package org.pileus.spades;
+import java.util.Map;
+import java.util.HashMap;
+
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
+import android.view.MotionEvent;
public class Cards extends GLSurfaceView implements GLSurfaceView.Renderer
{
+ "varying vec2 v_mapping;"
+ "void main() {"
+ " gl_Position = u_proj"
- + " * u_model"
+ " * u_view"
+ + " * u_model"
+ " * a_position;"
+ " v_mapping = a_mapping;"
+ "}";
+ "}";
/* Drawing data */
- private final float vertCoords[] = {
- -0.063f, 0.088f, 0f, // Standard poker size:
- -0.063f, -0.088f, 0f, // 2.5in x 3.5in
- 0.063f, -0.088f, 0f, // 63mm x 88mm
- 0.063f, 0.088f, 0f, //
+ private final float faceCoords[] = {
+ -0.063f, 0.088f, 0.05f, // Standard poker size:
+ -0.063f, -0.088f, 0.05f, // 2.5in x 3.5in
+ 0.063f, -0.088f, 0.05f, // 63mm x 88mm
+ 0.063f, 0.088f, 0.05f, //
+ };
+
+ private final float backCoords[] = {
+ 0.063f, 0.088f, 0.05f, // Standard poker size:
+ 0.063f, -0.088f, 0.05f, // 2.5in x 3.5in
+ -0.063f, -0.088f, 0.05f, // 63mm x 88mm
+ -0.063f, 0.088f, 0.05f, //
+ };
+
+ private final float tableCoords[] = {
+ -0.75f, 0.75f, 0,
+ -0.75f, -0.75f, 0,
+ 0.75f, -0.75f, 0,
+ 0.75f, 0.75f, 0,
};
private final float mapCoords[] = {
private Resources res; // app resources
private int program; // opengl program
- private float model[]; // model matrix
- private float view[]; // view matrix
- private float proj[]; // projection matrix
+ private float[] model; // model matrix
+ private float[] view; // view matrix
+ private float[] proj; // projection matrix
- private FloatBuffer vertBuf; // vertex position buffer
+ private FloatBuffer faceBuf; // vertex positions for front of card
+ private FloatBuffer backBuf; // vertex positions for back of card
+ private FloatBuffer tableBuf; // vertex positions for table
private FloatBuffer mapBuf; // texture mapping coord buffer
private int modelHandle; // model matrix
private int texHandle; // texture data
private int colorHandle; // color data
- private int face[]; // card face textures
+ private int[] face; // card face textures
private int red; // red card back
private int blue; // blue card back
+ private int table; // table top texture
- /* Private methods */
- private int loadShader(int type, String code)
- {
- Os.debug("Cards: loadShader");
-
- int shader = GLES20.glCreateShader(type);
- GLES20.glShaderSource(shader, code);
- GLES20.glCompileShader(shader);
- return shader;
- }
-
- private int loadTexture(String name)
- {
- Os.debug("Cards: loadTexture - " + name);
-
- final int[] tex = new int[1];
-
- /* Lookup the resource ID */
- int id = 0;
- try {
- id = R.drawable.class.getField(name).getInt(null);
- } catch(Exception e) {
- Os.debug("Cards: lookup failed for '" + name + "'", e);
- return 0;
- }
-
- /* Load the bitmap */
- Bitmap bitmap = BitmapFactory.decodeResource(this.res, id);
-
- /* Copy into OpenGL */
- GLES20.glGenTextures(1, tex, 0);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex[0]);
- GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
- GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
- GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
-
- return tex[0];
- }
+ private boolean drag; // currently in drag event
+ private int pick; // currently picked card
+ private float xpos; // x drag position (0=left - 1-right)
+ private float ypos; // y drag position (0=bottom - 1-top)
+ private float ylim; // y limit for a play
- private FloatBuffer loadBuffer(float[] data)
- {
- ByteBuffer bytes = ByteBuffer.allocateDirect(data.length * 4);
- bytes.order(ByteOrder.nativeOrder());
+ private Map<String,Integer> index; // card name to index map
- FloatBuffer buf = bytes.asFloatBuffer();
- buf.put(data);
- buf.position(0);
-
- return buf;
- }
+ /* Properties */
+ public Spades game; // the spades game
+ public String[] hand; // cards to display
+ public String[] pile; // played cards to display
/* GLSurfaceView Methods */
public Cards(Context context)
super(context);
Os.debug("Cards: create");
- this.res = context.getResources();
+ this.res = context.getResources();
