am dc7e8177: Merge change I0f505e57 into eclair

Merge commit 'dc7e8177b1cd0d7e82486b2083265bac2dcbd78b' into eclair-mr2

* commit 'dc7e8177b1cd0d7e82486b2083265bac2dcbd78b':
  Checkpoint new rollo scripts.  Not currently in use.
This commit is contained in:
Jason Sams 2009-10-13 17:30:01 -07:00 committed by Android Git Automerger
commit f4e259165d
3 changed files with 981 additions and 25 deletions

View File

@ -19,11 +19,40 @@ float g_DT;
int g_LastTime;
int g_PageCount;
float g_Zoom;
float g_ZoomTarget;
float g_OldPosPage;
float g_OldPosVelocity;
float g_OldZoom;
// Drawing constants, should be parameters ======
#define VIEW_ANGLE 1.28700222f
int g_DrawLastFrame;
int lastFrame(int draw) {
// We draw one extra frame to work around the last frame post bug.
// We also need to track if we drew the last frame to deal with large DT
// in the physics.
int ret = g_DrawLastFrame | draw;
g_DrawLastFrame = draw;
return ret; // should return draw instead.
}
void updateReadback() {
if ((g_OldPosPage != g_PosPage) ||
(g_OldPosVelocity != g_PosVelocity) ||
(g_OldZoom != g_Zoom)) {
g_OldPosPage = g_PosPage;
g_OldPosVelocity = g_PosVelocity;
g_OldZoom = g_Zoom;
int i[3];
i[0] = g_PosPage * (1 << 16);
i[1] = g_PosVelocity * (1 << 16);
i[2] = g_OldZoom * (1 << 16);
sendToClient(&i[0], 1, 12, 1);
}
}
void init() {
g_AttractionTable[0] = 6.5f;
g_AttractionTable[1] = 6.5f;
@ -50,7 +79,6 @@ void init() {
g_LastTouchDown = 0;
g_LastPositionX = 0;
g_Zoom = 0;
g_ZoomTarget = 0;
}
void move() {
@ -97,16 +125,6 @@ void touchUp() {
g_LastTouchDown = 0;
}
void setZoomTarget() {
g_ZoomTarget = state->zoomTarget;
//debugF("zoom target", g_ZoomTarget);
}
void setZoom() {
readback->zoom = g_Zoom = g_ZoomTarget = state->zoom;
//debugF("zoom", g_ZoomTarget);
}
int
count_pages(int iconCount)
{
@ -246,9 +264,19 @@ main(int launchID)
g_DT = (newTime - g_LastTime) / 1000.f;
g_LastTime = newTime;
//debugF("zoom", g_Zoom);
if (g_Zoom != g_ZoomTarget) {
float dz = (g_ZoomTarget - g_Zoom) * g_DT * 5;
if (!g_DrawLastFrame) {
// If we stopped rendering we cannot use DT.
// assume 30fps in this case.
g_DT = 0.033f;
}
if (g_DT > 0.2f) {
// physics may break if DT is large.
g_DT = 0.2f;
}
debugF("zoom", g_Zoom);
if (g_Zoom != state->zoomTarget) {
float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
if (dz && (fabsf(dz) < 0.03f)) {
if (dz > 0) {
dz = 0.03f;
@ -256,26 +284,26 @@ main(int launchID)
dz = -0.03f;
}
}
if (fabsf(g_Zoom - g_ZoomTarget) < fabsf(dz)) {
g_Zoom = g_ZoomTarget;
if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
g_Zoom = state->zoomTarget;
} else {
g_Zoom += dz;
}
readback->zoom = g_Zoom;
updateReadback();
}
// Set clear value to dim the background based on the zoom position.
if (g_Zoom < 0.001f) {
if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// When we're zoomed out and not tracking motion events, reset the pos to 0.
