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|
/* -*- Mode: C; tab-width: 4 -*- */
/* eyes --- follow the bouncing Grelb */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)eyes.c 5.00 2000/11/01 xlockmore";
#endif
/*-
* Copyright 1996 by Ron Hitchens <ron@idiom.com>
*
* Adapted from the ubiquitous xeyes demo supplied by MIT with the
* X Window System.
* That code is Copyright 1991 Massachusetts Institute of Technology.
*
* 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.
*
* Revision History:
* 01-Nov-2000: Allocation checks
* 04-Sep-1997: Added interactive frobbing with mouse (copied from julia.c)
* 10-May-1997: Compatible with xscreensaver
* 18-Mar-1996: Changes for new hook calling conventions. Keep per-screen
* state information. Remove global accesses.
* 21-Feb-1996: Recoded to keep an off-screen image for each pair of eyes,
* and to only paint the changed parts to the screen.
* Allow the Grelb to enter from either side.
* 18-Feb-1996: Got the code into mostly working condition.
* 15-Feb-1996: Had a brainwave, started hacking the xeyes code.
*
* Put "random rotations and horizontal shifts in.
* At first try make the shifts "random" with a weighting scheme favouring
* shifts towards the most empty region.
*/
#ifdef STANDALONE
#define MODE_eyes
#define PROGCLASS "Eyes"
#define HACK_INIT init_eyes
#define HACK_DRAW draw_eyes
#define eyes_opts xlockmore_opts
#define DEFAULTS "*delay: 20000 \n" \
"*count: -8 \n" \
"*cycles: 5 \n" \
"*ncolors: 200 \n" \
"*bitmap: \n" \
"*trackmouse: False \n"
#include "xlockmore.h" /* in xscreensaver distribution */
#else /* STANDALONE */
#include "xlock.h" /* in xlockmore distribution */
#endif /* STANDALONE */
#include "iostuff.h"
#ifdef MODE_eyes
#define DEF_TRACKMOUSE "False"
static Bool trackmouse;
static XrmOptionDescRec opts[] =
{
{(char *) "-trackmouse", (char *) ".eyes.trackmouse", XrmoptionNoArg, (caddr_t) "on"},
{(char *) "+trackmouse", (char *) ".eyes.trackmouse", XrmoptionNoArg, (caddr_t) "off"}
};
static argtype vars[] =
{
{(void *) & trackmouse, (char *) "trackmouse", (char *) "TrackMouse", (char *) DEF_TRACKMOUSE, t_Bool}
};
static OptionStruct desc[] =
{
{(char *) "-/+trackmouse", (char *) "turn on/off the tracking of the mouse"}
};
ModeSpecOpt eyes_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct eyes_description =
{"eyes", "init_eyes", "draw_eyes", "release_eyes",
"refresh_eyes", "init_eyes", (char *) NULL, &eyes_opts,
20000, -8, 5, 1, 64, 1.0, "",
"Shows eyes following a bouncing grelb", 0, NULL};
#endif
/* definitions for the xlock version of xeyes */
#define MAX_EYES 200 /* limit or uses too much memory */
#define MIN_EYE_SIZE 50 /* smallest size eyes can be */
#define FLY_ICON_SIZE 5 /* the size of a fly when iconic */
#define FLY_MAX_SPEED 10 /* max (slowest) delay between steps */
#define FLY_SIDE_LEFT 0 /* enter and leave by left side */
#define FLY_SIDE_RIGHT 1 /* enter and leave by right side */
#define LIFE_MIN 100 /* shortest life, cycles */
#define LIFE_RANGE 1000 /* range of possible lifetimes */
#define MAX_CYCLES 10 /* max value of cycles */
#define FRICTION 24 /* affects bounciness */
/* definitions from the original MIT xeyes code */
#define NUM_EYES 2
#define EYE_X(n) ((n) * 2.0)
#define EYE_Y(n) (0.0)
#define EYE_OFFSET (0.1) /* padding between eyes */
#define EYE_THICK (0.175) /* thickness of eye rim */
#define BALL_WIDTH (0.3)
#define BALL_PAD (0.05)
#define EYE_WIDTH (2.0 - (EYE_THICK + EYE_OFFSET) * 2)
#define EYE_HEIGHT EYE_WIDTH
#define EYE_HWIDTH (EYE_WIDTH / 2.0)
#define EYE_HHEIGHT (EYE_HEIGHT / 2.0)
#define BALL_HEIGHT BALL_WIDTH
