--- /dev/null
+/* ripples, Copyright (c) 1999 Ian McConnell <ian@emit.demon.co.uk>
+ *
+ * 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.
+ */
+
+/*
+ * "Water" ripples that can cross and interfere with each other.
+ *
+ * I can't remember where I got this idea from, but it's been around for a
+ * while in various demos. Some inspiration from
+ * water.txt by Tom Hammersley,tomh@globalnet.co.uk
+ *
+ * Options
+ * -delay usleep every iteration
+ * -rate Add one drop every "rate" iterations
+ * -water Ripples on a grabbed background image
+ * -foreground Interpolate ripples between these two colors
+ * -background
+ * -oily Psychedelic colours like man
+ * -stir Add a regular pattern of drops
+ * -fluidity Between 0 and 16. 16 = big drops
+ * -light Hack to add lighting effect (2 for 16bbp, 6 for 32bpp)
+ *
+ * Code mainly hacked from xflame and decayscreen.
+ */
+
+/* Version history:
+ * Speeded up graphics with dirty buffer. Returned to using putpixel for
+ * greater portability
+ * Added a variety of methods for splashing screen.
+ */
+
+
+#include <math.h>
+#include "screenhack.h"
+#include <X11/Xutil.h>
+
+typedef enum {ripple_drop, ripple_blob, ripple_box, ripple_stir} ripple_mode;
+
+#ifdef HAVE_XSHM_EXTENSION
+#include "xshm.h"
+static Bool use_shm;
+static XShmSegmentInfo shm_info;
+#endif /* HAVE_XSHM_EXTENSION */
+
+static Window window;
+static Display *display;
+static GC gc;
+static Visual *visual;
+
+static XImage *orig_map, *buffer_map;
+static int ctab[256];
+static Colormap colormap;
+static int ncolors;
+static int light;
+
+static int width, height; /* ripple size */
+static int bigwidth, bigheight; /* screen size */
+
+static Bool transparent;
+static short *bufferA, *bufferB, *temp;
+static char *dirty_buffer;
+
+#define TABLE 256
+static double cos_tab[TABLE];
+
+static double drop_dist[] =
+{0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.2, 0.6};
+
+/* How hard to hit the water */
+#define SPLASH 512
+#define MIN(x, y) ((x) < (y) ? (x) : (y))
+#define MAX(x, y) ((x) > (y) ? (x) : (y))
+#define DIRTY 2 /* 2 = dirty, 1 = restore original pixel, 0 = leave alone */
+
+
+/* ------------------------------------------- */
+
+
+static int
+map_color(int grey)
+{
+ /* Clip it */
+ grey = ncolors * abs(grey) / (SPLASH/4);
+ if (grey > ncolors)
+ grey = ncolors;
+
+ /* Display it */
+ return ctab[grey];
+}
+
+
+static void
+draw_ripple(short *src)
+{
+ int across, down;
+ char *dirty = dirty_buffer;
+
+ for (down = 0; down < height - 1; down++, src += 1, dirty += 1)
+ for (across = 0; across < width - 1; across++, src++, dirty++) {
+ int v1, v2, v3, v4;
+ v1 = (int)*src;
+ v2 = (int)*(src + 1);
+ v3 = (int)*(src + width);
+ v4 = (int)*(src + width + 1);
+ if ((v1 == 0 && v2 == 0 && v3 == 0 && v4 == 0)) {
+ if (*dirty > 0)
+ (*dirty)--;
+ } else
+ *dirty = DIRTY;
+
+ if (*dirty > 0) {
+ int dx;
+ if (light > 0) {
+ /* dx = ((v2 - v1) + (v4 - v3)) << light; */ /* light from left */
+ dx = ((v3 - v1) + (v4 - v2)) << light; /* light from top */
+ } else
+ dx = 0;
+ XPutPixel(buffer_map,(across<<1), (down<<1), map_color(dx + v1));
