Out with dear imgui, in with egui
This commit is contained in:
-164
@@ -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;
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use winit::{
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application::ApplicationHandler,
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event::{Event, WindowEvent},
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event_loop::{ActiveEventLoop, EventLoopProxy},
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window::WindowId,
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};
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use crate::{
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controller::ControllerManager,
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emulator::{EmulatorClient, SimId},
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input::MappingProvider,
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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,
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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(
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event_loop,
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SimId::Player1,
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self.client.clone(),
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self.proxy.clone(),
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);
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self.windows.insert(window.id(), Box::new(window));
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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window_id: WindowId,
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event: WindowEvent,
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) {
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if let WindowEvent::KeyboardInput { event, .. } = &event {
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self.controllers.handle_key_event(event);
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}
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let Some(window) = self.windows.get_mut(&window_id) else {
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return;
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};
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window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
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}
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fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
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match event {
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UserEvent::OpenInputWindow => {
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let window =
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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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}
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UserEvent::OpenPlayer2Window => {
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if self.player_2_window.is_some() {
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return;
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}
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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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}
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UserEvent::Close(window_id) => {
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if self.player_2_window == Some(window_id) {
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self.player_2_window.take();
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}
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self.windows.remove(&window_id);
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}
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UserEvent::GamepadEvent(event) => {
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self.controllers.handle_gamepad_event(&event);
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}
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}
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}
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fn device_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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device_id: winit::event::DeviceId,
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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 {
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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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