#define BALL_DIST ((EYE_WIDTH - BALL_WIDTH) / 2.0 - BALL_PAD)
#define W_MIN_X (-1.0 + EYE_OFFSET)
#define W_MAX_X (3.0 - EYE_OFFSET)
#define W_MIN_Y (-1.0 + EYE_OFFSET)
#define W_MAX_Y (1.0 - EYE_OFFSET)
/* ---------------------------------------------------------------------- */
/* definitions of matrix math code used by xeyes */
#define TPointEqual(a, b) ((a).x == (b).x && (a).y == (b).y)
#define XPointEqual(a, b) ((a).x == (b).x && (a).y == (b).y)
typedef struct _transform {
double mx, bx;
double my, by;
} Transform;
typedef struct _TPoint {
double x, y;
} TPoint;
#define Xx(x,y,t) ((int)((t)->mx * (x) + (t)->bx + 0.5))
#define Xy(x,y,t) ((int)((t)->my * (y) + (t)->by + 0.5))
#define Xwidth(w,h,t) ((int)((t)->mx * (w) + 0.5))
#define Xheight(w,h,t) ((int)((t)->my * (h) + 0.5))
#define Tx(x,y,t) ((((double) (x)) - (t)->bx) / (t)->mx)
#define Ty(x,y,t) ((((double) (y)) - (t)->by) / (t)->my)
#define Twidth(w,h,t) (((double) (w)) / (t)->mx)
#define Theight(w,h,t) (((double) (h)) / (t)->my)
/* ---------------------------------------------------------------------- */
/* aliases for vars defined in the bitmap file */
#define FLY_WIDTH image_width
#define FLY_HEIGHT image_height
#define FLY_BITS image_bits
#include "eyes.xbm"
#ifdef XBM_GRELB
#include "eyes2.xbm"
#define FLY2_WIDTH image2_width
#define FLY2_HEIGHT image2_height
#define FLY2_BITS image2_bits
#endif
typedef struct { /* info about a "fly" */
int x, y;
int oldx, oldy;
int width, height;
int vx, vy;
int side;
unsigned long pixel;
int zero_y;
} Fly;
typedef struct { /* info about a pair of eyes */
int x, y;
int width;
int height;
int rectw, recth;
int painted;
unsigned long time_to_die;
unsigned long eyelid_pixel, eyeball_pixel, pupil_pixel;
Pixmap pixmap;
XRectangle bbox;
Transform transform;
TPoint pupil[2];
TPoint last_pupil[2];
} Eyes;
typedef struct { /* per-screen info */
Pixmap flypix;
int flywidth, flyheight;
#ifdef XBM_GRELB
Pixmap fly2pix;
int fly2width, fly2height;
#endif
int graphics_format;
GC eyeGC;
GC flyGC;
int num_eyes;
Eyes *eyes;
Fly fly;
Cursor cursor;
unsigned long time;
} EyeScrInfo;
/* ---------------------------------------------------------------------- */
static EyeScrInfo *eye_info = (EyeScrInfo *) NULL;
/* ---------------------------------------------------------------------- */
/*-
* Fill an arc, using a tranformation matrix. Lifted from xeyes.
* The code to return the bounding box is a local addition.
*/
static void
TFillArc(register Display * dpy, Drawable d, GC gc, Transform * t, double x, double y, double width, double height, int angle1, int angle2, XRectangle * rect)
{
int xx, xy, xw, xh;
xx = Xx(x, y, t);
xy = Xy(x, y, t);
xw = Xwidth(width, height, t);
xh = Xheight(width, height, t);
if (xw < 0) {
xx += xw;
xw = -xw;
}
if (xh < 0) {
xy += xh;
xh = -xh;
}
XFillArc(dpy, d, gc, xx, xy, xw, xh, angle1, angle2);
if (rect != NULL) {
rect->x = xx;
rect->y = xy;
rect->width = xw;
rect->height = xh;
}
}
/*-
* Set a tranform matrix from the given arguments. Lifted from xeyes.
*/
static void
SetTransform(Transform * t, int xx1, int xx2, int xy1, int xy2, double tx1, double tx2, double ty1, double ty2)
{
t->mx = ((double) xx2 - xx1) / (tx2 - tx1);
t->bx = ((double) xx1) - t->mx * tx1;
t->my = ((double) xy2 - xy1) / (ty2 - ty1);
t->by = ((double) xy1) - t->my * ty1;
}
/* ---------------------------------------------------------------------- */
/*-
* Given two rectangles, return the rectangle which encloses both.
* Used to clculate "damage" when the pupil moves, to minimize the
* number of pixels which must be copied out to the screen.
