Merge pull request 'Implement multiplayer' (#2) from multiplayer into main

Reviewed-on: PVB/shrooms-vb-native#2
This commit is contained in:
SonicSwordcane 2024-11-30 00:31:04 +00:00
commit 5627e41835
21 changed files with 3270 additions and 1423 deletions

1613
Cargo.lock generated

File diff suppressed because it is too large Load Diff

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@ -8,21 +8,26 @@ anyhow = "1"
bitflags = "2"
bytemuck = { version = "1", features = ["derive"] }
clap = { version = "4", features = ["derive"] }
cpal = "0.15"
imgui = { version = "0.12", features = ["tables-api"] }
imgui-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
imgui-winit-support = "0.13"
cpal = { git = "https://github.com/sidit77/cpal.git", rev = "66ed6be" }
egui = "0.29"
egui_extras = "0.29"
egui-winit = "0.29"
egui-wgpu = { version = "0.29", features = ["winit"] }
gilrs = "0.11"
itertools = "0.13"
native-dialog = "0.7"
num-derive = "0.4"
num-traits = "0.2"
pollster = "0.4"
rfd = "0.15"
rtrb = "0.3"
rubato = "0.16"
thread-priority = "1"
wgpu = "22.1"
winit = "0.30"
[target.'cfg(windows)'.dependencies]
windows = { version = "0.58", features = ["Win32_System_Threading"] }
[build-dependencies]
cc = "1"

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@ -5,8 +5,10 @@ fn main() {
cc::Build::new()
.include(Path::new("shrooms-vb-core/core"))
.opt_level(2)
.flag_if_supported("-flto")
.flag_if_supported("-fno-strict-aliasing")
.define("VB_LITTLE_ENDIAN", None)
.define("VB_SIGNED_PROPAGATE", None)
.define("VB_DIV_GENERIC", None)
.file(Path::new("shrooms-vb-core/core/vb.c"))
.compile("vb");
}

@ -1 +1 @@
Subproject commit ae22c95dbee3d0b338168bfdf98143e6eddc6c70
Subproject commit 18b2c589e6cacec5a0bd0f450cedf2f8fe3a2bc8

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@ -1,131 +1,368 @@
use std::{
collections::HashMap,
fmt::Debug,
sync::{Arc, RwLock},
};
use std::{collections::HashSet, num::NonZero, sync::Arc, thread};
use game::GameWindow;
use egui::{
ahash::{HashMap, HashMapExt},
Context, FontData, FontDefinitions, FontFamily, TextWrapMode, ViewportBuilder, ViewportCommand,
ViewportId, ViewportInfo,
};
use gilrs::{EventType, Gilrs};
use winit::{
application::ApplicationHandler,
event::{Event, WindowEvent},
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
window::Window,
};
use crate::{
controller::ControllerState,
emulator::{EmulatorClient, EmulatorCommand},
input::InputMapper,
controller::ControllerManager,
emulator::{EmulatorClient, SimId},
input::MappingProvider,
window::{AppWindow, GameWindow, InputWindow},
};
mod common;
mod game;
mod input;
pub struct App {
windows: HashMap<WindowId, Box<dyn AppWindow>>,
pub struct Application {
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
controller: ControllerState,
proxy: EventLoopProxy<UserEvent>,
mappings: MappingProvider,
controllers: ControllerManager,
viewports: HashMap<ViewportId, Viewport>,
focused: Option<ViewportId>,
}
impl App {
impl Application {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
let controller = ControllerState::new(input_mapper.clone());
Self {
windows: HashMap::new(),
client,
input_mapper,
controller,
proxy,
let mappings = MappingProvider::new();
let controllers = ControllerManager::new(client.clone(), &mappings);
{
let mappings = mappings.clone();
let proxy = proxy.clone();
thread::spawn(|| process_gamepad_input(mappings, proxy));
}
Self {
client,
proxy,
mappings,
controllers,
viewports: HashMap::new(),
focused: None,
}
}
fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
let viewport_id = window.viewport_id();
if self.viewports.contains_key(&viewport_id) {
return;
}
self.viewports
.insert(viewport_id, Viewport::new(event_loop, window));
}
}
impl ApplicationHandler<UserEvent> for App {
impl ApplicationHandler<UserEvent> for Application {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let mut window = GameWindow::new(
event_loop,
self.client.clone(),
self.input_mapper.clone(),
self.proxy.clone(),
);
window.init();
self.windows.insert(window.id(), Box::new(window));
let app = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player1);
let wrapper = Viewport::new(event_loop, Box::new(app));
self.focused = Some(wrapper.id());
self.viewports.insert(wrapper.id(), wrapper);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: WindowId,
window_id: winit::window::WindowId,
event: WindowEvent,
) {
if let WindowEvent::KeyboardInput { event, .. } = &event {
if self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
}
}
let Some(window) = self.windows.get_mut(&window_id) else {
let Some(viewport) = self
.viewports
.values_mut()
.find(|v| v.window.id() == window_id)
else {
return;
};
window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
}
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::OpenWindow(mut window) => {
window.init();
self.windows.insert(window.id(), window);
let viewport_id = viewport.id();
match &event {
WindowEvent::KeyboardInput { event, .. } => {
self.controllers.handle_key_event(event);
viewport.app.handle_key_event(event);
}
UserEvent::CloseWindow(window_id) => {
self.windows.remove(&window_id);
WindowEvent::Focused(new_focused) => {
self.focused = new_focused.then_some(viewport_id);
}
_ => {}
}
let mut queue_redraw = false;
let mut inactive_viewports = HashSet::new();
match viewport.on_window_event(event) {
Some(Action::Redraw) => {
for viewport in self.viewports.values_mut() {
match viewport.redraw(event_loop) {
Some(Action::Redraw) => {
queue_redraw = true;
}
Some(Action::Close) => {
inactive_viewports.insert(viewport.id());
}
None => {}
}
}
}
Some(Action::Close) => {
inactive_viewports.insert(viewport_id);
}
None => {}
}
self.viewports
.retain(|k, _| !inactive_viewports.contains(k));
match self.viewports.get(&ViewportId::ROOT) {
Some(viewport) => {
if queue_redraw {
viewport.window.request_redraw();
}
}
None => event_loop.exit(),
}
}
fn device_event(
&mut self,
event_loop: &ActiveEventLoop,
device_id: winit::event::DeviceId,
_event_loop: &ActiveEventLoop,
_device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
for window in self.windows.values_mut() {
window.handle_event(
event_loop,
&Event::DeviceEvent {
device_id,
event: event.clone(),
},
);
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 about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
for window in self.windows.values_mut() {
window.handle_event(event_loop, &Event::AboutToWait);
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::GamepadEvent(event) => {
self.controllers.handle_gamepad_event(&event);
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.app.handle_gamepad_event(&event);
}
UserEvent::OpenInput => {
let input = InputWindow::new(self.mappings.clone());
self.open(event_loop, Box::new(input));
}
UserEvent::OpenPlayer2 => {
let p2 = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player2);
self.open(event_loop, Box::new(p2));
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(viewport) = self.viewports.get(&ViewportId::ROOT) {
viewport.window.request_redraw();
}
}
}
pub trait AppWindow {
fn id(&self) -> WindowId;
fn init(&mut self);
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
struct Viewport {
painter: egui_wgpu::winit::Painter,
ctx: Context,
info: ViewportInfo,
commands: Vec<ViewportCommand>,
builder: ViewportBuilder,
window: Arc<Window>,
state: egui_winit::State,
app: Box<dyn AppWindow>,
}
impl Viewport {
pub fn new(event_loop: &ActiveEventLoop, mut app: Box<dyn AppWindow>) -> Self {
let mut painter = egui_wgpu::winit::Painter::new(
egui_wgpu::WgpuConfiguration::default(),
1,
None,
false,
true,
);
let ctx = Context::default();
let mut fonts = FontDefinitions::empty();
fonts.font_data.insert(
"Selawik".into(),
FontData::from_static(include_bytes!("../assets/selawik.ttf")),
);
fonts
.families
.get_mut(&FontFamily::Proportional)
.unwrap()
.insert(0, "Selawik".into());
ctx.set_fonts(fonts);
ctx.style_mut(|s| {
s.wrap_mode = Some(TextWrapMode::Extend);
s.visuals.menu_rounding = Default::default();
});
let mut info = ViewportInfo::default();
let builder = app.initial_viewport();
let (window, state) = create_window_and_state(&ctx, event_loop, &builder, &mut painter);
egui_winit::update_viewport_info(&mut info, &ctx, &window, true);
app.on_init(painter.render_state().as_ref().unwrap());
Self {
painter,
ctx,
info,
commands: vec![],
builder,
window,
state,
app,
}
}
pub fn id(&self) -> ViewportId {
self.app.viewport_id()
}
pub fn on_window_event(&mut self, event: WindowEvent) -> Option<Action> {
let response = self.state.on_window_event(&self.window, &event);
egui_winit::update_viewport_info(
&mut self.info,
self.state.egui_ctx(),
&self.window,
false,
);
match event {
WindowEvent::RedrawRequested => Some(Action::Redraw),
WindowEvent::CloseRequested => Some(Action::Close),
WindowEvent::Resized(size) => {
let (Some(width), Some(height)) =
(NonZero::new(size.width), NonZero::new(size.height))
else {
return None;
};
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
None
}
_ if response.repaint => Some(Action::Redraw),
_ => None,
}
}
fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {
let mut input = self.state.take_egui_input(&self.window);
input.viewports = std::iter::once((ViewportId::ROOT, self.info.clone())).collect();
let mut output = self.ctx.run(input, |ctx| {
self.app.show(ctx);
});
let clipped_primitives = self.ctx.tessellate(output.shapes, output.pixels_per_point);
self.painter.paint_and_update_textures(
ViewportId::ROOT,
output.pixels_per_point,
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
);
self.state
.handle_platform_output(&self.window, output.platform_output);
let Some(mut viewport_output) = output.viewport_output.remove(&ViewportId::ROOT) else {
return Some(Action::Close);
};
let (mut deferred_commands, recreate) = self.builder.patch(viewport_output.builder);
if recreate {
let (window, state) =
create_window_and_state(&self.ctx, event_loop, &self.builder, &mut self.painter);
egui_winit::update_viewport_info(&mut self.info, &self.ctx, &window, true);
self.window = window;
self.state = state;
}
self.commands.append(&mut deferred_commands);
self.commands.append(&mut viewport_output.commands);
egui_winit::process_viewport_commands(
&self.ctx,
&mut self.info,
std::mem::take(&mut self.commands),
&self.window,
&mut HashSet::default(),
);
if self.info.close_requested() {
Some(Action::Close)
} else {
Some(Action::Redraw)
}
}
}
impl Drop for Viewport {
fn drop(&mut self) {
self.app.on_destroy();
}
}
#[derive(Debug)]
pub enum UserEvent {
OpenWindow(Box<dyn AppWindow>),
CloseWindow(WindowId),
GamepadEvent(gilrs::Event),
OpenInput,
OpenPlayer2,
}
impl Debug for UserEvent {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::OpenWindow(window) => f.debug_tuple("OpenWindow").field(&window.id()).finish(),
Self::CloseWindow(window_id) => f.debug_tuple("CloseWindow").field(window_id).finish(),
pub enum Action {
Redraw,
Close,
}
fn create_window_and_state(
ctx: &Context,
event_loop: &ActiveEventLoop,
builder: &ViewportBuilder,
painter: &mut egui_wgpu::winit::Painter,
) -> (Arc<Window>, egui_winit::State) {
pollster::block_on(painter.set_window(ViewportId::ROOT, None)).unwrap();
let window = Arc::new(egui_winit::create_window(ctx, event_loop, builder).unwrap());
pollster::block_on(painter.set_window(ViewportId::ROOT, Some(window.clone()))).unwrap();
let state = egui_winit::State::new(
ctx.clone(),
ViewportId::ROOT,
event_loop,
Some(window.scale_factor() as f32),
event_loop.system_theme(),
painter.max_texture_side(),
);
(window, state)
}
fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
let Ok(mut gilrs) = Gilrs::new() else {
eprintln!("could not connect gamepad listener");
return;
};
while let Some(event) = gilrs.next_event_blocking(None) {
if event.event == EventType::Connected {
let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
continue;
};
mappings.handle_gamepad_connect(&gamepad);
}
if event.event == EventType::Disconnected {
mappings.handle_gamepad_disconnect(event.id);
}
if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
// main thread has closed! we done
return;
}
}
}

