2024-11-19 03:49:56 +00:00
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use std::{
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collections::{hash_map::Entry, HashMap},
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sync::{Arc, RwLock},
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2024-11-10 19:05:10 +00:00
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};
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2024-11-19 03:49:56 +00:00
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use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
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use winit::keyboard::{KeyCode, PhysicalKey};
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2024-11-11 05:50:57 +00:00
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use crate::emulator::{SimId, VBKey};
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2024-11-10 19:05:10 +00:00
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2024-11-19 03:49:56 +00:00
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
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struct DeviceId(u16, u16);
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2024-11-29 19:36:46 +00:00
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#[derive(Clone)]
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pub struct GamepadInfo {
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pub id: GamepadId,
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pub name: String,
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device_id: DeviceId,
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pub bound_to: Option<SimId>,
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}
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2024-11-29 23:54:26 +00:00
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pub trait Mappings {
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
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fn clear_mappings(&mut self, key: VBKey);
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}
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2024-11-19 03:49:56 +00:00
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pub struct GamepadMapping {
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buttons: HashMap<Code, VBKey>,
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axes: HashMap<Code, (VBKey, VBKey)>,
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}
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impl GamepadMapping {
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fn for_gamepad(gamepad: &Gamepad) -> Self {
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let mut buttons = HashMap::new();
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let mut default_button = |btn: Button, key: VBKey| {
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if let Some(code) = gamepad.button_code(btn) {
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buttons.insert(code, key);
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}
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};
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default_button(Button::South, VBKey::A);
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default_button(Button::West, VBKey::B);
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default_button(Button::RightTrigger, VBKey::RT);
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default_button(Button::LeftTrigger, VBKey::LT);
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default_button(Button::Start, VBKey::STA);
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default_button(Button::Select, VBKey::SEL);
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let mut axes = HashMap::new();
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let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
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if let Some(code) = gamepad.axis_code(axis) {
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axes.insert(code, (neg, pos));
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}
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};
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
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default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
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default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
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default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
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default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
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default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
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Self { buttons, axes }
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}
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pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
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let entry = self.buttons.entry(code).or_insert(VBKey::empty());
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*entry = entry.union(key);
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}
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pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
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let entry = self
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.axes
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.entry(code)
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.or_insert((VBKey::empty(), VBKey::empty()));
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entry.0 = entry.0.union(key);
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}
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pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
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let entry = self
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.axes
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.entry(code)
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.or_insert((VBKey::empty(), VBKey::empty()));
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entry.1 = entry.1.union(key);
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}
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}
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impl Mappings for GamepadMapping {
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
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let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
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for (axis, (left_keys, right_keys)) in &self.axes {
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for key in left_keys.iter() {
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results.entry(key).or_default().push(format!("-{axis}"));
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}
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for key in right_keys.iter() {
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results.entry(key).or_default().push(format!("+{axis}"));
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}
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}
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for (button, keys) in &self.buttons {
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for key in keys.iter() {
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results.entry(key).or_default().push(format!("{button}"));
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}
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}
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results
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}
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fn clear_mappings(&mut self, key: VBKey) {
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self.axes.retain(|_, (left, right)| {
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*left = left.difference(key);
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*right = right.difference(key);
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!(left.is_empty() && right.is_empty())
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});
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self.buttons.retain(|_, keys| {
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*keys = keys.difference(key);
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!keys.is_empty()
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});
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}
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2024-11-19 03:49:56 +00:00
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}
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#[derive(Default)]
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pub struct InputMapping {
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keys: HashMap<PhysicalKey, VBKey>,
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gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
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}
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impl InputMapping {
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pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
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self.keys.get(key).copied()
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}
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pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
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let mappings = self.gamepads.get(id)?.read().unwrap();
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mappings.buttons.get(code).copied()
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}
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pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
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let mappings = self.gamepads.get(id)?.read().unwrap();
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mappings.axes.get(code).copied()
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}
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pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
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let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
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*entry = entry.union(key);
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}
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}
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impl Mappings for InputMapping {
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
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let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
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for (keyboard_key, keys) in &self.keys {
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let name = match keyboard_key {
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PhysicalKey::Code(code) => format!("{code:?}"),
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k => format!("{:?}", k),
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};
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for key in keys.iter() {
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results.entry(key).or_default().push(name.clone());
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}
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}
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results
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}
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fn clear_mappings(&mut self, key: VBKey) {
