lemur/src/app.rs

372 lines
12 KiB
Rust
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use std::{collections::HashSet, num::NonZero, sync::Arc, thread};
use egui::{
ahash::{HashMap, HashMapExt},
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Context, FontData, FontDefinitions, FontFamily, TextWrapMode, ViewportBuilder, ViewportCommand,
ViewportId, ViewportInfo,
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};
use gilrs::{EventType, Gilrs};
use winit::{
application::ApplicationHandler,
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoopProxy},
window::Window,
};
use crate::{
controller::ControllerManager,
emulator::{EmulatorClient, SimId},
input::MappingProvider,
window::{AppWindow, GameWindow, InputWindow},
};
pub struct Application {
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
mappings: MappingProvider,
controllers: ControllerManager,
viewports: HashMap<ViewportId, Viewport>,
focused: Option<ViewportId>,
}
impl Application {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let mappings = MappingProvider::new();
let controllers = ControllerManager::new(client.clone(), &mappings);
{
let mappings = mappings.clone();
let proxy = proxy.clone();
thread::spawn(|| process_gamepad_input(mappings, proxy));
}
Self {
client,
proxy,
mappings,
controllers,
viewports: HashMap::new(),
focused: None,
}
}
fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
let viewport_id = window.viewport_id();
if self.viewports.contains_key(&viewport_id) {
return;
}
self.viewports
.insert(viewport_id, Viewport::new(event_loop, window));
}
}
impl ApplicationHandler<UserEvent> for Application {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let app = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player1);
let wrapper = Viewport::new(event_loop, Box::new(app));
self.focused = Some(wrapper.id());
self.viewports.insert(wrapper.id(), wrapper);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: winit::window::WindowId,
event: WindowEvent,
) {
let Some(viewport) = self
.viewports
.values_mut()
.find(|v| v.window.id() == window_id)
else {
return;
};
let viewport_id = viewport.id();
match &event {
WindowEvent::KeyboardInput { event, .. } => {
self.controllers.handle_key_event(event);
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viewport.app.handle_key_event(event);
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}
WindowEvent::Focused(new_focused) => {
self.focused = new_focused.then_some(viewport_id);
}
_ => {}
}
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let mut queue_redraw = false;
let mut inactive_viewports = HashSet::new();
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match viewport.on_window_event(event) {
Some(Action::Redraw) => {
for viewport in self.viewports.values_mut() {
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match viewport.redraw(event_loop) {
Some(Action::Redraw) => {
queue_redraw = true;
}
Some(Action::Close) => {
inactive_viewports.insert(viewport.id());
}
None => {}
}
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}
}
Some(Action::Close) => {
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inactive_viewports.insert(viewport_id);
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}
None => {}
}
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self.viewports
.retain(|k, _| !inactive_viewports.contains(k));
match self.viewports.get(&ViewportId::ROOT) {
Some(viewport) => {
if queue_redraw {
viewport.window.request_redraw();
}
}
None => event_loop.exit(),
}
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}
fn device_event(
&mut self,
_event_loop: &ActiveEventLoop,
_device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
if let winit::event::DeviceEvent::MouseMotion { delta } = event {
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.state.on_mouse_motion(delta);
}
}
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
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UserEvent::GamepadEvent(event) => {
self.controllers.handle_gamepad_event(&event);
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.app.handle_gamepad_event(&event);
}
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UserEvent::OpenInput => {
let input = InputWindow::new(self.mappings.clone());
self.open(event_loop, Box::new(input));
}
UserEvent::OpenPlayer2 => {
let p2 = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player2);
self.open(event_loop, Box::new(p2));
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(viewport) = self.viewports.get(&ViewportId::ROOT) {
viewport.window.request_redraw();
}
}
}
struct Viewport {
painter: egui_wgpu::winit::Painter,
ctx: Context,
info: ViewportInfo,
commands: Vec<ViewportCommand>,
builder: ViewportBuilder,
window: Arc<Window>,
state: egui_winit::State,
app: Box<dyn AppWindow>,
}
impl Viewport {
pub fn new(event_loop: &ActiveEventLoop, mut app: Box<dyn AppWindow>) -> Self {