+ XPutPixel(buffer_map,(across<<1)+1,(down<<1), map_color(dx + ((v1 + v2) >> 1)));
+ XPutPixel(buffer_map,(across<<1), (down<<1)+1,map_color(dx + ((v1 + v3) >> 1)));
+ XPutPixel(buffer_map,(across<<1)+1,(down<<1)+1,map_color(dx + ((v1 + v4) >> 1)));
+ }
+ }
+}
+
+
+/* ------------------------------------------- */
+
+
+static unsigned long (*bright)(int dx, unsigned long color);
+static unsigned long rmask;
+static unsigned long gmask;
+static unsigned long bmask;
+static int rshift;
+static int gshift;
+static int bshift;
+
+
+static void
+set_mask(unsigned long color, unsigned long *mask, int *shift)
+{
+ *shift = 0;
+ while (color != 0 && (color & 1) == 0) {
+ (*shift)++;
+ color >>= 1;
+ }
+ *mask = color;
+}
+
+
+static unsigned long
+cadd(unsigned long color, int dx, unsigned long mask, int shift)
+{
+ int x;
+ color >>= shift;
+ x = (color & mask);
+ x += dx;
+ if (x < 0) x = 0;
+ else if (x > (int)mask) x = mask;
+ color = x;
+ return color << shift;
+}
+
+
+static unsigned long
+dobright(int dx, unsigned long color)
+{
+ return (cadd(color, dx, rmask, rshift) |
+ cadd(color, dx, gmask, gshift) |
+ cadd(color, dx, bmask, bshift));
+}
+
+
+static unsigned long
+nobright(int dx, unsigned long color)
+{
+ return color;
+}
+
+
+static void
+draw_transparent(short *src)
+{
+ int across, down, pixel;
+ char *dirty = dirty_buffer;
+
+ pixel = 0;
+ for (down = 0; down < height - 2; down++, pixel += 2)
+ for (across = 0; across < width-2; across++, pixel++) {
+ int gradx, grady, gradx1, grady1;
+ int x0, x1, x2, y1, y2;
+
+ x0 = src[pixel];
+ x1 = src[pixel + 1];
+ x2 = src[pixel + 2];
+ y1 = src[pixel + width];
+ y2 = src[pixel + 2*width];
+
+ gradx = (x1 - x0);
+ grady = (y1 - x0);
+ gradx1= (x2 - x1);
+ grady1= (y2 - y1);
+ gradx1 = 1 + (gradx + gradx1) / 2;
+ grady1 = 1 + (grady + grady1) / 2;
+
+ if ((2*across+MIN(gradx,gradx1) < 0) ||
+ (2*across+MAX(gradx,gradx1) >= bigwidth)) {
+ gradx = 0;
+ gradx1= 1;
+ }
+ if ((2*down+MIN(grady,grady1) < 0) ||
+ (2*down+MAX(grady,grady1) >= bigheight)) {
+ grady = 0;
+ grady1 = 1;
+ }
+
+ if ((gradx == 0 && gradx1 == 1 && grady == 0 && grady1 == 1)) {
+ if (dirty[pixel] > 0)
+ dirty[pixel]--;
+ } else
+ dirty[pixel] = DIRTY;
+
+ if (dirty[pixel] > 0) {
+ int dx;
+ if (light > 0) {
+ if (4-light >= 0)
+ dx = (grady + (src[pixel+width+1]-x1)) >> (4-light); /* light from top */
+ else
+ dx = (grady + (src[pixel+width+1]-x1)) << (light-4); /* light from top */
+ } else
+ dx = 0;
+ XPutPixel(buffer_map, (across<<1), (down<<1),
+ bright(dx, XGetPixel(orig_map, (across<<1) + gradx, (down<<1) + grady)));
+ XPutPixel(buffer_map, (across<<1)+1,(down<<1),
+ bright(dx, XGetPixel(orig_map, (across<<1) + gradx1,(down<<1) + grady)));
+ XPutPixel(buffer_map, (across<<1), (down<<1)+1,
+ bright(dx, XGetPixel(orig_map, (across<<1) + gradx, (down<<1) + grady1)));
+ XPutPixel(buffer_map, (across<<1)+1,(down<<1)+1,
+ bright(dx, XGetPixel(orig_map, (across<<1) + gradx1,(down<<1) + grady1)));
+ }
+ }
+}
+
+
+/* ------------------------------------------- */
+
+
+/*
+static void
+draw_ripple16(short *src)
+{
+ int across, down;
+ unsigned short *dest;
+
+ dest = (unsigned short *) buffer_map->data;
+
