blob: d7df6b96e7ef505c8ca87f3e9d60354ee7477b9b [file] [log] [blame]
#pragma version(1)
#pragma stateVertex(PV)
#pragma stateFragment(PF)
#pragma stateFragmentStore(PFS)
#define PI 3.14159f
// Variables from java ======
// Parameters ======
#define PARAM_BUBBLE_WIDTH 0
#define PARAM_BUBBLE_HEIGHT 1
#define PARAM_BUBBLE_BITMAP_WIDTH 2
#define PARAM_BUBBLE_BITMAP_HEIGHT 3
#define PARAM_SCROLL_HANDLE_ID 4
#define PARAM_SCROLL_HANDLE_TEX_WIDTH 5
#define PARAM_SCROLL_HANDLE_TEX_HEIGHT 6
// State ======
#define STATE_ICON_COUNT 0
#define STATE_SCROLL_X 1
#define STATE_FLING_TIME 2
#define STATE_FLING_VELOCITY_X 3
#define STATE_ADJUSTED_DECELERATION 4
/* with fling offset applied */
#define STATE_CURRENT_SCROLL_X 5
#define STATE_FLING_DURATION 6
#define STATE_FLING_END_POS 7
#define STATE_START_SCROLL_X 8
#define STATE_SELECTED_ICON_INDEX 9
#define STATE_SELECTED_ICON_TEXTURE 10
#define STATE_VISIBLE 11
#define STATE_ZOOM 12
// Drawing constants, should be parameters ======
#define VIEW_ANGLE 1.28700222f
int g_lastFrameTime = 0;
void print_frame_rate()
{
int now = uptimeMillis();
if (g_lastFrameTime != 0) {
debugI32("frame_rate", 1000/(now-g_lastFrameTime));
}
g_lastFrameTime = now;
}
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));
}
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)
{
int row;
int col;
float scale = 1.0f - loadI32(ALLOC_STATE, STATE_ZOOM)/100000.0f;
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 * 0.70f;
float farIconSize = FAR_ICON_SIZE;
float iconGutterHeight = farIconSize * 1.1f;
float farIconTextureSize = far_size(2 * ICON_TEXTURE_WIDTH_PX / (float)SCREEN_WIDTH_PX);
float labelWidthPx = loadI32(ALLOC_PARAMS, PARAM_BUBBLE_WIDTH);
float labelHeightPx = loadI32(ALLOC_PARAMS, PARAM_BUBBLE_HEIGHT);
float normalizedLabelWidth = 2 * labelWidthPx / (float)SCREEN_WIDTH_PX;
float farLabelWidth = far_size(normalizedLabelWidth);
float farLabelHeight = far_size(labelHeightPx * (normalizedLabelWidth / labelWidthPx));
float labelTextureWidth = labelWidthPx / loadI32(ALLOC_PARAMS, PARAM_BUBBLE_BITMAP_WIDTH);
float labelTextureHeight = labelHeightPx / loadI32(ALLOC_PARAMS, PARAM_BUBBLE_BITMAP_HEIGHT);
int selectedIconIndex = loadI32(ALLOC_STATE, STATE_SELECTED_ICON_INDEX);
for (row=0; row<ROWS_PER_PAGE && icon<=lastIcon; row++) {
float angle = centerAngle;
angle -= (columnGutterAngle + iconWidthAngle) * 1.5f;
float iconTop = (farIconSize + iconGutterHeight) * (2.0f + ICON_TOP_OFFSET)
- row * (farIconSize + iconGutterHeight);
iconTop -= 6 * scale; // make the zoom point below center
float iconBottom = iconTop - farIconSize;
float labelTop = iconBottom - (.1 * farLabelHeight);
float labelBottom = labelTop - 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;
centerZ -= ((RADIUS+2+1)*scale); // 2 is camera loc, 1 put it slightly behind that.
float iconLeftX = centerX - (cosine * farIconTextureSize * .5);
float iconRightX = centerX + (cosine * farIconTextureSize * .5);
float iconLeftZ = centerZ + (sine * farIconTextureSize * .5);
float iconRightZ = centerZ - (sine * farIconTextureSize * .5);
if (selectedIconIndex == icon) {
bindTexture(NAMED_PF, 0, loadI32(ALLOC_STATE, STATE_SELECTED_ICON_TEXTURE));
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_PF, 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 <= 0.1f) {
float labelLeftX = centerX - farLabelWidth * 0.5f;
float labelRightX = centerX + farLabelWidth * 0.5f;
bindTexture(NAMED_PF, 0, loadI32(ALLOC_LABEL_IDS, icon));
drawQuadTexCoords(
labelLeftX, labelTop, centerZ, 0.0f, 0.0f,
labelRightX, labelTop, centerZ, labelTextureWidth, 0.0f,
labelRightX, labelBottom, centerZ, labelTextureWidth, labelTextureHeight,
labelLeftX, labelBottom, centerZ, 0.0f, labelTextureHeight);
}
angle += columnGutterAngle + iconWidthAngle;
icon++;
}
}
}
int
main(int launchID)
{
// Clear to transparent
pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// If we're not supposed to be showing, don't do anything.