this.model = new float[4*4];
this.view = new float[4*4];
this.face = new int[52];
+ this.ylim = 0.4f;
+
+ this.hand = "As Ks Qs Js 10s 9s 8s 7s 6s 5s 4s 3s 2s".split(" ");
+ this.pile = "Ah Ac Ad".split(" ");
+
+ this.index = new HashMap<String,Integer>(52);
+ for (int i = 0; i < 52; i++)
+ this.index.put(this.cards[i], i);
+
this.setEGLContextClientVersion(2);
this.setRenderer(this);
this.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
this.colorHandle = GLES20.glGetUniformLocation(program, "u_color");
/* Create vertex array */
- this.vertBuf = this.loadBuffer(this.vertCoords);
- this.mapBuf = this.loadBuffer(this.mapCoords);
+ this.faceBuf = this.loadBuffer(this.faceCoords);
+ this.backBuf = this.loadBuffer(this.backCoords);
+ this.tableBuf = this.loadBuffer(this.tableCoords);
+ this.mapBuf = this.loadBuffer(this.mapCoords);
/* Load textures */
for (int i = 0; i < 52; i++) {
String name = "card_" + this.cards[i].toLowerCase();
this.face[i] = this.loadTexture(name);
}
- this.red = this.loadTexture("card_red");
- this.blue = this.loadTexture("card_blue");
+ this.red = this.loadTexture("card_red");
+ this.blue = this.loadTexture("card_blue");
+ this.table = this.loadTexture("table");
/* Debug */
Os.debug("Cards: onSurfaceCreate");
@Override
public void onDrawFrame(GL10 unused)
{
- Os.debug("Cards: onDrawFrame");
+ //Os.debug("Cards: onDrawFrame");
/* Turn on the program */
GLES20.glUseProgram(program);
- /* Draw */
+ /* Reset view */
GLES20.glClearColor(0, 0, 0, 1);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
- GLES20.glUniformMatrix4fv(this.modelHandle, 1, false, this.model, 0);
+ /* Setup projection matricies */
GLES20.glUniformMatrix4fv(this.viewHandle, 1, false, this.view, 0);
GLES20.glUniformMatrix4fv(this.projHandle, 1, false, this.proj, 0);
+ /* Setup buffers objects */
GLES20.glEnableVertexAttribArray(this.vertHandle);
GLES20.glEnableVertexAttribArray(this.mapHandle);
- GLES20.glVertexAttribPointer(this.vertHandle, 3, GLES20.GL_FLOAT, false, 3*4, this.vertBuf);
- GLES20.glVertexAttribPointer(this.mapHandle, 2, GLES20.GL_FLOAT, false, 2*4, this.mapBuf);
+ /* Setup texturing */
+ GLES20.glEnable(GLES20.GL_CULL_FACE);
+ GLES20.glEnable(GLES20.GL_BLEND);
+ GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.red);
GLES20.glUniform1i(this.texHandle, 0);
- GLES20.glUniform4fv(this.colorHandle, 1, this.color, 0);
-
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
- GLES20.glDisableVertexAttribArray(this.mapHandle);
+ /* Draw objects */
+ this.drawTable();
+ this.drawPile();
+ this.drawHand();
+ this.drawPick();
}
@Override
1E-6f, // near
10f); // far
- Matrix.translateM(this.view, 0,
- 0, 0, -2.0f);
- Matrix.rotateM(this.view, 0,
- 90f, 1, 0, 0);
+ Matrix.rotateM(this.view, 0, 10f, 1, 0, 0);
+ Matrix.translateM(this.view, 0, 0, 0, -1.5f);
+ Matrix.rotateM(this.view, 0, -45f, 1, 0, 0);
+ }
+
+ @Override
+ public boolean onTouchEvent(MotionEvent event)
+ {
+ boolean up = event.getActionMasked() == MotionEvent.ACTION_UP;
+
+ float x = event.getX() / this.getWidth();
+ float y = 1-(event.getY() / this.getHeight());
+
+ this.ypos = y;
+ if (y < this.ylim) {
+ int num = this.hand.length;
+ this.xpos = x;
+ this.pick = (int)Math.floor((x*num));
+ if (this.pick < 0) this.pick = 0;
+ if (this.pick >= num) this.pick = num-1;
+ }
+ if (y < this.ylim && !this.drag) {
+ //Os.debug("Cards: onTouchEvent - starting drag");
+ this.drag = true;
+ }
+ if (this.drag) {
+ //Os.debug("Cards: onTouchEvent - move " + x + "," + y);
+ this.requestRender();
+ }
+ if (y >= this.ylim && this.drag && up) {
+ //Os.debug("Cards: onTouchEvent - playing card");
+ this.game.onPlay(this.hand[this.pick]);
+ }
+ if (up) {
+ //Os.debug("Cards: onTouchEvent - ending drag");
+ this.drag = false;
+ }
+ return true;
+ }
+
+ /* Private loading methods */
+ private int loadShader(int type, String code)
+ {
+ Os.debug("Cards: loadShader");
+
+ int shader = GLES20.glCreateShader(type);
+ GLES20.glShaderSource(shader, code);
+ GLES20.glCompileShader(shader);
+ return shader;
+ }
+
+ private int loadTexture(String name)
