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:
commit
f4e259165d
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@ -19,11 +19,40 @@ float g_DT;
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int g_LastTime;
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int g_PageCount;
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float g_Zoom;
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float g_ZoomTarget;
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float g_OldPosPage;
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float g_OldPosVelocity;
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float g_OldZoom;
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// Drawing constants, should be parameters ======
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#define VIEW_ANGLE 1.28700222f
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int g_DrawLastFrame;
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int lastFrame(int draw) {
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// We draw one extra frame to work around the last frame post bug.
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// We also need to track if we drew the last frame to deal with large DT
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// in the physics.
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int ret = g_DrawLastFrame | draw;
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g_DrawLastFrame = draw;
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return ret; // should return draw instead.
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}
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void updateReadback() {
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if ((g_OldPosPage != g_PosPage) ||
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(g_OldPosVelocity != g_PosVelocity) ||
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(g_OldZoom != g_Zoom)) {
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g_OldPosPage = g_PosPage;
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g_OldPosVelocity = g_PosVelocity;
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g_OldZoom = g_Zoom;
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int i[3];
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i[0] = g_PosPage * (1 << 16);
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i[1] = g_PosVelocity * (1 << 16);
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i[2] = g_OldZoom * (1 << 16);
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sendToClient(&i[0], 1, 12, 1);
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}
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}
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void init() {
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g_AttractionTable[0] = 6.5f;
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g_AttractionTable[1] = 6.5f;
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@ -50,7 +79,6 @@ void init() {
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g_LastTouchDown = 0;
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g_LastPositionX = 0;
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g_Zoom = 0;
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g_ZoomTarget = 0;
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}
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void move() {
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@ -97,16 +125,6 @@ void touchUp() {
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g_LastTouchDown = 0;
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}
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void setZoomTarget() {
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g_ZoomTarget = state->zoomTarget;
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//debugF("zoom target", g_ZoomTarget);
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}
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void setZoom() {
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readback->zoom = g_Zoom = g_ZoomTarget = state->zoom;
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//debugF("zoom", g_ZoomTarget);
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}
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int
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count_pages(int iconCount)
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{
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@ -246,9 +264,19 @@ main(int launchID)
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g_DT = (newTime - g_LastTime) / 1000.f;
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g_LastTime = newTime;
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//debugF("zoom", g_Zoom);
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if (g_Zoom != g_ZoomTarget) {
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float dz = (g_ZoomTarget - g_Zoom) * g_DT * 5;
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if (!g_DrawLastFrame) {
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// If we stopped rendering we cannot use DT.
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// assume 30fps in this case.
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g_DT = 0.033f;
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}
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if (g_DT > 0.2f) {
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// physics may break if DT is large.
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g_DT = 0.2f;
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}
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debugF("zoom", g_Zoom);
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if (g_Zoom != state->zoomTarget) {
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float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
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if (dz && (fabsf(dz) < 0.03f)) {
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if (dz > 0) {
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dz = 0.03f;
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@ -256,26 +284,26 @@ main(int launchID)
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dz = -0.03f;
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}
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}
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if (fabsf(g_Zoom - g_ZoomTarget) < fabsf(dz)) {
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g_Zoom = g_ZoomTarget;
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if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
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g_Zoom = state->zoomTarget;
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} else {
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g_Zoom += dz;
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}
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readback->zoom = g_Zoom;
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updateReadback();
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}
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// Set clear value to dim the background based on the zoom position.
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if (g_Zoom < 0.001f) {
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if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
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pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// When we're zoomed out and not tracking motion events, reset the pos to 0.
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if (!g_LastTouchDown) {
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g_PosPage = 0;
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}
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return 1; // 0;
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} else if (g_Zoom < 0.99f) {
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return lastFrame(0);
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} else if (g_Zoom < 0.85f) {
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pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
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} else {
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pfClearColor(0.0f, 0.0f, 0.0f, 0.99f);
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pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
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}
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// icons & labels
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@ -283,10 +311,9 @@ main(int launchID)
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g_PageCount = count_pages(iconCount);
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updatePos(0.1f);
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readback->posX = g_PosPage;
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readback->velocity = g_PosVelocity;
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updateReadback();
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//debugF(" draw g_PosPage", g_PosPage);
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debugF(" draw g_PosPage", g_PosPage);
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// Draw the icons ========================================
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@ -357,6 +384,13 @@ main(int launchID)
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}
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{
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float mat1[16];
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matrixLoadIdentity(mat1);
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vpLoadModelMatrix(mat1);
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vpLoadTextureMatrix(mat1);
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}
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// Draw the home button ========================================
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//draw_home_button();
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@ -0,0 +1,493 @@
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#pragma version(1)
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#pragma stateVertex(PV)
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#pragma stateFragment(PFTexLinear)
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#pragma stateStore(PSIcons)
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#define PI 3.14159f
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// Attraction to center values from page edge to page center.
