Start rewriting the motion event tracking.
It's just tracking the finger with no fling.
diff --git a/res/raw/rollo.c b/res/raw/rollo.c
index 428ff78..7648270 100644
--- a/res/raw/rollo.c
+++ b/res/raw/rollo.c
@@ -20,16 +20,9 @@
#define PARAM_BUBBLE_BITMAP_WIDTH 2
#define PARAM_BUBBLE_BITMAP_HEIGHT 3
-//#define STATE_POS_X 0
-#define STATE_DONE 1
-//#define STATE_PRESSURE 2
-#define STATE_ZOOM 3
-//#define STATE_WARP 4
-#define STATE_ORIENTATION 5
-#define STATE_SELECTION 6
-#define STATE_FIRST_VISIBLE 7
-#define STATE_COUNT 8
-#define STATE_TOUCH 9
+// State ======
+#define STATE_ICON_COUNT 0
+#define STATE_SCROLL_X 1
// Scratch variables ======
#define SCRATCH_FADE 0
@@ -74,7 +67,7 @@
pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// icons & labels
- int iconCount = loadI32(ALLOC_STATE, STATE_COUNT);
+ int iconCount = loadI32(ALLOC_STATE, STATE_ICON_COUNT);
int pageCount = count_pages(iconCount);
float densityScale = 2.0f / SCREEN_WIDTH;
@@ -94,17 +87,17 @@
float iconWidth = ICON_WIDTH_PX * densityScale;
float columnGutter = COLUMN_GUTTER_PX * densityScale;
- float pageLeft = -1;
- int icon = 0;
- int page;
-
float labelWidth = loadI32(ALLOC_PARAMS, PARAM_BUBBLE_WIDTH) * densityScale;
float labelTextureWidth = loadI32(ALLOC_PARAMS, PARAM_BUBBLE_BITMAP_WIDTH) * densityScale;
float labelTextureHeight = loadI32(ALLOC_PARAMS, PARAM_BUBBLE_BITMAP_HEIGHT) * densityScale;
- int scrollXPx = 100;
- pageLeft -= scrollXPx * densityScale;
+ float pageLeft = -1;
+ int icon = 0;
+ int page;
+ int scrollXPx = loadI32(ALLOC_STATE, STATE_SCROLL_X);
+ debugI32("scrollXPx", scrollXPx);
+ pageLeft += scrollXPx * densityScale;
for (page=0; page<pageCount; page++) {
// Bug makes 1.0f alpha fail.
@@ -148,7 +141,7 @@
pageLeft += 2.0f;
}
- return 0;
+ return 1;
}