if (!loadI32(ALLOC_STATE, STATE_VISIBLE)) {
return 0;
}
// icons & labels
int iconCount = loadI32(ALLOC_STATE, STATE_ICON_COUNT);
int pageCount = count_pages(iconCount);
float scrollXPx = loadI32(ALLOC_STATE, STATE_SCROLL_X);
float maxScrollXPx = -(pageCount-1) * SCREEN_WIDTH_PX;
int done = 0;
// Clamp -- because java doesn't know how big the icons are
if (scrollXPx > 0) {
scrollXPx = 0;
}
if (scrollXPx < maxScrollXPx) {
scrollXPx = maxScrollXPx;
}
// If we've been given a velocity, start a fling
float flingVelocityPxMs = loadI32(ALLOC_STATE, STATE_FLING_VELOCITY_X);
if (flingVelocityPxMs != 0) {
// how many screens will this velocity do? TODO: use long
// G * ppi * friction // why G? // friction = 0.015
float deceleration = loadF(ALLOC_STATE, STATE_ADJUSTED_DECELERATION);
float flingDurationMs;
if (deceleration == 0) {
// On the first frame, calculate which animation we're going to do. If it's
// going to end up less than halfway into a page, we'll bounce back the previous
// page. Otherwise, we'll adjust the deceleration so it just makes it to the
// page boundary.
if (flingVelocityPxMs > 0) {
deceleration = -1000;
} else {
deceleration = 1000;
}
// minimum velocity
if (flingVelocityPxMs < 0) {
if (flingVelocityPxMs > -500) {
flingVelocityPxMs = -500;
}
} else {
if (flingVelocityPxMs < 500) {
flingVelocityPxMs = 500;
}
}
// v' = v + at --> t = -v / a
// x' = x + vt + .5 a t^2
flingDurationMs = - flingVelocityPxMs / deceleration;
float endPos = scrollXPx + (flingVelocityPxMs*flingDurationMs)
+ ((deceleration*flingDurationMs*flingDurationMs)/2);
if (endPos > 0) {
endPos = 0;
}
if (endPos < maxScrollXPx) {
endPos = maxScrollXPx;
}
float scrollOnPage = modf(endPos, SCREEN_WIDTH_PX);
int endPage = -endPos/SCREEN_WIDTH_PX;
if (flingVelocityPxMs < 0) {
if (scrollOnPage < (SCREEN_WIDTH_PX/2)) {
// adjust the deceleration so we align on the page boundary
// a = 2(x-x0-v0t)/t^2
endPos = -(endPage+1) * SCREEN_WIDTH_PX;
debugI32("endPos case 1", endPos);
} else {
// TODO: bounce
endPos = -(endPage+1) * SCREEN_WIDTH_PX;
debugI32("endPos case 2", endPos);
}
} else {
if (scrollOnPage >= (SCREEN_WIDTH_PX/2)) {
// adjust the deceleration so we align on the page boundary
endPos = -endPage * SCREEN_WIDTH_PX;
debugI32("endPos case 3", endPos);
} else {
// TODO: bounce
endPos = -endPage * SCREEN_WIDTH_PX;
debugI32("endPos case 4", endPos);
}
}
// v = v0 + at --> (v - v0) / t
deceleration = 2*(endPos-scrollXPx-(flingVelocityPxMs*flingDurationMs))
/ (flingDurationMs*flingDurationMs);
endPos = scrollXPx + (flingVelocityPxMs*flingDurationMs)
+ ((deceleration*flingDurationMs*flingDurationMs)/2);
storeF(ALLOC_STATE, STATE_ADJUSTED_DECELERATION, deceleration);
storeF(ALLOC_STATE, STATE_FLING_DURATION, flingDurationMs);
storeF(ALLOC_STATE, STATE_FLING_END_POS, endPos);
} else {
flingDurationMs = loadF(ALLOC_STATE, STATE_FLING_DURATION);
}
// adjust the deceleration so we always hit a page boundary
int flingTime = loadI32(ALLOC_STATE, STATE_FLING_TIME);
int now = uptimeMillis();
float elapsedTime = (now - flingTime) / 1000.0f;
int animEndTime = -flingVelocityPxMs / deceleration;
int flingOffsetPx = (flingVelocityPxMs * elapsedTime)
+ (deceleration * elapsedTime * elapsedTime / 2.0f);
scrollXPx += flingOffsetPx;
if (elapsedTime > flingDurationMs) {
scrollXPx = loadF(ALLOC_STATE, STATE_FLING_END_POS);
done = 1;
}
} else {
done = 1;
}
// Clamp
if (scrollXPx > 0) {
scrollXPx = 0;
}
if (scrollXPx < maxScrollXPx) {
scrollXPx = maxScrollXPx;
}
storeI32(ALLOC_STATE, STATE_CURRENT_SCROLL_X, scrollXPx);
if (done) {
storeI32(ALLOC_STATE, STATE_SCROLL_X, scrollXPx);
storeI32(ALLOC_STATE, STATE_FLING_VELOCITY_X, 0);
storeF(ALLOC_STATE, STATE_ADJUSTED_DECELERATION, 0);
}
// Draw the icons ========================================
bindProgramVertex(NAMED_PV);
bindProgramFragment(NAMED_PF);
bindProgramFragmentStore(NAMED_PFS);
// Bug makes 1.0f alpha fail.
color(1.0f, 1.0f, 1.0f, 0.99f);
int lastIcon = iconCount-1;
float currentPage = -scrollXPx / (float)SCREEN_WIDTH_PX;
int page = currentPage;
float currentPagePosition = currentPage - page;
int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
int icon = clamp(iconsPerPage * page, 0, lastIcon);
draw_page(icon, lastIcon, -VIEW_ANGLE*currentPagePosition);
draw_page(icon+iconsPerPage, lastIcon, (-VIEW_ANGLE*currentPagePosition)+VIEW_ANGLE);
// Draw the border lines for debugging ========================================
/*
bindProgramVertex(NAMED_PVOrtho);
bindProgramFragment(NAMED_PFText);
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 scroll handle ========================================
/*
bindTexture(NAMED_PFText, 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);
*/
print_frame_rate();
return !done;
}