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float g_AttractionTable[9];
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float g_FrictionTable[9];
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float g_PhysicsTableSize;
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float g_PosPage;
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float g_PosVelocity;
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float g_LastPositionX;
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int g_LastTouchDown;
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float g_DT;
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int g_LastTime;
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int g_PosMax;
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float g_Zoom;
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float g_OldPosPage;
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float g_OldPosVelocity;
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float g_OldZoom;
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// Drawing constants, should be parameters ======
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#define VIEW_ANGLE 1.28700222f
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int g_DrawLastFrame;
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int lastFrame(int draw) {
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// We draw one extra frame to work around the last frame post bug.
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// We also need to track if we drew the last frame to deal with large DT
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// in the physics.
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int ret = g_DrawLastFrame | draw;
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g_DrawLastFrame = draw;
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return ret; // should return draw instead.
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}
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void updateReadback() {
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if ((g_OldPosPage != g_PosPage) ||
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(g_OldPosVelocity != g_PosVelocity) ||
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(g_OldZoom != g_Zoom)) {
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g_OldPosPage = g_PosPage;
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g_OldPosVelocity = g_PosVelocity;
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g_OldZoom = g_Zoom;
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int i[3];
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i[0] = g_PosPage * (1 << 16);
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i[1] = g_PosVelocity * (1 << 16);
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i[2] = g_OldZoom * (1 << 16);
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sendToClient(&i[0], 1, 12, 1);
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}
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}
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void init() {
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g_AttractionTable[0] = 6.5f;
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g_AttractionTable[1] = 6.5f;
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g_AttractionTable[2] = 7.0f;
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g_AttractionTable[3] = 6.0f;
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g_AttractionTable[4] = -6.0f;
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g_AttractionTable[5] = -7.0f;
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g_AttractionTable[6] = -6.5f;
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g_AttractionTable[7] = -6.5f;
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g_AttractionTable[8] = -6.5f; // dup 7 to avoid a clamp later
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g_FrictionTable[0] = 3.5f;
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g_FrictionTable[1] = 3.6f;
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g_FrictionTable[2] = 4.0f;
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g_FrictionTable[3] = 5.0f;
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g_FrictionTable[4] = 5.0f;
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g_FrictionTable[5] = 4.0f;
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g_FrictionTable[6] = 3.6f;
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g_FrictionTable[7] = 3.5f;
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g_FrictionTable[8] = 3.5f; // dup 7 to avoid a clamp later
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g_PhysicsTableSize = 7;
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g_PosVelocity = 0;
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g_PosPage = 0;
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g_LastTouchDown = 0;
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g_LastPositionX = 0;
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g_Zoom = 0;
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}
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void move() {
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if (g_LastTouchDown) {
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float dx = -(state->newPositionX - g_LastPositionX);
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g_PosVelocity = 0;
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g_PosPage += dx * 4;
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float pmin = -0.25f;
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float pmax = g_PosMax + 0.25f;
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g_PosPage = clampf(g_PosPage, pmin, pmax);
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}
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g_LastTouchDown = state->newTouchDown;
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g_LastPositionX = state->newPositionX;
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//debugF("Move P", g_PosPage);
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}
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void fling() {
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g_LastTouchDown = 0;
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g_PosVelocity = -state->flingVelocityX * 2;
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float av = fabsf(g_PosVelocity);
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float minVel = 3.5f;
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minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
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if (av < minVel && av > 0.2f) {
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if (g_PosVelocity > 0) {
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g_PosVelocity = minVel;
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} else {
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g_PosVelocity = -minVel;
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}
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}
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if (g_PosPage <= 0) {
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g_PosVelocity = maxf(0, g_PosVelocity);
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}
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if (g_PosPage > g_PosMax) {
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g_PosVelocity = minf(0, g_PosVelocity);
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}
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}
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void touchUp() {
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g_LastTouchDown = 0;
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}
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int
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count_pages(int iconCount)
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{
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int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
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int pages = iconCount / iconsPerPage;
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if (pages*iconsPerPage != iconCount) {
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pages++;
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}
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return pages;
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}
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float
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modf(float x, float y)
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{
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return x-(y*floorf(x/y));
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}
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void updatePos() {
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if (g_LastTouchDown) {
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return;
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}
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int outOfRange = 0;
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float tablePosNorm = fracf(g_PosPage + 0.5f);
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float tablePosF = tablePosNorm * g_PhysicsTableSize;
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int tablePosI = tablePosF;
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float tablePosFrac = tablePosF - tablePosI;
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float accel = lerpf(g_AttractionTable[tablePosI],
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g_AttractionTable[tablePosI + 1],
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tablePosFrac) * g_DT;
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float friction = lerpf(g_FrictionTable[tablePosI],
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g_FrictionTable[tablePosI + 1],
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tablePosFrac) * g_DT;
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if (g_PosPage < -0.5f) {
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accel = g_AttractionTable[0] * g_DT;
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friction = g_FrictionTable[0] * g_DT;
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outOfRange = 1;
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}
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if ((g_PosPage - g_PosMax) > 0.5f) {
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accel = g_AttractionTable[(int)g_PhysicsTableSize] * g_DT;
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friction = g_FrictionTable[(int)g_PhysicsTableSize] * g_DT;
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outOfRange = 1;
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}
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// If our velocity is low OR acceleration is opposing it, apply it.