*/
static void
join_rects(XRectangle * r1, XRectangle * r2, XRectangle * ret)
{
XRectangle tmp;
int n1, n2;
/* find min x and min y */
tmp.x = (r1->x <= r2->x) ? r1->x : r2->x;
tmp.y = (r1->y <= r2->y) ? r1->y : r2->y;
/* find max x, plus one (just past the right side) */
n1 = r1->x + r1->width;
n2 = r2->x + r2->width;
/* compute width, relative to min x (left side) */
tmp.width = ((n1 > n2) ? n1 : n2) - tmp.x;
/* same for y */
n1 = r1->y + r1->height;
n2 = r2->y + r2->height;
tmp.height = ((n1 > n2) ? n1 : n2) - tmp.y;
*ret = tmp; /* copy out result rectangle */
}
/* ---------------------------------------------------------------------- */
/*-
* Do the math to figure out where the pupil should be drawn.
* This code lifted intact from the xeyes widget.
*/
#if defined( SVR4 ) || defined( SYSV ) && defined( SYSV386 )
extern double hypot(double, double);
#endif
static void
computePupil(int num, TPoint mouse, TPoint *ret)
{
double cx, cy;
double dist;
double angle;
double x, y;
double h;
double dx, dy;
double cosa, sina;
dx = mouse.x - EYE_X(num);
dy = mouse.y - EYE_Y(num);
if (dx == 0 && dy == 0) {
cx = EYE_X(num);
cy = EYE_Y(num);
} else {
/* Avoid atan2: DOMAIN error message */
if (dx == 0.0 && dy == 0.0)
angle = 0.0;
else
angle = atan2((double) dy, (double) dx);
cosa = cos(angle);
sina = sin(angle);
h = hypot(EYE_HHEIGHT * cosa, EYE_HWIDTH * sina);
x = (EYE_HWIDTH * EYE_HHEIGHT) * cosa / h;
y = (EYE_HWIDTH * EYE_HHEIGHT) * sina / h;
dist = BALL_DIST * hypot(x, y);
if (dist > hypot((double) dx, (double) dy)) {
cx = dx + EYE_X(num);
cy = dy + EYE_Y(num);
} else {
cx = dist * cosa + EYE_X(num);
cy = dist * sina + EYE_Y(num);
}
}
(*ret).x = cx;
(*ret).y = cy;
}
/* ---------------------------------------------------------------------- */
/*-
* Create the eye image, using the data in the structure pointed
* to by "e", in the Drawable "d". The "full" flag indicates
* whether to create the full eye image, or to just paint the
* pupil in a new position.
*/
static void
make_eye(ModeInfo * mi, Drawable d, Eyes * e, int n, int full)
{
EyeScrInfo *ep = &eye_info[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
GC gc = ep->eyeGC;
XRectangle *bbox = &e->bbox;
XRectangle tmp1, tmp2;
if (full) {
/* draw the outer (eyelid) oval */
XSetForeground(display, gc, e->eyelid_pixel);
TFillArc(display, d, gc, &e->transform,
EYE_X(n) - EYE_HWIDTH - EYE_THICK,
EYE_Y(n) - EYE_HHEIGHT - EYE_THICK,
EYE_WIDTH + EYE_THICK * 2.0,
EYE_HEIGHT + EYE_THICK * 2.0,
90 * 64, 360 * 64, &tmp1);
/* draw the inner (eyeball) oval */
XSetForeground(display, gc, e->eyeball_pixel);
TFillArc(display, d, gc, &e->transform,
EYE_X(n) - EYE_HWIDTH, EYE_Y(n) - EYE_HHEIGHT,
EYE_WIDTH, EYE_HEIGHT, 90 * 64, 360 * 64, &tmp2);
join_rects(&tmp1, &tmp2, &tmp1);
/* draw the pupil on top of the eyeball oval */
XSetForeground(display, gc, e->pupil_pixel);
TFillArc(display, d, gc, &e->transform,
e->pupil[n].x - BALL_WIDTH / 2.0,
e->pupil[n].y - BALL_HEIGHT / 2.0,
BALL_WIDTH, BALL_HEIGHT, 90 * 64, 360 * 64, &tmp2);
join_rects(&tmp1, &tmp2, bbox);
} else {
/* undraw the pupil */
XSetForeground(display, gc, e->eyeball_pixel);
TFillArc(display, d, gc, &e->transform,
e->last_pupil[n].x - BALL_WIDTH / 2.0,
e->last_pupil[n].y - BALL_HEIGHT / 2.0,
BALL_WIDTH, BALL_HEIGHT, 90 * 64, 360 * 64, &tmp1);
/* draw the pupil on top of the eyeball oval */
XSetForeground(display, gc, e->pupil_pixel);
TFillArc(display, d, gc, &e->transform,
e->pupil[n].x - BALL_WIDTH / 2.0,
e->pupil[n].y - BALL_HEIGHT / 2.0,
BALL_WIDTH, BALL_HEIGHT, 90 * 64, 360 * 64, &tmp2);
join_rects(&tmp1, &tmp2, bbox);
}
}
/* ---------------------------------------------------------------------- */
/*-
* Check to see if the flyer touches this pair of eyes.
