#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_PosMax; 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 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; //debugF("Move P", g_PosPage); } void fling() { g_LastTouchDown = 0; g_PosVelocity = -state->flingVelocityX * 2; 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); } } 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; } 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 = lerpf(g_FrictionTable[tablePosI], g_FrictionTable[tablePosI + 1], tablePosFrac) * g_DT; if (g_PosPage < -0.5f) { accel = g_AttractionTable[0] * g_DT; friction = g_FrictionTable[0] * g_DT; outOfRange = 1; } if ((g_PosPage - g_PosMax) > 0.5f) { accel = g_AttractionTable[(int)g_PhysicsTableSize] * g_DT; friction = g_FrictionTable[(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) { 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 mat1[16]; float x = 0.5f * (column - 1.5f); float scale = 72.f * 3 / getWidth(); //float xscale = scale * 4.55 / 1.8f / 2; 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); } vpLoadModelMatrix(mat1); float soff = row; if (isTop) { matrixLoadScale(mat1, 1.f, -0.85f, 1.f); matrixTranslate(mat1, 0, -(row * 1.4) - 0.97, 0); } else { matrixLoadScale(mat1, 1.f, 0.85f, 1.f); matrixTranslate(mat1, 0, -(row * 1.4) - 0.45, 0); } vpLoadTextureMatrix(mat1); return 0;//- soff * 10.f; } void draw_home_button() { color(1.0f, 1.0f, 1.0f, 1.0f); bindTexture(NAMED_PFTexLinear, 0, params->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 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)) { color(1.f, 1.f, 1.f, 1.f); bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); drawSpriteScreenspace(x, y, 0, 128, 128); } 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); color(1, 1, 1, a); bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum)); drawSpriteScreenspace(x, y - 44, 0, params->bubbleBitmapWidth, params->bubbleBitmapHeight); } iconNum++; } } } void drawTop(float rowOffset) { int intRowOffset = rowOffset; int row, col; int iconNum = 0; for (row = 0; row < rowOffset; row++) { for (col=0; col < 4; col++) { if (iconNum >= state->iconCount) { return; } int ps = positionStrip(rowOffset - row, col, 1); bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); drawSimpleMesh(NAMED_SMMesh2); iconNum++; } } } void drawBottom(float rowOffset) { 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) { int ps = positionStrip(pos, col, 0); bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum)); drawSimpleMesh(NAMED_SMMesh2); } 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; } if (g_DT > 0.2f) { // physics may break if DT is large. g_DT = 0.2f; } 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_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_SMMesh2); //positionStrip(1, 1); //drawSimpleMesh(NAMED_SMMesh2); //positionStrip(1, 2); //drawSimpleMesh(NAMED_SMMesh2); //positionStrip(1, 3); //drawSimpleMesh(NAMED_SMMesh2); 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); drawTop(g_PosPage); drawBottom(g_PosPage); drawFrontGrid(g_PosPage); { float mat1[16]; matrixLoadIdentity(mat1); vpLoadModelMatrix(mat1); vpLoadTextureMatrix(mat1); } if (0) { float h = getHeight(); color(1, 1, 1, 1); bindProgramFragment(NAMED_PFColor); bindProgramVertex(NAMED_PVOrtho); float dy = 145.f; float y = h - ((h - (dy * 4.f)) / 2); drawLine(0, y, 0, 480, y, 0); y -= dy; drawLine(0, y, 0, 480, y, 0); y -= dy; drawLine(0, y, 0, 480, y, 0); y -= dy; drawLine(0, y, 0, 480, y, 0); y -= dy; drawLine(0, y, 0, 480, y, 0); } // 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 lastFrame((g_PosVelocity != 0) || fracf(g_PosPage) || g_Zoom != state->zoomTarget); }