1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2016 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPathBuilder.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRRect.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGDraw.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGGroup.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGInvalidationController.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGPaint.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGPath.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRect.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGScene.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGTransform.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "tools/timer/TimeUtils.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "tools/viewer/Slide.h"
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker namespace {
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker static const SkRect kBounds = SkRect::MakeLTRB(0.1f, 0.1f, 0.9f, 0.9f);
27*c8dee2aaSAndroid Build Coastguard Worker static const SkSize kPaddleSize = SkSize::Make(0.03f, 0.1f);
28*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kBallSize = 0.04f;
29*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kShadowOpacity = 0.40f;
30*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kShadowParallax = 0.04f;
31*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kBackgroundStroke = 0.01f;
32*c8dee2aaSAndroid Build Coastguard Worker static const uint32_t kBackgroundDashCount = 20;
33*c8dee2aaSAndroid Build Coastguard Worker
34*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kBallSpeedMax = 0.0020f;
35*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kBallSpeedMin = 0.0005f;
36*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kBallSpeedFuzz = 0.0002f;
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kTimeScaleMin = 0.0f;
39*c8dee2aaSAndroid Build Coastguard Worker static const SkScalar kTimeScaleMax = 5.0f;
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker // Box the value within [min, max), by applying infinite reflection on the interval endpoints.
box_reflect(SkScalar v,SkScalar min,SkScalar max)42*c8dee2aaSAndroid Build Coastguard Worker SkScalar box_reflect(SkScalar v, SkScalar min, SkScalar max) {
43*c8dee2aaSAndroid Build Coastguard Worker const SkScalar intervalLen = max - min;
44*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(intervalLen > 0);
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker // f(v) is periodic in 2 * intervalLen: one normal progression + one reflection
47*c8dee2aaSAndroid Build Coastguard Worker const SkScalar P = intervalLen * 2;
48*c8dee2aaSAndroid Build Coastguard Worker // relative to P origin
49*c8dee2aaSAndroid Build Coastguard Worker const SkScalar vP = v - min;
50*c8dee2aaSAndroid Build Coastguard Worker // map to [0, P)
51*c8dee2aaSAndroid Build Coastguard Worker const SkScalar vMod = (vP < 0) ? P - SkScalarMod(-vP, P) : SkScalarMod(vP, P);
52*c8dee2aaSAndroid Build Coastguard Worker // reflect if needed, to map to [0, intervalLen)
53*c8dee2aaSAndroid Build Coastguard Worker const SkScalar vInterval = vMod < intervalLen ? vMod : P - vMod;
54*c8dee2aaSAndroid Build Coastguard Worker // finally, reposition relative to min
55*c8dee2aaSAndroid Build Coastguard Worker return vInterval + min;
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker // Compute <t, y> for the trajectory intersection with the next vertical edge.
find_yintercept(const SkPoint & pos,const SkVector & spd,const SkRect & box)59*c8dee2aaSAndroid Build Coastguard Worker std::tuple<SkScalar, SkScalar> find_yintercept(const SkPoint& pos, const SkVector& spd,
60*c8dee2aaSAndroid Build Coastguard Worker const SkRect& box) {
61*c8dee2aaSAndroid Build Coastguard Worker const SkScalar edge = spd.fX > 0 ? box.fRight : box.fLeft;
62*c8dee2aaSAndroid Build Coastguard Worker const SkScalar t = (edge - pos.fX) / spd.fX;
63*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(t >= 0);
64*c8dee2aaSAndroid Build Coastguard Worker const SkScalar dY = t * spd.fY;
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker return std::make_tuple(t, box_reflect(pos.fY + dY, box.fTop, box.fBottom));
67*c8dee2aaSAndroid Build Coastguard Worker }
68*c8dee2aaSAndroid Build Coastguard Worker
update_pos(const sk_sp<sksg::RRect> & rr,const SkPoint & pos)69*c8dee2aaSAndroid Build Coastguard Worker void update_pos(const sk_sp<sksg::RRect>& rr, const SkPoint& pos) {
70*c8dee2aaSAndroid Build Coastguard Worker // TODO: position setters on RRect?
