Out with dear imgui, in with egui
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										11
									
								
								Cargo.toml
								
								
								
								
							
							
						
						
									
										11
									
								
								Cargo.toml
								
								
								
								
							| 
						 | 
				
			
			@ -9,19 +9,20 @@ bitflags = "2"
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		|||
bytemuck = { version = "1", features = ["derive"] }
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clap = { version = "4", features = ["derive"] }
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cpal = { git = "https://github.com/sidit77/cpal.git", rev = "66ed6be" }
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egui = "0.29"
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egui_extras = "0.29"
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egui-winit = "0.29"
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egui-wgpu = { version = "0.29", features = ["winit"] }
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gilrs = "0.11"
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imgui = { version = "0.12", features = ["tables-api"] }
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imgui-wgpu = { git = "https://github.com/SupernaviX/imgui-wgpu-rs", rev = "5bb8673" }
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imgui-winit-support = "0.13"
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itertools = "0.13"
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native-dialog = "0.7"
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num-derive = "0.4"
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num-traits = "0.2"
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pollster = "0.4"
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rfd = "0.15"
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rtrb = "0.3"
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rubato = "0.16"
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thread-priority = "1"
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wgpu = "23.0"
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wgpu = "22.1"
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		||||
winit = "0.30"
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		||||
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		||||
[target.'cfg(windows)'.dependencies]
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		||||
| 
						 | 
				
			
			
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		|||
							
								
								
									
										164
									
								
								src/app.rs
								
								
								
								
							
							
						
						
									
										164
									
								
								src/app.rs
								
								
								
								
							| 
						 | 
				
			
			@ -1,164 +0,0 @@
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		|||
use std::{collections::HashMap, fmt::Debug, thread};
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		||||
 | 
			
		||||
use game::GameWindow;
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		||||
use gilrs::{EventType, Gilrs};
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		||||
use input::InputWindow;
 | 
			
		||||
use winit::{
 | 
			
		||||
    application::ApplicationHandler,
 | 
			
		||||
    event::{Event, WindowEvent},
 | 
			
		||||
    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::ControllerManager,
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    emulator::{EmulatorClient, SimId},
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		||||
    input::MappingProvider,
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		||||
};
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		||||
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mod common;
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		||||
mod game;
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		||||
mod input;
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		||||
 | 
			
		||||
pub struct App {
 | 
			
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    windows: HashMap<WindowId, Box<dyn AppWindow>>,
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		||||
    client: EmulatorClient,
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		||||
    mappings: MappingProvider,
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		||||
    controllers: ControllerManager,
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		||||
    proxy: EventLoopProxy<UserEvent>,
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		||||
    player_2_window: Option<WindowId>,
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		||||
}
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		||||
 | 
			
		||||
impl App {
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		||||
    pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
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		||||
        let mappings = MappingProvider::new();
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		||||
        let controllers = ControllerManager::new(client.clone(), &mappings);
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		||||
        {
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            let mappings = mappings.clone();
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		||||
            let proxy = proxy.clone();
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            thread::spawn(|| process_gamepad_input(mappings, proxy));
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        }
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        Self {
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            windows: HashMap::new(),
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            client,
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		||||
            mappings,
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		||||
            controllers,
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		||||
            proxy,
 | 
			
		||||
            player_2_window: None,
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		||||
        }
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		||||
    }
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		||||
}
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		||||
 | 
			
		||||
impl ApplicationHandler<UserEvent> for App {
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		||||
    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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        let window = GameWindow::new(
 | 
			
		||||
            event_loop,
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		||||
            SimId::Player1,
 | 
			
		||||
            self.client.clone(),
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		||||
            self.proxy.clone(),
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		||||
        );
 | 
			
		||||
        self.windows.insert(window.id(), Box::new(window));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn window_event(
 | 
			
		||||
        &mut self,
 | 
			
		||||
        event_loop: &ActiveEventLoop,
 | 
			
		||||
        window_id: WindowId,
 | 
			
		||||
        event: WindowEvent,
 | 
			
		||||
    ) {
 | 
			
		||||
        if let WindowEvent::KeyboardInput { event, .. } = &event {
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		||||
            self.controllers.handle_key_event(event);
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		||||
        }
 | 
			
		||||
        let Some(window) = self.windows.get_mut(&window_id) else {
 | 
			
		||||
            return;
 | 
			
		||||
        };
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		||||
        window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
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		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
 | 
			
		||||
        match event {
 | 
			
		||||
            UserEvent::OpenInputWindow => {
 | 
			
		||||
                let window =
 | 
			
		||||
                    InputWindow::new(event_loop, self.mappings.clone(), self.proxy.clone());
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		||||
                self.windows.insert(window.id(), Box::new(window));
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		||||
            }
 | 
			
		||||
            UserEvent::OpenPlayer2Window => {
 | 
			
		||||
                if self.player_2_window.is_some() {
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		||||
                    return;
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		||||
                }
 | 
			
		||||
                let window = GameWindow::new(
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                    event_loop,
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                    SimId::Player2,
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                    self.client.clone(),
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                    self.proxy.clone(),
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                );
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                self.player_2_window = Some(window.id());
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                self.windows.insert(window.id(), Box::new(window));
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		||||
            }
 | 
			
		||||
            UserEvent::Close(window_id) => {
 | 
			
		||||
                if self.player_2_window == Some(window_id) {
 | 
			
		||||
                    self.player_2_window.take();
 | 
			
		||||
                }
 | 
			
		||||
                self.windows.remove(&window_id);
 | 
			
		||||
            }
 | 
			
		||||
            UserEvent::GamepadEvent(event) => {
 | 
			
		||||
                self.controllers.handle_gamepad_event(&event);
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		||||
            }
 | 
			
		||||
        }
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		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn device_event(
 | 
			
		||||
        &mut self,
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		||||
        event_loop: &ActiveEventLoop,
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		||||
        device_id: winit::event::DeviceId,
 | 
			
		||||
        event: winit::event::DeviceEvent,
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		||||
    ) {
 | 
			
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        for window in self.windows.values_mut() {
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            window.handle_event(
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                event_loop,
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                &Event::DeviceEvent {
 | 
			
		||||
                    device_id,
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		||||
                    event: event.clone(),
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		||||
                },
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		||||
            );
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        }
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		||||
    }
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    fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
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        for window in self.windows.values_mut() {
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            window.handle_event(event_loop, &Event::AboutToWait);
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        }
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    }
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}
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pub trait AppWindow {
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    fn id(&self) -> WindowId;
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    fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
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}
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#[derive(Debug)]
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pub enum UserEvent {
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		||||
    OpenInputWindow,
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    OpenPlayer2Window,
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    Close(WindowId),
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    GamepadEvent(gilrs::Event),
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}
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fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
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    let Ok(mut gilrs) = Gilrs::new() else {
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        eprintln!("could not connect gamepad listener");
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        return;
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		||||
    };
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    while let Some(event) = gilrs.next_event_blocking(None) {
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		||||
        if event.event == EventType::Connected {
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            let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
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                continue;
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            };
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            mappings.map_gamepad(SimId::Player1, &gamepad);
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        }
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        if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
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            // main thread has closed! we done
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            return;
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        }
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    }
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}
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| 
						 | 
				
			
			@ -1,264 +0,0 @@
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use std::{
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		||||
    ops::{Deref, DerefMut},
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    sync::Arc,
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		||||
    time::Instant,
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		||||
};
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use imgui::{FontSource, MouseCursor, SuspendedContext, WindowToken};
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		||||
use imgui_wgpu::{Renderer, RendererConfig};
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use imgui_winit_support::WinitPlatform;
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use pollster::block_on;
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#[cfg(target_os = "windows")]
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use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
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use winit::{
 | 
			
		||||
    dpi::{LogicalSize, PhysicalSize, Size},
 | 
			
		||||
    event_loop::ActiveEventLoop,
 | 
			
		||||
    window::{Window, WindowAttributes},
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		||||
};
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pub struct WindowStateBuilder<'a> {
 | 
			
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    event_loop: &'a ActiveEventLoop,
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    attributes: WindowAttributes,
 | 
			
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}
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impl<'a> WindowStateBuilder<'a> {
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    pub fn new(event_loop: &'a ActiveEventLoop) -> Self {
 | 
			
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        let attributes = Window::default_attributes();
 | 
			
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        #[cfg(target_os = "windows")]
 | 
			
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        let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
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        Self {
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		||||
            event_loop,
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		||||
            attributes,
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		||||
        }
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		||||
    }
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		||||
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		||||
    pub fn with_title<T: Into<String>>(self, title: T) -> Self {
 | 
			
		||||
        Self {
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		||||
            attributes: self.attributes.with_title(title),
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            ..self
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		||||
        }
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    }
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    pub fn with_inner_size<S: Into<Size>>(self, size: S) -> Self {
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        Self {
 | 
			
		||||
            attributes: self.attributes.with_inner_size(size),
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		||||
            ..self
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		||||
        }
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    }
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    pub fn build(self) -> WindowState {
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        WindowState::new(self.event_loop, self.attributes)
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    }
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}
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#[derive(Debug)]
 | 
			
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pub struct WindowState {
 | 
			
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    pub device: wgpu::Device,
 | 
			
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    pub queue: Arc<wgpu::Queue>,
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    pub window: Arc<Window>,
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    pub surface_desc: wgpu::SurfaceConfiguration,
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		||||
    pub surface: wgpu::Surface<'static>,
 | 
			
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    pub hidpi_factor: f64,
 | 
			
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    pub minimized: bool,
 | 
			
		||||
}
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impl WindowState {
 | 
			
		||||
    fn new(event_loop: &ActiveEventLoop, attributes: WindowAttributes) -> Self {
 | 
			
		||||
        let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
 | 
			
		||||
            backends: wgpu::Backends::PRIMARY,
 | 
			
		||||
            ..Default::default()
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let window = Arc::new(event_loop.create_window(attributes).unwrap());
 | 
			
		||||
 | 
			
		||||
        let size = window.inner_size();
 | 
			
		||||
        let hidpi_factor = window.scale_factor();
 | 
			
		||||
        let surface = instance.create_surface(window.clone()).unwrap();
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		||||
 | 
			
