blob: 6a417272220cb9157c102985254bf91e36ce8797 [file] [log] [blame]
#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 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;
}
}
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, 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(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));
}