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@ -1,264 +0,0 @@
use std::{
ops::{Deref, DerefMut},
sync::Arc,
time::Instant,
};
use imgui::{FontSource, MouseCursor, SuspendedContext, WindowToken};
use imgui_wgpu::{Renderer, RendererConfig};
use imgui_winit_support::WinitPlatform;
use pollster::block_on;
#[cfg(target_os = "windows")]
use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
use winit::{
dpi::{LogicalSize, PhysicalSize, Size},
event_loop::ActiveEventLoop,
window::{Window, WindowAttributes},
};
pub struct WindowStateBuilder<'a> {
event_loop: &'a ActiveEventLoop,
attributes: WindowAttributes,
}
impl<'a> WindowStateBuilder<'a> {
pub fn new(event_loop: &'a ActiveEventLoop) -> Self {
let attributes = Window::default_attributes();
#[cfg(target_os = "windows")]
let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
Self {
event_loop,
attributes,
}
}
pub fn with_title<T: Into<String>>(self, title: T) -> Self {
Self {
attributes: self.attributes.with_title(title),
..self
}
}
pub fn with_inner_size<S: Into<Size>>(self, size: S) -> Self {
Self {
attributes: self.attributes.with_inner_size(size),
..self
}
}
pub fn build(self) -> WindowState {
WindowState::new(self.event_loop, self.attributes)
}
}
#[derive(Debug)]
pub struct WindowState {
pub device: wgpu::Device,
pub queue: Arc<wgpu::Queue>,
pub window: Arc<Window>,
pub surface_desc: wgpu::SurfaceConfiguration,
pub surface: wgpu::Surface<'static>,
pub hidpi_factor: f64,
pub minimized: bool,
}
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();
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.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);
}
}

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@ -1,384 +0,0 @@
use std::{
sync::{Arc, RwLock},
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},
input::InputMapper,
renderer::GameRenderer,
};
use super::{
common::{ImguiState, WindowState, WindowStateBuilder},
input::InputWindow,
AppWindow, UserEvent,
};
pub struct GameWindow {
window: WindowState,
imgui: Option<ImguiState>,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
paused_due_to_minimize: bool,
}
impl GameWindow {
pub fn new(
event_loop: &ActiveEventLoop,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Shrooms VB")
.with_inner_size(LogicalSize::new(384, 244))
.build();
let device = &window.device;
let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
queue: window.queue.clone(),
eyes: eyes.clone(),
}));
let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
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(&eyes),
},
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: "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::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,
});
Self {
window,
imgui: None,
pipeline: render_pipeline,
bind_group,
client,
input_mapper,
proxy,
paused_due_to_minimize: false,
}
}
fn draw(&mut self, event_loop: &ActiveEventLoop) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
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(path));
}
}
if ui.menu_item("Quit") {
event_loop.exit();
}
});
ui.menu("Emulation", || {
let has_game = self.client.has_game();
if self.client.is_running() {
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);
}
});
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("Input", || {
if ui.menu_item("Bind Inputs") {
let input_window = Box::new(InputWindow::new(
event_loop,
self.input_mapper.clone(),
self.proxy.clone(),
));
self.proxy
.send_event(UserEvent::OpenWindow(input_window))
.unwrap();
}
});
});
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 init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
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.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 => event_loop.exit(),
WindowEvent::RedrawRequested => self.draw(event_loop),
_ => (),
},
Event::AboutToWait => {
self.window.window.request_redraw();
}
_ => (),
}
let window = &self.window;
let Some(imgui) = self.imgui.as_mut() else {
return;
};
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],
}

