Merge pull request 'Implement multiplayer' (#2) from multiplayer into main
Reviewed-on: PVB/shrooms-vb-native#2
This commit is contained in:
commit
5627e41835
File diff suppressed because it is too large
Load Diff
15
Cargo.toml
15
Cargo.toml
|
@ -8,21 +8,26 @@ anyhow = "1"
|
|||
bitflags = "2"
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bytemuck = { version = "1", features = ["derive"] }
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clap = { version = "4", features = ["derive"] }
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cpal = "0.15"
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imgui = { version = "0.12", features = ["tables-api"] }
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imgui-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
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imgui-winit-support = "0.13"
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cpal = { git = "https://github.com/sidit77/cpal.git", rev = "66ed6be" }
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egui = "0.29"
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egui_extras = "0.29"
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egui-winit = "0.29"
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egui-wgpu = { version = "0.29", features = ["winit"] }
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gilrs = "0.11"
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itertools = "0.13"
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||||
native-dialog = "0.7"
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||||
num-derive = "0.4"
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num-traits = "0.2"
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pollster = "0.4"
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||||
rfd = "0.15"
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rtrb = "0.3"
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rubato = "0.16"
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thread-priority = "1"
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wgpu = "22.1"
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winit = "0.30"
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[target.'cfg(windows)'.dependencies]
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windows = { version = "0.58", features = ["Win32_System_Threading"] }
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[build-dependencies]
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cc = "1"
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|
|
4
build.rs
4
build.rs
|
@ -5,8 +5,10 @@ fn main() {
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cc::Build::new()
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.include(Path::new("shrooms-vb-core/core"))
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.opt_level(2)
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.flag_if_supported("-flto")
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.flag_if_supported("-fno-strict-aliasing")
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.define("VB_LITTLE_ENDIAN", None)
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.define("VB_SIGNED_PROPAGATE", None)
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.define("VB_DIV_GENERIC", None)
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.file(Path::new("shrooms-vb-core/core/vb.c"))
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.compile("vb");
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}
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|
|
|
@ -1 +1 @@
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Subproject commit ae22c95dbee3d0b338168bfdf98143e6eddc6c70
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Subproject commit 18b2c589e6cacec5a0bd0f450cedf2f8fe3a2bc8
|
395
src/app.rs
395
src/app.rs
|
@ -1,131 +1,368 @@
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use std::{
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collections::HashMap,
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fmt::Debug,
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sync::{Arc, RwLock},
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};
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use std::{collections::HashSet, num::NonZero, sync::Arc, thread};
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use game::GameWindow;
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use egui::{
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ahash::{HashMap, HashMapExt},
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Context, FontData, FontDefinitions, FontFamily, TextWrapMode, ViewportBuilder, ViewportCommand,
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ViewportId, ViewportInfo,
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};
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use gilrs::{EventType, Gilrs};
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use winit::{
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application::ApplicationHandler,
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event::{Event, WindowEvent},
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoopProxy},
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window::WindowId,
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window::Window,
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};
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use crate::{
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controller::ControllerState,
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emulator::{EmulatorClient, EmulatorCommand},
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input::InputMapper,
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controller::ControllerManager,
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emulator::{EmulatorClient, SimId},
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input::MappingProvider,
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window::{AppWindow, GameWindow, InputWindow},
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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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pub struct Application {
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client: EmulatorClient,
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input_mapper: Arc<RwLock<InputMapper>>,
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controller: ControllerState,
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proxy: EventLoopProxy<UserEvent>,
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mappings: MappingProvider,
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controllers: ControllerManager,
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viewports: HashMap<ViewportId, Viewport>,
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focused: Option<ViewportId>,
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}
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impl App {
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impl Application {
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pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
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let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
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let controller = ControllerState::new(input_mapper.clone());
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Self {
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windows: HashMap::new(),
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client,
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input_mapper,
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controller,
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proxy,
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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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client,
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proxy,
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mappings,
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controllers,
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viewports: HashMap::new(),
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focused: None,
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}
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}
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fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
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let viewport_id = window.viewport_id();
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if self.viewports.contains_key(&viewport_id) {
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return;
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}
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self.viewports
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.insert(viewport_id, Viewport::new(event_loop, window));
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}
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}
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impl ApplicationHandler<UserEvent> for App {