*/
static Bool
fly_touches(Fly * f, Eyes * e, int old)
{
int x = (old) ? f->oldx : f->x;
int y = (old) ? f->oldy : f->y;
if ((x + f->width) <= e->x)
return (False);
if (x >= (e->x + e->width))
return (False);
if ((y + f->height) <= e->y)
return (False);
if (y >= (e->y + e->height))
return (False);
return (True);
}
static Bool
fly_touches_eye(Fly * f, Eyes * e)
{
if (fly_touches(f, e, True) || fly_touches(f, e, False)) {
return (True);
}
return (False);
}
/*-
* Check to see if two pairs of eyes overlap.
*/
static Bool
eyes_overlap(Eyes * e1, Eyes * e2)
{
if ((e1->x + e1->width) < e2->x)
return (False);
if (e1->x >= (e2->x + e2->width))
return (False);
if ((e1->y + e1->height) < e2->y)
return (False);
if (e1->y >= (e2->y + e2->height))
return (False);
return (True);
}
/* ---------------------------------------------------------------------- */
/*-
* Initialize the flyer. Called when the window changes, and
* whenever she bounces off the screen.
* In the first version, the eyes followed a "fly", which was
* just a flickering spot that moved at random. That didn't
* work so well. It was replaced with a bouncing gelb, but the
* name "fly" has yet to be purged.
*/
static void
init_fly(ModeInfo * mi, Fly * f)
{
EyeScrInfo *ep = &eye_info[MI_SCREEN(mi)];
int win_width = MI_WIDTH(mi);
int win_height = MI_HEIGHT(mi);
(void) memset((char *) f, 0, sizeof (Fly)); /* clear everything to zero */
f->side = FLY_SIDE_LEFT;
if (!MI_IS_ICONIC(mi))
{
f->width = ep->flywidth;
f->height = ep->flyheight;
f->vx = NRAND(15) + 1; /* random horiz velocity */
} else
{
/* image is just a dot when iconic */
f->width = f->height = FLY_ICON_SIZE;
f->vx = NRAND(4) + 1; /* slower when iconic */
}
f->y = NRAND(win_height);
if (f->y > (win_height / 2)) {
f->side = FLY_SIDE_RIGHT; /* change to right side */
f->y -= win_height / 2; /* start in top half */
f->x = win_width - f->width; /* move to right of screen */
f->vx = -(f->vx); /* flip direction */
}
f->oldx = -(f->width); /* prevent undraw 1st time */
if (MI_NPIXELS(mi) <= 2) {
f->pixel = MI_WHITE_PIXEL(mi); /* always white when mono */
} else {
f->pixel = MI_PIXEL(mi, NRAND(MI_NPIXELS(mi)));
}
}
/*-
* Unpaint the flyer by painting the image in black.
*/
static void
unpaint_fly(ModeInfo * mi, Fly * f)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
GC gc = MI_GC(mi);
if (MI_IS_ICONIC(mi)) {
XSetForeground(display, gc, MI_BLACK_PIXEL(mi));
XFillArc(display, window, gc, f->oldx, f->oldy,
f->width, f->height, 90 * 64, 360 * 64);
} else {
XSetForeground(display, gc, MI_BLACK_PIXEL(mi));
#ifdef FLASH
XFillRectangle(display, window, gc,
f->oldx, f->oldy, f->width, f->height);
#else
ERASE_IMAGE(display, window, gc, f->x, f->y,
f->oldx, f->oldy, f->width, f->height);
#endif
}
}
/*-
* Paint the bouncing grelb on the screen. If not in iconic
* mode, unpaint the previous image. When iconic, the fly
* doesn't need to be undrawn, because it will always be on top
* of the eyes, which are repainted before the fly is painted.
