ftp.nice.ch/pub/next/tools/screen/SpaceSaver.3.3.1.NIHS.bs.tar.gz#/SpaceSaver/Source/SpaceView.m

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// SpaceView.m
//
// This class implements the flying starfield screen saver view.
//
// You may freely copy, distribute, and reuse the code in this example.
// NeXT disclaims any warranty of any kind, expressed or implied, as
// to its fitness for any particular use.

#import "SpaceView.h"
#import "Thinker.h"
#import "psfuncts.h"

#import <dpsclient/wraps.h>
#import <appkit/NXImage.h>
#import <objc/zone.h>
#import <mach/mach.h>
#import <c.h>
#import <libc.h>
#import <math.h>

#define PI (3.141592653589)

@implementation SpaceView

// takes theta and distance and stuffs it into x &y for *p
- convertToXY:(STAR *) p
{
	p->draw->x = floor(bounds.size.width / 2 + (p->distance * cos(p->theta)));
	p->draw->y = floor(bounds.size.height / 2 + (p->distance * sin(p->theta)));

	return self;
}

- oneStep
{
	int i, count, starsInArray = 0;
	STAR *p;
	NXPoint *t;

	if (nstars < NSTARS) [self addStar];

	for (i = 0; i < nstars; i++) {
		p = &stars[i];
		p->distance += p->delta;
		p->delta *= p->ddelta;

		[self convertToXY:p];

		// only draw the star if it moved > 1 pixel
		if (p->draw->x != p->erase->x || p->draw->y != p->erase->y) {
			BOOL mustErase = NO;
			// add star to the erasure array
			b[starsInArray] = *p->erase;
			bc[starsInArray] = p->c;

			if (p->distance > p->changepoint[p->changemode]) {
				(p->c)++;	// increment character for next star size
				(p->changemode)++;
				}

			// clipping is off, so we must not draw outside view.
			// replace stars that go too far...
			if (p->draw->x < 0 ||
				p->draw->y < 0 ||
				p->draw->x + 7 > bounds.size.width ||
				p->draw->y + 7 > bounds.size.height)
				{
				[self replaceStarAt:i];
				mustErase = YES;
				}

			w[starsInArray] = *p->draw;
			wc[starsInArray] = p->c;

			if (mustErase || [self allowStars:p]) starsInArray++;

			t = p->draw; p->draw = p->erase; p->erase = t;
			}
		}

	bc[starsInArray] = wc[starsInArray] = 0; //null terminate string
	if (starsInArray) {
		for (i = 0; i < (starsInArray - 1); i++) {
			bOffsets[i].x = b[i+1].x - b[i].x;
			bOffsets[i].y = b[i+1].y - b[i].y;
			wOffsets[i].x = w[i+1].x - w[i].x;
			wOffsets[i].y = w[i+1].y - w[i].y;
			}
		bOffsets[i].x = bOffsets[i].y = wOffsets[i].x = wOffsets[i].y = 0;

		count = 0;
		while (count < starsInArray) {
			char tc;
			int j, t = (starsInArray - count);

			// You get the best performance if you put out all the stars
			// at once.  This causes noticable flicker, so I put out
			// 100 of the stars per iteration.  This gives reasonable speed
			// and flicker is hardly noticable.  Besides, stars
			// _should_ flicker a little...

			i = (t < STARSPERIT) ? t : STARSPERIT;
			j = i + count;

			PSsetgray(NX_BLACK);
			tc = bc[j]; bc[j] = 0;
			PSWXYShow(b[count].x, b[count].y, &bc[count], (float *) (&bOffsets[count].x), i * 2);
			bc[j] = tc;

			PSsetgray(NX_WHITE);
			tc = wc[j]; wc[j] = 0;
			PSWXYShow(w[count].x, w[count].y, &wc[count], (float *)(&wOffsets[count].x), i * 2);
			wc[j] = tc;

			count += STARSPERIT;
			}
		}

	return self;
}

// returns yes if the star is outside the avoidance rectangle
// this is really fast and loose but it works acceptibly well
// ps I could just use NXIntersectsRect() but I want to avoid
// trap overhead.  Call me paranoid...