+ for (down = 0; down < height - 1; down++, src += 1, dest += bigwidth+2)
+ for (across = 0; across < width - 1; across++, src++) {
+ int v1, v2, v3, v4;
+ v1 = (int)*src;
+ v2 = (int)*(src + 1);
+ v3 = (int)*(src + width);
+ v4 = (int)*(src + width + 1);
+ if (!(v1 == 0 && v2 == 0 && v3 == 0 && v4 == 0)) {
+ *dest++ = map_color(v1);
+ *dest = map_color((v1 + v2) >> 1);
+ dest += bigwidth - 1;
+ *dest++ = map_color((v1 + v3) >> 1);
+ *dest = map_color((v1 + v4) >> 1);
+ dest -= bigwidth - 1;
+ } else
+ dest += 2;
+ }
+}
+*/
+
+
+/* ------------------------------------------- */
+
+
+static void
+setup_X(Display * disp, Window win)
+{
+ XWindowAttributes xwa;
+ int depth;
+
+ XGetWindowAttributes(disp, win, &xwa);
+ window = win;
+ display = disp;
+ depth = xwa.depth;
+ colormap = xwa.colormap;
+ bigwidth = xwa.width;
+ bigheight = xwa.height;
+ visual = xwa.visual;
+
+#if 1 /* I'm not entirely sure if I need this */
+ if (bigwidth % 2)
+ bigwidth++;
+ if (bigheight % 2)
+ bigheight++;
+#endif
+ width = bigwidth / 2;
+ height = bigheight / 2;
+
+ if (transparent) {
+ XGCValues gcv;
+ long gcflags;
+
+ gcv.function = GXcopy;
+ gcv.subwindow_mode = IncludeInferiors;
+
+ gcflags = GCForeground | GCFunction;
+ if (use_subwindow_mode_p(xwa.screen, window)) /* see grabscreen.c */
+ gcflags |= GCSubwindowMode;
+ gc = XCreateGC(display, window, gcflags, &gcv);
+
+ grab_screen_image(xwa.screen, window);
+
+ orig_map = XGetImage(display, window, 0, 0, xwa.width, xwa.height,
+ ~0L, ZPixmap);
+ } else {
+ XGCValues gcv;
+
+ gc = XCreateGC(display, window, 0, &gcv);
+ if (!gc) {
+ fprintf(stderr, "XCreateGC failed\n");
+ exit(1);
+ }
+
+ orig_map = 0;
+ }
+
+ buffer_map = 0;
+
+#ifdef HAVE_XSHM_EXTENSION
+ if (use_shm) {
+ buffer_map = create_xshm_image(display, xwa.visual, depth,
+ ZPixmap, 0, &shm_info, bigwidth, bigheight);
+ if (!buffer_map) {
+ use_shm = False;
+ fprintf(stderr, "create_xshm_image failed\n");
+ }
+ }
+#endif /* HAVE_XSHM_EXTENSION */
+
+ if (!buffer_map) {
+ buffer_map = XCreateImage(display, xwa.visual,
+ depth, ZPixmap, 0, 0,
+ bigwidth, bigheight, 8, 0);
+ buffer_map->data = (char *)
+ calloc(buffer_map->height, buffer_map->bytes_per_line);
+ }
+}
+
+
+static void
+DisplayImage(void)
+{
+#ifdef HAVE_XSHM_EXTENSION
+ if (use_shm)
+ XShmPutImage(display, window, gc, buffer_map, 0, 0, 0, 0,
+ bigwidth, bigheight, False);
+ else
+#endif /* HAVE_XSHM_EXTENSION */
+ XPutImage(display, window, gc, buffer_map, 0, 0, 0, 0,
+ bigwidth, bigheight);
+}
+
+
+/* ------------------------------------------- */
+
+
+static int
+cinterp(double a, int bg, int fg)
+{
+ int result;
+ result = (int)((1-a) * bg + a * fg + 0.5);
+ if (result < 0) result = 0;
+ if (result > 255) result = 255;
+ return result;
+}
+
+
+/* Interpolate the ripple colours between the background colour and
+ foreground colour */
+static void
+init_linear_colors(void)
+{
+ int i, j, red, green, blue, bred, bgreen, bblue;
+ XColor fg, bg;
+
+ if (ncolors < 2 || mono_p)
+ ncolors = 2;
+ if (ncolors <= 2)
+ mono_p = True;
+
+ /* Make it possible to set the color of the ripples,
+ Based on work by Raymond Medeiros <ray@stommel.marine.usf.edu> and jwz.