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker const auto r = rr->getRRect().rect();
73*c8dee2aaSAndroid Build Coastguard Worker const auto offsetX = pos.x() - r.x(),
74*c8dee2aaSAndroid Build Coastguard Worker offsetY = pos.y() - r.y();
75*c8dee2aaSAndroid Build Coastguard Worker rr->setRRect(rr->getRRect().makeOffset(offsetX, offsetY));
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker } // namespace
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker class PongSlide final : public Slide {
81*c8dee2aaSAndroid Build Coastguard Worker public:
PongSlide()82*c8dee2aaSAndroid Build Coastguard Worker PongSlide() { fName = "SGPong"; }
83*c8dee2aaSAndroid Build Coastguard Worker
load(SkScalar w,SkScalar h)84*c8dee2aaSAndroid Build Coastguard Worker void load(SkScalar w, SkScalar h) override {
85*c8dee2aaSAndroid Build Coastguard Worker const SkRect fieldBounds = kBounds.makeOutset(kBallSize / 2, kBallSize / 2);
86*c8dee2aaSAndroid Build Coastguard Worker const SkRRect ball = SkRRect::MakeOval(SkRect::MakeWH(kBallSize, kBallSize));
87*c8dee2aaSAndroid Build Coastguard Worker const SkRRect paddle = SkRRect::MakeRectXY(SkRect::MakeWH(kPaddleSize.width(),
88*c8dee2aaSAndroid Build Coastguard Worker kPaddleSize.height()),
89*c8dee2aaSAndroid Build Coastguard Worker kPaddleSize.width() / 2,
90*c8dee2aaSAndroid Build Coastguard Worker kPaddleSize.width() / 2);
91*c8dee2aaSAndroid Build Coastguard Worker fBall.initialize(ball,
92*c8dee2aaSAndroid Build Coastguard Worker SkPoint::Make(kBounds.centerX(), kBounds.centerY()),
93*c8dee2aaSAndroid Build Coastguard Worker SkVector::Make(fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax),
94*c8dee2aaSAndroid Build Coastguard Worker fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax)));
95*c8dee2aaSAndroid Build Coastguard Worker fPaddle0.initialize(paddle,
96*c8dee2aaSAndroid Build Coastguard Worker SkPoint::Make(fieldBounds.left() - kPaddleSize.width() / 2,
97*c8dee2aaSAndroid Build Coastguard Worker fieldBounds.centerY()),
98*c8dee2aaSAndroid Build Coastguard Worker SkVector::Make(0, 0));
99*c8dee2aaSAndroid Build Coastguard Worker fPaddle1.initialize(paddle,
100*c8dee2aaSAndroid Build Coastguard Worker SkPoint::Make(fieldBounds.right() + kPaddleSize.width() / 2,
101*c8dee2aaSAndroid Build Coastguard Worker fieldBounds.centerY()),
102*c8dee2aaSAndroid Build Coastguard Worker SkVector::Make(0, 0));
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker // Background decoration.
105*c8dee2aaSAndroid Build Coastguard Worker SkPathBuilder bgPath;
106*c8dee2aaSAndroid Build Coastguard Worker bgPath.moveTo(kBounds.left() , fieldBounds.top())
107*c8dee2aaSAndroid Build Coastguard Worker .lineTo(kBounds.right(), fieldBounds.top())
108*c8dee2aaSAndroid Build Coastguard Worker .moveTo(kBounds.left() , fieldBounds.bottom())
109*c8dee2aaSAndroid Build Coastguard Worker .lineTo(kBounds.right(), fieldBounds.bottom());
110*c8dee2aaSAndroid Build Coastguard Worker // TODO: stroke-dash support would come in handy right about now.