*/
static void
paint_fly(ModeInfo * mi, Fly * f)
{
EyeScrInfo *ep = &eye_info[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int x = f->x, y = f->y;
if (MI_IS_ICONIC(mi)) {
/* don't need to unpaint when iconic
* ep->flyGC has stipple set, don't use when iconic
*/
XSetForeground(display, MI_GC(mi), f->pixel);
XFillArc(display, window, MI_GC(mi), x, y,
f->width, f->height, 90 * 64, 360 * 64);
} else {
unpaint_fly(mi, f);
XSetForeground(display, ep->flyGC, f->pixel);
#ifdef XBM_GRELB
if (ep->fly2pix != None) {
XSetStipple(display, ep->flyGC, (f->vy <= 0) ? ep->flypix : ep->fly2pix);
} else
#endif
XSetStipple(display, ep->flyGC, ep->flypix);
XSetTSOrigin(display, ep->flyGC, x, y);
#ifdef FLASH
XSetFillStyle(display, ep->flyGC, FillStippled);
#else
XSetFillStyle(display, ep->flyGC, FillOpaqueStippled);
#endif
XFillRectangle(display, window, ep->flyGC,
x, y, f->width, f->height);
XFlush(display);
}
}
/*-
* Compute the new position of the fly. The bouncy-boinginess
* algorithm is borrowed from the "bounce" (soccer ball) mode.
*/
static void
move_fly(ModeInfo * mi, Fly * f)
{
int win_width = MI_WIDTH(mi);
int win_height = MI_HEIGHT(mi);
int left = (f->side == FLY_SIDE_LEFT) ? -(f->width) : 0;
int right = (f->side == FLY_SIDE_RIGHT) ? win_width :
win_width - f->width;
Bool track_p = trackmouse;
int cx, cy;
f->oldx = f->x; /* remember position before moving, */
f->oldy = f->y; /* for unpainting previous image */
if (track_p) {
Window r, c;
int rx, ry;
unsigned int m;
(void) XQueryPointer(MI_DISPLAY(mi), MI_WINDOW(mi),
&r, &c, &rx, &ry, &cx, &cy, &m);
if (cx <= 0 || cy <= 0 ||
cx >= MI_WIDTH(mi) - f->width - 1 ||
cy >= MI_HEIGHT(mi) - f->width - 1) {
track_p = False;
}
}
if (track_p) {
f->x = cx;
f->y = cy;
return;
}
f->x += f->vx; /* apply x velocity */
if (f->x > right) {
if (f->side == FLY_SIDE_RIGHT) {
unpaint_fly(mi, f); /* went off the edge, reset */
init_fly(mi, f);
} else {
/* Bounce off the right edge */
f->x = 2 * (win_width - f->width) - f->x;
f->vx = -f->vx + f->vx / FRICTION;
}
} else if (f->x < left) {
if (f->side == FLY_SIDE_LEFT) {
unpaint_fly(mi, f); /* went off the edge, reset */
init_fly(mi, f);
} else {
/* Bounce off the left edge */
f->x = -f->x;
f->vx = -f->vx + f->vx / FRICTION;
}
}
f->vy++; /* gravity, accelerate in y direction */
f->y += f->vy; /* apply y velocity */
if (f->y >= (win_height - f->height)) {
/* Bounce off the bottom edge */
f->y = (win_height - f->height);
f->vy = -f->vy + f->vy / FRICTION;
/* every once in a while, go apeshit to clean "high lurkers" */
if (NRAND(50) == 0) {
f->vy *= 4;
}
} else if (f->y < 0) {
/* Bounce off the top edge */
f->y = -f->y;
f->vy = -f->vy + f->vy / FRICTION;
}
/* if he settles to the bottom, move him off quick */
if (abs(f->vy) < 2) {
if ((f->zero_y++) > 10) {
f->vx += (f->side == FLY_SIDE_LEFT) ? -1 : 1;
}
} else {
f->zero_y = 0; /* still bouncing */
}
}
/* ---------------------------------------------------------------------- */
/*-
* Initialize one pair of eyes
*/
static void
create_eyes(ModeInfo * mi, Eyes * e, Eyes * eyes, int num_eyes)
{
EyeScrInfo *ep = &eye_info[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int win_width = MI_WIDTH(mi);
int win_height = MI_HEIGHT(mi);
unsigned long black_pixel = MI_BLACK_PIXEL(mi);
unsigned long white_pixel = MI_WHITE_PIXEL(mi);
Bool iconic = MI_IS_ICONIC(mi);
Pixmap pix = e->pixmap; /* preserve pixmap handle */
int w = e->width; /* remember last w/h */
int h = e->height;
int npixels = MI_NPIXELS(mi); /* num colors in colormap */
int cycs = MI_CYCLES(mi); /* affects eye lifetime */
int maxw = win_width / 2; /* widest eyes can be */
int color, lid_color;