+ */
+ fg.pixel = get_pixel_resource("foreground", "Foreground",
+ display, colormap);
+ XQueryColor(display, colormap, &fg);
+ red = (fg.red >> 8);
+ green = (fg.green >> 8);
+ blue = (fg.blue >> 8);
+
+ bg.pixel = get_pixel_resource("background", "Background",
+ display, colormap);
+ XQueryColor(display, colormap, &bg);
+ bred = (bg.red >> 8);
+ bgreen = (bg.green >> 8);
+ bblue = (bg.blue >> 8);
+
+ j = 0;
+ for (i = 0; i < ncolors+1; i++) {
+ XColor xcl;
+ double a = (double)i / ncolors;
+ int r = cinterp(a, bred, red);
+ int g = cinterp(a, bgreen, green);
+ int b = cinterp(a, bblue, blue);
+
+ xcl.red = (unsigned short) ((r << 8) | r);
+ xcl.green = (unsigned short) ((g << 8) | g);
+ xcl.blue = (unsigned short) ((b << 8) | b);
+ xcl.flags = DoRed | DoGreen | DoBlue;
+
+ XAllocColor(display, colormap, &xcl);
+
+ ctab[j++] = (int) xcl.pixel;
+ }
+}
+
+
+static void
+init_oily_colors(void)
+{
+ XColor *colors = NULL;
+
+ if (ncolors < 2 || mono_p)
+ ncolors = 2;
+ if (ncolors <= 2)
+ mono_p = True;
+ colors = 0;
+
+ if (!mono_p) {
+ colors = (XColor *)malloc(sizeof(*colors) * (ncolors+1));
+ make_smooth_colormap(display, visual, colormap, colors, &ncolors,
+ True, /* allocate */
+ False, /* not writable */
+ True); /* verbose (complain about failure) */
+ if (ncolors <= 2) {
+ if (colors)
+ free (colors);
+ colors = 0;
+ mono_p = True;
+ }
+ }
+ if (!mono_p) {
+ int i, j = 0;
+ for (i = 0; i < ncolors+1; i++) {
+ XAllocColor(display, colormap, colors+i);
+ ctab[j++] = (int) colors[i].pixel;
+ }
+ free (colors);
+ } else {
+ ncolors = 2;
+ ctab[1] = get_pixel_resource("foreground", "Foreground", display, colormap);
+ ctab[0] = get_pixel_resource("background", "Background", display, colormap);
+ }
+}
+
+
+/* ------------------------------------------- */
+
+
+/* Shape of drop to add */
+static double
+sinc(double x)
+{
+#if 1
+ int i;
+ i = (int)(x * TABLE + 0.5);
+ if (i >= TABLE) i = (TABLE-1) - (i-(TABLE-1));
+ return cos_tab[i];
+#elif 0
+ return cos(x * M_PI/2);
+#else
+ if (fabs(x) < 0.1)
+ return 1 - x*x;
+ else
+ return sin(x) / x;
+#endif
+}
+
+
+static void
+add_circle_drop(int x, int y, int radius, int dheight)
+{
+ int i, r2, cx, cy;
+ short *buf = (random()&1) ? bufferA : bufferB;
+
+ i = y * width + x;
+ r2 = radius * radius;
+
+ for (cy = -radius; cy <= radius; cy++)
+ for (cx = -radius; cx <= radius; cx++) {
+ int r = cx*cx + cy*cy;
+ if (r <= r2) {
+ buf[i + cx + cy*width] =
+ (short)(dheight * sinc(sqrt(r)/radius));
+ }
+ }
+}
+
+
+static void
+add_drop(ripple_mode mode, int drop)
+{
+ int newx, newy, dheight;
+ int radius = MIN(width, height) / 50;
+ /* Don't put drops too near the edge of the screen or they get stuck */
+ int border = 6;
+
+ switch (mode) {
+ default:
+ case ripple_drop: {
+ int x;
+
+ dheight = 1 + (random() % drop);
+ newx = border + (random() % (width - 2*border));
+ newy = border + (random() % (height - 2*border));
