| #pragma version(1) |
| #pragma stateVertex(PV) |
| #pragma stateFragment(PFTexLinear) |
| #pragma stateStore(PSIcons) |
| |
| #define PI 3.14159f |
| |
| int g_SpecialHWWar; |
| |
| // Attraction to center values from page edge to page center. |
| float g_AttractionTable[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; |
| float g_MoveToTotalTime; |
| float g_MoveToTime; |
| float g_MoveToOldPos; |
| |
| |
| // 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 setColor(float r, float g, float b, float a) { |
| if (g_SpecialHWWar) { |
| color(0, 0, 0, 0.001f); |
| } else { |
| color(r, g, b, a); |
| } |
| } |
| |
| 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_PhysicsTableSize = 7; |
| |
| g_PosVelocity = 0; |
| g_PosPage = 0; |
| g_LastTouchDown = 0; |
| g_LastPositionX = 0; |
| g_Zoom = 0; |
| g_SpecialHWWar = 1; |
| g_MoveToTime = 0; |
| g_MoveToOldPos = 0; |
| g_MoveToTotalTime = 0.5f; |
| } |
| |
| void resetHWWar() { |
| g_SpecialHWWar = 1; |
| } |
| |
| 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; |
| g_MoveToTime = 0; |
| //debugF("Move P", g_PosPage); |
| } |
| |
| void moveTo() { |
| g_MoveToTime = g_MoveToTotalTime; |
| g_PosVelocity = 0; |
| g_MoveToOldPos = g_PosPage; |
| } |
| |
| void fling() { |
| g_LastTouchDown = 0; |
| g_PosVelocity = -state->flingVelocity * 4; |
| 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); |
| } |
| } |
| |
| 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 = 4.f * g_DT; |
| |
| if (g_MoveToTime) { |
| float a = 2.f * (state->targetPos - g_MoveToOldPos) / |
| (g_MoveToTotalTime * g_MoveToTotalTime); |
| if (g_MoveToTime > (g_MoveToTotalTime * 0.5f)) { |
| // slowing |
| g_PosPage = state->targetPos - 0.5f * a * (g_MoveToTime * g_MoveToTime); |
| } else { |
| // accelerating. |
| float t = g_MoveToTotalTime - g_MoveToTime; |
| g_PosPage = g_MoveToOldPos + 0.5f * a * (t * t); |
| } |
| g_MoveToTime -= g_DT; |
| if (g_MoveToTime <= 0) { |
| g_MoveToTime = 0; |
| g_PosPage = state->targetPos; |
| } |
| return; |
| } |
| |
| if (g_PosPage < -0.5f) { |
| accel = g_AttractionTable[0] * g_DT; |
| outOfRange = 1; |
| } |
| if ((g_PosPage - g_PosMax) > 0.5f) { |
| accel = g_AttractionTable[(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 || outOfRange) { |
| 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 p) |
| { |
| float mat1[16]; |
| float x = 0.5f * (column - 1.5f); |
| float scale = 72.f * 3 / getWidth(); |
| |
| 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); |
| matrixTranslate(mat1, 0, p * 2, 0.f); |
| matrixRotate(mat1, -p * 50, 1, 0, 0); |
| } |
| vpLoadModelMatrix(mat1); |
| |
| float soff = -(row * 1.4); |
| if (isTop) { |
| matrixLoadScale(mat1, 1.f, -0.85f, 1.f); |
| matrixTranslate(mat1, 0, soff - 0.97f, 0); |
| } else { |
| matrixLoadScale(mat1, 1.f, 0.85f, 1.f); |
| matrixTranslate(mat1, 0, soff - 0.45f, 0); |
| } |
| vpLoadTextureMatrix(mat1); |
| return -soff * 10.f; |
| } |
| |
| void |
| draw_home_button() |
| { |
| setColor(1.0f, 1.0f, 1.0f, 1.0f); |
| bindTexture(NAMED_PFTexLinear, 0, state->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 p) |
| { |
| 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)) { |