int i;
(void) memset((char *) e, 0, sizeof (Eyes)); /* wipe everything */
e->pixmap = pix; /* remember Pixmap handle */
/* sanity check the cycles value */
if (cycs < 1)
cycs = 1;
if (cycs > MAX_CYCLES)
cycs = MAX_CYCLES;
e->time_to_die = (unsigned long) LIFE_MIN + NRAND(LIFE_RANGE);
e->time_to_die *= (unsigned long) cycs; /* multiply life by cycles */
e->time_to_die += ep->time;
e->pupil_pixel = black_pixel; /* pupil is always black */
if (MI_NPIXELS(mi) <= 2) {
/* TODO: stipple the eyelid? */
e->eyelid_pixel = black_pixel;
e->eyeball_pixel = white_pixel;
} else {
lid_color = NRAND(npixels);
e->eyelid_pixel = MI_PIXEL(mi, lid_color);
while ((color = NRAND(npixels + 5)) == lid_color) {
/* empty */
}
if (color >= npixels) {
/* give white a little better chance */
e->eyeball_pixel = white_pixel;
} else {
e->eyeball_pixel = MI_PIXEL(mi, color);
}
}
if (iconic) {
/* only one pair of eyes, fills entire window */
e->width = win_width;
e->height = win_height;
} else {
if (maxw - MIN_EYE_SIZE > MIN_EYE_SIZE)
e->width = NRAND(maxw - MIN_EYE_SIZE) + MIN_EYE_SIZE;
else
e->width = NRAND(MIN_EYE_SIZE) + MIN_EYE_SIZE;
e->x = (win_width - e->width > 0) ? NRAND(win_width - e->width) : 0;
e->height = NRAND(e->width * 3 / 4) + (e->width / 4);
e->y = (win_height - e->height > 0) ? NRAND(win_height - e->height) : 0;
/* check for overlap with other eyes */
for (i = 0; i < num_eyes; i++) {
if (&eyes[i] == e) { /* that's me */
continue;
}
if (eyes_overlap(e, &eyes[i])) {
/* collision, force retry on next cycle */
e->time_to_die = 0;
break;
}
}
}
/* If the Pixmap is smaller than the new size, make it bigger */
if ((e->width > w) || (e->height > h)) {
if (e->pixmap != None) {
XFreePixmap(display, e->pixmap);
}
if ((e->pixmap = XCreatePixmap(display, window,
e->width, e->height, MI_DEPTH(mi))) == None) {
e->width = e->height = 0;
return;
}
}
/* Set the transformation matrix for this set of eyes
* If iconic, make the eyes image one pixel shorter and
* skinnier, they seem to fit in the icon box better that way.
*/
SetTransform(&e->transform, 0, (iconic) ? e->width - 1 : e->width,
(iconic) ? e->height - 1 : e->height, 0,
W_MIN_X, W_MAX_X, W_MIN_Y, W_MAX_Y);
/* clear the offscreen pixmap to background color */
XSetForeground(display, ep->eyeGC, black_pixel);
XFillRectangle(display, (Drawable) e->pixmap, ep->eyeGC, 0, 0, e->width, e->height);
/* make the full eye images in the offscreen Pixmap */
make_eye(mi, e->pixmap, e, 0, True);
make_eye(mi, e->pixmap, e, 1, True);
}
/*-
* Paint an eye pair onto the screen.
* This is normally only the change rectangles for each pupil,
* unless in iconic mode, which always repaints the full image.
*/
static void
paint_eyes(ModeInfo * mi, Eyes * e, Fly * f, Eyes * eyes, int num_eyes)
{
EyeScrInfo *ep = &eye_info[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
GC gc = ep->eyeGC;
Bool iconic = MI_IS_ICONIC(mi);
int focusx = (f->x + (f->width / 2)) - e->x;
int focusy = (f->y + (f->height / 2)) - e->y;
Pixmap pix = e->pixmap;
TPoint point;
int i;
if (pix == None) {
e->time_to_die = 0; /* "should not happen" */
}
if (ep->time >= e->time_to_die) {
/* Sorry Bud, your time is up */
if (e->painted) {
/* only unpaint it if previously painted */
XSetForeground(display, gc, MI_BLACK_PIXEL(mi));
XFillRectangle(display, window, gc, e->x, e->y, e->width, e->height);
}
/* randomly place the eyes elsewhere */
create_eyes(mi, e, eyes, num_eyes);
pix = e->pixmap; /* pixmap may have changed */
}
/* If the bouncer would intersect this pair of eyes, force the
* eyes to move. This simplifies the code, because we do not
* have to deal with drawing the bouncer on top of the eyes.