111*c8dee2aaSAndroid Build Coastguard Worker for (uint32_t i = 0; i < kBackgroundDashCount; ++i) {
112*c8dee2aaSAndroid Build Coastguard Worker bgPath.moveTo(kBounds.centerX(),
113*c8dee2aaSAndroid Build Coastguard Worker kBounds.top() + (i + 0.25f) * kBounds.height() / kBackgroundDashCount)
114*c8dee2aaSAndroid Build Coastguard Worker .lineTo(kBounds.centerX(),
115*c8dee2aaSAndroid Build Coastguard Worker kBounds.top() + (i + 0.75f) * kBounds.height() / kBackgroundDashCount);
116*c8dee2aaSAndroid Build Coastguard Worker }
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker auto bg_path = sksg::Path::Make(bgPath.detach());
119*c8dee2aaSAndroid Build Coastguard Worker auto bg_paint = sksg::Color::Make(SK_ColorBLACK);
120*c8dee2aaSAndroid Build Coastguard Worker bg_paint->setStyle(SkPaint::kStroke_Style);
121*c8dee2aaSAndroid Build Coastguard Worker bg_paint->setStrokeWidth(kBackgroundStroke);
122*c8dee2aaSAndroid Build Coastguard Worker
123*c8dee2aaSAndroid Build Coastguard Worker auto ball_paint = sksg::Color::Make(SK_ColorGREEN),
124*c8dee2aaSAndroid Build Coastguard Worker paddle0_paint = sksg::Color::Make(SK_ColorBLUE),
125*c8dee2aaSAndroid Build Coastguard Worker paddle1_paint = sksg::Color::Make(SK_ColorRED),
126*c8dee2aaSAndroid Build Coastguard Worker shadow_paint = sksg::Color::Make(SK_ColorBLACK);
127*c8dee2aaSAndroid Build Coastguard Worker ball_paint->setAntiAlias(true);
128*c8dee2aaSAndroid Build Coastguard Worker paddle0_paint->setAntiAlias(true);
129*c8dee2aaSAndroid Build Coastguard Worker paddle1_paint->setAntiAlias(true);
130*c8dee2aaSAndroid Build Coastguard Worker shadow_paint->setAntiAlias(true);
131*c8dee2aaSAndroid Build Coastguard Worker shadow_paint->setOpacity(kShadowOpacity);
132*c8dee2aaSAndroid Build Coastguard Worker
133*c8dee2aaSAndroid Build Coastguard Worker // Build the scene graph.
134*c8dee2aaSAndroid Build Coastguard Worker auto group = sksg::Group::Make();
135*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(std::move(bg_path), std::move(bg_paint)));
136*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fPaddle0.shadowNode, shadow_paint));
137*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fPaddle1.shadowNode, shadow_paint));
138*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fBall.shadowNode, shadow_paint));
139*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fPaddle0.objectNode, paddle0_paint));
140*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fPaddle1.objectNode, paddle1_paint));
141*c8dee2aaSAndroid Build Coastguard Worker group->addChild(sksg::Draw::Make(fBall.objectNode, ball_paint));
142*c8dee2aaSAndroid Build Coastguard Worker
143*c8dee2aaSAndroid Build Coastguard Worker // Handle everything in a normalized 1x1 space.
144*c8dee2aaSAndroid Build Coastguard Worker fContentMatrix = sksg::Matrix<SkMatrix>::Make(
145*c8dee2aaSAndroid Build Coastguard Worker SkMatrix::RectToRect(SkRect::MakeWH(1, 1),
146*c8dee2aaSAndroid Build Coastguard Worker SkRect::MakeWH(w, h)));
147*c8dee2aaSAndroid Build Coastguard Worker auto root = sksg::TransformEffect::Make(std::move(group), fContentMatrix);
148*c8dee2aaSAndroid Build Coastguard Worker fScene = sksg::Scene::Make(std::move(root));
149*c8dee2aaSAndroid Build Coastguard Worker
150*c8dee2aaSAndroid Build Coastguard Worker // Off we go.