View File

@ -1,223 +0,0 @@
use std::{
sync::{Arc, RwLock},
time::Instant,
};
use winit::{
dpi::LogicalSize,
event::{Event, KeyEvent, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
platform::modifier_supplement::KeyEventExtModifierSupplement,
};
use crate::{input::InputMapper, shrooms_vb_core::VBKey};
use super::{
common::{ImguiState, UiExt, WindowState, WindowStateBuilder},
AppWindow, UserEvent,
};
pub struct InputWindow {
window: WindowState,
imgui: Option<ImguiState>,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
now_binding: Option<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,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Bind Inputs")
.with_inner_size(LogicalSize::new(600, 400))
.build();
Self {
window,
imgui: None,
input_mapper,
now_binding: None,
proxy,
}
}
fn draw(&mut self) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
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 = || {
if let Some(table) = ui.begin_table("controls", 2) {
let binding_names = {
let mapper = self.input_mapper.read().unwrap();
mapper.binding_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(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(key);
}
});
ui.same_line();
if ui.button(format!("Clear##{name}")) {
let mut mapper = self.input_mapper.write().unwrap();
mapper.clear_binding(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();
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(vb) = self.now_binding.take() else {
return;
};
let mut mapper = self.input_mapper.write().unwrap();
mapper.bind_key(vb, event.key_without_modifiers());
}
}
impl AppWindow for InputWindow {
fn id(&self) -> winit::window::WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
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::CloseWindow(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 Some(imgui) = self.imgui.as_mut() else {
return;
};
let mut context = imgui.context.lock().unwrap();
imgui
.platform
.handle_event(context.io_mut(), &window.window, event);
}
}

View File

@ -1,3 +1,5 @@
use std::time::Duration;
use anyhow::{bail, Result};
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use itertools::Itertools;
@ -95,7 +97,7 @@ impl Audio {
}
while self.sample_sink.slots() < self.sampler.output_frames_max() * 2 {
std::hint::spin_loop();
std::thread::sleep(Duration::from_micros(500));
}
}
}

View File

@ -1,50 +1,128 @@
use std::sync::{Arc, RwLock};
use winit::event::{ElementState, KeyEvent};
use gilrs::{ev::Code, Event as GamepadEvent, EventType, GamepadId};
use winit::{
event::{ElementState, KeyEvent},
keyboard::PhysicalKey,
};
use crate::{input::InputMapper, shrooms_vb_core::VBKey};
use crate::{
emulator::{EmulatorClient, EmulatorCommand, SimId, VBKey},
input::{InputMapping, MappingProvider},
};
pub struct ControllerState {
input_mapper: Arc<RwLock<InputMapper>>,
pressed: VBKey,
pub struct Controller {
pub sim_id: SimId,
state: VBKey,
mapping: Arc<RwLock<InputMapping>>,
}
impl ControllerState {
pub fn new(input_mapper: Arc<RwLock<InputMapper>>) -> Self {
impl Controller {
pub fn new(sim_id: SimId, mappings: &MappingProvider) -> Self {
Self {
input_mapper,
pressed: VBKey::SGN,
sim_id,
state: VBKey::SGN,
mapping: mappings.for_sim(sim_id).clone(),
}
}
pub fn pressed(&self) -> VBKey {
self.pressed
}
pub fn key_event(&mut self, event: &KeyEvent) -> bool {
let Some(input) = self.key_event_to_input(event) else {
return false;
};
pub fn key_event(&mut self, event: &KeyEvent) -> Option<VBKey> {
let keys = self.map_keys(&event.physical_key)?;
match event.state {
ElementState::Pressed => {
if self.pressed.contains(input) {
return false;
}
self.pressed.insert(input);
true
}
ElementState::Released => {
if !self.pressed.contains(input) {
return false;
}
self.pressed.remove(input);
true
}
ElementState::Pressed => self.update_state(keys, VBKey::empty()),
ElementState::Released => self.update_state(VBKey::empty(), keys),
}
}
fn key_event_to_input(&self, event: &KeyEvent) -> Option<VBKey> {
let mapper = self.input_mapper.read().unwrap();
mapper.key_event(event)
pub fn gamepad_event(&mut self, event: &GamepadEvent) -> Option<VBKey> {
let (pressed, released) = match event.event {
EventType::ButtonPressed(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(mappings, VBKey::empty())
}
EventType::ButtonReleased(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(VBKey::empty(), mappings)
}
EventType::AxisChanged(_, value, code) => {
let (neg, pos) = self.map_axis(&event.id, &code)?;
let mut pressed = VBKey::empty();
let mut released = VBKey::empty();
if value < -0.75 {
pressed = pressed.union(neg);
}
if value > 0.75 {
pressed = pressed.union(pos);
}
if value > -0.65 {
released = released.union(neg);
}
if value < 0.65 {
released = released.union(pos);
}
(pressed, released)
}
_ => {
return None;
}
};
self.update_state(pressed, released)
}
fn update_state(&mut self, pressed: VBKey, released: VBKey) -> Option<VBKey> {
let old_state = self.state;
self.state = self.state.union(pressed).difference(released);
if self.state != old_state {
Some(self.state)
} else {
None
}
}
fn map_keys(&self, key: &PhysicalKey) -> Option<VBKey> {
self.mapping.read().unwrap().map_keyboard(key)
}
fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
self.mapping.read().unwrap().map_button(id, code)
}
fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
self.mapping.read().unwrap().map_axis(id, code)
}
}
pub struct ControllerManager {
client: EmulatorClient,
controllers: [Controller; 2],
}
impl ControllerManager {
pub fn new(client: EmulatorClient, mappings: &MappingProvider) -> Self {
Self {
client,
controllers: [
Controller::new(SimId::Player1, mappings),
Controller::new(SimId::Player2, mappings),
],
}
}
pub fn handle_key_event(&mut self, event: &KeyEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
pub fn handle_gamepad_event(&mut self, event: &GamepadEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.gamepad_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
}

