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1 #pragma version(1)
2 #pragma stateVertex(PV)
3 #pragma stateFragment(PFTexLinear)
4 #pragma stateStore(PSIcons)
5 
6 #define PI 3.14159f
7 
8 
9 // Attraction to center values from page edge to page center.
10 float g_AttractionTable[9];
11 float g_FrictionTable[9];
12 float g_PhysicsTableSize;
13 
14 float g_PosPage;
15 float g_PosVelocity;
16 float g_LastPositionX;
17 int g_LastTouchDown;
18 float g_DT;
19 int g_LastTime;
20 int g_PageCount;
21 float g_Zoom;
22 float g_OldPosPage;
23 float g_OldPosVelocity;
24 float g_OldZoom;
25 
26 // Drawing constants, should be parameters ======
27 #define VIEW_ANGLE 1.28700222f
28 
29 int g_DrawLastFrame;
lastFrame(int draw)30 int lastFrame(int draw) {
31     // We draw one extra frame to work around the last frame post bug.
32     // We also need to track if we drew the last frame to deal with large DT
33     // in the physics.
34     int ret = g_DrawLastFrame | draw;
35     g_DrawLastFrame = draw;
36     return ret;  // should return draw instead.
37 }
38 
updateReadback()39 void updateReadback() {
40     if ((g_OldPosPage != g_PosPage) ||
41         (g_OldPosVelocity != g_PosVelocity) ||
42         (g_OldZoom != g_Zoom)) {
43 
44         g_OldPosPage = g_PosPage;
45         g_OldPosVelocity = g_PosVelocity;
46         g_OldZoom = g_Zoom;
47 
48         int i[3];
49         i[0] = g_PosPage * (1 << 16);
50         i[1] = g_PosVelocity * (1 << 16);
51         i[2] = g_OldZoom * (1 << 16);
52         sendToClient(&i[0], 1, 12, 1);
53     }
54 }
55 
init()56 void init() {
57     g_AttractionTable[0] = 6.5f;
58     g_AttractionTable[1] = 6.5f;
59     g_AttractionTable[2] = 7.0f;
60     g_AttractionTable[3] = 6.0f;
61     g_AttractionTable[4] = -6.0f;
62     g_AttractionTable[5] = -7.0f;
63     g_AttractionTable[6] = -6.5f;
64     g_AttractionTable[7] = -6.5f;
65     g_AttractionTable[8] = -6.5f;  // dup 7 to avoid a clamp later
66     g_FrictionTable[0] = 3.5f;
67     g_FrictionTable[1] = 3.6f;
68     g_FrictionTable[2] = 4.0f;
69     g_FrictionTable[3] = 5.0f;
70     g_FrictionTable[4] = 5.0f;
71     g_FrictionTable[5] = 4.0f;
72     g_FrictionTable[6] = 3.6f;
73     g_FrictionTable[7] = 3.5f;
74     g_FrictionTable[8] = 3.5f;  // dup 7 to avoid a clamp later
75     g_PhysicsTableSize = 7;
76 
77     g_PosVelocity = 0;
78     g_PosPage = 0;
79     g_LastTouchDown = 0;
80     g_LastPositionX = 0;
81     g_Zoom = 0;
82 }
83 
resetHWWar()84 void resetHWWar() {
85 }
86 
move()87 void move() {
88     if (g_LastTouchDown) {
89         float dx = -(state->newPositionX - g_LastPositionX);
90         g_PosVelocity = 0;
91         g_PosPage += dx;
92 
93         float pmin = -0.25f;
94         float pmax = (g_PageCount - 1) + 0.25f;
95         g_PosPage = clampf(g_PosPage, pmin, pmax);
96     }
97     g_LastTouchDown = state->newTouchDown;
98     g_LastPositionX = state->newPositionX;
99     //debugF("Move P", g_PosPage);
100 }
101 
fling()102 void fling() {
103     g_LastTouchDown = 0;
104     g_PosVelocity = -state->flingVelocityX;
105     float av = fabsf(g_PosVelocity);
106     float minVel = 3.5f;
107 
108     minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
109 
110     if (av < minVel && av > 0.2f) {
111         if (g_PosVelocity > 0) {
112             g_PosVelocity = minVel;
113         } else {
114             g_PosVelocity = -minVel;
115         }
116     }
117 
118     if (g_PosPage <= 0) {
119         g_PosVelocity = maxf(0, g_PosVelocity);
120     }
121     if (g_PosPage > (g_PageCount - 1)) {
122         g_PosVelocity = minf(0, g_PosVelocity);
123     }
124     //debugF("fling v", g_PosVelocity);
125 }
126 
touchUp()127 void touchUp() {
128     g_LastTouchDown = 0;
129 }
130 
131 int
count_pages(int iconCount)132 count_pages(int iconCount)
133 {
134     int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
135     int pages = iconCount / iconsPerPage;
136     if (pages*iconsPerPage != iconCount) {
137         pages++;
138     }
139     return pages;
140 }
141 
142 float
modf(float x,float y)143 modf(float x, float y)
144 {
145     return x-(y*floorf(x/y));
146 }
147 
updatePos()148 void updatePos() {
149     if (g_LastTouchDown) {
150         return;
151     }
152 
153     float tablePosNorm = fracf(g_PosPage + 0.5f);
154     float tablePosF = tablePosNorm * g_PhysicsTableSize;
155     int tablePosI = tablePosF;
156     float tablePosFrac = tablePosF - tablePosI;
157     float accel = lerpf(g_AttractionTable[tablePosI],
158                         g_AttractionTable[tablePosI + 1],
159                         tablePosFrac) * g_DT;
160     float friction = lerpf(g_FrictionTable[tablePosI],
161                            g_FrictionTable[tablePosI + 1],
162                            tablePosFrac) * g_DT;
163     //debugF("  accel", accel);
164     //debugF("  friction", friction);
165 
166     // If our velocity is low OR acceleration is opposing it, apply it.