151*c8dee2aaSAndroid Build Coastguard Worker this->updatePaddleStrategy();
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker
onChar(SkUnichar uni)154*c8dee2aaSAndroid Build Coastguard Worker bool onChar(SkUnichar uni) override {
155*c8dee2aaSAndroid Build Coastguard Worker switch (uni) {
156*c8dee2aaSAndroid Build Coastguard Worker case '[':
157*c8dee2aaSAndroid Build Coastguard Worker fTimeScale = SkTPin(fTimeScale - 0.1f, kTimeScaleMin, kTimeScaleMax);
158*c8dee2aaSAndroid Build Coastguard Worker return true;
159*c8dee2aaSAndroid Build Coastguard Worker case ']':
160*c8dee2aaSAndroid Build Coastguard Worker fTimeScale = SkTPin(fTimeScale + 0.1f, kTimeScaleMin, kTimeScaleMax);
161*c8dee2aaSAndroid Build Coastguard Worker return true;
162*c8dee2aaSAndroid Build Coastguard Worker case 'I':
163*c8dee2aaSAndroid Build Coastguard Worker fShowInval = !fShowInval;
164*c8dee2aaSAndroid Build Coastguard Worker return true;
165*c8dee2aaSAndroid Build Coastguard Worker default:
166*c8dee2aaSAndroid Build Coastguard Worker break;
167*c8dee2aaSAndroid Build Coastguard Worker }
168*c8dee2aaSAndroid Build Coastguard Worker return false;
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker
resize(SkScalar w,SkScalar h)171*c8dee2aaSAndroid Build Coastguard Worker void resize(SkScalar w, SkScalar h) override {
172*c8dee2aaSAndroid Build Coastguard Worker if (fContentMatrix) {
173*c8dee2aaSAndroid Build Coastguard Worker fContentMatrix->setMatrix(SkMatrix::RectToRect(SkRect::MakeWH(1, 1),
174*c8dee2aaSAndroid Build Coastguard Worker SkRect::MakeWH(w, h)));
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker }
177*c8dee2aaSAndroid Build Coastguard Worker
draw(SkCanvas * canvas)178*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) override {
179*c8dee2aaSAndroid Build Coastguard Worker sksg::InvalidationController ic;
180*c8dee2aaSAndroid Build Coastguard Worker fScene->render(canvas);
181*c8dee2aaSAndroid Build Coastguard Worker
182*c8dee2aaSAndroid Build Coastguard Worker if (fShowInval) {
183*c8dee2aaSAndroid Build Coastguard Worker SkPaint fill, stroke;
184*c8dee2aaSAndroid Build Coastguard Worker fill.setAntiAlias(true);
185*c8dee2aaSAndroid Build Coastguard Worker fill.setColor(0x40ff0000);
186*c8dee2aaSAndroid Build Coastguard Worker stroke.setAntiAlias(true);
187*c8dee2aaSAndroid Build Coastguard Worker stroke.setColor(0xffff0000);
188*c8dee2aaSAndroid Build Coastguard Worker stroke.setStyle(SkPaint::kStroke_Style);
189*c8dee2aaSAndroid Build Coastguard Worker
190*c8dee2aaSAndroid Build Coastguard Worker for (const auto& r : ic) {
191*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, fill);
192*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, stroke);
193*c8dee2aaSAndroid Build Coastguard Worker }
194*c8dee2aaSAndroid Build Coastguard Worker }
195*c8dee2aaSAndroid Build Coastguard Worker }
196*c8dee2aaSAndroid Build Coastguard Worker
animate(double nanos)197*c8dee2aaSAndroid Build Coastguard Worker bool animate(double nanos) override {
198*c8dee2aaSAndroid Build Coastguard Worker // onAnimate may fire before the first draw.