* When trying to do so, there was too much annoying flashing
* and ghost images from the undraw. I decided to observe the
* KISS principle and keep it simple. I think the effect is
* better also.
* We must draw the flyer on the eyes when iconic, but that is
* easy because the eyes repaint the whole box each time.
*/
if ((!iconic) && (fly_touches_eye(f, e))) {
e->time_to_die = 0;
}
if (e->time_to_die == 0) {
return; /* collides with something */
}
/* set the point to look at and compute the pupil position */
point.x = Tx(focusx, focusy, &e->transform);
point.y = Ty(focusx, focusy, &e->transform);
computePupil(0, point, &(e->pupil[0]));
computePupil(1, point, &(e->pupil[1]));
if (e->painted) {
/* if still looking at the same point, do nothing further */
if (TPointEqual(e->pupil[0], e->last_pupil[0]) &&
TPointEqual(e->pupil[1], e->last_pupil[1])) {
return;
}
}
for (i = 0; i < 2; i++) {
/* update the eye, calculates the changed rectangle */
make_eye(mi, pix, e, i, False);
/* Only blit the change if the full image has been painted */
if (e->painted) {
/* copy the changed rectangle out to the screen */
XCopyArea(display, pix, window, gc,
e->bbox.x, e->bbox.y,
(int) e->bbox.width, (int) e->bbox.height,
e->x + e->bbox.x, e->y + e->bbox.y);
}
/* remember where we're looking, for the next time around */
e->last_pupil[i] = e->pupil[i];
}
/* always do full paint when iconic, eliminates need to track fly */
if (iconic || (!e->painted)) {
XCopyArea(display, pix, window, gc, 0, 0,
e->width, e->height, e->x, e->y);
}
/* when iconic, pretend to never paint, causes full paint each time */
if (!iconic) {
e->painted++; /* note that a paint has been done */
}
}
/* ---------------------------------------------------------------------- */
static void
freePairsOfEyes(Display * display, EyeScrInfo * ep)
{
int en;
if (ep->eyes) {
for (en = 0; en < ep->num_eyes; en++)
if (ep->eyes[en].pixmap != None)
XFreePixmap(display, ep->eyes[en].pixmap);
free(ep->eyes);
ep->eyes = (Eyes *) NULL;
}
}
static void
free_eyes(Display * display, EyeScrInfo * ep)
{
if (ep->flyGC != None) {
XFreeGC(display, ep->flyGC);
ep->flyGC = None;
}
if (ep->eyeGC != None) {
XFreeGC(display, ep->eyeGC);
ep->eyeGC = None;
}
if (ep->flypix != None) {
XFreePixmap(display, ep->flypix);
ep->flypix = None;
}
#ifdef XBM_GRELB
if (ep->fly2pix != None) {
XFreePixmap(display, ep->fly2pix);
ep->fly2pix = None;
}
#endif
freePairsOfEyes(display, ep);
if (ep->cursor != None) {
XFreeCursor(display, ep->cursor);
ep->cursor = None;
}
}
/*-
* Initialize them eyes. Called each time the window changes.
*/
void
init_eyes(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
EyeScrInfo *ep;
int i;
/*-
* Initialization that only needs to be done once. If the
* release hook is called, this stuff may be freed and this
* function will have to allocate it again next time the
* init hook is called.