View File

@ -1,8 +1,9 @@
use std::{
collections::HashMap,
fs,
path::{Path, PathBuf},
sync::{
atomic::{AtomicBool, Ordering},
atomic::{AtomicBool, AtomicUsize, Ordering},
mpsc::{self, RecvError, TryRecvError},
Arc,
},
@ -10,17 +11,37 @@ use std::{
use anyhow::Result;
use crate::{
audio::Audio,
renderer::GameRenderer,
shrooms_vb_core::{CoreVB, VBKey},
};
use crate::{audio::Audio, graphics::TextureSink};
pub use shrooms_vb_core::VBKey;
use shrooms_vb_core::{Sim, EXPECTED_FRAME_SIZE};
mod shrooms_vb_core;
pub struct EmulatorBuilder {
rom: Option<PathBuf>,
commands: mpsc::Receiver<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
}
#[derive(PartialEq, Eq, Hash, Clone, Copy, Debug)]
pub enum SimId {
Player1,
Player2,
}
impl SimId {
pub const fn values() -> [Self; 2] {
[Self::Player1, Self::Player2]
}
pub const fn to_index(self) -> usize {
match self {
Self::Player1 => 0,
Self::Player2 => 1,
}
}
}
impl EmulatorBuilder {
@ -29,13 +50,19 @@ impl EmulatorBuilder {
let builder = Self {
rom: None,
commands,
running: Arc::new(AtomicBool::new(false)),
has_game: Arc::new(AtomicBool::new(false)),
sim_count: Arc::new(AtomicUsize::new(0)),
running: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]),
has_game: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]),
audio_on: Arc::new([AtomicBool::new(true), AtomicBool::new(true)]),
linked: Arc::new(AtomicBool::new(false)),
};
let client = EmulatorClient {
queue,
sim_count: builder.sim_count.clone(),
running: builder.running.clone(),
has_game: builder.has_game.clone(),
audio_on: builder.audio_on.clone(),
linked: builder.linked.clone(),
};
(builder, client)
}
@ -48,69 +75,170 @@ impl EmulatorBuilder {
}
pub fn build(self) -> Result<Emulator> {
let mut emulator = Emulator::new(self.commands, self.running, self.has_game)?;
let mut emulator = Emulator::new(
self.commands,
self.sim_count,
self.running,
self.has_game,
self.audio_on,
self.linked,
)?;
if let Some(path) = self.rom {
emulator.load_rom(&path)?;
emulator.load_rom(SimId::Player1, &path)?;
}
Ok(emulator)
}
}
pub struct Emulator {
sim: CoreVB,
sims: Vec<Sim>,
audio: Audio,
commands: mpsc::Receiver<EmulatorCommand>,
renderer: Option<GameRenderer>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
renderers: HashMap<SimId, TextureSink>,
}
impl Emulator {
fn new(
commands: mpsc::Receiver<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
) -> Result<Self> {
Ok(Self {
sim: CoreVB::new(),
sims: vec![],
audio: Audio::init()?,
commands,
renderer: None,
sim_count,
running,
has_game,
audio_on,
linked,
renderers: HashMap::new(),
})
}
pub fn load_rom(&mut self, path: &Path) -> Result<()> {
pub fn load_rom(&mut self, sim_id: SimId, path: &Path) -> Result<()> {
let bytes = fs::read(path)?;
self.sim.reset();
self.sim.load_rom(bytes)?;
self.has_game.store(true, Ordering::Release);
self.running.store(true, Ordering::Release);
self.reset_sim(sim_id, Some(bytes))?;
Ok(())
}
pub fn start_second_sim(&mut self, rom: Option<PathBuf>) -> Result<()> {
let bytes = if let Some(path) = rom {
Some(fs::read(path)?)
} else {
self.sims.first().and_then(|s| s.clone_rom())
};
self.reset_sim(SimId::Player2, bytes)?;
self.link_sims();
Ok(())
}
fn reset_sim(&mut self, sim_id: SimId, new_rom: Option<Vec<u8>>) -> Result<()> {
let index = sim_id.to_index();
while self.sims.len() <= index {
self.sims.push(Sim::new());
}
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
let sim = &mut self.sims[index];
sim.reset();
if let Some(bytes) = new_rom {
sim.load_rom(bytes)?;
self.has_game[index].store(true, Ordering::Release);
}
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Release);
}
Ok(())
}
fn link_sims(&mut self) {
let (first, second) = self.sims.split_at_mut(1);
let Some(first) = first.first_mut() else {
return;
};
let Some(second) = second.first_mut() else {
return;
};
first.link(second);
self.linked.store(true, Ordering::Release);
}
fn unlink_sims(&mut self) {
let Some(first) = self.sims.first_mut() else {
return;
};
first.unlink();
self.linked.store(false, Ordering::Release);
}
pub fn stop_second_sim(&mut self) {
self.renderers.remove(&SimId::Player2);
self.sims.truncate(1);
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
self.running[SimId::Player2.to_index()].store(false, Ordering::Release);
self.has_game[SimId::Player2.to_index()].store(false, Ordering::Release);
self.linked.store(false, Ordering::Release);
}
pub fn run(&mut self) {
let mut eye_contents = vec![0u8; 384 * 224 * 2];
let mut audio_samples = vec![];
loop {
let mut idle = true;
if self.running.load(Ordering::Acquire) {
idle = false;
self.sim.emulate_frame();
let p1_running = self.running[SimId::Player1.to_index()].load(Ordering::Acquire);
let p2_running = self.running[SimId::Player2.to_index()].load(Ordering::Acquire);
let mut idle = p1_running || p2_running;
if p1_running && p2_running {
Sim::emulate_many(&mut self.sims);
} else if p1_running {
self.sims[SimId::Player1.to_index()].emulate();
} else if p2_running {
self.sims[SimId::Player2.to_index()].emulate();
}
if let Some(renderer) = &mut self.renderer {
if self.sim.read_pixels(&mut eye_contents) {
for sim_id in SimId::values() {
let Some(renderer) = self.renderers.get_mut(&sim_id) else {
continue;
};
let Some(sim) = self.sims.get_mut(sim_id.to_index()) else {
continue;
};
if sim.read_pixels(&mut eye_contents) {
idle = false;
renderer.render(&eye_contents);
if renderer.queue_render(&eye_contents).is_err() {
self.renderers.remove(&sim_id);
}
}
}
self.sim.read_samples(&mut audio_samples);
if !audio_samples.is_empty() {
idle = false;
self.audio.update(&audio_samples);
audio_samples.clear();
let p1_audio =
p1_running && self.audio_on[SimId::Player1.to_index()].load(Ordering::Acquire);
let p2_audio =
p2_running && self.audio_on[SimId::Player2.to_index()].load(Ordering::Acquire);
let weight = if p1_audio && p2_audio { 0.5 } else { 1.0 };
if p1_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player1.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if p2_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player2.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if audio_samples.is_empty() {
audio_samples.resize(EXPECTED_FRAME_SIZE, 0.0);
} else {
idle = false;
}
self.audio.update(&audio_samples);
audio_samples.clear();
if idle {
// The game is paused, and we have output all the video/audio we have.
// Block the thread until a new command comes in.
@ -137,28 +265,54 @@ impl Emulator {
fn handle_command(&mut self, command: EmulatorCommand) {
match command {
EmulatorCommand::SetRenderer(renderer) => {
self.renderer = Some(renderer);
EmulatorCommand::SetRenderer(sim_id, renderer) => {
self.renderers.insert(sim_id, renderer);
}
EmulatorCommand::LoadGame(path) => {
if let Err(error) = self.load_rom(&path) {
EmulatorCommand::LoadGame(sim_id, path) => {
if let Err(error) = self.load_rom(sim_id, &path) {
eprintln!("error loading rom: {}", error);
}
}
EmulatorCommand::Pause => {
self.running.store(false, Ordering::Release);
}
EmulatorCommand::Resume => {
if self.has_game.load(Ordering::Acquire) {
self.running.store(true, Ordering::Relaxed);
EmulatorCommand::StartSecondSim(path) => {
if let Err(error) = self.start_second_sim(path) {
eprintln!("error starting second sim: {}", error);
}
}
EmulatorCommand::Reset => {
self.sim.reset();
self.running.store(true, Ordering::Release);
EmulatorCommand::StopSecondSim => {
self.stop_second_sim();
}
EmulatorCommand::SetKeys(keys) => {
self.sim.set_keys(keys);
EmulatorCommand::Pause => {
for sim in SimId::values() {
self.running[sim.to_index()].store(false, Ordering::Release);
}
}
EmulatorCommand::Resume => {
for sim_id in SimId::values() {
let index = sim_id.to_index();
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Relaxed);
}
}
}
EmulatorCommand::SetAudioEnabled(p1, p2) => {
self.audio_on[SimId::Player1.to_index()].store(p1, Ordering::Release);
self.audio_on[SimId::Player2.to_index()].store(p2, Ordering::Release);
}
EmulatorCommand::Link => {
self.link_sims();
}
EmulatorCommand::Unlink => {
self.unlink_sims();
}
EmulatorCommand::Reset(sim_id) => {
if let Err(error) = self.reset_sim(sim_id, None) {
eprintln!("error resetting sim: {}", error);
}
}
EmulatorCommand::SetKeys(sim_id, keys) => {
if let Some(sim) = self.sims.get_mut(sim_id.to_index()) {
sim.set_keys(keys);
}
}
}
}
@ -166,27 +320,44 @@ impl Emulator {
#[derive(Debug)]
pub enum EmulatorCommand {
SetRenderer(GameRenderer),
LoadGame(PathBuf),
SetRenderer(SimId, TextureSink),
LoadGame(SimId, PathBuf),
StartSecondSim(Option<PathBuf>),
StopSecondSim,
Pause,
Resume,
Reset,
SetKeys(VBKey),
SetAudioEnabled(bool, bool),
Link,
Unlink,
Reset(SimId),
SetKeys(SimId, VBKey),
}
#[derive(Clone)]
pub struct EmulatorClient {
queue: mpsc::Sender<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
}
impl EmulatorClient {
pub fn is_running(&self) -> bool {
self.running.load(Ordering::Acquire)
pub fn has_player_2(&self) -> bool {
self.sim_count.load(Ordering::Acquire) == 2
}
pub fn has_game(&self) -> bool {
self.has_game.load(Ordering::Acquire)
pub fn is_running(&self, sim_id: SimId) -> bool {
self.running[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn has_game(&self, sim_id: SimId) -> bool {
self.has_game[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn are_sims_linked(&self) -> bool {
self.linked.load(Ordering::Acquire)
}
pub fn is_audio_enabled(&self, sim_id: SimId) -> bool {
self.audio_on[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn send_command(&self, command: EmulatorCommand) {
if let Err(err) = self.queue.send(command) {

