/* xscreensaver, Copyright (c) 1999 Jamie Zawinski * * 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. * * Matrix -- simulate the text scrolls from the movie "The Matrix". * * The movie people distribute their own Windows/Mac screensaver that does * a similar thing, so I wrote one for Unix. However, that version (the * Windows/Mac version at http://www.whatisthematrix.com/) doesn't match my * memory of what the screens in the movie looked like, so my `xmatrix' * does things differently. */ #include #include "images/small.xpm" #include "images/medium.xpm" #include "images/large.xpm" #include "images/matrix.xbm" /* #define CHAR_HEIGHT 4 */ #include "matrix.h" /* #include "resources.h" */ extern GC NormalGC; extern GC EraseGC; extern Pixel back_pix, fore_pix; extern int PixmapSize; int CHAR_HEIGHT; static void load_images (m_state *state) { if (state->xgwa.depth > 1) { XpmAttributes xpmattrs; int result; xpmattrs.valuemask = 0; xpmattrs.valuemask |= XpmCloseness; xpmattrs.closeness = 40000; xpmattrs.valuemask |= XpmVisual; xpmattrs.visual = state->xgwa.visual; xpmattrs.valuemask |= XpmDepth; xpmattrs.depth = state->xgwa.depth; xpmattrs.valuemask |= XpmColormap; xpmattrs.colormap = state->xgwa.colormap; if (PixmapSize == 1){ CHAR_HEIGHT = 4; result = XpmCreatePixmapFromData (state->dpy, state->window, small, &state->images, 0 /* mask */, &xpmattrs); } else if (PixmapSize == 2){ CHAR_HEIGHT = 6; result = XpmCreatePixmapFromData (state->dpy, state->window, medium, &state->images, 0 /* mask */, &xpmattrs); } else { CHAR_HEIGHT = 8; result = XpmCreatePixmapFromData (state->dpy, state->window, large, &state->images, 0 /* mask */, &xpmattrs); } if (!state->images || (result != XpmSuccess && result != XpmColorError)) state->images = 0; state->image_width = xpmattrs.width; state->image_height = xpmattrs.height; state->nglyphs = state->image_height / CHAR_HEIGHT; } else { state->image_width = matrix_width; state->image_height = matrix_height; state->nglyphs = state->image_height / CHAR_HEIGHT; state->images = XCreatePixmapFromBitmapData (state->dpy, state->window, (char *) matrix_bits, state->image_width, state->image_height, back_pix, fore_pix, state->xgwa.depth); } } m_state *init_matrix( Display *dpy, Window window ) { m_state *state = (m_state *) calloc (sizeof(*state), 1); state->dpy = dpy; state->window = window; XGetWindowAttributes (dpy, window, &state->xgwa); load_images (state); state->draw_gc = NormalGC; state->erase_gc = EraseGC; state->char_width = state->image_width / 2; state->char_height = CHAR_HEIGHT; state->grid_width = state->xgwa.width / state->char_width; state->grid_height = state->xgwa.height / state->char_height; state->grid_width++; state->grid_height++; state->cells = (m_cell *)calloc (sizeof(m_cell), state->grid_width * state->grid_height); state->feeders = (m_feeder *)calloc (sizeof(m_feeder), state->grid_width); state->density = 40; state->insert_top_p = False; state->insert_bottom_p = True; return state; } static void insert_glyph (m_state *state, int glyph, int x, int y) { Bool bottom_feeder_p = (y >= 0); m_cell *from, *to; if (y >= state->grid_height) return; if (bottom_feeder_p) { to = &state->cells[state->grid_width * y + x]; } else { for (y = state->grid_height-1; y > 0; y--) { from = &state->cells[state->grid_width * (y-1) + x]; to = &state->cells[state->grid_width * y + x]; *to = *from; to->changed = True; } to = &state->cells[x]; } to->glyph = glyph; to->changed = True; if (!to->glyph) ; else if (bottom_feeder_p) to->glow = 1 + (random() % 2); else to->glow = 0; } static void