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if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
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g_PosVelocity += accel;
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}
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if ((friction > fabsf(g_PosVelocity)) &&
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(friction > fabsf(accel)) &&
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!outOfRange) {
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// Special get back to center and overcome friction physics.
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float t = tablePosNorm - 0.5f;
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if (fabsf(t) < (friction * g_DT)) {
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// really close, just snap
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g_PosPage = roundf(g_PosPage);
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g_PosVelocity = 0;
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} else {
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if (t > 0) {
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g_PosVelocity = -friction;
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} else {
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g_PosVelocity = friction;
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}
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}
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} else {
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// Normal physics
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if (g_PosVelocity > 0) {
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g_PosVelocity -= friction;
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g_PosVelocity = maxf(g_PosVelocity, 0);
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} else {
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g_PosVelocity += friction;
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g_PosVelocity = minf(g_PosVelocity, 0);
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}
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}
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g_PosPage += g_PosVelocity * g_DT;
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// Check for out of boundry conditions.
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if (g_PosPage < 0 && g_PosVelocity < 0) {
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g_PosPage = maxf(g_PosPage, -0.49);
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float damp = 1.0 + (g_PosPage * 4);
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damp = clampf(damp, 0.f, 0.9f);
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g_PosVelocity *= damp;
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}
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if (g_PosPage > g_PosMax && g_PosVelocity > 0) {
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g_PosPage = minf(g_PosPage, g_PosMax + 0.49);
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float damp = 1.0 - ((g_PosPage - g_PosMax) * 4);
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damp = clampf(damp, 0.f, 0.9f);
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g_PosVelocity *= damp;
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}
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}
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int positionStrip(float row, float column, int isTop)
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{
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float mat1[16];
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float x = 0.5f * (column - 1.5f);
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float scale = 72.f * 3 / getWidth();
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//float xscale = scale * 4.55 / 1.8f / 2;
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if (isTop) {
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matrixLoadTranslate(mat1, x, 0.8f, 0.f);
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matrixScale(mat1, scale, scale, 1.f);
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} else {
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matrixLoadTranslate(mat1, x, -0.9f, 0.f);
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matrixScale(mat1, scale, -scale, 1.f);
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}
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vpLoadModelMatrix(mat1);
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float soff = row;
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if (isTop) {
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matrixLoadScale(mat1, 1.f, -0.85f, 1.f);
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matrixTranslate(mat1, 0, -(row * 1.4) - 0.97, 0);
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} else {
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matrixLoadScale(mat1, 1.f, 0.85f, 1.f);
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matrixTranslate(mat1, 0, -(row * 1.4) - 0.45, 0);
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}
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vpLoadTextureMatrix(mat1);
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return 0;//- soff * 10.f;
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}
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void
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draw_home_button()
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{
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color(1.0f, 1.0f, 1.0f, 1.0f);
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bindTexture(NAMED_PFTexLinear, 0, params->homeButtonId);
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float scale = 2.0f / SCREEN_WIDTH_PX;
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float x = 0.0f;
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float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
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y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
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float z = 0.0f;
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drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
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}
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void drawFrontGrid(float rowOffset)
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{
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float h = getHeight();
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float w = getWidth();
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int intRowOffset = rowOffset;
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float rowFrac = rowOffset - intRowOffset;
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float colWidth = getWidth() / 4;
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float rowHeight = colWidth + 25.f;
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float yoff = h - ((h - (rowHeight * 4.f)) / 2);
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yoff -= 110;
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int row, col;
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int iconNum = intRowOffset * 4;
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float ymax = yoff;
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float ymin = yoff - (3 * rowHeight) - 70;
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for (row = 0; row < 5; row++) {
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float y = yoff - ((-rowFrac + row) * rowHeight);
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for (col=0; col < 4; col++) {
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if (iconNum >= state->iconCount) {
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return;
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}
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if (iconNum >= 0) {
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float x = colWidth * col - ((128 - colWidth) / 2);
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if ((y >= ymin) && (y <= ymax)) {
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color(1.f, 1.f, 1.f, 1.f);
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bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
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drawSpriteScreenspace(x, y, 0, 128, 128);
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}
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float y2 = y - 44;
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float a = 1.f;
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if (y2 < ymin) {
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a = 1.f - (ymin - y2) * 0.02f;
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}
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if (y > (ymax + 40)) {
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a = 1.f - (y - (ymax + 40)) * 0.02f;
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}
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a = clampf(a, 0, 1);
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color(1, 1, 1, a);
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bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum));
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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);
|
||||
}
|
||||
|
|
@ -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));
|
||||
}
|
||||
|
Loading…
Reference in New Issue