if (!g_LastTouchDown) {
g_PosPage = 0;
}
return 1; // 0;
} else if (g_Zoom < 0.99f) {
return lastFrame(0);
} else if (g_Zoom < 0.85f) {
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
} else {
pfClearColor(0.0f, 0.0f, 0.0f, 0.99f);
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
}
// icons & labels
@ -283,10 +311,9 @@ main(int launchID)
g_PageCount = count_pages(iconCount);
updatePos(0.1f);
readback->posX = g_PosPage;
readback->velocity = g_PosVelocity;
updateReadback();
//debugF(" draw g_PosPage", g_PosPage);
debugF(" draw g_PosPage", g_PosPage);
// Draw the icons ========================================
@ -357,6 +384,13 @@ main(int launchID)
}
{
float mat1[16];
matrixLoadIdentity(mat1);
vpLoadModelMatrix(mat1);
vpLoadTextureMatrix(mat1);
}
// Draw the home button ========================================
//draw_home_button();

493
res/raw/rollo3.c Normal file
View File

@ -0,0 +1,493 @@
#pragma version(1)
#pragma stateVertex(PV)
#pragma stateFragment(PFTexLinear)
#pragma stateStore(PSIcons)
#define PI 3.14159f
// Attraction to center values from page edge to page center.
float g_AttractionTable[9];
float g_FrictionTable[9];
float g_PhysicsTableSize;
float g_PosPage;
float g_PosVelocity;
float g_LastPositionX;
int g_LastTouchDown;
float g_DT;
int g_LastTime;
int g_PosMax;
float g_Zoom;
float g_OldPosPage;
float g_OldPosVelocity;
float g_OldZoom;
// Drawing constants, should be parameters ======
#define VIEW_ANGLE 1.28700222f
int g_DrawLastFrame;
int lastFrame(int draw) {
// We draw one extra frame to work around the last frame post bug.
// We also need to track if we drew the last frame to deal with large DT
// in the physics.
int ret = g_DrawLastFrame | draw;
g_DrawLastFrame = draw;
return ret; // should return draw instead.
}
void updateReadback() {
if ((g_OldPosPage != g_PosPage) ||
(g_OldPosVelocity != g_PosVelocity) ||
(g_OldZoom != g_Zoom)) {
g_OldPosPage = g_PosPage;
g_OldPosVelocity = g_PosVelocity;
g_OldZoom = g_Zoom;
int i[3];
i[0] = g_PosPage * (1 << 16);
i[1] = g_PosVelocity * (1 << 16);
i[2] = g_OldZoom * (1 << 16);
sendToClient(&i[0], 1, 12, 1);
}
}
void init() {
g_AttractionTable[0] = 6.5f;
g_AttractionTable[1] = 6.5f;
g_AttractionTable[2] = 7.0f;
g_AttractionTable[3] = 6.0f;
g_AttractionTable[4] = -6.0f;
g_AttractionTable[5] = -7.0f;
g_AttractionTable[6] = -6.5f;
g_AttractionTable[7] = -6.5f;
g_AttractionTable[8] = -6.5f; // dup 7 to avoid a clamp later
g_FrictionTable[0] = 3.5f;
g_FrictionTable[1] = 3.6f;
g_FrictionTable[2] = 4.0f;
g_FrictionTable[3] = 5.0f;
g_FrictionTable[4] = 5.0f;
g_FrictionTable[5] = 4.0f;
g_FrictionTable[6] = 3.6f;
g_FrictionTable[7] = 3.5f;
g_FrictionTable[8] = 3.5f; // dup 7 to avoid a clamp later
g_PhysicsTableSize = 7;
g_PosVelocity = 0;
g_PosPage = 0;
g_LastTouchDown = 0;
g_LastPositionX = 0;
g_Zoom = 0;
}
void move() {
if (g_LastTouchDown) {
float dx = -(state->newPositionX - g_LastPositionX);
g_PosVelocity = 0;
g_PosPage += dx * 4;
float pmin = -0.25f;
float pmax = g_PosMax + 0.25f;
g_PosPage = clampf(g_PosPage, pmin, pmax);
}
g_LastTouchDown = state->newTouchDown;
g_LastPositionX = state->newPositionX;
//debugF("Move P", g_PosPage);
}
void fling() {
g_LastTouchDown = 0;