+ {
+ //Os.debug("Cards: loadTexture - " + name);
+
+ final int[] tex = new int[1];
+
+ /* Lookup the resource ID */
+ int id = 0;
+ try {
+ id = R.drawable.class.getField(name).getInt(null);
+ } catch(Exception e) {
+ Os.debug("Cards: lookup failed for '" + name + "'", e);
+ return 0;
+ }
+
+ /* Load the bitmap */
+ Bitmap bitmap = BitmapFactory.decodeResource(this.res, id);
+
+ /* Copy into OpenGL */
+ GLES20.glGenTextures(1, tex, 0);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex[0]);
+ GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
+
+ return tex[0];
+ }
+
+ private FloatBuffer loadBuffer(float[] data)
+ {
+ ByteBuffer bytes = ByteBuffer.allocateDirect(data.length * 4);
+ bytes.order(ByteOrder.nativeOrder());
- // Set card position
- Matrix.rotateM(this.view, 0,
- -90f, 1, 0, 0);
- Matrix.translateM(this.model, 0,
- 0, 0, 1.5f);
+ FloatBuffer buf = bytes.asFloatBuffer();
+ buf.put(data);
+ buf.position(0);
+
+ return buf;
+ }
+
+ /* Private drawing methods */
+ private void drawTable()
+ {
+ /* Setup view */
+ Matrix.setIdentityM(this.model, 0);
+ GLES20.glUniformMatrix4fv(this.modelHandle, 1, false, this.model, 0);
+
+ /* Draw table */
+ GLES20.glVertexAttribPointer(this.vertHandle, 3, GLES20.GL_FLOAT, false, 3*4, this.tableBuf);
+ GLES20.glVertexAttribPointer(this.mapHandle, 2, GLES20.GL_FLOAT, false, 2*4, this.mapBuf);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.table);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ private void drawPile()
+ {
+ /* Draw played cards */
+ for (int i = 0; i < 4; i++) {
+ if (i >= this.pile.length || this.pile[i] == null)
+ continue;
+
+ float ang = i * 90f;
+
+ Matrix.setIdentityM(this.model, 0);
+
+ Matrix.rotateM(this.model, 0, -ang, 0f, 0f, 1f);
+ Matrix.translateM(this.model, 0, -0.30f, 0f, 0f);
+ Matrix.rotateM(this.model, 0, ang, 0f, 0f, 1f);
+ Matrix.scaleM(this.model, 0, 3f, 3f, 0f);
+
+ this.drawCard(this.pile[i]);
+ }
+ }
+
+ private void drawHand()
+ {
+ /* Draw hand */
+ int num = this.hand.length;
+ for (int i = 0; i < num; i++) {
+ if (this.drag && this.ypos >= this.ylim && i == this.pick)
+ continue;
+
+ Matrix.setIdentityM(this.model, 0);
+
+ Matrix.rotateM(this.model, 0, 45f, 1f, 0f, 0f);
+ Matrix.translateM(this.model, 0, 0f, -0.3f, 1.20f);
+
+ if (this.drag) {
+ float pct = (float)(i+0.5) / num;
+ float err = this.xpos - pct;
+ float y = (float)this.ypos / this.ylim;
+ float lim = Math.min(Math.max(y,0),1);
+ float fcn = 0.1f
+ * (float)Math.exp(-10*num*Math.pow(y*err,2))
+ * (1f-(float)Math.pow(1-lim, 2));
+ Matrix.translateM(this.model, 0, 0, fcn, 0);
+ }
+
+ float left = -20f + 20f*(1f/num);
+ float right = 54f - 54f*(1f/num);
+ float ang = left + i*(right-left)/num;
+ Matrix.rotateM(this.model, 0, ang, 0f, 0f, -1f);
+ Matrix.translateM(this.model, 0, 0f, 0.15f, 0f);
+
+ this.drawCard(this.hand[i]);
+ }
+ }
+
+ private void drawPick()
+ {
+ /* Draw selected card */
+ if (this.drag && this.ypos >= this.ylim) {
+ Matrix.setIdentityM(this.model, 0);
+ Matrix.rotateM(this.model, 0, 45f, 1f, 0f, 0f);
+ Matrix.translateM(this.model, 0, 0f, 0f, 1.20f);
+ this.drawCard(this.hand[this.pick]);
+ }
+ }
+
+ private void drawCard(String name)
+ {
+ if (!this.index.containsKey(name))
+ return;
+ int idx = this.index.get(name);
+ int front = this.face[idx];
+ int back = this.red;
+
+ /* Set model matrix */
+ GLES20.glUniformMatrix4fv(this.modelHandle, 1, false, this.model, 0);
+
+ /* Draw front */
+ GLES20.glVertexAttribPointer(this.vertHandle, 3, GLES20.GL_FLOAT, false, 3*4, this.faceBuf);
+ GLES20.glVertexAttribPointer(this.mapHandle, 2, GLES20.GL_FLOAT, false, 2*4, this.mapBuf);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, front);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
+
+ /* Draw back */
+ GLES20.glVertexAttribPointer(this.vertHandle, 3, GLES20.GL_FLOAT, false, 3*4, this.backBuf);
+ GLES20.glVertexAttribPointer(this.mapHandle, 2, GLES20.GL_FLOAT, false, 2*4, this.mapBuf);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, back);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
}
}