+ x = newy * width + newx;
+ bufferA[x + 1] = bufferA[x] = bufferA[x + width] = bufferA[x + width + 1] =
+ bufferB[x + 1] = bufferB[x] = bufferB[x + width] = bufferB[x + width + 1] =
+ dheight;
+ }
+ break;
+ case ripple_blob: {
+ double power;
+
+ power = drop_dist[random() % (sizeof(drop_dist)/sizeof(drop_dist[0]))]; /* clumsy */
+ dheight = (int)(drop * (power + 0.01));
+ newx = radius + border + (random() % (int)(width - 2*border - 2*radius*power));
+ newy = radius + border + (random() % (int)(height - 2*border - 2*radius*power));
+ add_circle_drop(newx, newy, radius, dheight);
+ }
+ break;
+ /* Adding too many boxes too quickly (-box 1) doesn't give the waves time
+ to disperse and the waves build up (and overflow) */
+ case ripple_box: {
+ int x;
+ int cx, cy;
+ short *buf = (random()&1) ? bufferA : bufferB;
+
+ radius = (1 + (random() % 5)) * (1 + (random() % 5));
+ dheight = drop / 128;
+ if (random() & 1) dheight = -dheight;
+ newx = radius + border + (random() % (width - 2*border - 2*radius));
+ newy = radius + border + (random() % (height - 2*border - 2*radius));
+ x = newy * width + newx;
+ for (cy = -radius; cy <= radius; cy++)
+ for (cx = -radius; cx <= radius; cx++)
+ buf[x + cx + cy*width] = (short)(dheight);
+ }
+ break;
+ case ripple_stir: {
+ static double ang = 0;
+ border += radius;
+ newx = border + (int)((width-2*border) * (1+cos(3*ang)) / 2);
+ newy = border + (int)((height-2*border) * (1+sin(2*ang)) / 2);
+ add_circle_drop(newx, newy, radius, drop / 10);
+ ang += 0.02;
+ if (ang > 12*M_PI) ang = 0;
+ }
+ break;
+ }
+}
+
+
+static void
+init_ripples(int ndrops, int splash)
+{
+ int i;
+
+ bufferA = (short *)calloc(width * height, sizeof(*bufferA));
+ bufferB = (short *)calloc(width * height, sizeof(*bufferB));
+ temp = (short *)calloc(width * height, sizeof(*temp));
+
+ dirty_buffer = (char *)malloc(width * height);
+ memset(dirty_buffer, DIRTY, width * height);
+
+ for (i = 0; i < ndrops; i++)
+ add_drop(ripple_blob, splash);
+
+ if (transparent) {
+ /* There's got to be a better way of doing this XCopyArea? */
+ int across, down;
+ for (down = 0; down < bigheight-4; down++)
+ for (across = bigwidth-4; across < bigwidth; across++)
+ XPutPixel(buffer_map, across, down,
+ XGetPixel(orig_map, across, down));
+ for (down = bigheight-4; down < bigheight; down++)
+ for (across = 0; across < bigwidth; across++)
+ XPutPixel(buffer_map, across, down,
+ XGetPixel(orig_map, across, down));
+ } else {
+ int across, down, color;
+
+ color = map_color(0); /* background colour */
+ for (down = 0; down < bigheight; down++)
+ for (across = 0; across < bigwidth; across++)
+ XPutPixel(buffer_map,across, down, color);
+ }
+
+ DisplayImage();
+}
+
+
+/*
+ Explanation from hq_water.zip (Arturo R Montesinos (ARM) arami@fi.upm.es)
+
+ Differential equation is: u = a ( u + u )
+ tt xx yy
+
+ Where a = tension * gravity / surface_density.