g_PosVelocity = -state->flingVelocityX * 2;
float av = fabsf(g_PosVelocity);
float minVel = 3.5f;
minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
if (av < minVel && av > 0.2f) {
if (g_PosVelocity > 0) {
g_PosVelocity = minVel;
} else {
g_PosVelocity = -minVel;
}
}
if (g_PosPage <= 0) {
g_PosVelocity = maxf(0, g_PosVelocity);
}
if (g_PosPage > g_PosMax) {
g_PosVelocity = minf(0, g_PosVelocity);
}
}
void touchUp() {
g_LastTouchDown = 0;
}
int
count_pages(int iconCount)
{
int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
int pages = iconCount / iconsPerPage;
if (pages*iconsPerPage != iconCount) {
pages++;
}
return pages;
}
float
modf(float x, float y)
{
return x-(y*floorf(x/y));
}
void updatePos() {
if (g_LastTouchDown) {
return;
}
int outOfRange = 0;
float tablePosNorm = fracf(g_PosPage + 0.5f);
float tablePosF = tablePosNorm * g_PhysicsTableSize;
int tablePosI = tablePosF;
float tablePosFrac = tablePosF - tablePosI;
float accel = lerpf(g_AttractionTable[tablePosI],
g_AttractionTable[tablePosI + 1],
tablePosFrac) * g_DT;
float friction = lerpf(g_FrictionTable[tablePosI],
g_FrictionTable[tablePosI + 1],
tablePosFrac) * g_DT;
if (g_PosPage < -0.5f) {
accel = g_AttractionTable[0] * g_DT;
friction = g_FrictionTable[0] * g_DT;
outOfRange = 1;
}
if ((g_PosPage - g_PosMax) > 0.5f) {
accel = g_AttractionTable[(int)g_PhysicsTableSize] * g_DT;
friction = g_FrictionTable[(int)g_PhysicsTableSize] * g_DT;
outOfRange = 1;
}
// If our velocity is low OR acceleration is opposing it, apply it.
if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
g_PosVelocity += accel;
}
if ((friction > fabsf(g_PosVelocity)) &&
(friction > fabsf(accel)) &&
!outOfRange) {
// Special get back to center and overcome friction physics.
float t = tablePosNorm - 0.5f;
if (fabsf(t) < (friction * g_DT)) {
// really close, just snap
g_PosPage = roundf(g_PosPage);
g_PosVelocity = 0;
} else {
if (t > 0) {
g_PosVelocity = -friction;
} else {
g_PosVelocity = friction;
}
}
} else {
// Normal physics
if (g_PosVelocity > 0) {
g_PosVelocity -= friction;
g_PosVelocity = maxf(g_PosVelocity, 0);
} else {
g_PosVelocity += friction;
g_PosVelocity = minf(g_PosVelocity, 0);
}
}
g_PosPage += g_PosVelocity * g_DT;
// Check for out of boundry conditions.
if (g_PosPage < 0 && g_PosVelocity < 0) {
g_PosPage = maxf(g_PosPage, -0.49);
float damp = 1.0 + (g_PosPage * 4);
damp = clampf(damp, 0.f, 0.9f);
g_PosVelocity *= damp;
}
if (g_PosPage > g_PosMax && g_PosVelocity > 0) {
g_PosPage = minf(g_PosPage, g_PosMax + 0.49);
float damp = 1.0 - ((g_PosPage - g_PosMax) * 4);
damp = clampf(damp, 0.f, 0.9f);
g_PosVelocity *= damp;
}
}
int positionStrip(float row, float column, int isTop)
{
float mat1[16];
float x = 0.5f * (column - 1.5f);
float scale = 72.f * 3 / getWidth();
//float xscale = scale * 4.55 / 1.8f / 2;
if (isTop) {
matrixLoadTranslate(mat1, x, 0.8f, 0.f);
matrixScale(mat1, scale, scale, 1.f);
} else {
matrixLoadTranslate(mat1, x, -0.9f, 0.f);
matrixScale(mat1, scale, -scale, 1.f);
}
vpLoadModelMatrix(mat1);
float soff = row;
if (isTop) {
matrixLoadScale(mat1, 1.f, -0.85f, 1.f);
matrixTranslate(mat1, 0, -(row * 1.4) - 0.97, 0);
} else {
matrixLoadScale(mat1, 1.f, 0.85f, 1.f);