199*c8dee2aaSAndroid Build Coastguard Worker if (fScene) {
200*c8dee2aaSAndroid Build Coastguard Worker SkScalar dt = (TimeUtils::NanosToMSec(nanos) - fLastTick) * fTimeScale;
201*c8dee2aaSAndroid Build Coastguard Worker fLastTick = TimeUtils::NanosToMSec(nanos);
202*c8dee2aaSAndroid Build Coastguard Worker
203*c8dee2aaSAndroid Build Coastguard Worker fPaddle0.posTick(dt);
204*c8dee2aaSAndroid Build Coastguard Worker fPaddle1.posTick(dt);
205*c8dee2aaSAndroid Build Coastguard Worker fBall.posTick(dt);
206*c8dee2aaSAndroid Build Coastguard Worker
207*c8dee2aaSAndroid Build Coastguard Worker this->enforceConstraints();
208*c8dee2aaSAndroid Build Coastguard Worker
209*c8dee2aaSAndroid Build Coastguard Worker fPaddle0.updateDom();
210*c8dee2aaSAndroid Build Coastguard Worker fPaddle1.updateDom();
211*c8dee2aaSAndroid Build Coastguard Worker fBall.updateDom();
212*c8dee2aaSAndroid Build Coastguard Worker }
213*c8dee2aaSAndroid Build Coastguard Worker return true;
214*c8dee2aaSAndroid Build Coastguard Worker }
215*c8dee2aaSAndroid Build Coastguard Worker
216*c8dee2aaSAndroid Build Coastguard Worker private:
217*c8dee2aaSAndroid Build Coastguard Worker struct Object {
initializePongSlide::Object218*c8dee2aaSAndroid Build Coastguard Worker void initialize(const SkRRect& rrect, const SkPoint& p, const SkVector& s) {
219*c8dee2aaSAndroid Build Coastguard Worker objectNode = sksg::RRect::Make(rrect);
220*c8dee2aaSAndroid Build Coastguard Worker shadowNode = sksg::RRect::Make(rrect);
221*c8dee2aaSAndroid Build Coastguard Worker
222*c8dee2aaSAndroid Build Coastguard Worker pos = p;
223*c8dee2aaSAndroid Build Coastguard Worker spd = s;
224*c8dee2aaSAndroid Build Coastguard Worker size = SkSize::Make(rrect.width(), rrect.height());
225*c8dee2aaSAndroid Build Coastguard Worker }
226*c8dee2aaSAndroid Build Coastguard Worker
posTickPongSlide::Object227*c8dee2aaSAndroid Build Coastguard Worker void posTick(SkScalar dt) {
228*c8dee2aaSAndroid Build Coastguard Worker pos += spd * dt;
229*c8dee2aaSAndroid Build Coastguard Worker }
230*c8dee2aaSAndroid Build Coastguard Worker
updateDomPongSlide::Object231*c8dee2aaSAndroid Build Coastguard Worker void updateDom() {
232*c8dee2aaSAndroid Build Coastguard Worker const SkPoint corner = pos - SkPoint::Make(size.width() / 2, size.height() / 2);
233*c8dee2aaSAndroid Build Coastguard Worker update_pos(objectNode, corner);
234*c8dee2aaSAndroid Build Coastguard Worker
235*c8dee2aaSAndroid Build Coastguard Worker // Simulate parallax shadow for a centered light source.
236*c8dee2aaSAndroid Build Coastguard Worker SkPoint shadowOffset = pos - SkPoint::Make(kBounds.centerX(), kBounds.centerY());
237*c8dee2aaSAndroid Build Coastguard Worker shadowOffset.scale(kShadowParallax);
238*c8dee2aaSAndroid Build Coastguard Worker const SkPoint shadowCorner = corner + shadowOffset;
239*c8dee2aaSAndroid Build Coastguard Worker
240*c8dee2aaSAndroid Build Coastguard Worker update_pos(shadowNode, shadowCorner);
241*c8dee2aaSAndroid Build Coastguard Worker }
242*c8dee2aaSAndroid Build Coastguard Worker
243*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RRect> objectNode,
244*c8dee2aaSAndroid Build Coastguard Worker shadowNode;
245*c8dee2aaSAndroid Build Coastguard Worker SkPoint pos;
246*c8dee2aaSAndroid Build Coastguard Worker SkVector spd;
247*c8dee2aaSAndroid Build Coastguard Worker SkSize size;
248*c8dee2aaSAndroid Build Coastguard Worker };
249*c8dee2aaSAndroid Build Coastguard Worker
enforceConstraints()250*c8dee2aaSAndroid Build Coastguard Worker void enforceConstraints() {
251*c8dee2aaSAndroid Build Coastguard Worker // Perfect vertical reflection.
252*c8dee2aaSAndroid Build Coastguard Worker if (fBall.pos.fY < kBounds.fTop || fBall.pos.fY >= kBounds.fBottom) {
253*c8dee2aaSAndroid Build Coastguard Worker fBall.spd.fY = -fBall.spd.fY;
254*c8dee2aaSAndroid Build Coastguard Worker fBall.pos.fY = box_reflect(fBall.pos.fY, kBounds.fTop, kBounds.fBottom);
255*c8dee2aaSAndroid Build Coastguard Worker }
256*c8dee2aaSAndroid Build Coastguard Worker
257*c8dee2aaSAndroid Build Coastguard Worker // Horizontal bounce - introduces a speed fuzz.