View File

@ -25,6 +25,12 @@ enum VBDataType {
F32 = 5,
}
#[repr(i32)]
#[derive(FromPrimitive, ToPrimitive)]
enum VBOption {
PseudoHalt = 0,
}
bitflags! {
#[repr(transparent)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
@ -54,6 +60,8 @@ type OnFrame = extern "C" fn(sim: *mut VB) -> c_int;
extern "C" {
#[link_name = "vbEmulate"]
fn vb_emulate(sim: *mut VB, cycles: *mut u32) -> c_int;
#[link_name = "vbEmulateEx"]
fn vb_emulate_ex(sims: *mut *mut VB, count: c_uint, cycles: *mut u32) -> c_int;
#[link_name = "vbGetCartROM"]
fn vb_get_cart_rom(sim: *mut VB, size: *mut u32) -> *mut c_void;
#[link_name = "vbGetPixels"]
@ -81,10 +89,14 @@ extern "C" {
fn vb_reset(sim: *mut VB);
#[link_name = "vbSetCartROM"]
fn vb_set_cart_rom(sim: *mut VB, rom: *mut c_void, size: u32) -> c_int;
#[link_name = "vbSetKeys"]
fn vb_set_keys(sim: *mut VB, keys: u16) -> u16;
#[link_name = "vbSetFrameCallback"]
fn vb_set_frame_callback(sim: *mut VB, on_frame: OnFrame);
#[link_name = "vbSetKeys"]
fn vb_set_keys(sim: *mut VB, keys: u16) -> u16;
#[link_name = "vbSetOption"]
fn vb_set_option(sim: *mut VB, key: VBOption, value: c_int);
#[link_name = "vbSetPeer"]
fn vb_set_peer(sim: *mut VB, peer: *mut VB);
#[link_name = "vbSetSamples"]
fn vb_set_samples(
sim: *mut VB,
@ -108,19 +120,21 @@ extern "C" fn on_frame(sim: *mut VB) -> i32 {
const AUDIO_CAPACITY_SAMPLES: usize = 834 * 4;
const AUDIO_CAPACITY_FLOATS: usize = AUDIO_CAPACITY_SAMPLES * 2;
pub const EXPECTED_FRAME_SIZE: usize = 834 * 2;
struct VBState {
frame_seen: bool,
}
pub struct CoreVB {
#[repr(transparent)]
pub struct Sim {
sim: *mut VB,
}
// SAFETY: the memory pointed to by sim is valid
unsafe impl Send for CoreVB {}
unsafe impl Send for Sim {}
impl CoreVB {
impl Sim {
pub fn new() -> Self {
// init the VB instance itself
let size = unsafe { vb_size_of() };
@ -128,6 +142,7 @@ impl CoreVB {
let memory = vec![0u64; size.div_ceil(4)];
let sim: *mut VB = Box::into_raw(memory.into_boxed_slice()).cast();
unsafe { vb_init(sim) };
unsafe { vb_set_option(sim, VBOption::PseudoHalt, 1) };
unsafe { vb_reset(sim) };
// set up userdata
@ -140,7 +155,7 @@ impl CoreVB {
let samples: *mut c_void = Box::into_raw(audio_buffer.into_boxed_slice()).cast();
unsafe { vb_set_samples(sim, samples, VBDataType::F32, AUDIO_CAPACITY_SAMPLES as u32) };
CoreVB { sim }
Sim { sim }
}
pub fn reset(&mut self) {
@ -162,6 +177,17 @@ impl CoreVB {
}
}
pub fn clone_rom(&self) -> Option<Vec<u8>> {
let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
if rom.is_null() {
return None;
}
// SAFETY: rom definitely points to a valid array of `size` bytes
let slice: &[u8] = unsafe { slice::from_raw_parts(rom.cast(), size as usize) };
Some(slice.to_vec())
}
fn unload_rom(&mut self) -> Option<Vec<u8>> {
let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
@ -173,11 +199,26 @@ impl CoreVB {
Some(vec)
}
pub fn emulate_frame(&mut self) {
pub fn link(&mut self, peer: &mut Sim) {
unsafe { vb_set_peer(self.sim, peer.sim) };
}
pub fn unlink(&mut self) {
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
}
pub fn emulate(&mut self) {
let mut cycles = 20_000_000;
unsafe { vb_emulate(self.sim, &mut cycles) };
}
pub fn emulate_many(sims: &mut [Sim]) {
let mut cycles = 20_000_000;
let count = sims.len() as c_uint;
let sims = sims.as_mut_ptr().cast();
unsafe { vb_emulate_ex(sims, count, &mut cycles) };
}
pub fn read_pixels(&mut self, buffers: &mut [u8]) -> bool {
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
@ -203,14 +244,17 @@ impl CoreVB {
true
}
pub fn read_samples(&mut self, samples: &mut Vec<f32>) {
pub fn read_samples(&mut self, samples: &mut Vec<f32>, weight: f32) {
let mut position = 0;
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), &mut position) };
// SAFETY: position is an offset in a buffer of (f32, f32). so, position * 2 is an offset in a buffer of f32.
let read_samples: &mut [f32] =
unsafe { slice::from_raw_parts_mut(ptr.cast(), position as usize * 2) };
samples.extend_from_slice(read_samples);
let read_samples: &[f32] =
unsafe { slice::from_raw_parts(ptr.cast(), position as usize * 2) };
samples.resize(read_samples.len(), 0.0);
for (index, sample) in read_samples.iter().enumerate() {
samples[index] += sample * weight;
}
unsafe {
vb_set_samples(
@ -227,7 +271,7 @@ impl CoreVB {
}
}
impl Drop for CoreVB {
impl Drop for Sim {
fn drop(&mut self) {
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), ptr::null_mut()) };
@ -243,6 +287,9 @@ impl Drop for CoreVB {
// SAFETY: we made this pointer ourselves, we can for sure free it
unsafe { drop(Box::from_raw(ptr)) };
// If we're linked to another sim, unlink from them.
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
let len = unsafe { vb_size_of() }.div_ceil(4);
// SAFETY: the sim's memory originally came from a Vec<u64>
let bytes: Vec<u64> = unsafe { Vec::from_raw_parts(self.sim.cast(), len, len) };