matrixTranslate(mat1, 0, -(row * 1.4) - 0.45, 0);
}
vpLoadTextureMatrix(mat1);
return 0;//- soff * 10.f;
}
void
draw_home_button()
{
color(1.0f, 1.0f, 1.0f, 1.0f);
bindTexture(NAMED_PFTexLinear, 0, params->homeButtonId);
float scale = 2.0f / SCREEN_WIDTH_PX;
float x = 0.0f;
float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
float z = 0.0f;
drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
}
void drawFrontGrid(float rowOffset)
{
float h = getHeight();
float w = getWidth();
int intRowOffset = rowOffset;
float rowFrac = rowOffset - intRowOffset;
float colWidth = getWidth() / 4;
float rowHeight = colWidth + 25.f;
float yoff = h - ((h - (rowHeight * 4.f)) / 2);
yoff -= 110;
int row, col;
int iconNum = intRowOffset * 4;
float ymax = yoff;
float ymin = yoff - (3 * rowHeight) - 70;
for (row = 0; row < 5; row++) {
float y = yoff - ((-rowFrac + row) * rowHeight);
for (col=0; col < 4; col++) {
if (iconNum >= state->iconCount) {
return;
}
if (iconNum >= 0) {
float x = colWidth * col - ((128 - colWidth) / 2);
if ((y >= ymin) && (y <= ymax)) {
color(1.f, 1.f, 1.f, 1.f);
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
drawSpriteScreenspace(x, y, 0, 128, 128);
}
float y2 = y - 44;
float a = 1.f;
if (y2 < ymin) {
a = 1.f - (ymin - y2) * 0.02f;
}
if (y > (ymax + 40)) {
a = 1.f - (y - (ymax + 40)) * 0.02f;
}
a = clampf(a, 0, 1);
color(1, 1, 1, a);
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum));
drawSpriteScreenspace(x, y - 44, 0,
params->bubbleBitmapWidth, params->bubbleBitmapHeight);
}
iconNum++;
}
}
}
void drawTop(float rowOffset)
{
int intRowOffset = rowOffset;
int row, col;
int iconNum = 0;
for (row = 0; row < rowOffset; row++) {
for (col=0; col < 4; col++) {
if (iconNum >= state->iconCount) {
return;
}
int ps = positionStrip(rowOffset - row, col, 1);
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
drawSimpleMesh(NAMED_SMMesh2);
iconNum++;
}
}
}
void drawBottom(float rowOffset)
{
float pos = -1.f;
int intRowOffset = rowOffset;
pos -= rowOffset - intRowOffset;
int row, col;
int iconNum = (intRowOffset + 3) * 4;
while (1) {
for (col=0; col < 4; col++) {
if (iconNum >= state->iconCount) {
return;
}
if (pos > -1) {
int ps = positionStrip(pos, col, 0);
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
drawSimpleMesh(NAMED_SMMesh2);
}
iconNum++;
}
pos += 1.f;
}
}
int
main(int launchID)
{
// Compute dt in seconds.
int newTime = uptimeMillis();
g_DT = (newTime - g_LastTime) / 1000.f;
g_LastTime = newTime;
if (!g_DrawLastFrame) {
// If we stopped rendering we cannot use DT.
// assume 30fps in this case.
g_DT = 0.033f;
}
if (g_DT > 0.2f) {
// physics may break if DT is large.
g_DT = 0.2f;
}
if (g_Zoom != state->zoomTarget) {
float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
if (dz && (fabsf(dz) < 0.03f)) {
if (dz > 0) {
dz = 0.03f;
} else {
dz = -0.03f;
}
}
if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
g_Zoom = state->zoomTarget;
} else {
g_Zoom += dz;
}
updateReadback();
}
// Set clear value to dim the background based on the zoom position.
if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// When we're zoomed out and not tracking motion events, reset the pos to 0.