let mut painter = egui_wgpu::winit::Painter::new(
egui_wgpu::WgpuConfiguration {
present_mode: wgpu::PresentMode::AutoNoVsync,
..egui_wgpu::WgpuConfiguration::default()
},
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1,
None,
false,
true,
);
let ctx = Context::default();
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let mut fonts = FontDefinitions::default();
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fonts.font_data.insert(
"Selawik".into(),
FontData::from_static(include_bytes!("../assets/selawik.ttf")),
);
fonts
.families
.get_mut(&FontFamily::Proportional)
.unwrap()
.insert(0, "Selawik".into());
ctx.set_fonts(fonts);
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ctx.style_mut(|s| {
s.wrap_mode = Some(TextWrapMode::Extend);
s.visuals.menu_rounding = Default::default();
});
let mut info = ViewportInfo::default();
let builder = app.initial_viewport();
let (window, state) = create_window_and_state(&ctx, event_loop, &builder, &mut painter);
egui_winit::update_viewport_info(&mut info, &ctx, &window, true);
app.on_init(painter.render_state().as_ref().unwrap());
Self {
painter,
ctx,
info,
commands: vec![],
builder,
window,
state,
app,
}
}
pub fn id(&self) -> ViewportId {
self.app.viewport_id()
}
pub fn on_window_event(&mut self, event: WindowEvent) -> Option<Action> {
let response = self.state.on_window_event(&self.window, &event);
egui_winit::update_viewport_info(
&mut self.info,
self.state.egui_ctx(),
&self.window,
false,
);
match event {
WindowEvent::RedrawRequested => Some(Action::Redraw),
WindowEvent::CloseRequested => Some(Action::Close),
WindowEvent::Resized(size) => {
let (Some(width), Some(height)) =
(NonZero::new(size.width), NonZero::new(size.height))
else {
return None;
};
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
None
}
_ if response.repaint => Some(Action::Redraw),
_ => None,
}
}
fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {
let mut input = self.state.take_egui_input(&self.window);
input.viewports = std::iter::once((ViewportId::ROOT, self.info.clone())).collect();
let mut output = self.ctx.run(input, |ctx| {
self.app.show(ctx);
});
let clipped_primitives = self.ctx.tessellate(output.shapes, output.pixels_per_point);
self.painter.paint_and_update_textures(
ViewportId::ROOT,
output.pixels_per_point,
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
);
self.state
.handle_platform_output(&self.window, output.platform_output);
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let Some(mut viewport_output) = output.viewport_output.remove(&ViewportId::ROOT) else {
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return Some(Action::Close);
};
let (mut deferred_commands, recreate) = self.builder.patch(viewport_output.builder);
if recreate {
let (window, state) =
create_window_and_state(&self.ctx, event_loop, &self.builder, &mut self.painter);
egui_winit::update_viewport_info(&mut self.info, &self.ctx, &window, true);
self.window = window;
self.state = state;
}
self.commands.append(&mut deferred_commands);
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self.commands.append(&mut viewport_output.commands);
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egui_winit::process_viewport_commands(
&self.ctx,
&mut self.info,
std::mem::take(&mut self.commands),
&self.window,
&mut HashSet::default(),
);
if self.info.close_requested() {
Some(Action::Close)
} else {
Some(Action::Redraw)
}
}
}
impl Drop for Viewport {
fn drop(&mut self) {
self.app.on_destroy();
}
}
#[derive(Debug)]
pub enum UserEvent {
GamepadEvent(gilrs::Event),
OpenInput,
OpenPlayer2,
}
pub enum Action {
Redraw,
Close,
}
fn create_window_and_state(
ctx: &Context,
event_loop: &ActiveEventLoop,
builder: &ViewportBuilder,
painter: &mut egui_wgpu::winit::Painter,
) -> (Arc<Window>, egui_winit::State) {
pollster::block_on(painter.set_window(ViewportId::ROOT, None)).unwrap();
let window = Arc::new(egui_winit::create_window(ctx, event_loop, builder).unwrap());
pollster::block_on(painter.set_window(ViewportId::ROOT, Some(window.clone()))).unwrap();
let state = egui_winit::State::new(
ctx.clone(),
ViewportId::ROOT,
event_loop,
Some(window.scale_factor() as f32),
event_loop.system_theme(),
painter.max_texture_side(),
);
(window, state)
}
fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
let Ok(mut gilrs) = Gilrs::new() else {
eprintln!("could not connect gamepad listener");
return;
};
while let Some(event) = gilrs.next_event_blocking(None) {
if event.event == EventType::Connected {
let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
continue;
};
mappings.handle_gamepad_connect(&gamepad);
}
if event.event == EventType::Disconnected {
mappings.handle_gamepad_disconnect(event.id);
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}
if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
// main thread has closed! we done
return;
}
}
}