167     if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
168         g_PosVelocity += accel;
169     }
170 
171     if ((friction > fabsf(g_PosVelocity)) && (friction > fabsf(accel))) {
172         // Special get back to center and overcome friction physics.
173         float t = tablePosNorm - 0.5f;
174         if (fabsf(t) < (friction * g_DT)) {
175             // really close, just snap
176             g_PosPage = roundf(g_PosPage);
177             g_PosVelocity = 0;
178         } else {
179             if (t > 0) {
180                 g_PosVelocity = -friction;
181             } else {
182                 g_PosVelocity = friction;
183             }
184         }
185     } else {
186         // Normal physics
187         if (g_PosVelocity > 0) {
188             g_PosVelocity -= friction;
189             g_PosVelocity = maxf(g_PosVelocity, 0);
190         } else {
191             g_PosVelocity += friction;
192             g_PosVelocity = minf(g_PosVelocity, 0);
193         }
194     }
195     g_PosPage += g_PosVelocity * g_DT;
196 
197     // Check for out of boundry conditions.
198     if (g_PosPage < 0 && g_PosVelocity < 0) {
199         float damp = 1.0 + (g_PosPage * 4);
200         damp = clampf(damp, 0.f, 0.9f);
201         g_PosVelocity *= damp;
202     }
203     if (g_PosPage > (g_PageCount-1) && g_PosVelocity > 0) {
204         float damp = 1.0 - ((g_PosPage - g_PageCount + 1) * 4);
205         damp = clampf(damp, 0.f, 0.9f);
206         g_PosVelocity *= damp;
207     }
208 }
209 
positionStrip(float row,float column)210 int positionStrip(float row, float column)
211 {
212     float mat1[16];
213 
214     float y =  1.2f - row * 0.6f;
215 
216     float scale = 256.f / getWidth();
217     float xscale = scale * 4.55 / 1.8f / 2;
218 
219     matrixLoadTranslate(mat1, 0.f, y, 0.f);
220     matrixScale(mat1, 1.f, scale, 1.f);
221     vpLoadModelMatrix(mat1);
222 
223     float soff = -21.8f - (column * 1.25f);
224     matrixLoadScale(mat1, xscale, 1.f, 1.f);
225     matrixTranslate(mat1, soff, 0, 0);
226     vpLoadTextureMatrix(mat1);
227 
228     return - soff * 10.f;
229 }
230 
drawIcon(float row,float column,int iconNum)231 void drawIcon(float row, float column, int iconNum)
232 {
233     int offset = positionStrip(row, column);
234     bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
235 
236     if (offset < 0) {
237         offset = 0;
238     }
239     if (offset >= (450 - 20)) {
240         offset = (449 - 20);
241     }
242     drawSimpleMeshRange(NAMED_SMMesh, offset * 6, 20 * 6);
243 }
244 
245 void
draw_home_button()246 draw_home_button()
247 {
248     color(1.0f, 1.0f, 1.0f, 1.0f);
249     bindTexture(NAMED_PFTexLinear, 0, state->homeButtonId);
250 
251     float scale = 2.0f / SCREEN_WIDTH_PX;
252 
253     float x = 0.0f;
254 
255     float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
256     y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
257 
258     float z = 0.0f;
259     drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
260 }
261 
262 int
main(int launchID)263 main(int launchID)
264 {
265     // Compute dt in seconds.