143
src/graphics.rs Normal file
View File

@ -0,0 +1,143 @@
use std::{
sync::{
atomic::{AtomicU64, Ordering},
mpsc, Arc, Mutex, MutexGuard,
},
thread,
};
use anyhow::{bail, Result};
use itertools::Itertools as _;
use wgpu::{
Device, Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture,
TextureDescriptor, TextureFormat, TextureUsages, TextureView, TextureViewDescriptor,
};
#[derive(Debug)]
pub struct TextureSink {
buffers: Arc<BufferPool>,
sink: mpsc::Sender<u64>,
}
impl TextureSink {
pub fn new(device: &Device, queue: Arc<Queue>) -> (Self, TextureView) {
let texture = Self::create_texture(device);
let view = texture.create_view(&TextureViewDescriptor::default());
let buffers = Arc::new(BufferPool::new());
let (sink, source) = mpsc::channel();
let bufs = buffers.clone();
thread::spawn(move || {
let mut local_buf = vec![0; 384 * 224 * 2];
while let Ok(id) = source.recv() {
{
let Some(bytes) = bufs.read(id) else {
continue;
};
local_buf.copy_from_slice(bytes.as_slice());
}
Self::write_texture(&queue, &texture, local_buf.as_slice());
}
});
let sink = Self { buffers, sink };
(sink, view)
}
pub fn queue_render(&mut self, bytes: &[u8]) -> Result<()> {
let id = {
let (mut buf, id) = self.buffers.write()?;
buf.copy_from_slice(bytes);
id
};
self.sink.send(id)?;
Ok(())
}
fn create_texture(device: &Device) -> Texture {
let desc = TextureDescriptor {
label: Some("eyes"),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
fn write_texture(queue: &Queue, texture: &Texture, bytes: &[u8]) {
let texture = ImageCopyTexture {
texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
queue.write_texture(texture, bytes, data_layout, size);
}
}
#[derive(Debug)]
struct BufferPool {
buffers: [Buffer; 3],
}
impl BufferPool {
fn new() -> Self {
Self {
buffers: std::array::from_fn(|i| Buffer::new(i as u64)),
}
}
fn read(&self, id: u64) -> Option<MutexGuard<'_, Vec<u8>>> {
let buf = self
.buffers
.iter()
.find(|buf| buf.id.load(Ordering::Acquire) == id)?;
buf.data.lock().ok()
}
fn write(&self) -> Result<(MutexGuard<'_, Vec<u8>>, u64)> {
let (min, max) = self
.buffers
.iter()
.minmax_by_key(|buf| buf.id.load(Ordering::Acquire))
.into_option()
.unwrap();
let Ok(lock) = min.data.lock() else {
bail!("lock was poisoned")
};
let id = max.id.load(Ordering::Acquire) + 1;
min.id.store(id, Ordering::Release);
Ok((lock, id))
}
}
#[derive(Debug)]
struct Buffer {
data: Mutex<Vec<u8>>,
id: AtomicU64,
}
impl Buffer {
fn new(id: u64) -> Self {
Self {
data: Mutex::new(vec![0; 384 * 224 * 2]),
id: AtomicU64::new(id),
}
}
}