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impl ApplicationHandler<UserEvent> for Application {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let mut window = GameWindow::new(
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event_loop,
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self.client.clone(),
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self.input_mapper.clone(),
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self.proxy.clone(),
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);
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window.init();
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self.windows.insert(window.id(), Box::new(window));
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let app = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player1);
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let wrapper = Viewport::new(event_loop, Box::new(app));
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self.focused = Some(wrapper.id());
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self.viewports.insert(wrapper.id(), wrapper);
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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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window_id: winit::window::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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if self.controller.key_event(event) {
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self.client
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.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
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}
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}
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let Some(window) = self.windows.get_mut(&window_id) else {
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let Some(viewport) = self
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.viewports
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.values_mut()
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.find(|v| v.window.id() == window_id)
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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::OpenWindow(mut window) => {
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window.init();
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self.windows.insert(window.id(), window);
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let viewport_id = viewport.id();
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match &event {
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WindowEvent::KeyboardInput { event, .. } => {
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self.controllers.handle_key_event(event);
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viewport.app.handle_key_event(event);
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}
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UserEvent::CloseWindow(window_id) => {
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self.windows.remove(&window_id);
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WindowEvent::Focused(new_focused) => {
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self.focused = new_focused.then_some(viewport_id);
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}
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_ => {}
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}
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let mut queue_redraw = false;
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let mut inactive_viewports = HashSet::new();
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match viewport.on_window_event(event) {
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Some(Action::Redraw) => {
|
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for viewport in self.viewports.values_mut() {
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match viewport.redraw(event_loop) {
|
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Some(Action::Redraw) => {
|
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queue_redraw = true;
|
||||
}
|
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Some(Action::Close) => {
|
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inactive_viewports.insert(viewport.id());
|
||||
}
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None => {}
|
||||
}
|
||||
}
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}
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Some(Action::Close) => {
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inactive_viewports.insert(viewport_id);
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}
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None => {}
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}
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self.viewports
|
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.retain(|k, _| !inactive_viewports.contains(k));
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match self.viewports.get(&ViewportId::ROOT) {
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Some(viewport) => {
|
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if queue_redraw {
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viewport.window.request_redraw();
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}
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}
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None => event_loop.exit(),
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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_loop: &ActiveEventLoop,
|
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_device_id: winit::event::DeviceId,
|
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event: winit::event::DeviceEvent,
|
||||
) {
|
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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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if let winit::event::DeviceEvent::MouseMotion { delta } = event {
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let Some(viewport) = self
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.focused
|
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.as_ref()
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||||
.and_then(|id| self.viewports.get_mut(id))
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||||
else {
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return;
|
||||
};
|
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viewport.state.on_mouse_motion(delta);
|
||||
}
|
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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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fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
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match event {
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UserEvent::GamepadEvent(event) => {
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self.controllers.handle_gamepad_event(&event);
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let Some(viewport) = self
|
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.focused
|
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.as_ref()
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.and_then(|id| self.viewports.get_mut(id))
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else {
|
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return;
|
||||
};
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viewport.app.handle_gamepad_event(&event);
|
||||
}
|
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UserEvent::OpenInput => {
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let input = InputWindow::new(self.mappings.clone());
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self.open(event_loop, Box::new(input));
|
||||
}
|
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UserEvent::OpenPlayer2 => {
|
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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) {
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viewport.window.request_redraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub trait AppWindow {
|
||||
fn id(&self) -> WindowId;
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
384
src/app/game.rs
384
src/app/game.rs
|
@ -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],
|
||||
}
|
223
src/app/input.rs
223
src/app/input.rs
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
295
src/emulator.rs
295
src/emulator.rs
|
@ -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) {
|
||||
|
|
|
@ -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) };
|
|
@ -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),
|
||||
}
|
||||
}
|
||||
}
|
393
src/input.rs
393
src/input.rs
|
@ -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()
|
||||
}
|
||||
}
|
||||
|
|
20
src/main.rs
20
src/main.rs
|
@ -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(())
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -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)
|
||||
}
|
||||
}
|
|
@ -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],
|
||||
}
|
|
@ -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),
|
||||
}
|
Loading…
Reference in New Issue