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-rw-r--r--res/raw/allapps.rs427
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));
-}
-