- (BOOL) allowStars:(const STAR *) p
{
	// just return if voidRect not set
	if ((!voidRect.size.width) ||
		p->draw->x < voidRect.origin.x ||
		p->draw->y < voidRect.origin.y ||
		p->draw->x+7 > voidRect.origin.x+voidRect.size.width ||
		p->draw->y+7 > voidRect.origin.y+voidRect.size.height ||

		p->erase->x < voidRect.origin. x ||
		p->erase->y < voidRect.origin. y ||
		p->erase->x+7 > voidRect.origin.x+voidRect.size.width ||
		p->erase->y+7 > voidRect.origin.y+voidRect.size.height) return YES;

	return NO;
}

- initFrame:(const NXRect *) frameRect
{
	[super initFrame:frameRect];
	[self allocateGState]; // For faster lock/unlockFocus
	[self setClipping:NO]; // even faster...
	[self setRadius];
	loadPSProcedures();
	PSWDefineFont("StarFont");

	return self;
}

- drawSelf:(const NXRect *) rects :(int) rectCount
{
	// this drawself doesn't really draw the view at all.
	// in fact it just promotes the window to screen depth...

	NXRect t = {0, 0, 1, 1};

	PSsetrgbcolor(1, 0, 0);
	NXRectFill(&t); // yucky trick for window depth promotion!
	PSsetgray(NX_BLACK);
	NXRectFill(&t);

	PSselectfont("StarFont", 1.0);

	return self;
}

- sizeTo:(NXCoord) width :(NXCoord) height
{
	[super sizeTo:width :height];

	if (oldSize.width != bounds.size.width || oldSize.height != bounds.size.height) {
		oldSize.width = bounds.size.width;
		oldSize.height = bounds.size.height;
		[self setRadius];
		nstars = 0;
		[self display];
		}

	return self;
}

- addStar // only call addStar if there is room in the stars array!
{
	return [self replaceStarAt:nstars++];
}

- replaceStarAt:(int) index
{
	float dist, t;
	int tries = 0;
	STAR *p = &stars[index];
	BOOL inBounds;

	p->draw = &p->r1;
	p->erase = &p->r2;

	do {
		p->theta = randBetween(0, (2 * PI));

		if (tries++ < 3) p->distance = randBetween(1, radius);
		else p->distance = randBetween(1, p->distance);

		inBounds = YES;
		[self convertToXY:p];

		if (p->draw->x < 0 || p->draw->y < 0 ||
			p->draw->x + 7 > bounds.size.width ||
			p->draw->y + 7 > bounds.size.height)
		{
			inBounds = NO;
		}
	} while (!inBounds);

	p->delta = (0.2);

	p->ddelta = randBetween(1.0, 1.1);

	t = randBetween(0, (0.42 * radius));
	dist = MAX(20, t);
	p->changepoint[0] = p->distance + 5; // to b
	p->changepoint[1] = p->changepoint[0] - 5 + dist + dist; // to c

	p->changepoint[2] = p->changepoint[1] + dist; // to d
	p->changepoint[3] = p->changepoint[2] + dist; // to e
	p->changepoint[4] = p->changepoint[3] + dist; // to f
	p->changepoint[5] = 100000; // never change to g

	p->changemode = 0;

	if ((++toggle) & 1) p->c = 'a';
	else p->c = 'g';

	p->r2 = p->r1;

	return self;
}

- setRadius
{
	float x = bounds.size.width;
	float y = bounds.size.height;

	radius = (sqrt(x*x + y*y)) / 2;

	return self;
}

- (const char *) windowTitle { return "The Final Frontier"; }

- setVoidRect:(const NXRect *) r
{
	voidRect = *r;

	return self;
}

- didLockFocus
{
	PSselectfont("StarFont", 1.0);

	return self;
}

- (BOOL)useBufferedWindow {	return NO; }

- (BOOL)ignoreMouseMovement { return NO; }

@end

@implementation View(nonretainedFillMethod)

// I add this method as a category of View to be sure that all
// my views implement it.  I really want to use nonretained windows
// but they are drawn via drawSelf at all kinds of goofy times.  It
// seems like the kit kind of throws up its hands when it doesn't have
// a buffer to draw from, so you get a lot more drawSelfs than you need,
// and sometimes you don't get them when you really want them.  I know
// when I need the background filled in black, so I factor that out of
// my drawSelf and then drawself only draws things that are already on
// screen so you don't see it happen.  I will only call this method on
// a nonretained (and full screen) window.

- fillBoundsWithBlack
{
	if ([self canDraw]) {
		[self lockFocus]; {
			PSsetgray(NX_BLACK);
			NXRectFill(&bounds);
			} [self unlockFocus];
		}

	return self;
}

@end

These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.