View File

@ -1,71 +1,344 @@
use std::collections::HashMap;
use winit::{
event::KeyEvent,
keyboard::{Key, NamedKey},
platform::modifier_supplement::KeyEventExtModifierSupplement,
use std::{
collections::{hash_map::Entry, HashMap},
sync::{Arc, RwLock},
};
use crate::shrooms_vb_core::VBKey;
use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
use winit::keyboard::{KeyCode, PhysicalKey};
pub struct InputMapper {
vb_bindings: HashMap<VBKey, Key>,
key_bindings: HashMap<Key, VBKey>,
use crate::emulator::{SimId, VBKey};
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
struct DeviceId(u16, u16);
#[derive(Clone)]
pub struct GamepadInfo {
pub id: GamepadId,
pub name: String,
device_id: DeviceId,
pub bound_to: Option<SimId>,
}
impl InputMapper {
pub fn new() -> Self {
let mut mapper = Self {
vb_bindings: HashMap::new(),
key_bindings: HashMap::new(),
pub trait Mappings {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
fn clear_mappings(&mut self, key: VBKey);
fn clear_all_mappings(&mut self);
fn use_default_mappings(&mut self);
}
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
default_buttons: HashMap<Code, VBKey>,
default_axes: HashMap<Code, (VBKey, VBKey)>,
}
impl GamepadMapping {
fn for_gamepad(gamepad: &Gamepad) -> Self {
let mut default_buttons = HashMap::new();
let mut default_button = |btn: Button, key: VBKey| {
if let Some(code) = gamepad.button_code(btn) {
default_buttons.insert(code, key);
}
};
mapper.bind_key(VBKey::SEL, Key::Character("a".into()));
mapper.bind_key(VBKey::STA, Key::Character("s".into()));
mapper.bind_key(VBKey::B, Key::Character("d".into()));
mapper.bind_key(VBKey::A, Key::Character("f".into()));
mapper.bind_key(VBKey::LT, Key::Character("e".into()));
mapper.bind_key(VBKey::RT, Key::Character("r".into()));
mapper.bind_key(VBKey::RU, Key::Character("i".into()));
mapper.bind_key(VBKey::RL, Key::Character("j".into()));
mapper.bind_key(VBKey::RD, Key::Character("k".into()));
mapper.bind_key(VBKey::RR, Key::Character("l".into()));
mapper.bind_key(VBKey::LU, Key::Named(NamedKey::ArrowUp));
mapper.bind_key(VBKey::LL, Key::Named(NamedKey::ArrowLeft));
mapper.bind_key(VBKey::LD, Key::Named(NamedKey::ArrowDown));
mapper.bind_key(VBKey::LR, Key::Named(NamedKey::ArrowRight));
mapper
default_button(Button::South, VBKey::A);
default_button(Button::West, VBKey::B);
default_button(Button::RightTrigger, VBKey::RT);
default_button(Button::LeftTrigger, VBKey::LT);
default_button(Button::Start, VBKey::STA);
default_button(Button::Select, VBKey::SEL);
let mut default_axes = HashMap::new();
let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
if let Some(code) = gamepad.axis_code(axis) {
default_axes.insert(code, (neg, pos));
}
};
default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
Self {
buttons: default_buttons.clone(),
axes: default_axes.clone(),
default_buttons,
default_axes,
}
}
pub fn binding_names(&self) -> HashMap<VBKey, String> {
self.vb_bindings
.iter()
.map(|(k, v)| {
let name = match v {
Key::Character(char) => char.to_string(),
Key::Named(key) => format!("{:?}", key),
k => format!("{:?}", k),
};
(*k, name)
})
pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
let entry = self.buttons.entry(code).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.0 = entry.0.union(key);
}
pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.1 = entry.1.union(key);
}
}
impl Mappings for GamepadMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (axis, (left_keys, right_keys)) in &self.axes {
for key in left_keys.iter() {
results.entry(key).or_default().push(format!("-{axis}"));
}
for key in right_keys.iter() {
results.entry(key).or_default().push(format!("+{axis}"));
}
}
for (button, keys) in &self.buttons {
for key in keys.iter() {
results.entry(key).or_default().push(format!("{button}"));
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.axes.retain(|_, (left, right)| {
*left = left.difference(key);
*right = right.difference(key);
!(left.is_empty() && right.is_empty())
});
self.buttons.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.axes.clear();
self.buttons.clear();
}
fn use_default_mappings(&mut self) {
self.axes = self.default_axes.clone();
self.buttons = self.default_buttons.clone();
}
}
#[derive(Default)]
pub struct InputMapping {
keys: HashMap<PhysicalKey, VBKey>,
gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
}
impl InputMapping {
pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
self.keys.get(key).copied()
}
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.buttons.get(code).copied()
}
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.axes.get(code).copied()
}
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
}
impl Mappings for InputMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
for key in keys.iter() {
results.entry(key).or_default().push(name.clone());
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.keys.clear();
}
fn use_default_mappings(&mut self) {
self.keys.clear();
let mut default_key = |code, key| {
self.keys.insert(PhysicalKey::Code(code), key);
};
default_key(KeyCode::KeyA, VBKey::SEL);
default_key(KeyCode::KeyS, VBKey::STA);
default_key(KeyCode::KeyD, VBKey::B);
default_key(KeyCode::KeyF, VBKey::A);
default_key(KeyCode::KeyE, VBKey::LT);
default_key(KeyCode::KeyR, VBKey::RT);
default_key(KeyCode::KeyI, VBKey::RU);
default_key(KeyCode::KeyJ, VBKey::RL);
default_key(KeyCode::KeyK, VBKey::RD);
default_key(KeyCode::KeyL, VBKey::RR);
default_key(KeyCode::ArrowUp, VBKey::LU);
default_key(KeyCode::ArrowLeft, VBKey::LL);
default_key(KeyCode::ArrowDown, VBKey::LD);
default_key(KeyCode::ArrowRight, VBKey::LR);
}
}
#[derive(Clone)]
pub struct MappingProvider {
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
}
impl MappingProvider {
pub fn new() -> Self {
let mut mappings = HashMap::new();
let mut p1_mappings = InputMapping::default();
p1_mappings.use_default_mappings();
let p2_mappings = InputMapping::default();
mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
Self {
device_mappings: Arc::new(RwLock::new(HashMap::new())),
gamepad_info: Arc::new(RwLock::new(HashMap::new())),
sim_mappings: mappings,
}
}
pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
self.sim_mappings.get(&sim_id).unwrap()
}
pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
let lock = self.gamepad_info.read().unwrap();
let device_id = lock.get(&gamepad_id)?.device_id;
drop(lock);
let lock = self.device_mappings.read().unwrap();
lock.get(&device_id).cloned()
}
pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),
gamepad.product_id().unwrap_or_default(),
);
let mut lock = self.device_mappings.write().unwrap();
let mappings = match lock.entry(device_id) {
Entry::Vacant(entry) => {
let mappings = GamepadMapping::for_gamepad(gamepad);
entry.insert(Arc::new(RwLock::new(mappings)))
}
Entry::Occupied(entry) => entry.into_mut(),
}
.clone();
drop(lock);
let mut lock = self.gamepad_info.write().unwrap();
let bound_to = SimId::values()
.into_iter()
.find(|sim_id| lock.values().all(|info| info.bound_to != Some(*sim_id)));
if let Entry::Vacant(entry) = lock.entry(gamepad.id()) {
let info = GamepadInfo {
id: *entry.key(),
name: gamepad.name().to_string(),
device_id,
bound_to,
};
entry.insert(info);
}
drop(lock);
if let Some(sim_id) = bound_to {
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad.id(), mappings);
}
}
pub fn handle_gamepad_disconnect(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.remove(&gamepad_id) else {
return;
};
if let Some(sim_id) = info.bound_to {
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.remove(&gamepad_id);
}
}
pub fn assign_gamepad(&self, gamepad_id: GamepadId, sim_id: SimId) {
self.unassign_gamepad(gamepad_id);
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.get_mut(&gamepad_id) else {
return;
};
info.bound_to = Some(sim_id);
let device_id = info.device_id;
drop(lock);
let Some(device_mappings) = self
.device_mappings
.write()
.unwrap()
.get(&device_id)
.cloned()
else {
return;
};
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad_id, device_mappings);
}
pub fn unassign_gamepad(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.get_mut(&gamepad_id) else {
return;
};
if let Some(sim_id) = info.bound_to {
let mut sim_mapping = self.for_sim(sim_id).write().unwrap();
sim_mapping.gamepads.remove(&gamepad_id);
}
info.bound_to = None;
}
pub fn gamepad_info(&self) -> Vec<GamepadInfo> {
self.gamepad_info
.read()
.unwrap()
.values()
.cloned()
.collect()
}
pub fn bind_key(&mut self, vb: VBKey, key: Key) {
if let Some(old) = self.vb_bindings.insert(vb, key.clone()) {
self.key_bindings.remove(&old);
}
self.key_bindings.insert(key, vb);
}
pub fn clear_binding(&mut self, vb: VBKey) {
if let Some(old) = self.vb_bindings.remove(&vb) {
self.key_bindings.remove(&old);
}
}
pub fn key_event(&self, event: &KeyEvent) -> Option<VBKey> {
self.key_bindings
.get(&event.key_without_modifiers())
.cloned()
}
}

View File

@ -1,7 +1,7 @@
use std::{path::PathBuf, process};
use anyhow::Result;
use app::App;
use app::Application;
use clap::Parser;
use emulator::EmulatorBuilder;
use thread_priority::{ThreadBuilder, ThreadPriority};
@ -11,16 +11,28 @@ mod app;
mod audio;
mod controller;
mod emulator;
mod graphics;
mod input;
mod renderer;
mod shrooms_vb_core;
mod window;
#[derive(Parser)]
struct Args {
rom: Option<PathBuf>,
}
#[cfg(windows)]
fn set_process_priority_to_high() -> Result<()> {
use windows::Win32::{Foundation, System::Threading};
let process = unsafe { Threading::GetCurrentProcess() };
unsafe { Threading::SetPriorityClass(process, Threading::HIGH_PRIORITY_CLASS)? };
unsafe { Foundation::CloseHandle(process)? };
Ok(())
}
fn main() -> Result<()> {
#[cfg(windows)]
set_process_priority_to_high()?;
let args = Args::parse();
let (mut builder, client) = EmulatorBuilder::new();
@ -45,6 +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(())
}

View File

@ -1,53 +0,0 @@
use std::sync::Arc;
use wgpu::{
Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture, TextureDescriptor,
TextureFormat, TextureUsages,
};
#[derive(Debug)]
pub struct GameRenderer {
pub queue: Arc<Queue>,
pub eyes: Arc<Texture>,
}
impl GameRenderer {
pub fn render(&self, buffer: &[u8]) {
let texture = ImageCopyTexture {
texture: &self.eyes,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
self.queue.write_texture(texture, buffer, data_layout, size);
}
pub fn create_texture(device: &wgpu::Device, name: &str) -> Texture {
let desc = TextureDescriptor {
label: Some(name),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
}