+
+ Approximating second derivatives by central differences:
+
+ [ u(t+1)-2u(t)+u(t-1) ] / dt = a [ u(x+1)+u(x-1)+u(y+1)+u(y-1)-4u ] / h
+
+ where dt = time step squared, h= dx*dy = mesh resolution squared.
+
+ From where u(t+1) may be calculated as:
+
+ dt | 1 | dt
+ u(t+1) = a -- | 1 0 1 |u - u(t-1) + (2-4a --)u
+ h | 1 | h
+
+ When a*dt/h = 1/2 last term vanishes, giving:
+
+ 1 | 1 |
+ u(t+1) = - | 1 0 1 |u - u(t-1)
+ 2 | 1 |
+
+ (note that u(t-1,x,y) is only used to calculate u(t+1,x,y) so
+ we can use the same array for both t-1 and t+1, needing only
+ two arrays, U[0] and U[1])
+
+ Dampening is simulated by subtracting 1/2^n of result.
+ n=4 gives best-looking result
+ n<4 (eg 2 or 3) thicker consistency, waves die out immediately
+ n>4 (eg 8 or 12) more fluid, waves die out slowly
+ */
+
+static void
+ripple(int fluidity)
+{
+ int across, down, pixel;
+ static int toggle;
+ static int count;
+ short *src, *dest;
+
+ if (toggle == 0) {
+ src = bufferA;
+ dest = bufferB;
+ toggle = 1;
+ } else {
+ src = bufferB;
+ dest = bufferA;
+ toggle = 0;
+ }
+
+#if 1
+ /* Traditional, squarer ripples */
+ switch (count) {
+ case 0: case 1:
+ pixel = 1 * width + 1;
+ for (down = 1; down < height - 1; down++, pixel += 2 * 1)
+ for (across = 1; across < width - 1; across++, pixel++) {
+ temp[pixel] =
+ (((src[pixel - 1] + src[pixel + 1] +
+ src[pixel - width] + src[pixel + width]) / 2)) - dest[pixel];
+ }
+
+ /* Smooth the output */
+ pixel = 1 * width + 1;
+ for (down = 1; down < height - 1; down++, pixel += 2 * 1)
+ for (across = 1; across < width - 1; across++, pixel++) {
+ int damp =
+ (temp[pixel - 1] + temp[pixel + 1] +
+ temp[pixel - width] + temp[pixel + width] +
+ temp[pixel - width - 1] + temp[pixel - width + 1] +
+ temp[pixel + width - 1] + temp[pixel + width + 1] +
+ temp[pixel]) / 9;
+ dest[pixel] = damp - (damp >> fluidity);
+ }
+ break;
+ case 2: case 3:
+ pixel = 1 * width + 1;
+ for (down = 1; down < height - 1; down++, pixel += 2 * 1)
+ for (across = 1; across < width - 1; across++, pixel++) {
+ int damp =
+ (((src[pixel - 1] + src[pixel + 1] +
+ src[pixel - width] + src[pixel + width]) / 2)) - dest[pixel];
+ dest[pixel] = damp - (damp >> fluidity);
+ }
+ break;
+ }
+ if (++count > 3) count = 0;
+#else
+ /* Rounder ripples, but with strange cross effect in center */
+ pixel = 1 * width + 1;
+ for (down = 1; down < height - 1; down++, pixel += 2 * 1)
+ for (across = 1; across < width - 1; across++, pixel++) {
+ int grad;
+ grad =
+ (src[pixel - 1] + src[pixel + 1] +
+ src[pixel - width] + src[pixel + width] +
+ src[pixel - width - 1] + src[pixel - width + 1] +
+ src[pixel + width - 1] + src[pixel + width + 1]) / 2;
+ dest[pixel] = grad/2 - dest[pixel];
+ dest[pixel] -= (dest[pixel] >> fluidity);
+ }
+#endif
+
+ if (transparent)
+ draw_transparent(dest);
+ else
+ draw_ripple(dest);