*/
if (eye_info == NULL) {
if ((eye_info = (EyeScrInfo *) calloc(MI_NUM_SCREENS(mi),
sizeof (EyeScrInfo))) == NULL)
return;
}
ep = &eye_info[MI_SCREEN(mi)];
if (ep->flypix == None) {
getPixmap(mi, window, FLY_WIDTH, FLY_HEIGHT, FLY_BITS,
&(ep->flywidth), &(ep->flyheight), &(ep->flypix),
&(ep->graphics_format));
if (ep->flypix == None) {
free_eyes(display, ep);
return;
}
#ifdef XBM_GRELB
if (ep->graphics_format == IS_XBM) {
ep->graphics_format =0;
getPixmap(mi, window,
FLY2_WIDTH, FLY2_HEIGHT, FLY2_BITS,
&(ep->fly2width), &(ep->fly2height), &(ep->fly2pix),
&(ep->graphics_format));
if (ep->fly2pix == None) {
free_eyes(display, ep);
return;
}
}
#endif
}
if (ep->flyGC == None) {
XGCValues gcv;
gcv.foreground = MI_BLACK_PIXEL(mi);
gcv.background = MI_BLACK_PIXEL(mi);
if ((ep->flyGC = XCreateGC(display, window,
GCForeground | GCBackground, &gcv)) == None) {
free_eyes(display, ep);
return;
}
}
if (ep->eyeGC == None) {
if ((ep->eyeGC = XCreateGC(display, window,
(unsigned long) 0, (XGCValues *) NULL)) == None) {
free_eyes(display, ep);
return;
}
}
ep->time = 0;
/* don't want any exposure events from XCopyArea */
XSetGraphicsExposures(display, ep->eyeGC, False);
freePairsOfEyes(display, ep);
if (MI_IS_ICONIC(mi))
ep->num_eyes = 1;
else {
ep->num_eyes = MI_COUNT(mi);
/* MAX_EYES is used or one may quickly run out of memory */
if (ep->num_eyes > MAX_EYES)
ep->num_eyes = MAX_EYES;
if (ep->num_eyes < 0) {
if (ep->num_eyes < -MAX_EYES)
ep->num_eyes = NRAND(MAX_EYES) + 1;
else
ep->num_eyes = NRAND(-ep->num_eyes) + 1; /* Add 1 so its not too boring */
}
}
if (!ep->eyes) {
if ((ep->eyes = (Eyes *) calloc(ep->num_eyes, sizeof (Eyes))) == NULL) {
free_eyes(display, ep);
return;
}
}
for (i = 0; i < ep->num_eyes; i++) { /* place each eye pair */
/* don't assume None == 0 */
ep->eyes[i].pixmap = None;
create_eyes(mi, &(ep->eyes[i]), ep->eyes, ep->num_eyes);
}
init_fly(mi, &(ep->fly)); /* init the bouncer */
if (trackmouse && !ep->cursor) { /* Create an invisible cursor */
Pixmap bit;
XColor black;
black.red = 0;
black.green = 0;
black.blue = 0;
black.flags = DoRed | DoGreen | DoBlue;
if ((bit = XCreatePixmapFromBitmapData(display, window,
(char *) "\000", 1, 1, MI_BLACK_PIXEL(mi),
MI_BLACK_PIXEL(mi), 1)) == None) {
free_eyes(display, ep);
return;
}
if ((ep->cursor = XCreatePixmapCursor(display, bit, bit,
&black, &black, 0, 0)) == None) {
free_eyes(display, ep);
return;
}
XFreePixmap(display, bit);
}
XDefineCursor(display, window, ep->cursor);
MI_CLEARWINDOW(mi);
}
/* ---------------------------------------------------------------------- */
/*-
* Called by the mainline code periodically to update the display.
*/
void
draw_eyes(ModeInfo * mi)
{
int i;
EyeScrInfo *ep;
if (eye_info == NULL)
return;
ep = &eye_info[MI_SCREEN(mi)];
if (ep->flypix == None)
return;
MI_IS_DRAWN(mi) = True;
move_fly(mi, &(ep->fly));
ep->time++;
for (i = 0; i < ep->num_eyes; i++) {
paint_eyes(mi, &(ep->eyes[i]), &(ep->fly), ep->eyes, ep->num_eyes);
}
paint_fly(mi, &(ep->fly));
}
/* ---------------------------------------------------------------------- */
/*-
* The display is being taken away from us. Free up malloc'ed
* memory and X resources that we've alloc'ed. Only called
* once, we must zap everything for every screen.
*/
void
release_eyes(ModeInfo * mi)
{
if (eye_info != NULL) {
int screen;
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
free_eyes(MI_DISPLAY(mi), &eye_info[screen]);
free(eye_info);
}
eye_info = (EyeScrInfo *) NULL;
}
/* ---------------------------------------------------------------------- */
/*-
* Called when the mainline xlock code notices possible window
* damage. This hook should take steps to repaint the entire
* window (no specific damage area information is provided).
*/
void
refresh_eyes(ModeInfo * mi)
{
int i;
EyeScrInfo *ep;
if (eye_info == NULL)
return;
ep = &eye_info[MI_SCREEN(mi)];
if (ep->eyeGC == None)
return;
MI_CLEARWINDOW(mi);
/* simply flag all the eyes as not painted, will repaint next time */
for (i = 0; i < ep->num_eyes; i++) {
ep->eyes[i].painted = False;
}
}
#endif /* MODE_eyes */
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