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        let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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		||||
            power_preference: wgpu::PowerPreference::HighPerformance,
 | 
			
		||||
            compatible_surface: Some(&surface),
 | 
			
		||||
            force_fallback_adapter: false,
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		||||
        }))
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		||||
        .unwrap();
 | 
			
		||||
 | 
			
		||||
        let (device, queue) =
 | 
			
		||||
            block_on(adapter.request_device(&wgpu::DeviceDescriptor::default(), None)).unwrap();
 | 
			
		||||
        let queue = Arc::new(queue);
 | 
			
		||||
 | 
			
		||||
        // Set up swap chain
 | 
			
		||||
        let surface_desc = wgpu::SurfaceConfiguration {
 | 
			
		||||
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
 | 
			
		||||
            format: wgpu::TextureFormat::Bgra8UnormSrgb,
 | 
			
		||||
            width: size.width,
 | 
			
		||||
            height: size.height,
 | 
			
		||||
            present_mode: wgpu::PresentMode::Fifo,
 | 
			
		||||
            desired_maximum_frame_latency: 2,
 | 
			
		||||
            alpha_mode: wgpu::CompositeAlphaMode::Auto,
 | 
			
		||||
            view_formats: vec![wgpu::TextureFormat::Bgra8Unorm],
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        surface.configure(&device, &surface_desc);
 | 
			
		||||
 | 
			
		||||
        Self {
 | 
			
		||||
            device,
 | 
			
		||||
            queue,
 | 
			
		||||
            window,
 | 
			
		||||
            surface_desc,
 | 
			
		||||
            surface,
 | 
			
		||||
            hidpi_factor,
 | 
			
		||||
            minimized: false,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn logical_size(&self) -> LogicalSize<u32> {
 | 
			
		||||
        PhysicalSize::new(self.surface_desc.width, self.surface_desc.height)
 | 
			
		||||
            .to_logical(self.hidpi_factor)
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn handle_resize(&mut self, size: &PhysicalSize<u32>) {
 | 
			
		||||
        if size.width > 0 && size.height > 0 {
 | 
			
		||||
            self.minimized = false;
 | 
			
		||||
            self.surface_desc.width = size.width;
 | 
			
		||||
            self.surface_desc.height = size.height;
 | 
			
		||||
            self.surface.configure(&self.device, &self.surface_desc);
 | 
			
		||||
        } else {
 | 
			
		||||
            self.minimized = true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub struct ImguiState {
 | 
			
		||||
    pub context: ContextGuard,
 | 
			
		||||
    pub platform: WinitPlatform,
 | 
			
		||||
    pub renderer: Renderer,
 | 
			
		||||
    pub clear_color: wgpu::Color,
 | 
			
		||||
    pub last_frame: Instant,
 | 
			
		||||
    pub last_cursor: Option<MouseCursor>,
 | 
			
		||||
}
 | 
			
		||||
impl ImguiState {
 | 
			
		||||
    pub fn new(window: &WindowState) -> Self {
 | 
			
		||||
        let mut context_guard = ContextGuard::new();
 | 
			
		||||
        let mut context = context_guard.lock().unwrap();
 | 
			
		||||
 | 
			
		||||
        let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
 | 
			
		||||
        platform.attach_window(
 | 
			
		||||
            context.io_mut(),
 | 
			
		||||
            &window.window,
 | 
			
		||||
            imgui_winit_support::HiDpiMode::Default,
 | 
			
		||||
        );
 | 
			
		||||
        context.set_ini_filename(None);
 | 
			
		||||
 | 
			
		||||
        let font_size = (16.0 * window.hidpi_factor) as f32;
 | 
			
		||||
        context.io_mut().font_global_scale = (1.0 / window.hidpi_factor) as f32;
 | 
			
		||||
 | 
			
		||||
        context.fonts().add_font(&[FontSource::TtfData {
 | 
			
		||||
            data: include_bytes!("../../assets/selawk.ttf"),
 | 
			
		||||
            size_pixels: font_size,
 | 
			
		||||
            config: Some(imgui::FontConfig {
 | 
			
		||||
                oversample_h: 1,
 | 
			
		||||
                pixel_snap_h: true,
 | 
			
		||||
                size_pixels: font_size,
 | 
			
		||||
                ..Default::default()
 | 
			
		||||
            }),
 | 
			
		||||
        }]);
 | 
			
		||||
 | 
			
		||||
        let style = context.style_mut();
 | 
			
		||||
        style.use_light_colors();
 | 
			
		||||
 | 
			
		||||
        //
 | 
			
		||||
        // Set up dear imgui wgpu renderer
 | 
			
		||||
        //
 | 
			
		||||
        let renderer_config = RendererConfig {
 | 
			
		||||
            texture_format: window.surface_desc.format,
 | 
			
		||||
            ..Default::default()
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        let renderer = Renderer::new(&mut context, &window.device, &window.queue, renderer_config);
 | 
			
		||||
 | 
			
		||||
        let last_frame = Instant::now();
 | 
			
		||||
        let last_cursor = None;
 | 
			
		||||
 | 
			
		||||
        drop(context);
 | 
			
		||||
        Self {
 | 
			
		||||
            context: context_guard,
 | 
			
		||||
            platform,
 | 
			
		||||
            renderer,
 | 
			
		||||
            clear_color: wgpu::Color::BLACK,
 | 
			
		||||
            last_frame,
 | 
			
		||||
            last_cursor,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub struct ContextGuard {
 | 
			
		||||
    value: Option<SuspendedContext>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl ContextGuard {
 | 
			
		||||
    fn new() -> Self {
 | 
			
		||||
        Self {
 | 
			
		||||
            value: Some(SuspendedContext::create()),
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn lock(&mut self) -> Option<ContextLock<'_>> {
 | 
			
		||||
        let sus = self.value.take()?;
 | 
			
		||||
        match sus.activate() {
 | 
			
		||||
            Ok(ctx) => Some(ContextLock {
 | 
			
		||||
                ctx: Some(ctx),
 | 
			
		||||
                holder: self,
 | 
			
		||||
            }),
 | 
			
		||||
            Err(sus) => {
 | 
			
		||||
                self.value = Some(sus);
 | 
			
		||||
                None
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub struct ContextLock<'a> {
 | 
			
		||||
    ctx: Option<imgui::Context>,
 | 
			
		||||
    holder: &'a mut ContextGuard,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl<'a> Deref for ContextLock<'a> {
 | 
			
		||||
    type Target = imgui::Context;
 | 
			
		||||
    fn deref(&self) -> &Self::Target {
 | 
			
		||||
        self.ctx.as_ref().unwrap()
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl<'a> DerefMut for ContextLock<'a> {
 | 
			
		||||
    fn deref_mut(&mut self) -> &mut Self::Target {
 | 
			
		||||
        self.ctx.as_mut().unwrap()
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl<'a> Drop for ContextLock<'a> {
 | 
			
		||||
    fn drop(&mut self) {
 | 
			
		||||
        self.holder.value = self.ctx.take().map(|c| c.suspend())
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub trait UiExt {
 | 
			
		||||
    fn fullscreen_window(&self) -> Option<WindowToken<'_>>;
 | 
			
		||||
    fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl UiExt for imgui::Ui {
 | 
			
		||||
    fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
 | 
			
		||||
        self.window("fullscreen")
 | 
			
		||||
            .position([0.0, 0.0], imgui::Condition::Always)
 | 
			
		||||
            .size(self.io().display_size, imgui::Condition::Always)
 | 
			
		||||
            .flags(imgui::WindowFlags::NO_DECORATION)
 | 
			
		||||
            .begin()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32) {
 | 
			
		||||
        let width = self.calc_text_size(text.as_ref())[0];
 | 
			
		||||
        let [left, y] = self.cursor_pos();
 | 
			
		||||
        let right = left + space;
 | 
			
		||||
        self.set_cursor_pos([right - width, y]);
 | 
			
		||||
        self.text(text);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										408
									
								
								src/app/game.rs
								
								
								
								
							
							
						
						
									
										408
									
								
								src/app/game.rs
								
								
								
								
							| 
						 | 
				
			
			@ -1,408 +0,0 @@
 | 
			
		|||
use std::time::Instant;
 | 
			
		||||
use wgpu::util::DeviceExt as _;
 | 
			
		||||
use winit::{
 | 
			
		||||
    dpi::LogicalSize,
 | 
			
		||||
    event::{Event, WindowEvent},
 | 
			
		||||
    event_loop::{ActiveEventLoop, EventLoopProxy},
 | 
			
		||||
    window::WindowId,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use crate::{
 | 
			
		||||
    emulator::{EmulatorClient, EmulatorCommand, SimId},
 | 
			
		||||
    graphics::TextureSink,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use super::{
 | 
			
		||||
    common::{ImguiState, WindowState, WindowStateBuilder},
 | 
			
		||||
    AppWindow, UserEvent,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub struct GameWindow {
 | 
			
		||||
    window: WindowState,
 | 
			
		||||
    imgui: ImguiState,
 | 
			
		||||
    pipeline: wgpu::RenderPipeline,
 | 
			
		||||
    bind_group: wgpu::BindGroup,
 | 
			
		||||
    sim_id: SimId,
 | 
			
		||||
    client: EmulatorClient,
 | 
			
		||||
    proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
    paused_due_to_minimize: bool,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl GameWindow {
 | 
			
		||||
    pub fn new(
 | 
			
		||||
        event_loop: &ActiveEventLoop,
 | 
			
		||||
        sim_id: SimId,
 | 
			
		||||
        client: EmulatorClient,
 | 
			
		||||
        proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
    ) -> Self {
 | 
			
		||||
        let title = if sim_id == SimId::Player2 {
 | 
			
		||||
            "Shrooms VB (Player 2)"
 | 
			
		||||
        } else {
 | 
			
		||||
            "Shrooms VB"
 | 
			
		||||
        };
 | 
			
		||||
        let window = WindowStateBuilder::new(event_loop)
 | 
			
		||||
            .with_title(title)
 | 
			
		||||
            .with_inner_size(LogicalSize::new(384, 244))
 | 
			
		||||
            .build();
 | 
			
		||||
        let device = &window.device;
 | 
			
		||||
 | 
			
		||||
        let (sink, texture_view) = TextureSink::new(device, window.queue.clone());
 | 
			
		||||
        client.send_command(EmulatorCommand::SetRenderer(sim_id, sink));
 | 
			
		||||
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
 | 
			
		||||
        let colors = Colors {
 | 
			
		||||
            left: [1.0, 0.0, 0.0, 1.0],
 | 
			
		||||
            right: [0.0, 0.7734375, 0.9375, 1.0],
 | 
			
		||||
        };
 | 
			
		||||
        let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
 | 
			
		||||
            label: Some("colors"),
 | 
			
		||||
            contents: bytemuck::bytes_of(&colors),
 | 
			
		||||
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
 | 
			
		||||
        });
 | 
			
		||||
        let texture_bind_group_layout =
 | 
			
		||||
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
 | 
			
		||||
                label: Some("texture bind group layout"),
 | 
			
		||||
                entries: &[
 | 
			
		||||
                    wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                        binding: 0,
 | 
			
		||||
                        visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                        ty: wgpu::BindingType::Texture {
 | 
			
		||||
                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
 | 
			
		||||
                            view_dimension: wgpu::TextureViewDimension::D2,
 | 
			
		||||
                            multisampled: false,
 | 
			
		||||
                        },
 | 
			
		||||
                        count: None,
 | 
			
		||||
                    },
 | 
			
		||||
                    wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                        binding: 1,
 | 
			
		||||
                        visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                        ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
 | 
			
		||||
                        count: None,
 | 
			
		||||
                    },
 | 
			
		||||
                    wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                        binding: 2,
 | 
			
		||||
                        visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                        ty: wgpu::BindingType::Buffer {
 | 
			
		||||
                            ty: wgpu::BufferBindingType::Uniform,
 | 
			
		||||
                            has_dynamic_offset: false,
 | 
			
		||||
                            min_binding_size: None,
 | 
			
		||||
                        },
 | 
			
		||||
                        count: None,
 | 
			
		||||
                    },
 | 
			
		||||
                ],
 | 
			
		||||
            });
 | 
			
		||||
        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
 | 
			
		||||
            label: Some("bind group"),
 | 
			
		||||
            layout: &texture_bind_group_layout,
 | 
			
		||||
            entries: &[
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 0,
 | 
			
		||||
                    resource: wgpu::BindingResource::TextureView(&texture_view),
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 1,
 | 
			
		||||
                    resource: wgpu::BindingResource::Sampler(&sampler),
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 2,
 | 
			
		||||
                    resource: color_buf.as_entire_binding(),
 | 
			
		||||
                },
 | 
			
		||||
            ],
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
 | 
			
		||||
        let render_pipeline_layout =
 | 
			
		||||
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
 | 
			
		||||
                label: Some("render pipeline layout"),
 | 
			
		||||
                bind_group_layouts: &[&texture_bind_group_layout],
 | 
			
		||||
                push_constant_ranges: &[],
 | 
			
		||||
            });
 | 
			
		||||
        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
 | 
			
		||||
            label: Some("render pipeline"),
 | 
			
		||||
            layout: Some(&render_pipeline_layout),
 | 
			
		||||
            vertex: wgpu::VertexState {
 | 
			
		||||
                module: &shader,
 | 
			
		||||
                entry_point: Some("vs_main"),
 | 
			
		||||
                buffers: &[],
 | 
			
		||||
                compilation_options: wgpu::PipelineCompilationOptions::default(),
 | 
			
