Automated import from //branches/master/...@140808,140808
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core/res/assets/images/android-logo-mask.png
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After Width: | Height: | Size: 4.8 KiB |
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core/res/assets/images/android-logo-shine.png
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After Width: | Height: | Size: 20 KiB |
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Before Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 1001 B |
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Before Width: | Height: | Size: 2.0 KiB |
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Before Width: | Height: | Size: 748 B |
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Before Width: | Height: | Size: 1.3 KiB |
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Before Width: | Height: | Size: 1.2 KiB |
@@ -187,44 +187,20 @@ bool BootAnimation::threadLoop() {
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}
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bool BootAnimation::android() {
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initTexture(&mAndroid[0], mAssets, "images/android_320x480.png");
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initTexture(&mAndroid[1], mAssets, "images/boot_robot.png");
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initTexture(&mAndroid[2], mAssets, "images/boot_robot_glow.png");
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// erase screen
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glDisable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
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initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");
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initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png");
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// clear screen
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glDisable(GL_DITHER);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mDisplay, mSurface);
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// wait ~1s
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usleep(800000);
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// fade in
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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const int steps = 8;
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for (int i = 1; i < steps; i++) {
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float fade = i / float(steps);
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glColor4f(1, 1, 1, fade * fade);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h);
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eglSwapBuffers(mDisplay, mSurface);
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}
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// draw last frame
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_BLEND);
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glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h);
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eglSwapBuffers(mDisplay, mSurface);
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// update rect for the robot
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const int x = mWidth - mAndroid[1].w - 33;
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const int y = (mHeight - mAndroid[1].h) / 2 - 1;
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const Rect updateRect(x, y, x + mAndroid[1].w, y + mAndroid[1].h);
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const GLint xc = (mWidth - mAndroid[0].w) / 2;
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const GLint yc = (mHeight - mAndroid[0].h) / 2;
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const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h);
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// draw and update only what we need
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mNativeWindowSurface->setSwapRectangle(updateRect.left,
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@@ -234,166 +210,31 @@ bool BootAnimation::android() {
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glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(),
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updateRect.height());
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// Blend state
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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const nsecs_t startTime = systemTime();
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do {
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// glow speed and shape
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nsecs_t time = systemTime() - startTime;
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float t = ((4.0f / (360.0f * us2ns(16667))) * time);
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t = t - floorf(t);
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const float fade = 0.5f + 0.5f * sinf(t * 2 * M_PI);
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double time = systemTime() - startTime;
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float t = 4.0f * float(time / us2ns(16667)) / mAndroid[1].w;
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GLint offset = (1 - (t - floorf(t))) * mAndroid[1].w;
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GLint x = xc - offset;
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// fade the glow in and out
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, mAndroid[2].name);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f(fade, fade, fade, fade);
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glDrawTexiOES(updateRect.left, mHeight - updateRect.bottom, 0,
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updateRect.width(), updateRect.height());
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// draw the robot
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDrawTexiOES(updateRect.left, mHeight - updateRect.bottom, 0,
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updateRect.width(), updateRect.height());
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glDrawTexiOES(x, yc, 0, mAndroid[1].w, mAndroid[1].h);
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glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h);
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// make sure sleep a lot to not take too much CPU away from
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// the boot process. With this "glow" animation there is no
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// visible difference.
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usleep(16667 * 4);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
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glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
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eglSwapBuffers(mDisplay, mSurface);
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} while (!exitPending());
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glDeleteTextures(1, &mAndroid[0].name);
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glDeleteTextures(1, &mAndroid[1].name);
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glDeleteTextures(1, &mAndroid[2].name);
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return false;
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}
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bool BootAnimation::cylon() {
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// initialize the textures...