if (!g_LastTouchDown) {
g_PosPage = 0;
}
return lastFrame(0);
} else if (g_Zoom < 0.85f) {
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
} else {
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
}
// icons & labels
int iconCount = state->iconCount;
g_PosMax = ((iconCount + 3) / 4) - 4;
if (g_PosMax < 0) g_PosMax = 0;
updatePos(0.1f);
updateReadback();
//debugF(" draw g_PosPage", g_PosPage);
// Draw the icons ========================================
//bindProgramFragment(NAMED_PFColor);
//positionStrip(1, 0, 0);
//drawSimpleMesh(NAMED_SMMesh2);
//positionStrip(1, 1);
//drawSimpleMesh(NAMED_SMMesh2);
//positionStrip(1, 2);
//drawSimpleMesh(NAMED_SMMesh2);
//positionStrip(1, 3);
//drawSimpleMesh(NAMED_SMMesh2);
bindProgramFragment(NAMED_PFTexLinear);
int lastIcon = iconCount-1;
int page = g_PosPage;
float currentPagePosition = g_PosPage - page;
int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
float scale = (1 / g_Zoom);
float pageAngle = VIEW_ANGLE * 1.2f;
float zoomOffset = 40 * (1 - g_Zoom);
drawTop(g_PosPage);
drawBottom(g_PosPage);
drawFrontGrid(g_PosPage);
{
float mat1[16];
matrixLoadIdentity(mat1);
vpLoadModelMatrix(mat1);
vpLoadTextureMatrix(mat1);
}
if (0) {
float h = getHeight();
color(1, 1, 1, 1);
bindProgramFragment(NAMED_PFColor);
bindProgramVertex(NAMED_PVOrtho);
float dy = 145.f;
float y = h - ((h - (dy * 4.f)) / 2);
drawLine(0, y, 0, 480, y, 0);
y -= dy;
drawLine(0, y, 0, 480, y, 0);
y -= dy;
drawLine(0, y, 0, 480, y, 0);
y -= dy;
drawLine(0, y, 0, 480, y, 0);
y -= dy;
drawLine(0, y, 0, 480, y, 0);
}
// Draw the home button ========================================
//draw_home_button();
// Bug workaround where the last frame is not always displayed
// So we keep rendering until the bug is fixed.
return lastFrame((g_PosVelocity != 0) || fracf(g_PosPage) || g_Zoom != state->zoomTarget);
}

429
res/raw/rollo4.c Normal file
View File

@ -0,0 +1,429 @@
#pragma version(1)
#pragma stateVertex(PV)
#pragma stateFragment(PFTexLinear)
#pragma stateStore(PSIcons)
#define PI 3.14159f
// Attraction to center values from page edge to page center.
float g_AttractionTable[9];
float g_FrictionTable[9];
float g_PhysicsTableSize;
float g_PosPage;
float g_PosVelocity;
float g_LastPositionX;
int g_LastTouchDown;
float g_DT;
int g_LastTime;
int g_PageCount;
float g_Zoom;
// Drawing constants, should be parameters ======
#define VIEW_ANGLE 1.28700222f
float g_OldPosPage;
float g_OldPosVelocity;
float g_OldZoom;
int g_DrawLastFrame;
int lastFrame(int draw) {
// We draw one extra frame to work around the last frame post bug.
// We also need to track if we drew the last frame to deal with large DT
// in the physics.
int ret = g_DrawLastFrame | draw;
g_DrawLastFrame = draw;
return ret; // should return draw instead.
