void FacebookWidget::setTheme(QStringList params) { themeParams = params; themeRefreshTimer->stop(); QFile *file = new QFile(params.at(0)); if(!file->open(QIODevice::ReadOnly)) return; QTextStream textStream(file); themeScript = textStream.readAll(); file->close(); themeRefreshTimer->setInterval(250); themeRefreshTimer->start(); webView->reload(); connect(themeRefreshTimer,SIGNAL(timeout()),this,SLOT(refreshTheme())); QString textColor = "#fff"; QString progressBarChunkColor = "#33b5e5"; ui->label->setPixmap(QPixmap("://res/logo/Socializer.png")); aboutWindow->pixmapLabel->setPixmap(QPixmap("://res/logo/Socializer.png")); if(params.at(2) == "dark") { textColor = "#000"; progressBarChunkColor = "#a0a"; ui->label->setPixmap(QPixmap("://res/logo/Socializer-black.png")); aboutWindow->pixmapLabel->setPixmap(QPixmap("://res/logo/Socializer-black.png")); } setStyleSheet("#FacebookWidget {background: "+ params.at(1) + "; border: 1px solid gray;}"); ui->progressBar->setStyleSheet("#progressBar { background: "+ params.at(1) +"; border: 0px;} #progressBar::chunk { background:"+ progressBarChunkColor +"; }"); aboutWindow->setStyleSheet("#AboutWindow { background: " +params.at(1)+ ";} #label, #label_2 {color:"+textColor+ ";}"); }
void WaterfallContext::Draw(std::vector<float> &points) { int half_fft_size = fft_size / 2; glEnable (GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); if (!waterfall[0]) { glGenTextures(2, waterfall); unsigned char *waterfall_tex; waterfall_tex = new unsigned char[half_fft_size * waterfall_lines]; memset(waterfall_tex, 0, half_fft_size * waterfall_lines); for (int i = 0; i < 2; i++) { glBindTexture(GL_TEXTURE_2D, waterfall[i]); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, waterfall[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, half_fft_size, waterfall_lines, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_tex); } if (waterfall_slice != NULL) { delete waterfall_slice; } waterfall_slice = new unsigned char[half_fft_size]; delete[] waterfall_tex; } if (activeTheme != ThemeMgr::mgr.currentTheme) { refreshTheme(); activeTheme = ThemeMgr::mgr.currentTheme; } if (points.size()) { for (int j = 0; j < 2; j++) { for (int i = 0, iMax = half_fft_size; i < iMax; i++) { float v = points[(j * half_fft_size + i) * 2 + 1]; float wv = v < 0 ? 0 : (v > 0.99 ? 0.99 : v); waterfall_slice[i] = (unsigned char) floor(wv * 255.0); } glBindTexture(GL_TEXTURE_2D, waterfall[j]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, waterfall_ofs[j], half_fft_size, 1, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, (GLvoid *) waterfall_slice); if (waterfall_ofs[j] == 0) { waterfall_ofs[j] = waterfall_lines; } waterfall_ofs[j]--; } } glColor3f(1.0, 1.0, 1.0); GLint vp[4]; glGetIntegerv(GL_VIEWPORT, vp); float viewWidth = (float) vp[2]; // some bias to prevent seams at odd scales float half_pixel = 1.0 / viewWidth; float half_texel = 1.0 / (float) half_fft_size; float vtexel = 1.0 / (float) waterfall_lines; float vofs = (float) (waterfall_ofs[0] + 1) * vtexel; glBindTexture(GL_TEXTURE_2D, waterfall[0]); glBegin (GL_QUADS); glTexCoord2f(0.0 + half_texel, 1.0 + vofs); glVertex3f(-1.0, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 1.0 + vofs); glVertex3f(0.0 + half_pixel, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 0.0 + vofs); glVertex3f(0.0 + half_pixel, 1.0, 0.0); glTexCoord2f(0.0 + half_texel, 0.0 + vofs); glVertex3f(-1.0, 1.0, 0.0); glEnd(); vofs = (float) (waterfall_ofs[1] + 1) * vtexel; glBindTexture(GL_TEXTURE_2D, waterfall[1]); glBegin(GL_QUADS); glTexCoord2f(0.0 + half_texel, 1.0 + vofs); glVertex3f(0.0 - half_pixel, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 1.0 + vofs); glVertex3f(1.0, -1.0, 0.0); glTexCoord2f(1.0 - half_texel, 0.0 + vofs); glVertex3f(1.0, 1.0, 0.0); glTexCoord2f(0.0 + half_texel, 0.0 + vofs); glVertex3f(0.0 - half_pixel, 1.0, 0.0); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisable(GL_TEXTURE_2D); }