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initTexture(&mLeftTrail, mAssets, "images/cylon_left.png");
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initTexture(&mRightTrail, mAssets, "images/cylon_right.png");
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initTexture(&mBrightSpot, mAssets, "images/cylon_dot.png");
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int w = mWidth;
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int h = mHeight;
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const Point c(w / 2, h / 2);
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const GLint amplitude = 60;
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const int scx = c.x - amplitude - mBrightSpot.w / 2;
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const int scy = c.y - mBrightSpot.h / 2;
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const int scw = amplitude * 2 + mBrightSpot.w;
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const int sch = mBrightSpot.h;
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const Rect updateRect(scx, h - scy - sch, scx + scw, h - scy);
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// erase screen
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mDisplay, mSurface);
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glClear(GL_COLOR_BUFFER_BIT);
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mNativeWindowSurface->setSwapRectangle(updateRect.left,
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updateRect.top, updateRect.width(), updateRect.height());
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// clear the screen to white
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Point p;
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float t = 0;
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float alpha = 1.0f;
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const nsecs_t startTime = systemTime();
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nsecs_t fadeTime = 0;
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do {
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// Set scissor in interesting area
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glScissor(scx, scy, scw, sch);
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// erase screen
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glClear(GL_COLOR_BUFFER_BIT);
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// compute wave
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const float a = (t * 2 * M_PI) - M_PI / 2;
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const float sn = sinf(a);
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const float cs = cosf(a);
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GLint x = GLint(amplitude * sn);
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float derivative = cs;
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (derivative > 0) {
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// vanishing trail...
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p.x = (-amplitude + c.x) - mBrightSpot.w / 2;
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p.y = c.y - mLeftTrail.h / 2;
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float fade = 2.0f * (0.5f - t);
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//fade *= fade;
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glColor4f(fade, fade, fade, fade);
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glBindTexture(GL_TEXTURE_2D, mLeftTrail.name);
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glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h);
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// trail...
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p.x = (x + c.x) - (mRightTrail.w + mBrightSpot.w / 2) + 16;
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p.y = c.y - mRightTrail.h / 2;
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fade = t < 0.25f ? t * 4.0f : 1.0f;
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fade *= fade;
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glColor4f(fade, fade, fade, fade);
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glBindTexture(GL_TEXTURE_2D, mRightTrail.name);
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glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h);
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} else {
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// vanishing trail..
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p.x = (amplitude + c.x) - (mRightTrail.w + mBrightSpot.w / 2) + 16;
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p.y = c.y - mRightTrail.h / 2;
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float fade = 2.0f * (0.5f - (t - 0.5f));
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//fade *= fade;
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glColor4f(fade, fade, fade, fade);
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glBindTexture(GL_TEXTURE_2D, mRightTrail.name);
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glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h);
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// trail...
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p.x = (x + c.x) - mBrightSpot.w / 2;
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p.y = c.y - mLeftTrail.h / 2;
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fade = t < 0.5f + 0.25f ? (t - 0.5f) * 4.0f : 1.0f;
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fade *= fade;
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glColor4f(fade, fade, fade, fade);
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glBindTexture(GL_TEXTURE_2D, mLeftTrail.name);
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glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h);
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}
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const Point p(x + c.x - mBrightSpot.w / 2, c.y - mBrightSpot.h / 2);
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glBindTexture(GL_TEXTURE_2D, mBrightSpot.name);
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glColor4f(1, 0.5, 0.5, 1);
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glDrawTexiOES(p.x, p.y, 0, mBrightSpot.w, mBrightSpot.h);
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// update animation
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nsecs_t time = systemTime() - startTime;
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t = ((4.0f / (360.0f * us2ns(16667))) * time);
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t = t - floorf(t);
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eglSwapBuffers(mDisplay, mSurface);
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if (exitPending()) {
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if (fadeTime == 0) {
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fadeTime = time;
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}
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time -= fadeTime;
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alpha = 1.0f - ((float(time) * 6.0f) / float(s2ns(1)));
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session()->openTransaction();
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mFlingerSurface->setAlpha(alpha * alpha);
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session()->closeTransaction();
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}
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} while (alpha > 0);
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// cleanup
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glFinish();
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glDeleteTextures(1, &mLeftTrail.name);
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glDeleteTextures(1, &mRightTrail.name);
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glDeleteTextures(1, &mBrightSpot.name);
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return false;
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}
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@@ -62,16 +62,12 @@ private:
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status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
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bool android();
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bool cylon();
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sp<SurfaceComposerClient> mSession;
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AssetManager mAssets;
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Texture mLeftTrail;
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Texture mRightTrail;
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Texture mBrightSpot;
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Texture mAndroid[3];
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int mWidth;
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int mHeight;
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Texture mAndroid[2];
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int mWidth;
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int mHeight;
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EGLDisplay mDisplay;
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EGLDisplay mContext;
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EGLDisplay mSurface;
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