}
void updateReadback() {
if ((g_OldPosPage != g_PosPage) ||
(g_OldPosVelocity != g_PosVelocity) ||
(g_OldZoom != g_Zoom)) {
g_OldPosPage = g_PosPage;
g_OldPosVelocity = g_PosVelocity;
g_OldZoom = g_Zoom;
int i[3];
i[0] = g_PosPage * (1 << 16);
i[1] = g_PosVelocity * (1 << 16);
i[2] = g_OldZoom * (1 << 16);
sendToClient(&i[0], 1, 12, 1);
}
}
void init() {
g_AttractionTable[0] = 6.5f;
g_AttractionTable[1] = 6.5f;
g_AttractionTable[2] = 7.0f;
g_AttractionTable[3] = 6.0f;
g_AttractionTable[4] = -6.0f;
g_AttractionTable[5] = -7.0f;
g_AttractionTable[6] = -6.5f;
g_AttractionTable[7] = -6.5f;
g_AttractionTable[8] = -6.5f; // dup 7 to avoid a clamp later
g_FrictionTable[0] = 3.5f;
g_FrictionTable[1] = 3.6f;
g_FrictionTable[2] = 4.0f;
g_FrictionTable[3] = 5.0f;
g_FrictionTable[4] = 5.0f;
g_FrictionTable[5] = 4.0f;
g_FrictionTable[6] = 3.6f;
g_FrictionTable[7] = 3.5f;
g_FrictionTable[8] = 3.5f; // dup 7 to avoid a clamp later
g_PhysicsTableSize = 7;
g_PosVelocity = 0;
g_PosPage = 0;
g_LastTouchDown = 0;
g_LastPositionX = 0;
g_Zoom = 0;
}
void move() {
if (g_LastTouchDown) {
float dx = -(state->newPositionX - g_LastPositionX);
g_PosVelocity = 0;
g_PosPage += dx;
float pmin = -0.25f;
float pmax = (g_PageCount - 1) + 0.25f;
g_PosPage = clampf(g_PosPage, pmin, pmax);
}
g_LastTouchDown = state->newTouchDown;
g_LastPositionX = state->newPositionX;
//debugF("Move P", g_PosPage);
}
void fling() {
g_LastTouchDown = 0;
g_PosVelocity = -state->flingVelocityX;
float av = fabsf(g_PosVelocity);
float minVel = 3.5f;
minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
if (av < minVel && av > 0.2f) {
if (g_PosVelocity > 0) {
g_PosVelocity = minVel;
} else {
g_PosVelocity = -minVel;
}
}
if (g_PosPage <= 0) {
g_PosVelocity = maxf(0, g_PosVelocity);
}
if (g_PosPage > (g_PageCount - 1)) {
g_PosVelocity = minf(0, g_PosVelocity);
}
//debugF("fling v", g_PosVelocity);
}
void touchUp() {
g_LastTouchDown = 0;
}
int
count_pages(int iconCount)
{
int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
int pages = iconCount / iconsPerPage;
if (pages*iconsPerPage != iconCount) {
pages++;
}
return pages;
}
float
modf(float x, float y)
{
return x-(y*floorf(x/y));
}
void updatePos() {
if (g_LastTouchDown) {
return;
}
float tablePosNorm = fracf(g_PosPage + 0.5f);
float tablePosF = tablePosNorm * g_PhysicsTableSize;
int tablePosI = tablePosF;
float tablePosFrac = tablePosF - tablePosI;
float accel = lerpf(g_AttractionTable[tablePosI],
g_AttractionTable[tablePosI + 1],
tablePosFrac) * g_DT;
float friction = lerpf(g_FrictionTable[tablePosI],
g_FrictionTable[tablePosI + 1],
tablePosFrac) * g_DT;
//debugF(" accel", accel);
//debugF(" friction", friction);
// If our velocity is low OR acceleration is opposing it, apply it.
if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
g_PosVelocity += accel;
}
if ((friction > fabsf(g_PosVelocity)) && (friction > fabsf(accel))) {
// Special get back to center and overcome friction physics.
float t = tablePosNorm - 0.5f;
if (fabsf(t) < (friction * g_DT)) {
// really close, just snap
g_PosPage = roundf(g_PosPage);
g_PosVelocity = 0;
} else {
if (t > 0) {
g_PosVelocity = -friction;
} else {
g_PosVelocity = friction;
}
}
} else {
// Normal physics
if (g_PosVelocity > 0) {
g_PosVelocity -= friction;
g_PosVelocity = maxf(g_PosVelocity, 0);
} else {
g_PosVelocity += friction;
g_PosVelocity = minf(g_PosVelocity, 0);
}
}
g_PosPage += g_PosVelocity * g_DT;
// Check for out of boundry conditions.
