/usr/include/cairo-dock/gldit/cairo-dock-particle-system.h is in cairo-dock-dev 3.4.1-1.2.
This file is owned by root:root, with mode 0o644.
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* This file is a part of the Cairo-Dock project
*
* Copyright : (C) see the 'copyright' file.
* E-mail : see the 'copyright' file.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 3
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __CAIRO_DOCK_PARTICLE_SYSTEM__
#define __CAIRO_DOCK_PARTICLE_SYSTEM__
#include <glib.h>
G_BEGIN_DECLS
/**
*@file cairo-dock-particle-system.h A Particle System is a set of particles that evolve according to a given model. Each particle will see its parameters change with time : direction, speed, oscillation, color, size, etc.
* Particle Systems fully take advantage of OpenGL and are able to render many thousands of particles at a high frequency refresh.
*
*/
/// A particle of a particle system.
typedef struct _CairoParticle {
/// horizontal position, in fraction of the particle system's width, and relatively to the center of the particle system. So it is comprised between -1 and 1.
GLfloat x;
/// vertical position, in fraction of the particle system's height, and relatively to the bottom of the particle system. So it is comprised between 0 and 1.
GLfloat y;
/// depth of the particle, negative to be "behind". 0 means it is at the same depth as icons.
GLfloat z;
/// horizontal speed
GLfloat vx;
/// vertical speed
GLfloat vy;
/// size
GLfloat fWidth, fHeight;
/// color r,g,b,a
GLfloat color[4];
/// phase of the oscillations.
GLfloat fOscillation;
/// oscillation variation speed.
GLfloat fOmega;
/// current size factor
GLfloat fSizeFactor;
/// size variation speed.
GLfloat fResizeSpeed;
/// current life time, decreased by 1 at each step.
gint iLife;
/// total life time.
gint iInitialLife;
} CairoParticle;
/// A particle system.
typedef struct _CairoParticleSystem {
CairoParticle *pParticles;
gint iNbParticles;
GLuint iTexture;
GLfloat *pVertices;
GLfloat *pCoords;
GLfloat *pColors;
GLfloat fWidth, fHeight;
double dt;
gboolean bDirectionUp;
gboolean bAddLuminance;
gboolean bAddLight;
} CairoParticleSystem;
/// Function that re-initializes a particle when its life is over.
typedef void (CairoDockRewindParticleFunc) (CairoParticle *pParticle, double dt);
/** Render all the particles of a particle system with a given depth.
*@param pParticleSystem the particle system.
*@param iDepth depth of the particles that will be rendered. If set to -1, only particles with a negative z will be rendered, if set to 1, only particles with a positive z will be rendered, if set to 0, all the particles will be rendered.
*/
void cairo_dock_render_particles_full (CairoParticleSystem *pParticleSystem, int iDepth);
/** Render all the particles of a particle system.
*@param pParticleSystem the particle system.
*/
#define cairo_dock_render_particles(pParticleSystem) cairo_dock_render_particles_full (pParticleSystem, 0)
/** Create a particle system.
*@param iNbParticles number of particles of the system.
*@param iTexture texture to map on each particle.
*@param fWidth width of the system.
*@param fHeight height of the system.
*@return a newly allocated particle system.
*/
CairoParticleSystem *cairo_dock_create_particle_system (int iNbParticles, GLuint iTexture, double fWidth, double fHeight);
/** Destroy a particle system, freeing all the ressources it was using.
*@param pParticleSystem the particle system.
*/
void cairo_dock_free_particle_system (CairoParticleSystem *pParticleSystem);
/** Update a particle system to the next step with a generic particle behavior model. You can write your own model depending on your needs.
*@param pParticleSystem the particle system.
*@param pRewindParticle function called on a particle when its life is over.
*@return TRUE if some particles are still alive.
*/
gboolean cairo_dock_update_default_particle_system (CairoParticleSystem *pParticleSystem, CairoDockRewindParticleFunc pRewindParticle);
G_END_DECLS
#endif
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