		||||
            },
 | 
			
		||||
            fragment: Some(wgpu::FragmentState {
 | 
			
		||||
                module: &shader,
 | 
			
		||||
                entry_point: Some("fs_main"),
 | 
			
		||||
                targets: &[Some(wgpu::ColorTargetState {
 | 
			
		||||
                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
 | 
			
		||||
                    blend: Some(wgpu::BlendState::REPLACE),
 | 
			
		||||
                    write_mask: wgpu::ColorWrites::ALL,
 | 
			
		||||
                })],
 | 
			
		||||
                compilation_options: wgpu::PipelineCompilationOptions::default(),
 | 
			
		||||
            }),
 | 
			
		||||
            primitive: wgpu::PrimitiveState {
 | 
			
		||||
                topology: wgpu::PrimitiveTopology::TriangleList,
 | 
			
		||||
                strip_index_format: None,
 | 
			
		||||
                front_face: wgpu::FrontFace::Ccw,
 | 
			
		||||
                cull_mode: Some(wgpu::Face::Back),
 | 
			
		||||
                polygon_mode: wgpu::PolygonMode::Fill,
 | 
			
		||||
                unclipped_depth: false,
 | 
			
		||||
                conservative: false,
 | 
			
		||||
            },
 | 
			
		||||
            depth_stencil: None,
 | 
			
		||||
            multisample: wgpu::MultisampleState {
 | 
			
		||||
                count: 1,
 | 
			
		||||
                mask: !0,
 | 
			
		||||
                alpha_to_coverage_enabled: false,
 | 
			
		||||
            },
 | 
			
		||||
            multiview: None,
 | 
			
		||||
            cache: None,
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let imgui = ImguiState::new(&window);
 | 
			
		||||
 | 
			
		||||
        Self {
 | 
			
		||||
            window,
 | 
			
		||||
            imgui,
 | 
			
		||||
            pipeline: render_pipeline,
 | 
			
		||||
            bind_group,
 | 
			
		||||
            sim_id,
 | 
			
		||||
            client,
 | 
			
		||||
            proxy,
 | 
			
		||||
            paused_due_to_minimize: false,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn draw(&mut self, event_loop: &ActiveEventLoop) {
 | 
			
		||||
        let window = &mut self.window;
 | 
			
		||||
        let imgui = &mut self.imgui;
 | 
			
		||||
        let mut context = imgui.context.lock().unwrap();
 | 
			
		||||
        let mut new_size = None;
 | 
			
		||||
 | 
			
		||||
        let now = Instant::now();
 | 
			
		||||
        context.io_mut().update_delta_time(now - imgui.last_frame);
 | 
			
		||||
        imgui.last_frame = now;
 | 
			
		||||
 | 
			
		||||
        let frame = match window.surface.get_current_texture() {
 | 
			
		||||
            Ok(frame) => frame,
 | 
			
		||||
            Err(e) => {
 | 
			
		||||
                if !self.window.minimized {
 | 
			
		||||
                    eprintln!("dropped frame: {e:?}");
 | 
			
		||||
                }
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
        };
 | 
			
		||||
        imgui
 | 
			
		||||
            .platform
 | 
			
		||||
            .prepare_frame(context.io_mut(), &window.window)
 | 
			
		||||
            .expect("Failed to prepare frame");
 | 
			
		||||
        let ui = context.new_frame();
 | 
			
		||||
        let mut menu_height = 0.0;
 | 
			
		||||
        ui.main_menu_bar(|| {
 | 
			
		||||
            menu_height = ui.window_size()[1];
 | 
			
		||||
            ui.menu("ROM", || {
 | 
			
		||||
                if ui.menu_item("Open ROM") {
 | 
			
		||||
                    let rom = native_dialog::FileDialog::new()
 | 
			
		||||
                        .add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
 | 
			
		||||
                        .show_open_single_file()
 | 
			
		||||
                        .unwrap();
 | 
			
		||||
                    if let Some(path) = rom {
 | 
			
		||||
                        self.client
 | 
			
		||||
                            .send_command(EmulatorCommand::LoadGame(self.sim_id, path));
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                if ui.menu_item("Quit") {
 | 
			
		||||
                    event_loop.exit();
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
            ui.menu("Emulation", || {
 | 
			
		||||
                let has_game = self.client.has_game(self.sim_id);
 | 
			
		||||
                if self.client.is_running(self.sim_id) {
 | 
			
		||||
                    if ui.menu_item_config("Pause").enabled(has_game).build() {
 | 
			
		||||
                        self.client.send_command(EmulatorCommand::Pause);
 | 
			
		||||
                    }
 | 
			
		||||
                } else if ui.menu_item_config("Resume").enabled(has_game).build() {
 | 
			
		||||
                    self.client.send_command(EmulatorCommand::Resume);
 | 
			
		||||
                }
 | 
			
		||||
                if ui.menu_item_config("Reset").enabled(has_game).build() {
 | 
			
		||||
                    self.client
 | 
			
		||||
                        .send_command(EmulatorCommand::Reset(self.sim_id));
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
            ui.menu("Video", || {
 | 
			
		||||
                let current_dims = window.logical_size();
 | 
			
		||||
                for scale in 1..=4 {
 | 
			
		||||
                    let label = format!("x{scale}");
 | 
			
		||||
                    let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
 | 
			
		||||
                    let selected = dims == current_dims;
 | 
			
		||||
                    if ui.menu_item_config(label).selected(selected).build() {
 | 
			
		||||
                        if let Some(size) = window.window.request_inner_size(dims) {
 | 
			
		||||
                            window.handle_resize(&size);
 | 
			
		||||
                            new_size = Some(size);
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
            ui.menu("Audio", || {
 | 
			
		||||
                let p1_enabled = self.client.is_audio_enabled(SimId::Player1);
 | 
			
		||||
                let p2_enabled = self.client.is_audio_enabled(SimId::Player2);
 | 
			
		||||
                if ui.menu_item_config("Player 1").selected(p1_enabled).build() {
 | 
			
		||||
                    self.client
 | 
			
		||||
                        .send_command(EmulatorCommand::SetAudioEnabled(!p1_enabled, p2_enabled));
 | 
			
		||||
                }
 | 
			
		||||
                if ui.menu_item_config("Player 2").selected(p2_enabled).build() {
 | 
			
		||||
                    self.client
 | 
			
		||||
                        .send_command(EmulatorCommand::SetAudioEnabled(p1_enabled, !p2_enabled));
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
            ui.menu("Input", || {
 | 
			
		||||
                if ui.menu_item("Bind Inputs") {
 | 
			
		||||
                    self.proxy.send_event(UserEvent::OpenInputWindow).unwrap();
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
            ui.menu("Multiplayer", || {
 | 
			
		||||
                if self.sim_id == SimId::Player1
 | 
			
		||||
                    && !self.client.has_player_2()
 | 
			
		||||
                    && ui.menu_item("Open Player 2")
 | 
			
		||||
                {
 | 
			
		||||
                    self.client
 | 
			
		||||
                        .send_command(EmulatorCommand::StartSecondSim(None));
 | 
			
		||||
                    self.proxy.send_event(UserEvent::OpenPlayer2Window).unwrap();
 | 
			
		||||
                }
 | 
			
		||||
                if self.client.has_player_2() {
 | 
			
		||||
                    let linked = self.client.are_sims_linked();
 | 
			
		||||
                    if linked && ui.menu_item("Unlink") {
 | 
			
		||||
                        self.client.send_command(EmulatorCommand::Unlink);
 | 
			
		||||
                    }
 | 
			
		||||
                    if !linked && ui.menu_item("Link") {
 | 
			
		||||
                        self.client.send_command(EmulatorCommand::Link);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let mut encoder: wgpu::CommandEncoder = window
 | 
			
		||||
            .device
 | 
			
		||||
            .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
 | 
			
		||||
 | 
			
		||||
        if imgui.last_cursor != ui.mouse_cursor() {
 | 
			
		||||
            imgui.last_cursor = ui.mouse_cursor();
 | 
			
		||||
            imgui.platform.prepare_render(ui, &window.window);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        let view = frame
 | 
			
		||||
            .texture
 | 
			
		||||
            .create_view(&wgpu::TextureViewDescriptor::default());
 | 
			
		||||
        let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
 | 
			
		||||
            label: None,
 | 
			
		||||
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
 | 
			
		||||
                view: &view,
 | 
			
		||||
                resolve_target: None,
 | 
			
		||||
                ops: wgpu::Operations {
 | 
			
		||||
                    load: wgpu::LoadOp::Clear(imgui.clear_color),
 | 
			
		||||
                    store: wgpu::StoreOp::Store,
 | 
			
		||||
                },
 | 
			
		||||
            })],
 | 
			
		||||
            depth_stencil_attachment: None,
 | 
			
		||||
            timestamp_writes: None,
 | 
			
		||||
            occlusion_query_set: None,
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        // Draw the game
 | 
			
		||||
        rpass.set_pipeline(&self.pipeline);
 | 
			
		||||
        let window_width = window.surface_desc.width as f32;
 | 
			
		||||
        let window_height = window.surface_desc.height as f32;
 | 
			
		||||
        let menu_height = menu_height * window.hidpi_factor as f32;
 | 
			
		||||
        let ((x, y), (width, height)) =
 | 
			
		||||
            compute_game_bounds(window_width, window_height, menu_height);
 | 
			
		||||
        rpass.set_viewport(x, y, width, height, 0.0, 1.0);
 | 
			
		||||
        rpass.set_bind_group(0, &self.bind_group, &[]);
 | 
			
		||||
        rpass.draw(0..6, 0..1);
 | 
			
		||||
 | 
			
		||||
        // Draw the menu on top of the game
 | 
			
		||||
        rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
 | 
			
		||||
        imgui
 | 
			
		||||
            .renderer
 | 
			
		||||
            .render(context.render(), &window.queue, &window.device, &mut rpass)
 | 
			
		||||
            .expect("Rendering failed");
 | 
			
		||||
 | 
			
		||||
        drop(rpass);
 | 
			
		||||
 | 
			
		||||
        if let Some(size) = new_size {
 | 
			
		||||
            imgui.platform.handle_event::<UserEvent>(
 | 
			
		||||
                context.io_mut(),
 | 
			
		||||
                &window.window,
 | 
			
		||||
                &Event::WindowEvent {
 | 
			
		||||
                    window_id: window.window.id(),
 | 
			
		||||
                    event: WindowEvent::Resized(size),
 | 
			
		||||
                },
 | 
			
		||||
            );
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        window.queue.submit(Some(encoder.finish()));
 | 
			
		||||
 | 
			
		||||
        frame.present();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl AppWindow for GameWindow {
 | 
			
		||||
    fn id(&self) -> WindowId {
 | 
			
		||||
        self.window.window.id()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>) {
 | 
			
		||||
        match event {
 | 
			
		||||
            Event::WindowEvent { event, .. } => match event {
 | 
			
		||||
                WindowEvent::Resized(size) => {
 | 
			
		||||
                    self.window.handle_resize(size);
 | 
			
		||||
                    if self.window.minimized {
 | 
			
		||||
                        if self.client.is_running(self.sim_id) {
 | 
			
		||||
                            self.client.send_command(EmulatorCommand::Pause);
 | 
			