if (g_PosPage < 0 && g_PosVelocity < 0) {
float damp = 1.0 + (g_PosPage * 4);
damp = clampf(damp, 0.f, 0.9f);
g_PosVelocity *= damp;
}
if (g_PosPage > (g_PageCount-1) && g_PosVelocity > 0) {
float damp = 1.0 - ((g_PosPage - g_PageCount + 1) * 4);
damp = clampf(damp, 0.f, 0.9f);
g_PosVelocity *= damp;
}
}
float
far_size(float sizeAt0)
{
return sizeAt0 * (RADIUS+2) / 2; // -2 is the camera z=(z-camZ)/z
}
void
draw_page(int icon, int lastIcon, float centerAngle, float scale)
{
int row;
int col;
//debugF("center angle", centerAngle);
float iconTextureWidth = ICON_WIDTH_PX / (float)ICON_TEXTURE_WIDTH_PX;
float iconTextureHeight = ICON_HEIGHT_PX / (float)ICON_TEXTURE_HEIGHT_PX;
float iconWidthAngle = VIEW_ANGLE * ICON_WIDTH_PX / SCREEN_WIDTH_PX;
float columnGutterAngle = iconWidthAngle * 0.9f;
float farIconSize = FAR_ICON_SIZE;
float iconGutterHeight = farIconSize * 1.3f;
float farIconTextureSize = far_size(2 * ICON_TEXTURE_WIDTH_PX / (float)SCREEN_WIDTH_PX);
float normalizedLabelWidth = 2 * params->bubbleWidth / (float)SCREEN_WIDTH_PX;
float farLabelHeight = far_size(params->bubbleHeight * (normalizedLabelWidth / params->bubbleWidth));
for (row=0; row<ROWS_PER_PAGE && icon<=lastIcon; row++) {
float angle = centerAngle;
angle -= (columnGutterAngle + iconWidthAngle) * 1.5f;
float iconTop = (farIconSize + iconGutterHeight) * (1.85f + ICON_TOP_OFFSET)
- row * (farIconSize + iconGutterHeight);
float iconBottom = iconTop - farIconSize;
float labelY = iconBottom - farLabelHeight;
float iconTextureTop = iconTop + (0.5f * (farIconTextureSize - farIconSize));
float iconTextureBottom = iconTextureTop - farIconTextureSize;
for (col=0; col<COLUMNS_PER_PAGE && icon<=lastIcon; col++) {
// icon
float sine = sinf(angle);
float cosine = cosf(angle);
float centerX = sine * RADIUS;
float centerZ = cosine * RADIUS / scale;
if (scale > 1.f) {
centerX *= scale;
}
float iconLeftX = centerX - (cosine * farIconTextureSize * .5);
float iconRightX = centerX + (cosine * farIconTextureSize * .5);
float iconLeftZ = centerZ + (sine * farIconTextureSize * .5);
float iconRightZ = centerZ - (sine * farIconTextureSize * .5);
color(1.0f, 1.0f, 1.0f, 0.99f);
if (state->selectedIconIndex == icon) {
bindTexture(NAMED_PFTexLinear, 0, state->selectedIconTexture);
drawQuadTexCoords(
iconLeftX, iconTextureTop, iconLeftZ, 0.0f, 0.0f,
iconRightX, iconTextureTop, iconRightZ, 1.0f, 0.0f,
iconRightX, iconTextureBottom, iconRightZ, 1.0f, 1.0f,
iconLeftX, iconTextureBottom, iconLeftZ, 0.0f, 1.0f);
} else {
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, icon));
drawQuadTexCoords(
iconLeftX, iconTextureTop, iconLeftZ, 0.0f, 0.0f,
iconRightX, iconTextureTop, iconRightZ, 1.0f, 0.0f,
iconRightX, iconTextureBottom, iconRightZ, 1.0f, 1.0f,
iconLeftX, iconTextureBottom, iconLeftZ, 0.0f, 1.0f);
}
// label
if (scale < 1.2f) {
float a = (1.2f - maxf(scale, 1.0f)) * 5;
color(1.0f, 1.0f, 1.0f, a);
bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, icon));
drawSprite(centerX, labelY, centerZ,
params->bubbleBitmapWidth, params->bubbleBitmapHeight);
}
angle += columnGutterAngle + iconWidthAngle;
icon++;
}
}
}
void
draw_home_button()
{
color(1.0f, 1.0f, 1.0f, 1.0f);
bindTexture(NAMED_PFTexLinear, 0, params->homeButtonId);
float scale = 2.0f / SCREEN_WIDTH_PX;
float x = 0.0f;
float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
float z = 0.0f;
drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
}
int
main(int launchID)
{
// Compute dt in seconds.
