| #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; |
| 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 resetHWWar() { |
| } |
| |
| 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; |
| } |
| } |
| |
| int positionStrip(float row, float column) |
| { |
| float mat1[16]; |
| |
| float y = 1.2f - row * 0.6f; |
| |
| float scale = 256.f / getWidth(); |
| float xscale = scale * 4.55 / 1.8f / 2; |
| |
| matrixLoadTranslate(mat1, 0.f, y, 0.f); |
| matrixScale(mat1, 1.f, scale, 1.f); |
| vpLoadModelMatrix(mat1); |
| |
| float soff = -21.8f - (column * 1.25f); |
| matrixLoadScale(mat1, xscale, 1.f, 1.f); |
| matrixTranslate(mat1, soff, 0, 0); |
| vpLoadTextureMatrix(mat1); |
| |
| return - soff * 10.f; |
| } |
| |
| void drawIcon(float row, float column, int iconNum) |
| { |
| int offset = positionStrip(row, column); |
| bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); |
| |
| if (offset < 0) { |
| offset = 0; |
| } |
| if (offset >= (450 - 20)) { |
| offset = (449 - 20); |
| } |
| drawSimpleMeshRange(NAMED_SMMesh, offset * 6, 20 * 6); |
| } |
| |
| void |
| draw_home_button() |
| { |
| color(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); |
| } |
| |
| 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(0.2f, 0.2f, 0.2f, 0.99f); |
| //bindProgramFragment(NAMED_PFColor); |
| //positionStrip(0, 0); |
| //drawSimpleMesh(NAMED_SMMesh); |
| |
| 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); |
| int drawPage; |
| //lastIcon = 1; |
| for (drawPage = 0; drawPage < g_PageCount; drawPage++) { |
| int r, c; |
| for (r=0; r < 4; r++) { |
| for (c=0; c < 4; c++) { |
| int iconNum = drawPage * 16 + c + r * 4; |
| if (iconNum <= lastIcon) { |
| float p = (((float)drawPage) - g_PosPage) * 5.f; |
| p += c - 1.5f; |
| p += zoomOffset; |
| if (fabsf(p) > 2) { |
| drawIcon(r, p, iconNum); |
| } |
| } |
| } |
| } |
| } |
| |
| for (drawPage = 0; drawPage < g_PageCount; drawPage++) { |
| int r, c; |
| for (r=0; r < 4; r++) { |
| for (c=0; c < 4; c++) { |
| int iconNum = drawPage * 16 + c + r * 4; |
| if (iconNum <= lastIcon) { |
| float p = (((float)drawPage) - g_PosPage) * 5.f; |
| p += c - 1.5f; |
| p += zoomOffset; |
| float x = (p * 1.13f + 1.88f) * getWidth() * 0.2f; |
| float y = 570 - r * 147; |
| |
| if (fabsf(p) <= 2) { |
| drawIcon(r, p, iconNum); |
| } |
| if (fabsf(p) <= 2.5) { |
| 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, iconNum)); |
| drawSpriteScreenspace(x, y, 0, |
| params->bubbleBitmapWidth, params->bubbleBitmapHeight); |
| } |
| } |
| } |
| } |
| |
| } |
| |
| { |
| float mat1[16]; |
| matrixLoadIdentity(mat1); |
| vpLoadModelMatrix(mat1); |
| vpLoadTextureMatrix(mat1); |
| } |
| |
| // 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 1; //(g_PosVelocity != 0) || fracf(g_PosPage) || g_Zoom != g_ZoomTarget); |
| } |
| |