| setColor(1.f, 1.f, 1.f, 1.f); |
| |
| if (state->selectedIconIndex == iconNum && !p) { |
| bindTexture(NAMED_PFTexLinear, 0, state->selectedIconTexture); |
| drawSpriteScreenspace(x, y, 0, 128, 128); |
| } |
| |
| bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); |
| if (!p) { |
| drawSpriteScreenspace(x, y, 0, 128, 128); |
| } else { |
| float px = ((x + 64) - (getWidth() / 2)) / (getWidth() / 2); |
| float py = ((y + 64) - (getHeight() / 2)) / (getWidth() / 2); |
| float d = 64.f / (getWidth() / 2); |
| px *= p + 1; |
| py *= p + 1; |
| drawQuadTexCoords(px - d, py - d, -p, 0, 1, |
| px - d, py + d, -p, 0, 0, |
| px + d, py + d, -p, 1, 0, |
| px + d, py - d, -p, 1, 1); |
| } |
| } |
| |
| 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); |
| a *= maxf(0, 1.f - p * 5.f); |
| |
| setColor(1, 1, 1, a); |
| bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum)); |
| drawSpriteScreenspace(x, y - 44, 0, |
| params->bubbleBitmapWidth, params->bubbleBitmapHeight); |
| } |
| iconNum++; |
| } |
| } |
| } |
| |
| void drawStrip(float row, float column, int isTop, int iconNum, float p) |
| { |
| if (iconNum < 0) return; |
| int offset = positionStrip(row, column, isTop, p); |
| bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); |
| if (offset < -20) return; |
| offset = clamp(offset, 0, 199 - 20); |
| drawSimpleMeshRange(NAMED_SMMesh, offset * 6, 20 * 6); |
| } |
| |
| void drawTop(float rowOffset) |
| { |
| int row, col; |
| int iconNum = 0; |
| for (row = 0; row < rowOffset; row++) { |
| for (col=0; col < 4; col++) { |
| if (iconNum >= state->iconCount) { |
| return; |
| } |
| drawStrip(rowOffset - row, col, 1, iconNum, 0); |
| iconNum++; |
| } |
| } |
| } |
| |
| void drawBottom(float rowOffset, float p) |
| { |
| 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) { |
| drawStrip(pos, col, 0, iconNum, p); |
| } |
| 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; |
| } |
| // physics may break if DT is large. |
| g_DT = minf(g_DT, 0.2f); |
| |
| if (g_Zoom != state->zoomTarget) { |
| float dz; |
| if (state->zoomTarget > 0.5f) { |
| dz = (1 - g_Zoom) * 0.2f; |
| } else { |
| dz = -g_DT - (1 - g_Zoom) * 0.2f; |
| } |
| if (dz && (fabsf(dz) < 0.02f)) { |
| if (dz > 0) { |
| dz = 0.02f; |
| } else { |
| dz = -0.02f; |
| } |
| } |
| 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) && !g_SpecialHWWar) { |
| 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 { |
| 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_SMMesh); |
| |
| bindProgramFragment(NAMED_PFTexLinear); |
| |
| |
| drawTop(g_PosPage); |
| drawBottom(g_PosPage, 1-g_Zoom); |
| |
| { |
| float mat1[16]; |
| matrixLoadIdentity(mat1); |
| vpLoadModelMatrix(mat1); |
| vpLoadTextureMatrix(mat1); |
| } |
| drawFrontGrid(g_PosPage, 1-g_Zoom); |
| draw_home_button(); |
| |
| |
| // This is a WAR to do a rendering pass without drawing during init to |
| // force the driver to preload and compile its shaders. |
| // Without this the first animation does not appear due to the time it |
| // takes to init the driver state. |
| if (g_SpecialHWWar) { |
| g_SpecialHWWar = 0; |
| return 1; |
| } |
| |
| // 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); |
| } |
| |