/* Dia -- an diagram creation/manipulation program * Copyright (C) 1998 Alexander Larsson * * 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 2 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "render_object.h" #include "config.h" #include "intl.h" #include "network.h" #include "pixmaps/computer.xpm" static Object *computer_create(Point *startpoint, void *user_data, Handle **handle1, Handle **handle2); static void computer_save(RenderObject *computer, ObjectNode obj_node, const char *filename); static Object *computer_load(ObjectNode obj_node, int version, const char *filename); static ObjectTypeOps computer_type_ops = { (CreateFunc) computer_create, (LoadFunc) computer_load, (SaveFunc) computer_save }; ObjectType computer_type = { "Network - General Computer (Tower)", /* name */ 0, /* version */ (char **) computer_xpm, /* pixmap */ &computer_type_ops /* ops */ }; #define COMPUTER_WIDTH 1.5 #define COMPUTER_HEIGHT 3.5 #define COMPUTER_BOTTOM 0.30 #define COMPUTER_BAY_HEIGHT 0.40 RenderObjectDescriptor computer_desc = { NULL, /* store */ { COMPUTER_WIDTH*0.5+COMPUTER_BOTTOM, COMPUTER_HEIGHT+COMPUTER_BOTTOM }, /* move_point */ COMPUTER_WIDTH+2*COMPUTER_BOTTOM,/* width */ COMPUTER_HEIGHT+COMPUTER_BOTTOM, /* height */ NETWORK_GENERAL_LINEWIDTH/2.0, /* extra_border */ TRUE, /* use_text */ { COMPUTER_WIDTH*0.5+COMPUTER_BOTTOM, COMPUTER_HEIGHT+COMPUTER_BOTTOM + 0.1 }, /* text_pos */ ALIGN_CENTER, /* initial alignment */ NULL, /* initial font, set in render_to_store() */ 1.0, /* initial font height */ NULL, /* connection_points */ 0, /* num_connection_points */ &computer_type }; static void render_to_store(void) { RenderStore *store; Point p1, p2; Point *points; Point poly[6]; Color col; int i; computer_desc.initial_font = font_getfont("Courier"); store = new_render_store(); rs_add_set_linewidth(store, NETWORK_GENERAL_LINEWIDTH); rs_add_set_linejoin(store, LINEJOIN_MITER); rs_add_set_linestyle(store, LINESTYLE_SOLID); p1.x = COMPUTER_BOTTOM; p1.y = 0.0; p2.x = COMPUTER_WIDTH+COMPUTER_BOTTOM; p2.y = COMPUTER_HEIGHT; rs_add_fill_rect(store, &p1, &p2, &computer_color); rs_add_draw_rect(store, &p1, &p2, &color_black); /* drive bays: */ rs_add_set_linewidth(store, 0.01); for (i=0;i<4;i++) { p1.x = COMPUTER_WIDTH*0.1 + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*i; p2.x = COMPUTER_WIDTH*0.9 + COMPUTER_BOTTOM; p2.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*(i+1); rs_add_draw_rect(store, &p1, &p2, &color_black); } /* small drive bay: */ p1.x = COMPUTER_WIDTH*0.1 + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.2; p2.x = COMPUTER_WIDTH*0.6 + COMPUTER_BOTTOM; p2.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.8; rs_add_draw_rect(store, &p1, &p2, &color_black); /* green led: */ p1.x = COMPUTER_WIDTH*0.85 + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.3; col.red = 0.0; col.green = 1.0; col.blue = 0.0; rs_add_fill_ellipse(store, &p1, COMPUTER_WIDTH*0.07, COMPUTER_WIDTH*0.07, &col); rs_add_draw_ellipse(store, &p1, COMPUTER_WIDTH*0.07, COMPUTER_WIDTH*0.07, &color_black); /* yellow led: */ p1.x = COMPUTER_WIDTH*0.85 + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.7; col.red = 1.0; col.green = 1.0; col.blue = 0.0; rs_add_fill_ellipse(store, &p1, COMPUTER_WIDTH*0.07, COMPUTER_WIDTH*0.07, &col); rs_add_draw_ellipse(store, &p1, COMPUTER_WIDTH*0.07, COMPUTER_WIDTH*0.07, &color_black); /* Power button: */ p1.x = COMPUTER_WIDTH*0.65 + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.4; p2.x = COMPUTER_WIDTH*0.77 + COMPUTER_BOTTOM; p2.y = COMPUTER_HEIGHT*0.06 + COMPUTER_BAY_HEIGHT*4.8; rs_add_fill_rect(store, &p1, &p2, &color_white); rs_add_draw_rect(store, &p1, &p2, &color_black); rs_add_set_linewidth(store, NETWORK_GENERAL_LINEWIDTH); /* Nice lines at the bottom: */ rs_add_set_linecaps(store, LINECAPS_BUTT); for (i=0;i<5;i++) { p1.x = COMPUTER_WIDTH/6.0*(i+1) + COMPUTER_BOTTOM; p1.y = COMPUTER_HEIGHT*0.70; p2.x = COMPUTER_WIDTH/6.0*(i+1) + COMPUTER_BOTTOM; p2.y = COMPUTER_HEIGHT*0.95; rs_add_draw_line(store, &p1, &p2, &color_black); } /* Stand: */ poly[0].x = 0.0; poly[0].y = COMPUTER_HEIGHT + COMPUTER_BOTTOM; poly[1].x = COMPUTER_BOTTOM; poly[1].y = COMPUTER_HEIGHT - COMPUTER_BOTTOM; poly[2].x = COMPUTER_BOTTOM; poly[2].y = COMPUTER_HEIGHT; poly[3].x = COMPUTER_BOTTOM + COMPUTER_WIDTH; poly[3].y = COMPUTER_HEIGHT; poly[4].x = COMPUTER_BOTTOM + COMPUTER_WIDTH; poly[4].y = COMPUTER_HEIGHT - COMPUTER_BOTTOM; poly[5].x = 2*COMPUTER_BOTTOM + COMPUTER_WIDTH; poly[5].y = COMPUTER_HEIGHT + COMPUTER_BOTTOM; col.red = 0.6; col.green = 0.6; col.blue = 0.6; rs_add_fill_polygon(store, poly, 6, &col); rs_add_draw_polygon(store, poly, 6, &color_black); /* Connection points: */ points = g_new(Point, 2); points[0].x = 0.5*(COMPUTER_WIDTH+2*COMPUTER_BOTTOM); points[0].y = 0.0; points[1].x = 0.5*(COMPUTER_WIDTH+2*COMPUTER_BOTTOM); points[1].y = COMPUTER_HEIGHT+COMPUTER_BOTTOM; computer_desc.connection_points = points; computer_desc.num_connection_points = 2; computer_desc.store = store; } static Object * computer_create(Point *startpoint, void *user_data, Handle **handle1, Handle **handle2) { if (computer_desc.store == NULL) { render_to_store(); } return new_render_object(startpoint, handle1, handle2, &computer_desc); } static void computer_save(RenderObject *computer, ObjectNode obj_node, const char *filename) { render_object_save(computer, obj_node); } static Object * computer_load(ObjectNode obj_node, int version, const char *filename) { if (computer_desc.store == NULL) { render_to_store(); } return render_object_load(obj_node, &computer_desc); }