24
src/window.rs Normal file
View File

@ -0,0 +1,24 @@
use egui::{Context, ViewportBuilder, ViewportId};
pub use game::GameWindow;
pub use input::InputWindow;
use winit::event::KeyEvent;
mod game;
mod game_screen;
mod input;
pub trait AppWindow {
fn viewport_id(&self) -> ViewportId;
fn initial_viewport(&self) -> ViewportBuilder;
fn show(&mut self, ctx: &Context);
fn on_init(&mut self, render_state: &egui_wgpu::RenderState) {
let _ = render_state;
}
fn on_destroy(&mut self) {}
fn handle_key_event(&mut self, event: &KeyEvent) {
let _ = event;
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let _ = event;
}
}

181
src/window/game.rs Normal file
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@ -0,0 +1,181 @@
use crate::{
app::UserEvent,
emulator::{EmulatorClient, EmulatorCommand, SimId},
};
use egui::{
menu, Button, CentralPanel, Color32, Context, Frame, Response, TopBottomPanel, Ui,
ViewportBuilder, ViewportCommand, ViewportId, WidgetText,
};
use winit::event_loop::EventLoopProxy;
use super::{game_screen::GameScreen, AppWindow};
pub struct GameWindow {
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
sim_id: SimId,
screen: Option<GameScreen>,
}
impl GameWindow {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>, sim_id: SimId) -> Self {
Self {
client,
proxy,
sim_id,
screen: None,
}
}
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 + 22.0).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.proxy.send_event(UserEvent::OpenInput).unwrap();
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));
self.proxy.send_event(UserEvent::OpenPlayer2).unwrap();
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, 246.0))
}
fn show(&mut self, ctx: &Context) {
TopBottomPanel::top("menubar")
.exact_height(22.0)
.show(ctx, |ui| {
menu::bar(ui, |ui| {
self.show_menu(ctx, ui);
});
});
let frame = Frame::central_panel(&ctx.style()).fill(Color32::BLACK);
CentralPanel::default().frame(frame).show(ctx, |ui| {
if let Some(screen) = self.screen.as_ref() {
ui.add(screen);
}
});
}
fn on_init(&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 on_destroy(&mut self) {
if self.sim_id == SimId::Player2 {
self.client.send_command(EmulatorCommand::StopSecondSim);
}
}
}
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)
}
}

206
src/window/game_screen.rs Normal file
View File

@ -0,0 +1,206 @@
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 {
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) {
Self::init_pipeline(render_state);
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();
let viewport = info.viewport_in_pixels();
let left = viewport.left_px as f32;
let top = viewport.top_px as f32;
let width = viewport.width_px as f32;
let height = viewport.height_px as f32;
let aspect_ratio = 384.0 / 224.0;
let w = width.min(height * aspect_ratio);
let h = height.min(width / aspect_ratio);
let x = left + (width - w) / 2.0;
let y = top + (height - h) / 2.0;
render_pass.set_pipeline(&resources.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_viewport(x, y, w, h, 0.0, 1.0);
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],
}

257
src/window/input.rs Normal file
View File

@ -0,0 +1,257 @@
use egui::{
Button, CentralPanel, Context, Label, Layout, TopBottomPanel, Ui, ViewportBuilder, ViewportId,
};
use egui_extras::{Column, TableBuilder};
use gilrs::{EventType, GamepadId};
use std::sync::RwLock;
use crate::{
emulator::{SimId, VBKey},
input::{MappingProvider, Mappings},
};
use super::AppWindow;
pub struct InputWindow {
mappings: MappingProvider,
now_binding: Option<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 show_bindings<T: Mappings>(
&mut self,
ui: &mut Ui,
mappings: &RwLock<T>,
bind_message: &str,
) {
ui.horizontal(|ui| {
if ui.button("Use defaults").clicked() {
mappings.write().unwrap().use_default_mappings();
self.now_binding = None;
}
if ui.button("Clear all").clicked() {
mappings.write().unwrap().clear_all_mappings();
self.now_binding = None;
}
});
ui.separator();
let mut names = {
let mapping = mappings.read().unwrap();
mapping.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 = names.remove(key).map(|mut s| {
s.sort();
s.join(", ")
});
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(*key) {
bind_message
} else {
binding.as_deref().unwrap_or("")
};
if ui
.add_sized((width * 0.6, height), Button::new(label_text))
.clicked()
{
self.now_binding = Some(*key);
}
if ui
.add_sized(ui.available_size(), Button::new("Clear"))
.clicked()
{
let mut mapping = mappings.write().unwrap();
mapping.clear_mappings(*key);
self.now_binding = None;
}
});
}
});
}
});
}
fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
let mappings = self.mappings.for_sim(sim_id).clone();
self.show_bindings(ui, &mappings, "Press any key");
}
fn show_gamepads(&mut self, ui: &mut Ui) {
let mut gamepads = self.mappings.gamepad_info();
gamepads.sort_by_key(|g| usize::from(g.id));
if gamepads.is_empty() {
ui.label("No gamepads connected.");
return;
}
for (index, gamepad) in gamepads.into_iter().enumerate() {
ui.horizontal(|ui| {
ui.label(format!("Gamepad {index}: {}", gamepad.name));
let mut bound_to = gamepad.bound_to;
let mut rebind = false;
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player1), "Player 1")
.changed();
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player2), "Player 2")
.changed();
rebind |= ui.selectable_value(&mut bound_to, None, "Nobody").changed();
if rebind {
match bound_to {
Some(sim_id) => self.mappings.assign_gamepad(gamepad.id, sim_id),
None => self.mappings.unassign_gamepad(gamepad.id),
}
}
ui.separator();
if ui.button("Rebind").clicked() {
self.active_tab = InputTab::RebindGamepad(gamepad.id);
}
});
}
}
fn show_gamepad_bindings(&mut self, ui: &mut Ui, gamepad_id: GamepadId) {
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
self.active_tab = InputTab::Gamepads;
return;
};
self.show_bindings(ui, &mappings, "Press any input");
}
}
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| {
let old_active_tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, InputTab::Player1, "Player 1");
ui.selectable_value(&mut self.active_tab, InputTab::Player2, "Player 2");
ui.selectable_value(&mut self.active_tab, InputTab::Gamepads, "Gamepads");
if matches!(self.active_tab, InputTab::RebindGamepad(_)) {
let tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, tab, "Rebind Gamepad");
}
if old_active_tab != self.active_tab {
self.now_binding = None;
}
});
});
CentralPanel::default().show(ctx, |ui| {
match self.active_tab {
InputTab::Player1 => self.show_key_bindings(ui, SimId::Player1),
InputTab::Player2 => self.show_key_bindings(ui, SimId::Player2),
InputTab::Gamepads => self.show_gamepads(ui),
InputTab::RebindGamepad(id) => self.show_gamepad_bindings(ui, id),
};
});
}
fn handle_key_event(&mut self, event: &winit::event::KeyEvent) {
if !event.state.is_pressed() {
return;
}
let sim_id = match self.active_tab {
InputTab::Player1 => SimId::Player1,
InputTab::Player2 => SimId::Player2,
_ => {
return;
}
};
let Some(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);
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let InputTab::RebindGamepad(gamepad_id) = self.active_tab else {
return;
};
if gamepad_id != event.id {
return;
}
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
return;
};
let Some(vb) = self.now_binding else {
return;
};
match event.event {
EventType::ButtonPressed(_, code) => {
let mut mapping = mappings.write().unwrap();
mapping.add_button_mapping(vb, code);
self.now_binding.take();
}
EventType::AxisChanged(_, value, code) => {
if value < -0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_neg_mapping(vb, code);
self.now_binding.take();
}
if value > 0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_pos_mapping(vb, code);
self.now_binding.take();
}
}
_ => {}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum InputTab {
Player1,
Player2,
Gamepads,
RebindGamepad(GamepadId),
}