		||||
                            self.paused_due_to_minimize = true;
 | 
			
		||||
                        }
 | 
			
		||||
                    } else if self.paused_due_to_minimize {
 | 
			
		||||
                        self.client.send_command(EmulatorCommand::Resume);
 | 
			
		||||
                        self.paused_due_to_minimize = false;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                WindowEvent::CloseRequested => {
 | 
			
		||||
                    if self.sim_id == SimId::Player2 {
 | 
			
		||||
                        self.client.send_command(EmulatorCommand::StopSecondSim);
 | 
			
		||||
                        self.proxy.send_event(UserEvent::Close(self.id())).unwrap();
 | 
			
		||||
                    } else {
 | 
			
		||||
                        event_loop.exit();
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                WindowEvent::RedrawRequested => self.draw(event_loop),
 | 
			
		||||
                _ => (),
 | 
			
		||||
            },
 | 
			
		||||
            Event::AboutToWait => {
 | 
			
		||||
                self.window.window.request_redraw();
 | 
			
		||||
            }
 | 
			
		||||
            _ => (),
 | 
			
		||||
        }
 | 
			
		||||
        let window = &self.window;
 | 
			
		||||
        let imgui = &mut self.imgui;
 | 
			
		||||
        let mut context = imgui.context.lock().unwrap();
 | 
			
		||||
        imgui
 | 
			
		||||
            .platform
 | 
			
		||||
            .handle_event(context.io_mut(), &window.window, event);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn compute_game_bounds(
 | 
			
		||||
    window_width: f32,
 | 
			
		||||
    window_height: f32,
 | 
			
		||||
    menu_height: f32,
 | 
			
		||||
) -> ((f32, f32), (f32, f32)) {
 | 
			
		||||
    let available_width = window_width;
 | 
			
		||||
    let available_height = window_height - menu_height;
 | 
			
		||||
 | 
			
		||||
    let width = available_width.min(available_height * 384.0 / 224.0);
 | 
			
		||||
    let height = available_height.min(available_width * 224.0 / 384.0);
 | 
			
		||||
    let x = (available_width - width) / 2.0;
 | 
			
		||||
    let y = menu_height + (available_height - height) / 2.0;
 | 
			
		||||
    ((x, y), (width, height))
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
 | 
			
		||||
#[repr(C)]
 | 
			
		||||
struct Colors {
 | 
			
		||||
    left: [f32; 4],
 | 
			
		||||
    right: [f32; 4],
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										220
									
								
								src/app/input.rs
								
								
								
								
							
							
						
						
									
										220
									
								
								src/app/input.rs
								
								
								
								
							| 
						 | 
				
			
			@ -1,220 +0,0 @@
 | 
			
		|||
use std::time::Instant;
 | 
			
		||||
 | 
			
		||||
use winit::{
 | 
			
		||||
    dpi::LogicalSize,
 | 
			
		||||
    event::{Event, KeyEvent, WindowEvent},
 | 
			
		||||
    event_loop::{ActiveEventLoop, EventLoopProxy},
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use crate::{
 | 
			
		||||
    emulator::{SimId, VBKey},
 | 
			
		||||
    input::MappingProvider,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use super::{
 | 
			
		||||
    common::{ImguiState, UiExt, WindowState, WindowStateBuilder},
 | 
			
		||||
    AppWindow, UserEvent,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
pub struct InputWindow {
 | 
			
		||||
    window: WindowState,
 | 
			
		||||
    imgui: ImguiState,
 | 
			
		||||
    mappings: MappingProvider,
 | 
			
		||||
    proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
    now_binding: Option<(SimId, VBKey)>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const KEY_NAMES: [(VBKey, &str); 14] = [
 | 
			
		||||
    (VBKey::LU, "Up"),
 | 
			
		||||
    (VBKey::LD, "Down"),
 | 
			
		||||
    (VBKey::LL, "Left"),
 | 
			
		||||
    (VBKey::LR, "Right"),
 | 
			
		||||
    (VBKey::SEL, "Select"),
 | 
			
		||||
    (VBKey::STA, "Start"),
 | 
			
		||||
    (VBKey::B, "B"),
 | 
			
		||||
    (VBKey::A, "A"),
 | 
			
		||||
    (VBKey::LT, "L-Trigger"),
 | 
			
		||||
    (VBKey::RT, "R-Trigger"),
 | 
			
		||||
    (VBKey::RU, "R-Up"),
 | 
			
		||||
    (VBKey::RD, "R-Down"),
 | 
			
		||||
    (VBKey::RL, "R-Left"),
 | 
			
		||||
    (VBKey::RR, "R-Right"),
 | 
			
		||||
];
 | 
			
		||||
 | 
			
		||||
impl InputWindow {
 | 
			
		||||
    pub fn new(
 | 
			
		||||
        event_loop: &ActiveEventLoop,
 | 
			
		||||
        mappings: MappingProvider,
 | 
			
		||||
        proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
    ) -> Self {
 | 
			
		||||
        let window = WindowStateBuilder::new(event_loop)
 | 
			
		||||
            .with_title("Bind Inputs")
 | 
			
		||||
            .with_inner_size(LogicalSize::new(600, 400))
 | 
			
		||||
            .build();
 | 
			
		||||
        let imgui = ImguiState::new(&window);
 | 
			
		||||
        Self {
 | 
			
		||||
            window,
 | 
			
		||||
            imgui,
 | 
			
		||||
            mappings,
 | 
			
		||||
            now_binding: None,
 | 
			
		||||
            proxy,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn draw(&mut self) {
 | 
			
		||||
        let window = &mut self.window;
 | 
			
		||||
        let imgui = &mut self.imgui;
 | 
			
		||||
        let mut context = imgui.context.lock().unwrap();
 | 
			
		||||
 | 
			
		||||
        let now = Instant::now();
 | 
			
		||||
        context.io_mut().update_delta_time(now - imgui.last_frame);
 | 
			
		||||
        imgui.last_frame = now;
 | 
			
		||||
 | 
			
		||||
        let frame = match window.surface.get_current_texture() {
 | 
			
		||||
            Ok(frame) => frame,
 | 
			
		||||
            Err(e) => {
 | 
			
		||||
                if !self.window.minimized {
 | 
			
		||||
                    eprintln!("dropped frame: {e:?}");
 | 
			
		||||
                }
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
        };
 | 
			
		||||
        imgui
 | 
			
		||||
            .platform
 | 
			
		||||
            .prepare_frame(context.io_mut(), &window.window)
 | 
			
		||||
            .expect("Failed to prepare frame");
 | 
			
		||||
        let ui = context.new_frame();
 | 
			
		||||
 | 
			
		||||
        let mut render_key_bindings = |sim_id: SimId| {
 | 
			
		||||
            let mappings = self.mappings.for_sim(sim_id);
 | 
			
		||||
            if let Some(table) = ui.begin_table("controls", 2) {
 | 
			
		||||
                let binding_names = {
 | 
			
		||||
                    let mapping = mappings.read().unwrap();
 | 
			
		||||
                    mapping.keyboard_mapping_names()
 | 
			
		||||
                };
 | 
			
		||||
                ui.table_next_row();
 | 
			
		||||
 | 
			
		||||
                for (key, name) in KEY_NAMES {
 | 
			
		||||
                    let binding = binding_names.get(&key).map(|s| s.as_str());
 | 
			
		||||
                    ui.table_next_column();
 | 
			
		||||
                    let [space, _] = ui.content_region_avail();
 | 
			
		||||
                    ui.group(|| {
 | 
			
		||||
                        ui.right_align_text(name, space * 0.20);
 | 
			
		||||
                        ui.same_line();
 | 
			
		||||
                        let label_text = if self.now_binding == Some((sim_id, key)) {
 | 
			
		||||
                            "Press any input"
 | 
			
		||||
                        } else {
 | 
			
		||||
                            binding.unwrap_or("")
 | 
			
		||||
                        };
 | 
			
		||||
                        let label = format!("{}##{}", label_text, name);
 | 
			
		||||
                        if ui.button_with_size(label, [space * 0.60, 0.0]) {
 | 
			
		||||
                            self.now_binding = Some((sim_id, key));
 | 
			
		||||
                        }
 | 
			
		||||
                    });
 | 
			
		||||
                    ui.same_line();
 | 
			
		||||
                    if ui.button(format!("Clear##{name}")) {
 | 
			
		||||
                        let mut mapping = mappings.write().unwrap();
 | 
			
		||||
                        mapping.clear_keyboard_mappings(key);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                table.end();
 | 
			
		||||
            }
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        if let Some(window) = ui.fullscreen_window() {
 | 
			
		||||
            if let Some(tabs) = ui.tab_bar("tabs") {
 | 
			
		||||
                if let Some(tab) = ui.tab_item("Player 1") {
 | 
			
		||||
                    render_key_bindings(SimId::Player1);
 | 
			
		||||
                    tab.end();
 | 
			
		||||
                }
 | 
			
		||||
                if let Some(tab) = ui.tab_item("Player 2") {
 | 
			
		||||
                    render_key_bindings(SimId::Player2);
 | 
			
		||||
                    tab.end();
 | 
			
		||||
                }
 | 
			
		||||
                tabs.end();
 | 
			
		||||
            }
 | 
			
		||||
            window.end();
 | 
			
		||||
        }
 | 
			
		||||
        let mut encoder: wgpu::CommandEncoder = window
 | 
			
		||||
            .device
 | 
			
		||||
            .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
 | 
			
		||||
 | 
			
		||||
        if imgui.last_cursor != ui.mouse_cursor() {
 | 
			
		||||
            imgui.last_cursor = ui.mouse_cursor();
 | 
			
		||||
            imgui.platform.prepare_render(ui, &window.window);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        let view = frame
 | 
			
		||||
            .texture
 | 
			
		||||
            .create_view(&wgpu::TextureViewDescriptor::default());
 | 
			
		||||
        let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
 | 
			
		||||
            label: None,
 | 
			
		||||
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
 | 
			
		||||
                view: &view,
 | 
			
		||||
                resolve_target: None,
 | 
			
		||||
                ops: wgpu::Operations {
 | 
			
		||||
                    load: wgpu::LoadOp::Clear(imgui.clear_color),
 | 
			
		||||
                    store: wgpu::StoreOp::Store,
 | 
			
		||||
                },
 | 
			
		||||
            })],
 | 
			
		||||
            depth_stencil_attachment: None,
 | 
			
		||||
            timestamp_writes: None,
 | 
			
		||||
            occlusion_query_set: None,
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        // Draw the game
 | 
			
		||||
        imgui
 | 
			
		||||
            .renderer
 | 
			
		||||
            .render(context.render(), &window.queue, &window.device, &mut rpass)
 | 
			
		||||
            .expect("Rendering failed");
 | 
			
		||||
 | 
			
		||||
        drop(rpass);
 | 
			
		||||
 | 
			
		||||
        window.queue.submit(Some(encoder.finish()));
 | 
			
		||||
 | 
			
		||||
        frame.present();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn try_bind_key(&mut self, event: &KeyEvent) {
 | 
			
		||||
        if !event.state.is_pressed() {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        let Some((sim_id, vb)) = self.now_binding.take() else {
 | 
			
		||||
            return;
 | 
			
		||||
        };
 | 
			
		||||
        let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
 | 
			
		||||
        mappings.add_keyboard_mapping(vb, event.physical_key);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl AppWindow for InputWindow {
 | 
			
		||||
    fn id(&self) -> winit::window::WindowId {
 | 
			
		||||
        self.window.window.id()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn handle_event(&mut self, _: &ActiveEventLoop, event: &Event<UserEvent>) {
 | 
			