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self.keys.retain(|_, keys| {
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*keys = keys.difference(key);
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!keys.is_empty()
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});
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}
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}
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2024-11-19 03:49:56 +00:00
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#[derive(Clone)]
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pub struct MappingProvider {
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device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
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sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
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gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
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}
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impl MappingProvider {
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pub fn new() -> Self {
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let mut mappings = HashMap::new();
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let mut p1_mappings = InputMapping::default();
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let p2_mappings = InputMapping::default();
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let mut default_key = |code, key| {
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p1_mappings.add_keyboard_mapping(key, PhysicalKey::Code(code));
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};
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default_key(KeyCode::KeyA, VBKey::SEL);
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default_key(KeyCode::KeyS, VBKey::STA);
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default_key(KeyCode::KeyD, VBKey::B);
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default_key(KeyCode::KeyF, VBKey::A);
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default_key(KeyCode::KeyE, VBKey::LT);
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default_key(KeyCode::KeyR, VBKey::RT);
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default_key(KeyCode::KeyI, VBKey::RU);
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default_key(KeyCode::KeyJ, VBKey::RL);
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default_key(KeyCode::KeyK, VBKey::RD);
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default_key(KeyCode::KeyL, VBKey::RR);
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default_key(KeyCode::ArrowUp, VBKey::LU);
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default_key(KeyCode::ArrowLeft, VBKey::LL);
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default_key(KeyCode::ArrowDown, VBKey::LD);
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default_key(KeyCode::ArrowRight, VBKey::LR);
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mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
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mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
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Self {
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device_mappings: Arc::new(RwLock::new(HashMap::new())),
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gamepad_info: Arc::new(RwLock::new(HashMap::new())),
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sim_mappings: mappings,
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}
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}
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pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
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self.sim_mappings.get(&sim_id).unwrap()
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}
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pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
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let lock = self.gamepad_info.read().unwrap();
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let device_id = lock.get(&gamepad_id)?.device_id;
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drop(lock);
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let lock = self.device_mappings.read().unwrap();
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lock.get(&device_id).cloned()
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}
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pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
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let device_id = DeviceId(
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gamepad.vendor_id().unwrap_or_default(),
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gamepad.product_id().unwrap_or_default(),
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);
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let mut lock = self.device_mappings.write().unwrap();
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let mappings = match lock.entry(device_id) {
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Entry::Vacant(entry) => {
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let mappings = GamepadMapping::for_gamepad(gamepad);
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entry.insert(Arc::new(RwLock::new(mappings)))
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}
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Entry::Occupied(entry) => entry.into_mut(),
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}
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.clone();
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drop(lock);
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let mut lock = self.gamepad_info.write().unwrap();
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let bound_to = SimId::values()
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.into_iter()
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.find(|sim_id| lock.values().all(|info| info.bound_to != Some(*sim_id)));
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if let Entry::Vacant(entry) = lock.entry(gamepad.id()) {
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let info = GamepadInfo {
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id: *entry.key(),
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name: gamepad.name().to_string(),
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device_id,
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bound_to,
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};
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entry.insert(info);
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}
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drop(lock);
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if let Some(sim_id) = bound_to {
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self.for_sim(sim_id)
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.write()
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.unwrap()
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.gamepads
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.insert(gamepad.id(), mappings);
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}
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}
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pub fn handle_gamepad_disconnect(&self, gamepad_id: GamepadId) {
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let mut lock = self.gamepad_info.write().unwrap();
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let Some(info) = lock.remove(&gamepad_id) else {
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return;
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};
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if let Some(sim_id) = info.bound_to {
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self.for_sim(sim_id)
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.write()
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.unwrap()
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.gamepads
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.remove(&gamepad_id);
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}
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}
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pub fn assign_gamepad(&self, gamepad_id: GamepadId, sim_id: SimId) {
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self.unassign_gamepad(gamepad_id);
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let mut lock = self.gamepad_info.write().unwrap();
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let Some(info) = lock.get_mut(&gamepad_id) else {
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return;
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};
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info.bound_to = Some(sim_id);
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let device_id = info.device_id;
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drop(lock);
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let Some(device_mappings) = self
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.device_mappings
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.write()
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.unwrap()
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.get(&device_id)
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.cloned()
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else {
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return;
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};
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self.for_sim(sim_id)
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.write()
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.unwrap()
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.gamepads
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.insert(gamepad_id, device_mappings);
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}
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pub fn unassign_gamepad(&self, gamepad_id: GamepadId) {
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let mut lock = self.gamepad_info.write().unwrap();
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let Some(info) = lock.get_mut(&gamepad_id) else {
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return;
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};
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if let Some(sim_id) = info.bound_to {
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let mut sim_mapping = self.for_sim(sim_id).write().unwrap();
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sim_mapping.gamepads.remove(&gamepad_id);
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}
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info.bound_to = None;
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}
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pub fn gamepad_info(&self) -> Vec<GamepadInfo> {
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self.gamepad_info
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.read()
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.unwrap()
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.values()
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.cloned()
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.collect()
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}
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}
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