diff options
Diffstat (limited to 'res/raw/allapps.rs')
-rw-r--r-- | res/raw/allapps.rs | 427 |
1 files changed, 0 insertions, 427 deletions
diff --git a/res/raw/allapps.rs b/res/raw/allapps.rs deleted file mode 100644 index af5abd3..0000000 --- a/res/raw/allapps.rs +++ /dev/null @@ -1,427 +0,0 @@ -#pragma version(1) -#pragma stateVertex(PV) -#pragma stateFragment(PFTexNearest) -#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_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_Animation; -float g_OldPosPage; -float g_OldPosVelocity; -float g_OldZoom; -float g_MoveToTotalTime; -float g_MoveToTime; -float g_MoveToOldPos; - -int g_Cols; -int g_Rows; - -// 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] = 20.0f; - g_AttractionTable[1] = 20.0f; - g_AttractionTable[2] = 20.0f; - g_AttractionTable[3] = 10.0f; - g_AttractionTable[4] = -10.0f; - g_AttractionTable[5] = -20.0f; - g_AttractionTable[6] = -20.0f; - g_AttractionTable[7] = -20.0f; - g_AttractionTable[8] = -20.0f; // dup 7 to avoid a clamp later - g_FrictionTable[0] = 10.0f; - g_FrictionTable[1] = 10.0f; - g_FrictionTable[2] = 11.0f; - g_FrictionTable[3] = 15.0f; - g_FrictionTable[4] = 15.0f; - g_FrictionTable[5] = 11.0f; - g_FrictionTable[6] = 10.0f; - g_FrictionTable[7] = 10.0f; - g_FrictionTable[8] = 10.0f; // 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_Animation = 1.f; - g_SpecialHWWar = 1; - g_MoveToTime = 0; - g_MoveToOldPos = 0; - g_MoveToTotalTime = 0.2f; // Duration of scrolling 1 line -} - -void resetHWWar() { - g_SpecialHWWar = 1; -} - -void move() { - if (g_LastTouchDown) { - float dx = -(state->newPositionX - g_LastPositionX); - g_PosVelocity = 0; - g_PosPage += dx * 5.2f; - - float pmin = -0.49f; - float pmax = g_PosMax + 0.49f; - 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; - - // debugF("======= moveTo", state->targetPos); -} - -void setZoom() { - g_Zoom = state->zoomTarget; - g_DrawLastFrame = 1; - updateReadback(); -} - -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)); -} - - -/* - * Interpolates values in the range 0..1 to a curve that eases in - * and out. - */ -float -getInterpolation(float input) { - return (cosf((input + 1) * PI) / 2.0f) + 0.5f; -} - - -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; - - if (g_MoveToTime) { - // New position is old posiition + (total distance) * (interpolated time) - g_PosPage = g_MoveToOldPos + (state->targetPos - g_MoveToOldPos) * getInterpolation((g_MoveToTotalTime - g_MoveToTime) / g_MoveToTotalTime); - g_MoveToTime -= g_DT; - if (g_MoveToTime <= 0) { - g_MoveToTime = 0; - g_PosPage = state->targetPos; - } - return; - } - - // If our velocity is low OR acceleration is opposing it, apply it. - if (fabsf(g_PosVelocity) < 4.0f || (g_PosVelocity * accel) < 0) { - g_PosVelocity += accel; - } - //debugF("g_PosPage", g_PosPage); - //debugF(" g_PosVelocity", g_PosVelocity); - //debugF(" friction", friction); - //debugF(" accel", accel); - - // 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); - } - - 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; - } - } - } - - // 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_PosMax && g_PosVelocity > 0) { - float damp = 1.0 - ((g_PosPage - g_PosMax) * 4); - damp = clampf(damp, 0.f, 0.9f); - g_PosVelocity *= damp; - } - - g_PosPage += g_PosVelocity * g_DT; - g_PosPage = clampf(g_PosPage, -0.49, g_PosMax + 0.49); -} - - -void -draw_home_button() -{ - setColor(1.0f, 1.0f, 1.0f, 1.0f); - bindTexture(NAMED_PFTexNearest, 0, state->homeButtonId); - - float w = getWidth(); - float h = getHeight(); - - float x; - float y; - if (getWidth() > getHeight()) { - x = w - (params->homeButtonTextureWidth * (1 - g_Animation)) + 20; - y = (h - params->homeButtonTextureHeight) * 0.5f; - } else { - x = (w - params->homeButtonTextureWidth) / 2; - y = -g_Animation * params->homeButtonTextureHeight; - y -= 30; // move the house to the edge of the screen as it doesn't fill the texture. - } - - drawSpriteScreenspace(x, y, 0, 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 = 120.f;//getWidth() / 4; - float rowHeight = colWidth + 25.f; - float yoff = 0.5f * h + 1.5f * rowHeight; - - int row, col; - int colCount = 4; - if (w > h) { - colCount = 6; - rowHeight -= 12.f; - yoff = 0.47f * h + 1.0f * rowHeight; - } - - int iconNum = (intRowOffset - 5) * colCount; - - - bindProgramVertex(NAMED_PVCurve); - - vpConstants->Position.z = p; - - setColor(1.0f, 1.0f, 1.0f, 1.0f); - for (row = -5; row < 15; row++) { - float y = yoff - ((-rowFrac + row) * rowHeight); - - for (col=0; col < colCount; col++) { - if (iconNum >= state->iconCount) { - return; - } - - if (iconNum >= 0) { - float x = colWidth * col + (colWidth / 2); - vpConstants->Position.x = x + 0.2f; - - if (state->selectedIconIndex == iconNum && !p) { - bindProgramFragment(NAMED_PFTexNearest); - bindTexture(NAMED_PFTexNearest, 0, state->selectedIconTexture); - vpConstants->ImgSize.x = SELECTION_TEXTURE_WIDTH_PX; - vpConstants->ImgSize.y = SELECTION_TEXTURE_HEIGHT_PX; - vpConstants->Position.y = y - (SELECTION_TEXTURE_HEIGHT_PX - ICON_TEXTURE_HEIGHT_PX) * 0.5f; - drawSimpleMesh(NAMED_SMCell); - } - - bindProgramFragment(NAMED_PFTexMip); - vpConstants->ImgSize.x = ICON_TEXTURE_WIDTH_PX; - vpConstants->ImgSize.y = ICON_TEXTURE_HEIGHT_PX; - vpConstants->Position.y = y - 0.2f; - bindTexture(NAMED_PFTexMip, 0, loadI32(ALLOC_ICON_IDS, iconNum)); - drawSimpleMesh(NAMED_SMCell); - - bindProgramFragment(NAMED_PFTexMipAlpha); - vpConstants->ImgSize.x = 120.f; - vpConstants->ImgSize.y = 64.f; - vpConstants->Position.y = y - 64.f - 0.2f; - bindTexture(NAMED_PFTexMipAlpha, 0, loadI32(ALLOC_LABEL_IDS, iconNum)); - drawSimpleMesh(NAMED_SMCell); - } - iconNum++; - } - } -} - - -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 = g_DT * 1.7f; - if (state->zoomTarget < 0.5f) { - dz = -dz; - } - if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) { - g_Zoom = state->zoomTarget; - } else { - g_Zoom += dz; - } - updateReadback(); - } - g_Animation = powf(1-g_Zoom, 3); - - // 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; - if (getWidth() > getHeight()) { - g_Cols = 6; - g_Rows = 3; - } else { - g_Cols = 4; - g_Rows = 4; - } - g_PosMax = ((iconCount + (g_Cols-1)) / g_Cols) - g_Rows; - if (g_PosMax < 0) g_PosMax = 0; - - updatePos(); - updateReadback(); - - //debugF(" draw g_PosPage", g_PosPage); - - // Draw the icons ======================================== - drawFrontGrid(g_PosPage, g_Animation); - - bindProgramFragment(NAMED_PFTexNearest); - 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 || (g_MoveToTime != 0)); -} - |