		||||
        match event {
 | 
			
		||||
            Event::WindowEvent { event, .. } => match event {
 | 
			
		||||
                WindowEvent::Resized(size) => self.window.handle_resize(size),
 | 
			
		||||
                WindowEvent::CloseRequested => {
 | 
			
		||||
                    self.proxy.send_event(UserEvent::Close(self.id())).unwrap()
 | 
			
		||||
                }
 | 
			
		||||
                WindowEvent::KeyboardInput { event, .. } => self.try_bind_key(event),
 | 
			
		||||
                WindowEvent::RedrawRequested => self.draw(),
 | 
			
		||||
                _ => (),
 | 
			
		||||
            },
 | 
			
		||||
            Event::AboutToWait => {
 | 
			
		||||
                self.window.window.request_redraw();
 | 
			
		||||
            }
 | 
			
		||||
            _ => (),
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        let window = &self.window;
 | 
			
		||||
        let imgui = &mut self.imgui;
 | 
			
		||||
        let mut context = imgui.context.lock().unwrap();
 | 
			
		||||
        imgui
 | 
			
		||||
            .platform
 | 
			
		||||
            .handle_event(context.io_mut(), &window.window, event);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,315 @@
 | 
			
		|||
use std::{
 | 
			
		||||
    collections::{hash_map::Entry, HashMap, HashSet},
 | 
			
		||||
    num::NonZero,
 | 
			
		||||
    sync::Arc,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use winit::event_loop::EventLoopProxy;
 | 
			
		||||
 | 
			
		||||
use crate::{emulator::EmulatorClient, window::WindowManager};
 | 
			
		||||
 | 
			
		||||
pub struct Application {
 | 
			
		||||
    client: EmulatorClient,
 | 
			
		||||
    proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
    state: Option<AppState>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl Application {
 | 
			
		||||
    pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
 | 
			
		||||
        Self {
 | 
			
		||||
            client,
 | 
			
		||||
            proxy,
 | 
			
		||||
            state: None,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl winit::application::ApplicationHandler<UserEvent> for Application {
 | 
			
		||||
    fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
 | 
			
		||||
        self.state = Some(AppState::new(
 | 
			
		||||
            self.client.clone(),
 | 
			
		||||
            self.proxy.clone(),
 | 
			
		||||
            event_loop,
 | 
			
		||||
        ));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn window_event(
 | 
			
		||||
        &mut self,
 | 
			
		||||
        event_loop: &winit::event_loop::ActiveEventLoop,
 | 
			
		||||
        window_id: winit::window::WindowId,
 | 
			
		||||
        event: winit::event::WindowEvent,
 | 
			
		||||
    ) {
 | 
			
		||||
        self.state
 | 
			
		||||
            .as_mut()
 | 
			
		||||
            .unwrap()
 | 
			
		||||
            .window_event(event_loop, window_id, event);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn device_event(
 | 
			
		||||
        &mut self,
 | 
			
		||||
        _event_loop: &winit::event_loop::ActiveEventLoop,
 | 
			
		||||
        _device_id: winit::event::DeviceId,
 | 
			
		||||
        event: winit::event::DeviceEvent,
 | 
			
		||||
    ) {
 | 
			
		||||
        self.state.as_mut().unwrap().device_event(event)
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn user_event(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop, event: UserEvent) {
 | 
			
		||||
        self.state.as_mut().unwrap().user_event(event);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct AppState {
 | 
			
		||||
    painter: egui_wgpu::winit::Painter,
 | 
			
		||||
    ctx: egui::Context,
 | 
			
		||||
    viewports: HashMap<egui::ViewportId, ViewportState>,
 | 
			
		||||
    viewports_by_window: HashMap<winit::window::WindowId, egui::ViewportId>,
 | 
			
		||||
    focused: Option<egui::ViewportId>,
 | 
			
		||||
    screen: WindowManager,
 | 
			
		||||
}
 | 
			
		||||
impl AppState {
 | 
			
		||||
    fn new(
 | 
			
		||||
        client: EmulatorClient,
 | 
			
		||||
        proxy: EventLoopProxy<UserEvent>,
 | 
			
		||||
        event_loop: &winit::event_loop::ActiveEventLoop,
 | 
			
		||||
    ) -> Self {
 | 
			
		||||
        let mut painter = egui_wgpu::winit::Painter::new(
 | 
			
		||||
            egui_wgpu::WgpuConfiguration::default(),
 | 
			
		||||
            1,
 | 
			
		||||
            None,
 | 
			
		||||
            false,
 | 
			
		||||
            true,
 | 
			
		||||
        );
 | 
			
		||||
        let ctx = egui::Context::default();
 | 
			
		||||
        ctx.style_mut(|s| {
 | 
			
		||||
            s.wrap_mode = Some(egui::TextWrapMode::Extend);
 | 
			
		||||
            s.visuals.menu_rounding = Default::default();
 | 
			
		||||
        });
 | 
			
		||||
        ctx.set_embed_viewports(false);
 | 
			
		||||
        {
 | 
			
		||||
            let proxy = proxy.clone();
 | 
			
		||||
            ctx.set_request_repaint_callback(move |info| {
 | 
			
		||||
                proxy.send_event(UserEvent::RepaintRequested(info)).unwrap();
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        let mut screen = WindowManager::new(client, proxy);
 | 
			
		||||
        let root_viewport = ViewportState::new(
 | 
			
		||||
            egui::ViewportId::ROOT,
 | 
			
		||||
            &ctx,
 | 
			
		||||
            event_loop,
 | 
			
		||||
            screen.initial_viewport(),
 | 
			
		||||
            &mut painter,
 | 
			
		||||
        );
 | 
			
		||||
        screen.init_renderer(painter.render_state().as_ref().unwrap());
 | 
			
		||||
 | 
			
		||||
        let mut viewports_by_window = HashMap::new();
 | 
			
		||||
        viewports_by_window.insert(root_viewport.window.id(), egui::ViewportId::ROOT);
 | 
			
		||||
        let mut viewports = HashMap::new();
 | 
			
		||||
        viewports.insert(egui::ViewportId::ROOT, root_viewport);
 | 
			
		||||
 | 
			
		||||
        Self {
 | 
			
		||||
            painter,
 | 
			
		||||
            ctx,
 | 
			
		||||
            viewports,
 | 
			
		||||
            viewports_by_window,
 | 
			
		||||
            focused: Some(egui::ViewportId::ROOT),
 | 
			
		||||
            screen,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn window_event(
 | 
			
		||||
        &mut self,
 | 
			
		||||
        event_loop: &winit::event_loop::ActiveEventLoop,
 | 
			
		||||
        window_id: winit::window::WindowId,
 | 
			
		||||
        event: winit::event::WindowEvent,
 | 
			
		||||
    ) {
 | 
			
		||||
        let Some(&viewport_id) = self.viewports_by_window.get(&window_id) else {
 | 
			
		||||
            return;
 | 
			
		||||
        };
 | 
			
		||||
        let Some(viewport) = self.viewports.get_mut(&viewport_id) else {
 | 
			
		||||
            panic!("Unrecognized viewport");
 | 
			
		||||
        };
 | 
			
		||||
        viewport.on_window_event(&event);
 | 
			
		||||
 | 
			
		||||
        match event {
 | 
			
		||||
            winit::event::WindowEvent::KeyboardInput { event, .. } => {
 | 
			
		||||
                self.screen.handle_key_event(event);
 | 
			
		||||
            }
 | 
			
		||||
            winit::event::WindowEvent::RedrawRequested => {
 | 
			
		||||
                pollster::block_on(
 | 
			
		||||
                    self.painter
 | 
			
		||||
                        .set_window(viewport_id, Some(viewport.window.clone())),
 | 
			
		||||
                )
 | 
			
		||||
                .unwrap();
 | 
			
		||||
                let cb = viewport.viewport_ui_cb.clone();
 | 
			
		||||
                let mut input = viewport.state.take_egui_input(&viewport.window);
 | 
			
		||||
                input.viewports = self
 | 
			
		||||
                    .viewports
 | 
			
		||||
                    .iter()
 | 
			
		||||
                    .map(|(k, v)| (*k, v.info.clone()))
 | 
			
		||||
                    .collect();
 | 
			
		||||
                let output = self.ctx.run(input, |ctx| {
 | 
			
		||||
                    if let Some(cb) = cb.as_deref() {
 | 
			
		||||
                        cb(ctx)
 | 
			
		||||
                    } else {
 | 
			
		||||
                        self.screen.show(ctx)
 | 
			
		||||
                    }
 | 
			
		||||
                });
 | 
			
		||||
                let clipped_primitives =
 | 
			
		||||
                    self.ctx.tessellate(output.shapes, output.pixels_per_point);
 | 
			
		||||
                self.painter.paint_and_update_textures(
 | 
			
		||||
                    viewport_id,
 | 
			
		||||
                    output.pixels_per_point,
 | 
			
		||||
                    [0.0, 0.0, 0.0, 0.0],
 | 
			
		||||
                    &clipped_primitives,
 | 
			
		||||
                    &output.textures_delta,
 | 
			
		||||
                    false,
 | 
			
		||||
                );
 | 
			
		||||
 | 
			
		||||
                let mut live_viewports = HashSet::default();
 | 
			
		||||
                for (id, output) in output.viewport_output {
 | 
			
		||||
                    live_viewports.insert(id);
 | 
			
		||||
                    let viewport = match self.viewports.entry(id) {
 | 
			
		||||
                        Entry::Occupied(e) => e.into_mut(),
 | 
			
		||||
                        Entry::Vacant(e) => {
 | 
			
		||||
                            let mut v = ViewportState::new(
 | 
			
		||||
                                id,
 | 
			
		||||
                                &self.ctx,
 | 
			
		||||
                                event_loop,
 | 
			
		||||
                                output.builder,
 | 
			
		||||
                                &mut self.painter,
 | 
			
		||||
                            );
 | 
			
		||||
                            v.viewport_ui_cb = output.viewport_ui_cb;
 | 
			
		||||
                            self.viewports_by_window.insert(v.window.id(), id);
 | 
			
		||||
                            e.insert(v)
 | 
			
		||||
                        }
 | 
			
		||||
                    };
 | 
			
		||||
                    egui_winit::process_viewport_commands(
 | 
			
		||||
                        &self.ctx,
 | 
			
		||||
                        &mut viewport.info,
 | 
			
		||||
                        output.commands,
 | 
			
		||||
                        &viewport.window,
 | 
			
		||||
                        &mut HashSet::default(),
 | 
			
		||||
                    );
 | 
			
		||||
                    if viewport.info.close_requested() {
 | 
			
		||||
                        live_viewports.remove(&id);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                self.viewports.retain(|k, v| {
 | 
			
		||||
                    if live_viewports.contains(k) {
 | 
			
		||||
                        return true;
 | 
			
		||||
                    }
 | 
			
		||||
                    self.viewports_by_window.remove(&v.window.id());
 | 
			
		||||
                    false
 | 
			
		||||
                });
 | 
			
		||||
                self.painter.gc_viewports(&live_viewports);
 | 
			
		||||
                if !self.viewports.contains_key(&egui::ViewportId::ROOT) {
 | 
			
		||||
                    event_loop.exit();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            winit::event::WindowEvent::Resized(size) => {
 | 
			
		||||
                let (Some(width), Some(height)) =
 | 
			
		||||
                    (NonZero::new(size.width), NonZero::new(size.height))
 | 
			
		||||
                else {
 | 
			
		||||
                    return;
 | 
			
		||||
                };
 | 
			
		||||
                self.painter.on_window_resized(viewport_id, width, height);
 | 
			