+}
+
+
+/* ------------------------------------------- */
+
+
+char *progclass = "Ripples";
+
+char *defaults[] =
+{
+ ".background: black",
+ ".foreground: #FFAF5F",
+ "*colors: 200",
+ "*dontClearRoot: True",
+ "*delay: 50000",
+ "*rate: 5",
+ "*box: 0",
+ "*water: False",
+ "*oily: False",
+ "*stir: False",
+ "*fluidity: 6",
+ "*light: 0",
+#ifdef HAVE_XSHM_EXTENSION
+ "*useSHM: True",
+#endif /* HAVE_XSHM_EXTENSION */
+ 0
+};
+
+XrmOptionDescRec options[] =
+{
+ { "-colors", ".colors", XrmoptionSepArg, 0},
+ { "-colours", ".colors", XrmoptionSepArg, 0},
+ {"-delay", ".delay", XrmoptionSepArg, 0},
+ {"-rate", ".rate", XrmoptionSepArg, 0},
+ {"-box", ".box", XrmoptionSepArg, 0},
+ {"-water", ".water", XrmoptionNoArg, "True"},
+ {"-oily", ".oily", XrmoptionNoArg, "True"},
+ {"-stir", ".stir", XrmoptionNoArg, "True"},
+ {"-fluidity", ".fluidity", XrmoptionSepArg, 0},
+ {"-light", ".light", XrmoptionSepArg, 0},
+#ifdef HAVE_XSHM_EXTENSION
+ {"-shm", ".useSHM", XrmoptionNoArg, "True"},
+ {"-no-shm", ".useSHM", XrmoptionNoArg, "False"},
+#endif /* HAVE_XSHM_EXTENSION */
+ {0, 0, 0, 0}
+};
+
+
+void screenhack(Display *disp, Window win)
+{
+ int iterations = 0;
+ int delay = get_integer_resource("delay", "Integer");
+ int rate = get_integer_resource("rate", "Integer");
+ int box = get_integer_resource("box", "Integer");
+ int oily = get_boolean_resource("oily", "Boolean");
+ int stir = get_boolean_resource("stir", "Boolean");
+ int fluidity = get_integer_resource("fluidity", "Integer");
+ transparent = get_boolean_resource("water", "Boolean");
+ use_shm = get_boolean_resource("useSHM", "Boolean");
+ light = get_integer_resource("light", "Integer");
+
+ if (fluidity <= 1) fluidity = 1;
+ if (fluidity > 16) fluidity = 16; /* 16 = sizeof(short) */
+ if (light < 0) light = 0;
+
+ { int i;
+ for (i = 0; i < TABLE; i++)
+ cos_tab[i] = cos(i * M_PI/2 / TABLE);
+ }
+
+ setup_X(disp, win);
+
+ ncolors = get_integer_resource ("colors", "Colors");
+ if (0 == ncolors) /* English spelling? */
+ ncolors = get_integer_resource ("colours", "Colors");
+ if (oily)
+ init_oily_colors();
+ else
+ init_linear_colors();
+
+ if (transparent && light > 0) {
+ bright = dobright;
+ set_mask(visual->red_mask, &rmask, &rshift);
+ set_mask(visual->green_mask, &gmask, &gshift);
+ set_mask(visual->blue_mask, &bmask, &bshift);
+ if (rmask == 0) bright = nobright;
+ } else
+ bright = nobright;
+
+ init_ripples(0, -SPLASH); /* Start off without any drops */
+
+ while (1) {
+ if (rate > 0 && (iterations % rate) == 0)
+ add_drop(ripple_blob, -SPLASH);
+ if (stir)
+ add_drop(ripple_stir, -SPLASH);
+ if (box > 0 && (random() % box) == 0)
+ add_drop(ripple_box, -SPLASH);
+
+ ripple(fluidity);
+ DisplayImage();
+
+ XSync(display,False);
+ screenhack_handle_events(display);
+ if (delay)
+ usleep(delay);
+
+ iterations++;
+ }
+}