266     int newTime = uptimeMillis();
267     g_DT = (newTime - g_LastTime) / 1000.f;
268     g_LastTime = newTime;
269 
270     if (!g_DrawLastFrame) {
271         // If we stopped rendering we cannot use DT.
272         // assume 30fps in this case.
273         g_DT = 0.033f;
274     }
275     if (g_DT > 0.2f) {
276         // physics may break if DT is large.
277         g_DT = 0.2f;
278     }
279 
280     debugF("zoom", g_Zoom);
281     if (g_Zoom != state->zoomTarget) {
282         float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
283         if (dz && (fabsf(dz) < 0.03f)) {
284             if (dz > 0) {
285                 dz = 0.03f;
286             } else {
287                 dz = -0.03f;
288             }
289         }
290         if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
291             g_Zoom = state->zoomTarget;
292         } else {
293             g_Zoom += dz;
294         }
295         updateReadback();
296     }
297 
298     // Set clear value to dim the background based on the zoom position.
299     if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
300         pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
301         // When we're zoomed out and not tracking motion events, reset the pos to 0.
302         if (!g_LastTouchDown) {
303             g_PosPage = 0;
304         }
305         return lastFrame(0);
306     } else if (g_Zoom < 0.85f) {
307         pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
308     } else {
309         pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
310     }
311 
312     // icons & labels
313     int iconCount = state->iconCount;
314     g_PageCount = count_pages(iconCount);
315 
316     updatePos(0.1f);
317     updateReadback();
318 
319     debugF("    draw g_PosPage", g_PosPage);
320 
321     // Draw the icons ========================================
322 
323     // Bug makes 1.0f alpha fail.
324     //color(0.2f, 0.2f, 0.2f, 0.99f);
325     //bindProgramFragment(NAMED_PFColor);
326     //positionStrip(0, 0);
327     //drawSimpleMesh(NAMED_SMMesh);
328 
329     bindProgramFragment(NAMED_PFTexLinear);
330 
331 
332     int lastIcon = iconCount-1;
333 
334     int page = g_PosPage;
335     float currentPagePosition = g_PosPage - page;
336 
337     int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
338     float scale = (1 / g_Zoom);
339 
340     float pageAngle = VIEW_ANGLE * 1.2f;
341 
342     float zoomOffset = 40 * (1 - g_Zoom);
343     int drawPage;
344     //lastIcon = 1;
345     for (drawPage = 0; drawPage < g_PageCount; drawPage++) {
346         int r, c;
347         for (r=0; r < 4; r++) {
348             for (c=0; c < 4; c++) {
349                 int iconNum = drawPage * 16 + c + r * 4;
350                 if (iconNum <= lastIcon) {
351                     float p = (((float)drawPage) - g_PosPage) * 5.f;
352                     p += c - 1.5f;
353                     p += zoomOffset;
354                     if (fabsf(p) > 2) {
355                         drawIcon(r, p, iconNum);
356                     }
357                 }
358             }
359         }
360     }
361 
362     for (drawPage = 0; drawPage < g_PageCount; drawPage++) {
363         int r, c;
364         for (r=0; r < 4; r++) {
365             for (c=0; c < 4; c++) {
366                 int iconNum = drawPage * 16 + c + r * 4;
367                 if (iconNum <= lastIcon) {
368                     float p = (((float)drawPage) - g_PosPage) * 5.f;
369                     p += c - 1.5f;
370                     p += zoomOffset;
371                     float x = (p * 1.13f + 1.88f) * getWidth() * 0.2f;
372                     float y = 570 - r * 147;
373 
374                     if (fabsf(p) <= 2) {
375                         drawIcon(r, p, iconNum);
376                     }
377                     if (fabsf(p) <= 2.5) {
378                         float a = (1.2f - maxf(scale, 1.0f)) * 5;
379                         color(1.0f, 1.0f, 1.0f, a);
380                         bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum));
381                         drawSpriteScreenspace(x, y, 0,
382                                    params->bubbleBitmapWidth, params->bubbleBitmapHeight);
383                     }
384                 }
385             }
386         }
387 
388     }
389 
390     {
391         float mat1[16];
392         matrixLoadIdentity(mat1);
393         vpLoadModelMatrix(mat1);
394         vpLoadTextureMatrix(mat1);
395     }
396 
397     // Draw the home button ========================================
398     //draw_home_button();
399 
400     // Bug workaround where the last frame is not always displayed
401     // So we keep rendering until the bug is fixed.
402     return 1; //(g_PosVelocity != 0) || fracf(g_PosPage) || g_Zoom != g_ZoomTarget);
403 }
404 
405