		||||
            }
 | 
			
		||||
            winit::event::WindowEvent::Focused(new_focused) => {
 | 
			
		||||
                self.focused = new_focused.then_some(viewport_id);
 | 
			
		||||
            }
 | 
			
		||||
            winit::event::WindowEvent::CloseRequested => {
 | 
			
		||||
                if viewport_id == egui::ViewportId::ROOT {
 | 
			
		||||
                    event_loop.exit();
 | 
			
		||||
                } else if let Some(viewport) = self.viewports.get_mut(&viewport_id) {
 | 
			
		||||
                    viewport.info.events.push(egui::ViewportEvent::Close);
 | 
			
		||||
                    self.ctx.request_repaint_of(viewport_id);
 | 
			
		||||
                    self.ctx.request_repaint_of(egui::ViewportId::ROOT);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            _ => {}
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn device_event(&mut self, 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: UserEvent) {
 | 
			
		||||
        match event {
 | 
			
		||||
            UserEvent::GamepadEvent(event) => self.screen.handle_gamepad_event(event),
 | 
			
		||||
            UserEvent::RepaintRequested(info) => {
 | 
			
		||||
                let Some(viewport) = self.viewports.get(&info.viewport_id) else {
 | 
			
		||||
                    return;
 | 
			
		||||
                };
 | 
			
		||||
                viewport.window.request_redraw();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct ViewportState {
 | 
			
		||||
    info: egui::ViewportInfo,
 | 
			
		||||
    state: egui_winit::State,
 | 
			
		||||
    viewport_ui_cb: Option<Arc<egui::DeferredViewportUiCallback>>,
 | 
			
		||||
    window: Arc<winit::window::Window>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl ViewportState {
 | 
			
		||||
    fn new(
 | 
			
		||||
        id: egui::ViewportId,
 | 
			
		||||
        ctx: &egui::Context,
 | 
			
		||||
        event_loop: &winit::event_loop::ActiveEventLoop,
 | 
			
		||||
        viewport: egui::ViewportBuilder,
 | 
			
		||||
        painter: &mut egui_wgpu::winit::Painter,
 | 
			
		||||
    ) -> Self {
 | 
			
		||||
        let mut info = egui::ViewportInfo::default();
 | 
			
		||||
        let window = Arc::new(egui_winit::create_window(ctx, event_loop, &viewport).unwrap());
 | 
			
		||||
        egui_winit::update_viewport_info(&mut info, ctx, &window, true);
 | 
			
		||||
 | 
			
		||||
        pollster::block_on(painter.set_window(id, Some(window.clone()))).unwrap();
 | 
			
		||||
        let state = egui_winit::State::new(
 | 
			
		||||
            ctx.clone(),
 | 
			
		||||
            id,
 | 
			
		||||
            event_loop,
 | 
			
		||||
            Some(window.scale_factor() as f32),
 | 
			
		||||
            event_loop.system_theme(),
 | 
			
		||||
            painter.max_texture_side(),
 | 
			
		||||
        );
 | 
			
		||||
        Self {
 | 
			
		||||
            info,
 | 
			
		||||
            state,
 | 
			
		||||
            viewport_ui_cb: None,
 | 
			
		||||
            window,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn on_window_event(&mut self, event: &winit::event::WindowEvent) {
 | 
			
		||||
        let response = self.state.on_window_event(&self.window, event);
 | 
			
		||||
        if response.repaint {
 | 
			
		||||
            self.window.request_redraw();
 | 
			
		||||
        }
 | 
			
		||||
        egui_winit::update_viewport_info(
 | 
			
		||||
            &mut self.info,
 | 
			
		||||
            self.state.egui_ctx(),
 | 
			
		||||
            &self.window,
 | 
			
		||||
            false,
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive(Debug)]
 | 
			
		||||
pub enum UserEvent {
 | 
			
		||||
    GamepadEvent(gilrs::Event),
 | 
			
		||||
    RepaintRequested(egui::RequestRepaintInfo),
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -1,18 +1,19 @@
 | 
			
		|||
use std::{path::PathBuf, process};
 | 
			
		||||
 | 
			
		||||
use anyhow::Result;
 | 
			
		||||
use app::App;
 | 
			
		||||
use application::Application;
 | 
			
		||||
use clap::Parser;
 | 
			
		||||
use emulator::EmulatorBuilder;
 | 
			
		||||
use thread_priority::{ThreadBuilder, ThreadPriority};
 | 
			
		||||
use winit::event_loop::{ControlFlow, EventLoop};
 | 
			
		||||
 | 
			
		||||
mod app;
 | 
			
		||||
mod application;
 | 
			
		||||
mod audio;
 | 
			
		||||
mod controller;
 | 
			
		||||
mod emulator;
 | 
			
		||||
mod graphics;
 | 
			
		||||
mod input;
 | 
			
		||||
mod window;
 | 
			
		||||
 | 
			
		||||
#[derive(Parser)]
 | 
			
		||||
struct Args {
 | 
			
		||||
| 
						 | 
				
			
			@ -56,6 +57,6 @@ fn main() -> Result<()> {
 | 
			
		|||
    let event_loop = EventLoop::with_user_event().build().unwrap();
 | 
			
		||||
    event_loop.set_control_flow(ControlFlow::Poll);
 | 
			
		||||
    let proxy = event_loop.create_proxy();
 | 
			
		||||
    event_loop.run_app(&mut App::new(client, proxy))?;
 | 
			
		||||
    event_loop.run_app(&mut Application::new(client, proxy))?;
 | 
			
		||||
    Ok(())
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -0,0 +1,157 @@
 | 
			
		|||
use std::{
 | 
			
		||||
    sync::{
 | 
			
		||||
        atomic::{AtomicBool, Ordering},
 | 
			
		||||
        Arc, Mutex,
 | 
			
		||||
    },
 | 
			
		||||
    thread,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use egui::{Context, ViewportBuilder, ViewportId};
 | 
			
		||||
use game::GameWindow;
 | 
			
		||||
use game_screen::GameScreen;
 | 
			
		||||
use gilrs::{EventType, Gilrs};
 | 
			
		||||
use input::InputWindow;
 | 
			
		||||
use winit::{event::KeyEvent, event_loop::EventLoopProxy};
 | 
			
		||||
 | 
			
		||||
use crate::{
 | 
			
		||||
    application::UserEvent,
 | 
			
		||||
    controller::ControllerManager,
 | 
			
		||||
    emulator::{EmulatorClient, EmulatorCommand, SimId},
 | 
			
		||||
    input::MappingProvider,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
mod game;
 | 
			
		||||
mod game_screen;
 | 
			
		||||
mod input;
 | 
			
		||||
 | 
			
		||||
pub struct WindowManager {
 | 
			
		||||
    p1: GameWindow,
 | 
			
		||||
    p2: Arc<Mutex<GameWindow>>,
 | 
			
		||||
    client: EmulatorClient,
 | 
			
		||||
    input: ChildWindow<InputWindow>,
 | 
			
		||||
    controllers: ControllerManager,
 | 
			
		||||
}
 | 
			
		||||
impl WindowManager {
 | 
			
		||||
    pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
 | 
			
		||||
        let mappings = MappingProvider::new();
 | 
			
		||||
        let controllers = ControllerManager::new(client.clone(), &mappings);
 | 
			
		||||
        {
 | 
			
		||||
            let mappings = mappings.clone();
 | 
			
		||||
            thread::spawn(|| process_gamepad_input(mappings, proxy));
 | 
			
		||||
        }
 | 
			
		||||
        let input = ChildWindow::new(InputWindow::new(mappings));
 | 
			
		||||
        let p1 = GameWindow::new(client.clone(), SimId::Player1, input.open.clone());
 | 
			
		||||
        let p2 = GameWindow::new(client.clone(), SimId::Player2, input.open.clone());
 | 
			
		||||
        Self {
 | 
			
		||||
            p1,
 | 
			
		||||
            p2: Arc::new(Mutex::new(p2)),
 | 
			
		||||
            client,
 | 
			
		||||
            input,
 | 
			
		||||
            controllers,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn init_renderer(&mut self, render_state: &egui_wgpu::RenderState) {
 | 
			
		||||
        GameScreen::init_pipeline(render_state);
 | 
			
		||||
        self.p2.lock().unwrap().init_renderer(render_state);
 | 
			
		||||
        self.p1.init_renderer(render_state);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn initial_viewport(&self) -> ViewportBuilder {
 | 
			
		||||
        self.p1.initial_viewport()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn show(&mut self, ctx: &Context) {
 | 
			
		||||
        self.p1.show(ctx);
 | 
			
		||||
        self.input.show(ctx);
 | 
			
		||||
        if self.client.has_player_2() {
 | 
			
		||||
            let (viewport_id, viewport) = {
 | 
			
		||||
                let p2 = self.p2.lock().unwrap();
 | 
			
		||||
                (p2.viewport_id(), p2.initial_viewport())
 | 
			
		||||
            };
 | 
			
		||||
            let client = self.client.clone();
 | 
			
		||||
            let p2 = self.p2.clone();
 | 
			
		||||
            ctx.show_viewport_deferred(viewport_id, viewport, move |ctx, _| {
 | 
			
		||||
                p2.lock().unwrap().show(ctx);
 | 
			
		||||
                if ctx.input(|i| i.viewport().close_requested()) {
 | 
			
		||||
                    client.send_command(EmulatorCommand::StopSecondSim);
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn handle_key_event(&mut self, event: winit::event::KeyEvent) {
 | 
			
		||||
        self.controllers.handle_key_event(&event);
 | 
			
		||||
        self.input.handle_key_event(&event);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn handle_gamepad_event(&mut self, event: gilrs::Event) {
 | 
			
		||||
        self.controllers.handle_gamepad_event(&event);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
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.map_gamepad(SimId::Player1, &gamepad);
 | 
			
		||||
        }
 | 
			
		||||
        if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
 | 
			
		||||
            // main thread has closed! we done
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
trait AppWindow {
 | 
			
		||||
    fn viewport_id(&self) -> ViewportId;
 | 
			
		||||
    fn initial_viewport(&self) -> ViewportBuilder;
 | 
			
		||||
    fn show(&mut self, ctx: &Context);
 | 
			
		||||
    fn handle_key_event(&mut self, event: &KeyEvent) {
 | 
			
		||||
        let _ = event;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct ChildWindow<T: AppWindow> {
 | 
			
		||||
    pub open: Arc<AtomicBool>,
 | 
			
		||||
    window: Arc<Mutex<T>>,
 | 
			
		||||
}
 | 
			
		||||
impl<T: AppWindow + Send + 'static> ChildWindow<T> {
 | 
			
		||||
    fn new(window: T) -> Self {
 | 
			
		||||
        Self {
 | 
			
		||||
            open: Arc::new(AtomicBool::new(false)),
 | 
			
		||||
            window: Arc::new(Mutex::new(window)),
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn show(&self, ctx: &Context) {
 | 
			
		||||
        if !self.open.load(Ordering::Relaxed) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        let (viewport_id, viewport) = {
 | 
			
		||||
            let window = self.window.lock().unwrap();
 | 
			
		||||
            (window.viewport_id(), window.initial_viewport())
 | 
			
		||||
        };
 | 
			
		||||
        let open = self.open.clone();
 | 
			
		||||
        let window = self.window.clone();
 | 
			
		||||
        ctx.show_viewport_deferred(viewport_id, viewport, move |ctx, _| {
 | 
			
		||||
            window.lock().unwrap().show(ctx);
 | 
			
		||||
            if ctx.input(|i| i.viewport().close_requested()) {
 | 
			
		||||
                open.store(false, Ordering::Relaxed);
 | 
			
		||||
                ctx.request_repaint();
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn handle_key_event(&self, event: &KeyEvent) {
 | 
			