int newTime = uptimeMillis();
g_DT = (newTime - g_LastTime) / 1000.f;
g_LastTime = newTime;
if (!g_DrawLastFrame) {
// If we stopped rendering we cannot use DT.
// assume 30fps in this case.
g_DT = 0.033f;
}
if (g_DT > 0.2f) {
// physics may break if DT is large.
g_DT = 0.2f;
}
//debugF("zoom", g_Zoom);
if (g_Zoom != state->zoomTarget) {
float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
if (dz && (fabsf(dz) < 0.03f)) {
if (dz > 0) {
dz = 0.03f;
} else {
dz = -0.03f;
}
}
if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
g_Zoom = state->zoomTarget;
} else {
g_Zoom += dz;
}
updateReadback();
}
// Set clear value to dim the background based on the zoom position.
if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// When we're zoomed out and not tracking motion events, reset the pos to 0.
if (!g_LastTouchDown) {
g_PosPage = 0;
}
return lastFrame(0);
} else if (g_Zoom < 0.85f) {
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
} else {
pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
}
// icons & labels
int iconCount = state->iconCount;
g_PageCount = count_pages(iconCount);
updatePos(0.1f);
updateReadback();
//debugF(" draw g_PosPage", g_PosPage);
// Draw the icons ========================================
// Bug makes 1.0f alpha fail.
color(1.0f, 1.0f, 1.0f, 0.99f);
if (iconCount <= 0) {
return lastFrame(0);
}
int lastIcon = iconCount-1;
int page = g_PosPage;
float currentPagePosition = g_PosPage - page;
int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
int icon = clamp(iconsPerPage * page, 0, lastIcon);
float scale = (1 / g_Zoom);
float pageAngle = VIEW_ANGLE * 1.2f;
draw_page(icon, lastIcon, -pageAngle*currentPagePosition, scale);
draw_page(icon+iconsPerPage, lastIcon, (-pageAngle*currentPagePosition)+pageAngle, scale);
// Draw the border lines for debugging ========================================
/*
bindProgramVertex(NAMED_PVOrtho);
bindProgramFragment(NAMED_PFOrtho);
bindProgramFragmentStore(NAMED_PFSText);
color(1.0f, 1.0f, 0.0f, 0.99f);
int i;
for (i=0; i<ROWS_PER_PAGE+1; i++) {
int y = loadI32(ALLOC_Y_BORDERS, i);
drawRect(0, y, SCREEN_WIDTH_PX, y+1, 0.0f);
}
for (i=0; i<COLUMNS_PER_PAGE+1; i++) {
int x = loadI32(ALLOC_X_BORDERS, i);
drawRect(x, 0, x+1, SCREEN_HEIGHT_PX, 0.0f);
}
*/
// Draw the home button ========================================
draw_home_button();
/*
bindTexture(NAMED_PFOrtho, 0, loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_ID));
float handleLeft = 40 + (320 * (scrollXPx/(float)(maxScrollXPx)));
float handleTop = 680;
float handleWidth = loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_TEX_WIDTH);
float handleHeight = loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_TEX_HEIGHT);
drawRect(handleLeft, handleTop, handleLeft+handleWidth, handleTop+handleHeight, 0.0f);
*/
// Bug workaround where the last frame is not always displayed
// So we keep rendering until the bug is fixed.
return lastFrame((g_PosVelocity != 0) || fracf(g_PosPage) || (g_Zoom != state->zoomTarget));
}