258*c8dee2aaSAndroid Build Coastguard Worker if (fBall.pos.fX < kBounds.fLeft || fBall.pos.fX >= kBounds.fRight) {
259*c8dee2aaSAndroid Build Coastguard Worker fBall.spd.fX = this->fuzzBallSpeed(-fBall.spd.fX);
260*c8dee2aaSAndroid Build Coastguard Worker fBall.spd.fY = this->fuzzBallSpeed(fBall.spd.fY);
261*c8dee2aaSAndroid Build Coastguard Worker fBall.pos.fX = box_reflect(fBall.pos.fX, kBounds.fLeft, kBounds.fRight);
262*c8dee2aaSAndroid Build Coastguard Worker this->updatePaddleStrategy();
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker }
265*c8dee2aaSAndroid Build Coastguard Worker
fuzzBallSpeed(SkScalar spd)266*c8dee2aaSAndroid Build Coastguard Worker SkScalar fuzzBallSpeed(SkScalar spd) {
267*c8dee2aaSAndroid Build Coastguard Worker // The speed limits are absolute values.
268*c8dee2aaSAndroid Build Coastguard Worker const SkScalar sign = spd >= 0 ? 1.0f : -1.0f;
269*c8dee2aaSAndroid Build Coastguard Worker const SkScalar fuzzed = fabs(spd) + fRand.nextRangeScalar(-kBallSpeedFuzz, kBallSpeedFuzz);
270*c8dee2aaSAndroid Build Coastguard Worker
271*c8dee2aaSAndroid Build Coastguard Worker return sign * SkTPin(fuzzed, kBallSpeedMin, kBallSpeedMax);
272*c8dee2aaSAndroid Build Coastguard Worker }
273*c8dee2aaSAndroid Build Coastguard Worker
updatePaddleStrategy()274*c8dee2aaSAndroid Build Coastguard Worker void updatePaddleStrategy() {
275*c8dee2aaSAndroid Build Coastguard Worker Object* pitcher = fBall.spd.fX > 0 ? &fPaddle0 : &fPaddle1;
276*c8dee2aaSAndroid Build Coastguard Worker Object* catcher = fBall.spd.fX > 0 ? &fPaddle1 : &fPaddle0;
277*c8dee2aaSAndroid Build Coastguard Worker
278*c8dee2aaSAndroid Build Coastguard Worker SkScalar t, yIntercept;
279*c8dee2aaSAndroid Build Coastguard Worker std::tie(t, yIntercept) = find_yintercept(fBall.pos, fBall.spd, kBounds);
280*c8dee2aaSAndroid Build Coastguard Worker
281*c8dee2aaSAndroid Build Coastguard Worker // The pitcher aims for a neutral/centered position.
282*c8dee2aaSAndroid Build Coastguard Worker pitcher->spd.fY = (kBounds.centerY() - pitcher->pos.fY) / t;
283*c8dee2aaSAndroid Build Coastguard Worker
284*c8dee2aaSAndroid Build Coastguard Worker // The catcher goes for the ball. Duh.
285*c8dee2aaSAndroid Build Coastguard Worker catcher->spd.fY = (yIntercept - catcher->pos.fY) / t;
286*c8dee2aaSAndroid Build Coastguard Worker }
287*c8dee2aaSAndroid Build Coastguard Worker
288*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<sksg::Scene> fScene;
289*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Matrix<SkMatrix>> fContentMatrix;
290*c8dee2aaSAndroid Build Coastguard Worker Object fPaddle0, fPaddle1, fBall;
291*c8dee2aaSAndroid Build Coastguard Worker SkRandom fRand;
292*c8dee2aaSAndroid Build Coastguard Worker
293*c8dee2aaSAndroid Build Coastguard Worker TimeUtils::MSec fLastTick = 0;
294*c8dee2aaSAndroid Build Coastguard Worker SkScalar fTimeScale = 1.0f;
295*c8dee2aaSAndroid Build Coastguard Worker bool fShowInval = false;
296*c8dee2aaSAndroid Build Coastguard Worker };
297*c8dee2aaSAndroid Build Coastguard Worker
298*c8dee2aaSAndroid Build Coastguard Worker DEF_SLIDE( return new PongSlide(); )
299