		||||
        if self.open.load(Ordering::Relaxed) {
 | 
			
		||||
            self.window.lock().unwrap().handle_key_event(event);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,174 @@
 | 
			
		|||
use std::sync::{
 | 
			
		||||
    atomic::{AtomicBool, Ordering},
 | 
			
		||||
    Arc,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use crate::emulator::{EmulatorClient, EmulatorCommand, SimId};
 | 
			
		||||
use egui::{
 | 
			
		||||
    menu, Button, CentralPanel, Color32, Context, Response, TopBottomPanel, Ui, ViewportBuilder,
 | 
			
		||||
    ViewportCommand, ViewportId, WidgetText,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use super::{game_screen::GameScreen, AppWindow};
 | 
			
		||||
 | 
			
		||||
pub struct GameWindow {
 | 
			
		||||
    client: EmulatorClient,
 | 
			
		||||
    sim_id: SimId,
 | 
			
		||||
    input_window_open: Arc<AtomicBool>,
 | 
			
		||||
    screen: Option<GameScreen>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl GameWindow {
 | 
			
		||||
    pub fn new(client: EmulatorClient, sim_id: SimId, input_window_open: Arc<AtomicBool>) -> Self {
 | 
			
		||||
        Self {
 | 
			
		||||
            client,
 | 
			
		||||
            sim_id,
 | 
			
		||||
            input_window_open,
 | 
			
		||||
            screen: None,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn init_renderer(&mut self, render_state: &egui_wgpu::RenderState) {
 | 
			
		||||
        let (screen, sink) = GameScreen::init(render_state);
 | 
			
		||||
        self.client
 | 
			
		||||
            .send_command(EmulatorCommand::SetRenderer(self.sim_id, sink));
 | 
			
		||||
        self.screen = Some(screen)
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn show_menu(&mut self, ctx: &Context, ui: &mut Ui) {
 | 
			
		||||
        ui.menu_button("ROM", |ui| {
 | 
			
		||||
            if ui.button("Open ROM").clicked() {
 | 
			
		||||
                let rom = rfd::FileDialog::new()
 | 
			
		||||
                    .add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
 | 
			
		||||
                    .pick_file();
 | 
			
		||||
                if let Some(path) = rom {
 | 
			
		||||
                    self.client
 | 
			
		||||
                        .send_command(EmulatorCommand::LoadGame(SimId::Player1, path));
 | 
			
		||||
                }
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
            if ui.button("Quit").clicked() {
 | 
			
		||||
                ctx.send_viewport_cmd(ViewportCommand::Close);
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
        ui.menu_button("Emulation", |ui| {
 | 
			
		||||
            let has_game = self.client.has_game(self.sim_id);
 | 
			
		||||
            if self.client.is_running(self.sim_id) {
 | 
			
		||||
                if ui.add_enabled(has_game, Button::new("Pause")).clicked() {
 | 
			
		||||
                    self.client.send_command(EmulatorCommand::Pause);
 | 
			
		||||
                    ui.close_menu();
 | 
			
		||||
                }
 | 
			
		||||
            } else if ui.add_enabled(has_game, Button::new("Resume")).clicked() {
 | 
			
		||||
                self.client.send_command(EmulatorCommand::Resume);
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
            if ui.add_enabled(has_game, Button::new("Reset")).clicked() {
 | 
			
		||||
                self.client
 | 
			
		||||
                    .send_command(EmulatorCommand::Reset(self.sim_id));
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
        ui.menu_button("Video", |ui| {
 | 
			
		||||
            let current_dims = ctx.input(|i| i.viewport().inner_rect.unwrap());
 | 
			
		||||
            let current_dims = current_dims.max - current_dims.min;
 | 
			
		||||
 | 
			
		||||
            for scale in 1..=4 {
 | 
			
		||||
                let label = format!("x{scale}");
 | 
			
		||||
                let scale = scale as f32;
 | 
			
		||||
                let dims = (384.0 * scale, 224.0 * scale + 20.0).into();
 | 
			
		||||
                if ui
 | 
			
		||||
                    .selectable_button((current_dims - dims).length() < 1.0, label)
 | 
			
		||||
                    .clicked()
 | 
			
		||||
                {
 | 
			
		||||
                    ctx.send_viewport_cmd(ViewportCommand::InnerSize(dims));
 | 
			
		||||
                    ui.close_menu();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
        ui.menu_button("Audio", |ui| {
 | 
			
		||||
            let p1_enabled = self.client.is_audio_enabled(SimId::Player1);
 | 
			
		||||
            let p2_enabled = self.client.is_audio_enabled(SimId::Player2);
 | 
			
		||||
            if ui.selectable_button(p1_enabled, "Player 1").clicked() {
 | 
			
		||||
                self.client
 | 
			
		||||
                    .send_command(EmulatorCommand::SetAudioEnabled(!p1_enabled, p2_enabled));
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
            if ui.selectable_button(p2_enabled, "Player 2").clicked() {
 | 
			
		||||
                self.client
 | 
			
		||||
                    .send_command(EmulatorCommand::SetAudioEnabled(p1_enabled, !p2_enabled));
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
        ui.menu_button("Input", |ui| {
 | 
			
		||||
            if ui.button("Bind Inputs").clicked() {
 | 
			
		||||
                self.input_window_open.store(true, Ordering::Relaxed);
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
        ui.menu_button("Multiplayer", |ui| {
 | 
			
		||||
            if self.sim_id == SimId::Player1
 | 
			
		||||
                && !self.client.has_player_2()
 | 
			
		||||
                && ui.button("Open Player 2").clicked()
 | 
			
		||||
            {
 | 
			
		||||
                self.client
 | 
			
		||||
                    .send_command(EmulatorCommand::StartSecondSim(None));
 | 
			
		||||
                ui.close_menu();
 | 
			
		||||
            }
 | 
			
		||||
            if self.client.has_player_2() {
 | 
			
		||||
                let linked = self.client.are_sims_linked();
 | 
			
		||||
                if linked && ui.button("Unlink").clicked() {
 | 
			
		||||
                    self.client.send_command(EmulatorCommand::Unlink);
 | 
			
		||||
                    ui.close_menu();
 | 
			
		||||
                }
 | 
			
		||||
                if !linked && ui.button("Link").clicked() {
 | 
			
		||||
                    self.client.send_command(EmulatorCommand::Link);
 | 
			
		||||
                    ui.close_menu();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl AppWindow for GameWindow {
 | 
			
		||||
    fn viewport_id(&self) -> ViewportId {
 | 
			
		||||
        match self.sim_id {
 | 
			
		||||
            SimId::Player1 => ViewportId::ROOT,
 | 
			
		||||
            SimId::Player2 => ViewportId::from_hash_of("Player2"),
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn initial_viewport(&self) -> ViewportBuilder {
 | 
			
		||||
        ViewportBuilder::default()
 | 
			
		||||
            .with_title("Shrooms VB")
 | 
			
		||||
            .with_inner_size((384.0, 244.0))
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn show(&mut self, ctx: &Context) {
 | 
			
		||||
        TopBottomPanel::top("menubar")
 | 
			
		||||
            .exact_height(20.0)
 | 
			
		||||
            .show(ctx, |ui| {
 | 
			
		||||
                menu::bar(ui, |ui| {
 | 
			
		||||
                    self.show_menu(ctx, ui);
 | 
			
		||||
                });
 | 
			
		||||
            });
 | 
			
		||||
        CentralPanel::default().show(ctx, |ui| {
 | 
			
		||||
            if let Some(screen) = self.screen.as_ref() {
 | 
			
		||||
                ui.add(screen);
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
trait UiExt {
 | 
			
		||||
    fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl UiExt for Ui {
 | 
			
		||||
    fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response {
 | 
			
		||||
        self.style_mut().visuals.widgets.inactive.bg_fill = Color32::TRANSPARENT;
 | 
			
		||||
        self.style_mut().visuals.widgets.hovered.bg_fill = Color32::TRANSPARENT;
 | 
			
		||||
        self.style_mut().visuals.widgets.active.bg_fill = Color32::TRANSPARENT;
 | 
			
		||||
        let mut selected = selected;
 | 
			
		||||
        self.checkbox(&mut selected, text)
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,194 @@
 | 
			
		|||
use std::sync::Arc;
 | 
			
		||||
 | 
			
		||||
use egui::Widget;
 | 
			
		||||
use wgpu::{util::DeviceExt as _, BindGroup, BindGroupLayout, RenderPipeline};
 | 
			
		||||
 | 
			
		||||
use crate::graphics::TextureSink;
 | 
			
		||||
 | 
			
		||||
pub struct GameScreen {
 | 
			
		||||
    bind_group: Arc<BindGroup>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl GameScreen {
 | 
			
		||||
    pub fn init_pipeline(render_state: &egui_wgpu::RenderState) {
 | 
			
		||||
        let device = &render_state.device;
 | 
			
		||||
 | 
			
		||||
        let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
 | 
			
		||||
            label: Some("texture bind group layout"),
 | 
			
		||||
            entries: &[
 | 
			
		||||
                wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                    binding: 0,
 | 
			
		||||
                    visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                    ty: wgpu::BindingType::Texture {
 | 
			
		||||
                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
 | 
			
		||||
                        view_dimension: wgpu::TextureViewDimension::D2,
 | 
			
		||||
                        multisampled: false,
 | 
			
		||||
                    },
 | 
			
		||||
                    count: None,
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                    binding: 1,
 | 
			
		||||
                    visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
 | 
			
		||||
                    count: None,
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupLayoutEntry {
 | 
			
		||||
                    binding: 2,
 | 
			
		||||
                    visibility: wgpu::ShaderStages::FRAGMENT,
 | 
			
		||||
                    ty: wgpu::BindingType::Buffer {
 | 
			
		||||
                        ty: wgpu::BufferBindingType::Uniform,
 | 
			
		||||
                        has_dynamic_offset: false,
 | 
			
		||||
                        min_binding_size: None,
 | 
			
		||||
                    },
 | 
			
		||||
                    count: None,
 | 
			
		||||
                },
 | 
			
		||||
            ],
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
 | 
			
		||||
        let render_pipeline_layout =
 | 
			
		||||
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
 | 
			
		||||
                label: Some("render pipeline layout"),
 | 
			
		||||
                bind_group_layouts: &[&bind_group_layout],
 | 
			
		||||
                push_constant_ranges: &[],
 | 
			
		||||
            });
 | 
			
		||||
        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
 | 
			
		||||
            label: Some("render pipeline"),
 | 
			
		||||
            layout: Some(&render_pipeline_layout),
 | 
			
		||||
            vertex: wgpu::VertexState {
 | 
			
		||||
                module: &shader,
 | 
			
		||||
                entry_point: "vs_main",
 | 
			
		||||
                buffers: &[],
 | 
			
		||||
                compilation_options: wgpu::PipelineCompilationOptions::default(),
 | 
			
		||||
            },
 | 
			
		||||
            fragment: Some(wgpu::FragmentState {
 | 
			
		||||
                module: &shader,
 | 
			
		||||
                entry_point: "fs_main",
 | 
			
		||||
                targets: &[Some(wgpu::ColorTargetState {
 | 
			
		||||
                    format: wgpu::TextureFormat::Bgra8Unorm,
 | 
			
		||||
                    blend: Some(wgpu::BlendState::REPLACE),
 | 
			
		||||
                    write_mask: wgpu::ColorWrites::ALL,
 | 
			
		||||
                })],
 | 
			
		||||
                compilation_options: wgpu::PipelineCompilationOptions::default(),
 | 
			