feed_matrix (m_state *state) { int x; /* * Update according to current feeders. */ for (x = 0; x < state->grid_width; x++) { m_feeder *f = &state->feeders[x]; if (f->throttle) { /* this is a delay tick, synced to frame. */ f->throttle--; } else if (f->remaining > 0) { /* how many items are in the pipe */ int g = (random() % state->nglyphs) + 1; insert_glyph (state, g, x, f->y); f->remaining--; if (f->y >= 0) f->y++; /* bottom_feeder_p */ } else { /* if pipe is empty, insert spaces */ insert_glyph (state, 0, x, f->y); if (f->y >= 0) f->y++; /* bottom_feeder_p */ } if ((random() % 10) == 0) { /* randomly change throttle speed */ f->throttle = ((random() % 5) + (random() % 5)); } } } static int densitizer (m_state *state) { /* Horrid kludge that converts percentages (density of screen coverage) to the parameter that actually controls this. I got this mapping empirically, on a 1024x768 screen. Sue me. */ if (state->density < 10) return 85; else if (state->density < 15) return 60; else if (state->density < 20) return 45; else if (state->density < 25) return 25; else if (state->density < 30) return 20; else if (state->density < 35) return 15; else if (state->density < 45) return 10; else if (state->density < 50) return 8; else if (state->density < 55) return 7; else if (state->density < 65) return 5; else if (state->density < 80) return 3; else if (state->density < 90) return 2; else return 1; } static void hack_matrix (m_state *state) { int x; /* Glow some characters. */ if (!state->insert_bottom_p) { int i = random() % (state->grid_width / 2); while (--i > 0) { int x = random() % state->grid_width; int y = random() % state->grid_height; m_cell *cell = &state->cells[state->grid_width * y + x]; if (cell->glyph && cell->glow == 0) { cell->glow = random() % 10; cell->changed = True; } } } /* Change some of the feeders. */ for (x = 0; x < state->grid_width; x++) { m_feeder *f = &state->feeders[x]; Bool bottom_feeder_p; if (f->remaining > 0) /* never change if pipe isn't empty */ continue; if ((random() % densitizer(state)) != 0) /* then change N% of the time */ continue; f->remaining = 3 + (random() % state->grid_height); f->throttle = ((random() % 5) + (random() % 5)); if ((random() % 4) != 0) f->remaining = 0; if (state->insert_top_p && state->insert_bottom_p) bottom_feeder_p = (random() & 1); else bottom_feeder_p = state->insert_bottom_p; if (bottom_feeder_p) f->y = random() % (state->grid_height / 2); else f->y = -1; } } void draw_matrix (m_state *state, int d) { int x, y; int count = 0; state->density = d; feed_matrix( state ); hack_matrix( state ); for (y = 0; y < state->grid_height; y++) { for (x = 0; x < state->grid_width; x++) { m_cell *cell = &state->cells[state->grid_width * y + x]; if ( cell->glyph ) count++; if ( !cell->changed ) continue; if ( cell->glyph == 0 ) { XFillRectangle( state->dpy, state->window, state->erase_gc, x * state->char_width, y * state->char_height, state->char_width, state->char_height ); } else { XCopyArea( state->dpy, state->images, state->window, state->draw_gc, (cell->glow ? state->char_width : 0), (cell->glyph - 1) * state->char_height, state->char_width, state->char_height, x * state->char_width, y * state->char_height ); } cell->changed = False; if (cell->glow > 0) { cell->glow--; cell->changed = True; } } } #if 0 { static int i = 0; static int ndens = 0; static int tdens = 0; i++; if (i > 50) { int dens = (100.0 * (((double)count) / ((double) (state->grid_width * state->grid_height)))); tdens += dens; ndens++; printf ("density: %d%% (%d%%)\n", dens, (tdens / ndens)); i = 0; } } #endif }