d63458b34c
We'll need another asset for the selected state, when we do that. This also updates the all apps icon to be a grid.
433 lines
13 KiB
C
433 lines
13 KiB
C
#pragma version(1)
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#pragma stateVertex(PV)
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#pragma stateFragment(PFTexLinear)
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#pragma stateStore(PSIcons)
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#define PI 3.14159f
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// Attraction to center values from page edge to page center.
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float g_AttractionTable[9];
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float g_FrictionTable[9];
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float g_PhysicsTableSize;
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float g_PosPage;
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float g_PosVelocity;
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float g_LastPositionX;
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int g_LastTouchDown;
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float g_DT;
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int g_LastTime;
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int g_PageCount;
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float g_Zoom;
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// Drawing constants, should be parameters ======
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#define VIEW_ANGLE 1.28700222f
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float g_OldPosPage;
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float g_OldPosVelocity;
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float g_OldZoom;
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int g_DrawLastFrame;
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int lastFrame(int draw) {
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// We draw one extra frame to work around the last frame post bug.
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// We also need to track if we drew the last frame to deal with large DT
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// in the physics.
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int ret = g_DrawLastFrame | draw;
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g_DrawLastFrame = draw;
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return ret; // should return draw instead.
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}
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void updateReadback() {
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if ((g_OldPosPage != g_PosPage) ||
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(g_OldPosVelocity != g_PosVelocity) ||
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(g_OldZoom != g_Zoom)) {
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g_OldPosPage = g_PosPage;
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g_OldPosVelocity = g_PosVelocity;
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g_OldZoom = g_Zoom;
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int i[3];
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i[0] = g_PosPage * (1 << 16);
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i[1] = g_PosVelocity * (1 << 16);
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i[2] = g_OldZoom * (1 << 16);
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sendToClient(&i[0], 1, 12, 1);
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}
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}
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void init() {
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g_AttractionTable[0] = 6.5f;
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g_AttractionTable[1] = 6.5f;
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g_AttractionTable[2] = 7.0f;
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g_AttractionTable[3] = 6.0f;
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g_AttractionTable[4] = -6.0f;
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g_AttractionTable[5] = -7.0f;
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g_AttractionTable[6] = -6.5f;
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g_AttractionTable[7] = -6.5f;
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g_AttractionTable[8] = -6.5f; // dup 7 to avoid a clamp later
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g_FrictionTable[0] = 3.5f;
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g_FrictionTable[1] = 3.6f;
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g_FrictionTable[2] = 4.0f;
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g_FrictionTable[3] = 5.0f;
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g_FrictionTable[4] = 5.0f;
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g_FrictionTable[5] = 4.0f;
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g_FrictionTable[6] = 3.6f;
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g_FrictionTable[7] = 3.5f;
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g_FrictionTable[8] = 3.5f; // dup 7 to avoid a clamp later
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g_PhysicsTableSize = 7;
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g_PosVelocity = 0;
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g_PosPage = 0;
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g_LastTouchDown = 0;
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g_LastPositionX = 0;
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g_Zoom = 0;
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}
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void resetHWWar() {
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}
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void move() {
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if (g_LastTouchDown) {
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float dx = -(state->newPositionX - g_LastPositionX);
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g_PosVelocity = 0;
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g_PosPage += dx;
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float pmin = -0.25f;
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float pmax = (g_PageCount - 1) + 0.25f;
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g_PosPage = clampf(g_PosPage, pmin, pmax);
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}
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g_LastTouchDown = state->newTouchDown;
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g_LastPositionX = state->newPositionX;
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//debugF("Move P", g_PosPage);
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}
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void fling() {
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g_LastTouchDown = 0;
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g_PosVelocity = -state->flingVelocityX;
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float av = fabsf(g_PosVelocity);
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float minVel = 3.5f;
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minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
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if (av < minVel && av > 0.2f) {
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if (g_PosVelocity > 0) {
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g_PosVelocity = minVel;
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} else {
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g_PosVelocity = -minVel;
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}
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}
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if (g_PosPage <= 0) {
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g_PosVelocity = maxf(0, g_PosVelocity);
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}
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if (g_PosPage > (g_PageCount - 1)) {
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g_PosVelocity = minf(0, g_PosVelocity);
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}
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//debugF("fling v", g_PosVelocity);
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}
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void touchUp() {
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g_LastTouchDown = 0;
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}
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int
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count_pages(int iconCount)
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{
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int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
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int pages = iconCount / iconsPerPage;
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if (pages*iconsPerPage != iconCount) {
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pages++;
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}
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return pages;
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}
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float
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modf(float x, float y)
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{
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return x-(y*floorf(x/y));
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}
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void updatePos() {
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if (g_LastTouchDown) {
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return;
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}
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float tablePosNorm = fracf(g_PosPage + 0.5f);
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float tablePosF = tablePosNorm * g_PhysicsTableSize;
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int tablePosI = tablePosF;
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float tablePosFrac = tablePosF - tablePosI;
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float accel = lerpf(g_AttractionTable[tablePosI],
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g_AttractionTable[tablePosI + 1],
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tablePosFrac) * g_DT;
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float friction = lerpf(g_FrictionTable[tablePosI],
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g_FrictionTable[tablePosI + 1],
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tablePosFrac) * g_DT;
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//debugF(" accel", accel);
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//debugF(" friction", friction);
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// If our velocity is low OR acceleration is opposing it, apply it.
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if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
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g_PosVelocity += accel;
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}
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if ((friction > fabsf(g_PosVelocity)) && (friction > fabsf(accel))) {
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// Special get back to center and overcome friction physics.
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float t = tablePosNorm - 0.5f;
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if (fabsf(t) < (friction * g_DT)) {
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// really close, just snap
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g_PosPage = roundf(g_PosPage);
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g_PosVelocity = 0;
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} else {
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if (t > 0) {
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g_PosVelocity = -friction;
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} else {
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g_PosVelocity = friction;
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}
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}
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} else {
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// Normal physics
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if (g_PosVelocity > 0) {
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g_PosVelocity -= friction;
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g_PosVelocity = maxf(g_PosVelocity, 0);
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} else {
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g_PosVelocity += friction;
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g_PosVelocity = minf(g_PosVelocity, 0);
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}
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}
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g_PosPage += g_PosVelocity * g_DT;
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// Check for out of boundry conditions.
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if (g_PosPage < 0 && g_PosVelocity < 0) {
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float damp = 1.0 + (g_PosPage * 4);
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damp = clampf(damp, 0.f, 0.9f);
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g_PosVelocity *= damp;
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}
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if (g_PosPage > (g_PageCount-1) && g_PosVelocity > 0) {
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float damp = 1.0 - ((g_PosPage - g_PageCount + 1) * 4);
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damp = clampf(damp, 0.f, 0.9f);
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g_PosVelocity *= damp;
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}
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}
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float
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far_size(float sizeAt0)
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{
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return sizeAt0 * (RADIUS+2) / 2; // -2 is the camera z=(z-camZ)/z
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}
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void
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draw_page(int icon, int lastIcon, float centerAngle, float scale)
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{
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int row;
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int col;
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//debugF("center angle", centerAngle);
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float iconTextureWidth = ICON_WIDTH_PX / (float)ICON_TEXTURE_WIDTH_PX;
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float iconTextureHeight = ICON_HEIGHT_PX / (float)ICON_TEXTURE_HEIGHT_PX;
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float iconWidthAngle = VIEW_ANGLE * ICON_WIDTH_PX / SCREEN_WIDTH_PX;
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float columnGutterAngle = iconWidthAngle * 0.9f;
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float farIconSize = FAR_ICON_SIZE;
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float iconGutterHeight = farIconSize * 1.3f;
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float farIconTextureSize = far_size(2 * ICON_TEXTURE_WIDTH_PX / (float)SCREEN_WIDTH_PX);
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float normalizedLabelWidth = 2 * params->bubbleWidth / (float)SCREEN_WIDTH_PX;
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float farLabelHeight = far_size(params->bubbleHeight * (normalizedLabelWidth / params->bubbleWidth));
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for (row=0; row<ROWS_PER_PAGE && icon<=lastIcon; row++) {
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float angle = centerAngle;
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angle -= (columnGutterAngle + iconWidthAngle) * 1.5f;
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float iconTop = (farIconSize + iconGutterHeight) * (1.85f + ICON_TOP_OFFSET)
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- row * (farIconSize + iconGutterHeight);
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float iconBottom = iconTop - farIconSize;
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float labelY = iconBottom - farLabelHeight;
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float iconTextureTop = iconTop + (0.5f * (farIconTextureSize - farIconSize));
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float iconTextureBottom = iconTextureTop - farIconTextureSize;
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for (col=0; col<COLUMNS_PER_PAGE && icon<=lastIcon; col++) {
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// icon
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float sine = sinf(angle);
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float cosine = cosf(angle);
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float centerX = sine * RADIUS;
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float centerZ = cosine * RADIUS / scale;
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if (scale > 1.f) {
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centerX *= scale;
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}
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float iconLeftX = centerX - (/*cosine * */ farIconTextureSize * .5);
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float iconRightX = centerX + (/*cosine * */ farIconTextureSize * .5);
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float iconLeftZ = centerZ;// + (sine * farIconTextureSize * .5);
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float iconRightZ = centerZ;// - (sine * farIconTextureSize * .5);
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color(1.0f, 1.0f, 1.0f, 0.99f);
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if (state->selectedIconIndex == icon) {
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bindTexture(NAMED_PFTexLinear, 0, state->selectedIconTexture);
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drawQuadTexCoords(
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iconLeftX, iconTextureTop, iconLeftZ, 0.0f, 0.0f,
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iconRightX, iconTextureTop, iconRightZ, 1.0f, 0.0f,
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iconRightX, iconTextureBottom, iconRightZ, 1.0f, 1.0f,
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iconLeftX, iconTextureBottom, iconLeftZ, 0.0f, 1.0f);
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} else {
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bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, icon));
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drawQuadTexCoords(
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iconLeftX, iconTextureTop, iconLeftZ, 0.0f, 0.0f,
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iconRightX, iconTextureTop, iconRightZ, 1.0f, 0.0f,
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iconRightX, iconTextureBottom, iconRightZ, 1.0f, 1.0f,
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iconLeftX, iconTextureBottom, iconLeftZ, 0.0f, 1.0f);
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}
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// label
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if (scale < 1.2f) {
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float a = (1.2f - maxf(scale, 1.0f)) * 5;
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color(1.0f, 1.0f, 1.0f, a);
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bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, icon));
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drawSprite(centerX, labelY, centerZ,
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params->bubbleBitmapWidth, params->bubbleBitmapHeight);
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}
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angle += columnGutterAngle + iconWidthAngle;
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icon++;
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}
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}
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}
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void
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draw_home_button()
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{
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color(1.0f, 1.0f, 1.0f, 1.0f);
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bindTexture(NAMED_PFTexLinear, 0, state->homeButtonId);
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float scale = 2.0f / SCREEN_WIDTH_PX;
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float x = 0.0f;
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float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
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y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
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float z = 0.0f;
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drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
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}
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int
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main(int launchID)
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{
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// Compute dt in seconds.
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int newTime = uptimeMillis();
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g_DT = (newTime - g_LastTime) / 1000.f;
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g_LastTime = newTime;
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if (!g_DrawLastFrame) {
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// If we stopped rendering we cannot use DT.
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// assume 30fps in this case.
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g_DT = 0.033f;
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}
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if (g_DT > 0.2f) {
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// physics may break if DT is large.
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g_DT = 0.2f;
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}
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//debugF("zoom", g_Zoom);
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if (g_Zoom != state->zoomTarget) {
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float dz = (state->zoomTarget - g_Zoom) * g_DT * 5;
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if (dz && (fabsf(dz) < 0.03f)) {
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if (dz > 0) {
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dz = 0.03f;
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} else {
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dz = -0.03f;
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}
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}
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if (fabsf(g_Zoom - state->zoomTarget) < fabsf(dz)) {
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g_Zoom = state->zoomTarget;
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} else {
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g_Zoom += dz;
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}
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updateReadback();
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}
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// Set clear value to dim the background based on the zoom position.
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if ((g_Zoom < 0.001f) && (state->zoomTarget < 0.001f)) {
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pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// When we're zoomed out and not tracking motion events, reset the pos to 0.
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if (!g_LastTouchDown) {
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g_PosPage = 0;
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}
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return lastFrame(0);
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} else if (g_Zoom < 0.85f) {
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pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
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} else {
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pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
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}
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// icons & labels
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int iconCount = state->iconCount;
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g_PageCount = count_pages(iconCount);
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updatePos(0.1f);
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updateReadback();
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//debugF(" draw g_PosPage", g_PosPage);
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// Draw the icons ========================================
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// Bug makes 1.0f alpha fail.
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color(1.0f, 1.0f, 1.0f, 0.99f);
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if (iconCount <= 0) {
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return lastFrame(0);
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}
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int lastIcon = iconCount-1;
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int page = g_PosPage;
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float currentPagePosition = g_PosPage - page;
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int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
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int icon = clamp(iconsPerPage * page, 0, lastIcon);
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float scale = (1 / g_Zoom);
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float pageAngle = VIEW_ANGLE * 1.2f;
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draw_page(icon, lastIcon, -pageAngle*currentPagePosition, scale);
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draw_page(icon+iconsPerPage, lastIcon, (-pageAngle*currentPagePosition)+pageAngle, scale);
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// Draw the border lines for debugging ========================================
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/*
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bindProgramVertex(NAMED_PVOrtho);
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bindProgramFragment(NAMED_PFOrtho);
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bindProgramFragmentStore(NAMED_PFSText);
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color(1.0f, 1.0f, 0.0f, 0.99f);
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int i;
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for (i=0; i<ROWS_PER_PAGE+1; i++) {
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int y = loadI32(ALLOC_Y_BORDERS, i);
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drawRect(0, y, SCREEN_WIDTH_PX, y+1, 0.0f);
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}
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for (i=0; i<COLUMNS_PER_PAGE+1; i++) {
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int x = loadI32(ALLOC_X_BORDERS, i);
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drawRect(x, 0, x+1, SCREEN_HEIGHT_PX, 0.0f);
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}
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*/
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// Draw the home button ========================================
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draw_home_button();
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/*
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bindTexture(NAMED_PFOrtho, 0, loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_ID));
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float handleLeft = 40 + (320 * (scrollXPx/(float)(maxScrollXPx)));
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float handleTop = 680;
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float handleWidth = loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_TEX_WIDTH);
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float handleHeight = loadI32(ALLOC_PARAMS, PARAM_SCROLL_HANDLE_TEX_HEIGHT);
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drawRect(handleLeft, handleTop, handleLeft+handleWidth, handleTop+handleHeight, 0.0f);
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*/
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// Bug workaround where the last frame is not always displayed
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// So we keep rendering until the bug is fixed.
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return lastFrame((g_PosVelocity != 0) || fracf(g_PosPage) || (g_Zoom != state->zoomTarget));
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}
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