		||||
            }),
 | 
			
		||||
            primitive: wgpu::PrimitiveState {
 | 
			
		||||
                topology: wgpu::PrimitiveTopology::TriangleList,
 | 
			
		||||
                strip_index_format: None,
 | 
			
		||||
                front_face: wgpu::FrontFace::Ccw,
 | 
			
		||||
                cull_mode: Some(wgpu::Face::Back),
 | 
			
		||||
                polygon_mode: wgpu::PolygonMode::Fill,
 | 
			
		||||
                unclipped_depth: false,
 | 
			
		||||
                conservative: false,
 | 
			
		||||
            },
 | 
			
		||||
            depth_stencil: None,
 | 
			
		||||
            multisample: wgpu::MultisampleState {
 | 
			
		||||
                count: 1,
 | 
			
		||||
                mask: !0,
 | 
			
		||||
                alpha_to_coverage_enabled: false,
 | 
			
		||||
            },
 | 
			
		||||
            multiview: None,
 | 
			
		||||
            cache: None,
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        render_state
 | 
			
		||||
            .renderer
 | 
			
		||||
            .write()
 | 
			
		||||
            .callback_resources
 | 
			
		||||
            .insert(SharedGameScreenResources {
 | 
			
		||||
                pipeline: render_pipeline,
 | 
			
		||||
                bind_group_layout,
 | 
			
		||||
            });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn init(render_state: &egui_wgpu::RenderState) -> (Self, TextureSink) {
 | 
			
		||||
        let device = &render_state.device;
 | 
			
		||||
        let queue = &render_state.queue;
 | 
			
		||||
 | 
			
		||||
        let (sink, texture_view) = TextureSink::new(device, queue.clone());
 | 
			
		||||
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
 | 
			
		||||
        let colors = Colors {
 | 
			
		||||
            left: [1.0, 0.0, 0.0, 1.0],
 | 
			
		||||
            right: [0.0, 0.7734375, 0.9375, 1.0],
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
 | 
			
		||||
            label: Some("colors"),
 | 
			
		||||
            contents: bytemuck::bytes_of(&colors),
 | 
			
		||||
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        let renderer = render_state.renderer.read();
 | 
			
		||||
        let resources: &SharedGameScreenResources = renderer.callback_resources.get().unwrap();
 | 
			
		||||
 | 
			
		||||
        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
 | 
			
		||||
            label: Some("bind group"),
 | 
			
		||||
            layout: &resources.bind_group_layout,
 | 
			
		||||
            entries: &[
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 0,
 | 
			
		||||
                    resource: wgpu::BindingResource::TextureView(&texture_view),
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 1,
 | 
			
		||||
                    resource: wgpu::BindingResource::Sampler(&sampler),
 | 
			
		||||
                },
 | 
			
		||||
                wgpu::BindGroupEntry {
 | 
			
		||||
                    binding: 2,
 | 
			
		||||
                    resource: color_buf.as_entire_binding(),
 | 
			
		||||
                },
 | 
			
		||||
            ],
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        (
 | 
			
		||||
            Self {
 | 
			
		||||
                bind_group: Arc::new(bind_group),
 | 
			
		||||
            },
 | 
			
		||||
            sink,
 | 
			
		||||
        )
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl Widget for &GameScreen {
 | 
			
		||||
    fn ui(self, ui: &mut egui::Ui) -> egui::Response {
 | 
			
		||||
        let response = ui.allocate_rect(ui.clip_rect(), egui::Sense::hover());
 | 
			
		||||
        let callback = egui_wgpu::Callback::new_paint_callback(
 | 
			
		||||
            response.rect,
 | 
			
		||||
            GameScreenCallback {
 | 
			
		||||
                bind_group: self.bind_group.clone(),
 | 
			
		||||
            },
 | 
			
		||||
        );
 | 
			
		||||
        ui.painter().add(callback);
 | 
			
		||||
        response
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct GameScreenCallback {
 | 
			
		||||
    bind_group: Arc<BindGroup>,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl egui_wgpu::CallbackTrait for GameScreenCallback {
 | 
			
		||||
    fn paint(
 | 
			
		||||
        &self,
 | 
			
		||||
        _info: egui::PaintCallbackInfo,
 | 
			
		||||
        render_pass: &mut wgpu::RenderPass<'static>,
 | 
			
		||||
        callback_resources: &egui_wgpu::CallbackResources,
 | 
			
		||||
    ) {
 | 
			
		||||
        let resources: &SharedGameScreenResources = callback_resources.get().unwrap();
 | 
			
		||||
        // TODO: maintain aspect ratio
 | 
			
		||||
        render_pass.set_pipeline(&resources.pipeline);
 | 
			
		||||
        render_pass.set_bind_group(0, &self.bind_group, &[]);
 | 
			
		||||
        render_pass.draw(0..6, 0..1);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct SharedGameScreenResources {
 | 
			
		||||
    pipeline: RenderPipeline,
 | 
			
		||||
    bind_group_layout: BindGroupLayout,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
 | 
			
		||||
#[repr(C)]
 | 
			
		||||
struct Colors {
 | 
			
		||||
    left: [f32; 4],
 | 
			
		||||
    right: [f32; 4],
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,133 @@
 | 
			
		|||
use egui::{
 | 
			
		||||
    Button, CentralPanel, Context, Label, Layout, TopBottomPanel, Ui, ViewportBuilder, ViewportId,
 | 
			
		||||
};
 | 
			
		||||
use egui_extras::{Column, TableBuilder};
 | 
			
		||||
 | 
			
		||||
use crate::{
 | 
			
		||||
    emulator::{SimId, VBKey},
 | 
			
		||||
    input::MappingProvider,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
use super::AppWindow;
 | 
			
		||||
 | 
			
		||||
pub struct InputWindow {
 | 
			
		||||
    mappings: MappingProvider,
 | 
			
		||||
    now_binding: Option<(SimId, VBKey)>,
 | 
			
		||||
    active_tab: InputTab,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const KEY_NAMES: [(VBKey, &str); 14] = [
 | 
			
		||||
    (VBKey::LU, "Up"),
 | 
			
		||||
    (VBKey::LD, "Down"),
 | 
			
		||||
    (VBKey::LL, "Left"),
 | 
			
		||||
    (VBKey::LR, "Right"),
 | 
			
		||||
    (VBKey::SEL, "Select"),
 | 
			
		||||
    (VBKey::STA, "Start"),
 | 
			
		||||
    (VBKey::B, "B"),
 | 
			
		||||
    (VBKey::A, "A"),
 | 
			
		||||
    (VBKey::LT, "L-Trigger"),
 | 
			
		||||
    (VBKey::RT, "R-Trigger"),
 | 
			
		||||
    (VBKey::RU, "R-Up"),
 | 
			
		||||
    (VBKey::RD, "R-Down"),
 | 
			
		||||
    (VBKey::RL, "R-Left"),
 | 
			
		||||
    (VBKey::RR, "R-Right"),
 | 
			
		||||
];
 | 
			
		||||
 | 
			
		||||
impl InputWindow {
 | 
			
		||||
    pub fn new(mappings: MappingProvider) -> Self {
 | 
			
		||||
        Self {
 | 
			
		||||
            mappings,
 | 
			
		||||
            now_binding: None,
 | 
			
		||||
            active_tab: InputTab::Player1,
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn render_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
 | 
			
		||||
        let mappings = self.mappings.for_sim(sim_id);
 | 
			
		||||
        let binding_names = {
 | 
			
		||||
            let mapping = mappings.read().unwrap();
 | 
			
		||||
            mapping.keyboard_mapping_names()
 | 
			
		||||
        };
 | 
			
		||||
        TableBuilder::new(ui)
 | 
			
		||||
            .column(Column::remainder())
 | 
			
		||||
            .column(Column::remainder())
 | 
			
		||||
            .cell_layout(Layout::left_to_right(egui::Align::Center))
 | 
			
		||||
            .body(|mut body| {
 | 
			
		||||
                for keys in KEY_NAMES.chunks_exact(2) {
 | 
			
		||||
                    body.row(20.0, |mut row| {
 | 
			
		||||
                        for (key, name) in keys {
 | 
			
		||||
                            let binding = binding_names.get(key).map(|s| s.as_str());
 | 
			
		||||
                            row.col(|ui| {
 | 
			
		||||
                                let size = ui.available_size_before_wrap();
 | 
			
		||||
                                let width = size.x;
 | 
			
		||||
                                let height = size.y;
 | 
			
		||||
                                ui.add_sized((width * 0.2, height), Label::new(*name));
 | 
			
		||||
                                let label_text = if self.now_binding == Some((sim_id, *key)) {
 | 
			
		||||
                                    "Press any input"
 | 
			
		||||
                                } else {
 | 
			
		||||
                                    binding.unwrap_or("")
 | 
			
		||||
                                };
 | 
			
		||||
                                if ui
 | 
			
		||||
                                    .add_sized((width * 0.6, height), Button::new(label_text))
 | 
			
		||||
                                    .clicked()
 | 
			
		||||
                                {
 | 
			
		||||
                                    self.now_binding = Some((sim_id, *key))
 | 
			
		||||
                                }
 | 
			
		||||
                                if ui
 | 
			
		||||
                                    .add_sized(ui.available_size(), Button::new("Clear"))
 | 
			
		||||
                                    .clicked()
 | 
			
		||||
                                {
 | 
			
		||||
                                    let mut mapping = mappings.write().unwrap();
 | 
			
		||||
                                    mapping.clear_keyboard_mappings(*key);
 | 
			
		||||
                                }
 | 
			
		||||
                            });
 | 
			
		||||
                        }
 | 
			
		||||
                    });
 | 
			
		||||
                }
 | 
			
		||||
            });
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl AppWindow for InputWindow {
 | 
			
		||||
    fn viewport_id(&self) -> ViewportId {
 | 
			
		||||
        ViewportId::from_hash_of("input")
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn initial_viewport(&self) -> ViewportBuilder {
 | 
			
		||||
        ViewportBuilder::default()
 | 
			
		||||
            .with_title("Bind Inputs")
 | 
			
		||||
            .with_inner_size((600.0, 400.0))
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn show(&mut self, ctx: &Context) {
 | 
			
		||||
        TopBottomPanel::top("options").show(ctx, |ui| {
 | 
			
		||||
            ui.horizontal(|ui| {
 | 
			
		||||
                ui.selectable_value(&mut self.active_tab, InputTab::Player1, "Player 1");
 | 
			
		||||
                ui.selectable_value(&mut self.active_tab, InputTab::Player2, "Player 2");
 | 
			
		||||
            });
 | 
			
		||||
        });
 | 
			
		||||
        CentralPanel::default().show(ctx, |ui| {
 | 
			
		||||
            match self.active_tab {
 | 
			
		||||
                InputTab::Player1 => self.render_key_bindings(ui, SimId::Player1),
 | 
			
		||||
                InputTab::Player2 => self.render_key_bindings(ui, SimId::Player2),
 | 
			
		||||
            };
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    fn handle_key_event(&mut self, event: &winit::event::KeyEvent) {
 | 
			
		||||
        if !event.state.is_pressed() {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        let Some((sim_id, vb)) = self.now_binding.take() else {
 | 
			
		||||
            return;
 | 
			
		||||
        };
 | 
			
		||||
        let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
 | 
			
		||||
        mappings.add_keyboard_mapping(vb, event.physical_key);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive(Clone, Copy, PartialEq, Eq)]
 | 
			
		||||
enum InputTab {
 | 
			
		||||
    Player1,
 | 
			
		||||
    Player2,
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue