Update rollo and support functions. Includes mockup of some new ui concepts.
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@@ -307,6 +307,60 @@ extern "C" void drawRect(int32_t x1, int32_t x2, int32_t y1, int32_t y2)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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extern "C" void drawQuad(int32_t x1, int32_t y1, int32_t z1,
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int32_t x2, int32_t y2, int32_t z2,
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int32_t x3, int32_t y3, int32_t z3,
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int32_t x4, int32_t y4, int32_t z4)
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{
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GET_TLS();
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//x1 = (x1 << 16);
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//x2 = (x2 << 16);
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//y1 = (y1 << 16);
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//y2 = (y2 << 16);
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//LOGE("Quad");
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//LOGE("0x%08x, 0x%08x, 0x%08x", x1, y1, z1);
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//LOGE("0x%08x, 0x%08x, 0x%08x", x2, y2, z2);
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//LOGE("0x%08x, 0x%08x, 0x%08x", x3, y3, z3);
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//LOGE("0x%08x, 0x%08x, 0x%08x", x4, y4, z4);
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int32_t vtx[] = {x1,y1,z1, x4,y4,z4, x3,y3,z3, x2,y2,z2};
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static const int32_t tex[] = {0,0, 0,0x10000, 0x10000,0, 0x10000,0x10000};
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rsc->setupCheck();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FIXED, 0, vtx);
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glTexCoordPointer(2, GL_FIXED, 0, tex);
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//glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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extern "C" int32_t sinx(int32_t angle)
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{
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float a = ((float)angle) / 0x10000;
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a *= 3.14f / 180.f;
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float s = (float)sin(a);
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return int32_t(s * 0x10000);
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}
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extern "C" int32_t cosx(int32_t angle)
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{
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float a = ((float)angle) / 0x10000;
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a *= 3.14f / 180.f;
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float s = (float)cos(a);
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return int32_t(s * 0x10000);
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}
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extern "C" void pfBindTexture(RsProgramFragment vpf, uint32_t slot, RsAllocation va)
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{
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GET_TLS();
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