358 lines
13 KiB
Rust
358 lines
13 KiB
Rust
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use std::{sync::Arc, time::Instant};
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use wgpu::util::DeviceExt as _;
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use winit::{
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dpi::LogicalSize,
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event::{Event, KeyEvent, WindowEvent},
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event_loop::{ActiveEventLoop, EventLoopProxy},
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window::WindowId,
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};
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use crate::{
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controller::ControllerState,
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emulator::{EmulatorClient, EmulatorCommand},
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renderer::GameRenderer,
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};
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use super::{
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common::{ImguiState, WindowState, WindowStateBuilder},
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input::InputWindow,
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AppWindow, UserEvent,
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};
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pub struct GameWindow {
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window: WindowState,
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imgui: Option<ImguiState>,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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client: EmulatorClient,
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controller: ControllerState,
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proxy: EventLoopProxy<UserEvent>,
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}
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impl GameWindow {
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pub fn new(
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event_loop: &ActiveEventLoop,
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client: EmulatorClient,
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proxy: EventLoopProxy<UserEvent>,
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) -> Self {
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let window = WindowStateBuilder::new(event_loop)
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.with_title("Shrooms VB")
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.with_inner_size(LogicalSize::new(384, 244))
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.build();
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let device = &window.device;
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let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
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client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
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queue: window.queue.clone(),
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eyes: eyes.clone(),
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}));
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let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let colors = Colors {
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left: [1.0, 0.0, 0.0, 1.0],
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right: [0.0, 0.7734375, 0.9375, 1.0],
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};
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let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("colors"),
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contents: bytemuck::bytes_of(&colors),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("texture bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("bind group"),
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&eyes),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: color_buf.as_entire_binding(),
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},
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],
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});
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let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render pipeline layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("render pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let controller = ControllerState::new();
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client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
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Self {
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window,
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imgui: None,
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pipeline: render_pipeline,
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bind_group,
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client,
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controller,
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proxy,
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}
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}
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fn draw(&mut self, event_loop: &ActiveEventLoop) {
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let window = &mut self.window;
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let imgui = self.imgui.as_mut().unwrap();
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let mut context = imgui.context.lock().unwrap();
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let now = Instant::now();
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context.io_mut().update_delta_time(now - imgui.last_frame);
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imgui.last_frame = now;
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let frame = match window.surface.get_current_texture() {
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Ok(frame) => frame,
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Err(e) => {
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eprintln!("dropped frame: {e:?}");
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return;
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}
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};
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imgui
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.platform
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.prepare_frame(context.io_mut(), &window.window)
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.expect("Failed to prepare frame");
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let ui = context.new_frame();
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let mut menu_height = 0.0;
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ui.main_menu_bar(|| {
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menu_height = ui.window_size()[1];
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ui.menu("ROM", || {
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if ui.menu_item("Open ROM") {
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let rom = native_dialog::FileDialog::new()
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.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
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.show_open_single_file()
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.unwrap();
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if let Some(path) = rom {
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self.client.send_command(EmulatorCommand::LoadGame(path));
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}
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}
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if ui.menu_item("Quit") {
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event_loop.exit();
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}
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});
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ui.menu("Emulation", || {
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let has_game = self.client.has_game();
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if self.client.is_running() {
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if ui.menu_item_config("Pause").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Pause);
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}
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} else if ui.menu_item_config("Resume").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Resume);
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}
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if ui.menu_item_config("Reset").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Reset);
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}
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});
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ui.menu("Video", || {
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let current_dims = window.logical_size();
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for scale in 1..=4 {
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let label = format!("x{scale}");
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let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
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let selected = dims == current_dims;
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if ui.menu_item_config(label).selected(selected).build() {
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if let Some(size) = window.window.request_inner_size(dims) {
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window.handle_resize(&size);
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}
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}
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}
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});
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ui.menu("Input", || {
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if ui.menu_item("Map Input") {
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let input_window = Box::new(InputWindow::new(event_loop, self.proxy.clone()));
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self.proxy
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.send_event(UserEvent::OpenWindow(input_window))
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.unwrap();
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}
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});
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});
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let mut encoder: wgpu::CommandEncoder = window
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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if imgui.last_cursor != ui.mouse_cursor() {
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imgui.last_cursor = ui.mouse_cursor();
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imgui.platform.prepare_render(ui, &window.window);
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}
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(imgui.clear_color),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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// Draw the game
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rpass.set_pipeline(&self.pipeline);
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let window_width = window.surface_desc.width as f32;
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let window_height = window.surface_desc.height as f32;
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let menu_height = menu_height * window.hidpi_factor as f32;
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let ((x, y), (width, height)) =
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compute_game_bounds(window_width, window_height, menu_height);
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rpass.set_viewport(x, y, width, height, 0.0, 1.0);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..6, 0..1);
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// Draw the menu on top of the game
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rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
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imgui
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.renderer
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.render(context.render(), &window.queue, &window.device, &mut rpass)
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.expect("Rendering failed");
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drop(rpass);
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window.queue.submit(Some(encoder.finish()));
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frame.present();
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}
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fn handle_key_event(&mut self, event: &KeyEvent) {
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if self.controller.key_event(event) {
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self.client
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.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
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}
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}
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}
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impl AppWindow for GameWindow {
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fn id(&self) -> WindowId {
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self.window.window.id()
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}
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fn init(&mut self) {
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self.imgui = Some(ImguiState::new(&self.window));
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}
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fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>) {
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::Resized(size) => self.window.handle_resize(size),
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::KeyboardInput { event, .. } => self.handle_key_event(event),
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WindowEvent::RedrawRequested => self.draw(event_loop),
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_ => (),
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},
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Event::AboutToWait => {
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self.window.window.request_redraw();
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}
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_ => (),
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}
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let window = &self.window;
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let Some(imgui) = self.imgui.as_mut() else {
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return;
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};
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let mut context = imgui.context.lock().unwrap();
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imgui
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.platform
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.handle_event(context.io_mut(), &window.window, event);
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}
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}
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fn compute_game_bounds(
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window_width: f32,
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window_height: f32,
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menu_height: f32,
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) -> ((f32, f32), (f32, f32)) {
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let available_width = window_width;
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let available_height = window_height - menu_height;
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let width = available_width.min(available_height * 384.0 / 224.0);
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let height = available_height.min(available_width * 224.0 / 384.0);
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let x = (available_width - width) / 2.0;
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let y = menu_height + (available_height - height) / 2.0;
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((x, y), (width, height))
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}
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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#[repr(C)]
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struct Colors {
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left: [f32; 4],
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right: [f32; 4],
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}
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