sproingies[screen];
+
+ sp->mono = (MI_IS_MONO(mi) ? 1 : 0);
+ sp->window = window;
+ if ((sp->glx_context = init_GL(mi)) != NULL) {
+
+ if ((cycles & 1) || MI_IS_WIREFRAME(mi))
+ wfmode = 1;
+ grnd = (cycles >> 1);
+ if (grnd > 2)
+ grnd = 2;
+
+ mspr = count;
+ if (mspr > 100)
+ mspr = 100;
+
+ /* wireframe, ground, maxsproingies */
+ InitSproingies(wfmode, grnd, mspr, MI_SCREEN(mi), MI_NUM_SCREENS(mi), sp->mono);
+
+ /* Viewport is specified size if size >= MINSIZE && size < screensize */
+ if (size == 0) {
+ w = MI_WIDTH(mi);
+ h = MI_HEIGHT(mi);
+ } else if (size < MINSIZE) {
+ w = MINSIZE;
+ h = MINSIZE;
+ } else {
+ w = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
+ h = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
+ }
+
+ glViewport((MI_WIDTH(mi) - w) / 2, (MI_HEIGHT(mi) - h) / 2, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(65.0, (GLfloat) w / (GLfloat) h, 0.1, 2000.0); /* was 200000.0 */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ swap_display = display;
+ swap_window = window;
+ DisplaySproingies(MI_SCREEN(mi));
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+/* ARGSUSED */
+void
+draw_sproingies(ModeInfo * mi)
+{
+ sproingiesstruct *sp = &sproingies[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!sp->glx_context)
+ return;
+
+ glDrawBuffer(GL_BACK);
+ glXMakeCurrent(display, window, *(sp->glx_context));
+
+ swap_display = display;
+ swap_window = window;
+
+ NextSproingieDisplay(MI_SCREEN(mi)); /* It will swap. */
+}
+
+void
+refresh_sproingies(ModeInfo * mi)
+{
+ /* No need to do anything here... The whole screen is updated
+ * every frame anyway. Otherwise this would be just like
+ * draw_sproingies, above, but replace NextSproingieDisplay(...)
+ * with DisplaySproingies(...).
+ */
+}
+
+void
+release_sproingies(ModeInfo * mi)
+{
+ if (sproingies != NULL) {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ sproingiesstruct *sp = &sproingies[screen];
+
+ if (sp->glx_context) {
+
+ glXMakeCurrent(MI_DISPLAY(mi), sp->window, *(sp->glx_context));
+ CleanupSproingies(MI_SCREEN(mi));
+ }
+ }
+
+ (void) free((void *) sproingies);
+ sproingies = NULL;
+ }
+ FreeAllGL(mi);
+}
+
+#endif
+
+/* End of sproingiewrap.c */