Support multiple windows, start on input UI
This commit is contained in:
@@ -0,0 +1,248 @@
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use std::{
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ops::{Deref, DerefMut},
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sync::Arc,
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time::Instant,
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};
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use imgui::{FontSource, MouseCursor, SuspendedContext, WindowToken};
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use imgui_wgpu::{Renderer, RendererConfig};
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use imgui_winit_support::WinitPlatform;
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use pollster::block_on;
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#[cfg(target_os = "windows")]
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use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
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use winit::{
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dpi::{LogicalSize, PhysicalSize, Size},
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event_loop::ActiveEventLoop,
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window::{Window, WindowAttributes},
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};
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pub struct WindowStateBuilder<'a> {
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event_loop: &'a ActiveEventLoop,
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attributes: WindowAttributes,
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}
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impl<'a> WindowStateBuilder<'a> {
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pub fn new(event_loop: &'a ActiveEventLoop) -> Self {
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let attributes = Window::default_attributes();
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#[cfg(target_os = "windows")]
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let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
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Self {
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event_loop,
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attributes,
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}
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}
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pub fn with_title<T: Into<String>>(self, title: T) -> Self {
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Self {
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attributes: self.attributes.with_title(title),
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..self
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}
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}
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pub fn with_inner_size<S: Into<Size>>(self, size: S) -> Self {
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Self {
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attributes: self.attributes.with_inner_size(size),
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..self
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}
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}
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pub fn build(self) -> WindowState {
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WindowState::new(self.event_loop, self.attributes)
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}
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}
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#[derive(Debug)]
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pub struct WindowState {
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pub device: wgpu::Device,
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pub queue: Arc<wgpu::Queue>,
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pub window: Arc<Window>,
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pub surface_desc: wgpu::SurfaceConfiguration,
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pub surface: wgpu::Surface<'static>,
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pub hidpi_factor: f64,
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}
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impl WindowState {
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fn new(event_loop: &ActiveEventLoop, attributes: WindowAttributes) -> Self {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let window = Arc::new(event_loop.create_window(attributes).unwrap());
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let size = window.inner_size();
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let hidpi_factor = window.scale_factor();
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let surface = instance.create_surface(window.clone()).unwrap();
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let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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}))
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.unwrap();
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let (device, queue) =
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block_on(adapter.request_device(&wgpu::DeviceDescriptor::default(), None)).unwrap();
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let queue = Arc::new(queue);
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// Set up swap chain
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let surface_desc = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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desired_maximum_frame_latency: 2,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![wgpu::TextureFormat::Bgra8Unorm],
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};
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surface.configure(&device, &surface_desc);
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Self {
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device,
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queue,
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window,
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surface_desc,
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surface,
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hidpi_factor,
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}
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}
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pub fn logical_size(&self) -> LogicalSize<u32> {
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PhysicalSize::new(self.surface_desc.width, self.surface_desc.height)
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.to_logical(self.hidpi_factor)
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}
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pub fn handle_resize(&mut self, size: &PhysicalSize<u32>) {
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self.surface_desc.width = size.width;
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self.surface_desc.height = size.height;
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self.surface.configure(&self.device, &self.surface_desc);
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}
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}
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pub struct ImguiState {
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pub context: ContextGuard,
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pub platform: WinitPlatform,
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pub renderer: Renderer,
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pub clear_color: wgpu::Color,
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pub last_frame: Instant,
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pub last_cursor: Option<MouseCursor>,
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}
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impl ImguiState {
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pub fn new(window: &WindowState) -> Self {
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let mut context_guard = ContextGuard::new();
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let mut context = context_guard.lock().unwrap();
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let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
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platform.attach_window(
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context.io_mut(),
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&window.window,
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imgui_winit_support::HiDpiMode::Default,
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);
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context.set_ini_filename(None);
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let font_size = (16.0 * window.hidpi_factor) as f32;
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context.io_mut().font_global_scale = (1.0 / window.hidpi_factor) as f32;
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context.fonts().add_font(&[FontSource::TtfData {
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data: include_bytes!("../../assets/selawk.ttf"),
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size_pixels: font_size,
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config: Some(imgui::FontConfig {
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oversample_h: 1,
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pixel_snap_h: true,
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size_pixels: font_size,
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..Default::default()
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}),
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}]);
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let style = context.style_mut();
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style.use_light_colors();
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//
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// Set up dear imgui wgpu renderer
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//
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let renderer_config = RendererConfig {
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texture_format: window.surface_desc.format,
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..Default::default()
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};
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let renderer = Renderer::new(&mut context, &window.device, &window.queue, renderer_config);
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let last_frame = Instant::now();
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let last_cursor = None;
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drop(context);
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Self {
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context: context_guard,
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platform,
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renderer,
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clear_color: wgpu::Color::BLACK,
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last_frame,
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last_cursor,
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}
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}
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}
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pub struct ContextGuard {
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value: Option<SuspendedContext>,
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}
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impl ContextGuard {
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fn new() -> Self {
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Self {
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value: Some(SuspendedContext::create()),
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}
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}
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pub fn lock(&mut self) -> Option<ContextLock<'_>> {
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let sus = self.value.take()?;
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match sus.activate() {
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Ok(ctx) => Some(ContextLock {
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ctx: Some(ctx),
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holder: self,
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}),
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Err(sus) => {
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self.value = Some(sus);
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None
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}
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}
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}
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}
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pub struct ContextLock<'a> {
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ctx: Option<imgui::Context>,
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holder: &'a mut ContextGuard,
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}
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impl<'a> Deref for ContextLock<'a> {
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type Target = imgui::Context;
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fn deref(&self) -> &Self::Target {
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self.ctx.as_ref().unwrap()
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}
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}
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impl<'a> DerefMut for ContextLock<'a> {
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fn deref_mut(&mut self) -> &mut Self::Target {
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self.ctx.as_mut().unwrap()
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}
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}
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impl<'a> Drop for ContextLock<'a> {
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fn drop(&mut self) {
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self.holder.value = self.ctx.take().map(|c| c.suspend())
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}
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}
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pub trait UiExt {
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fn fullscreen_window(&self) -> Option<WindowToken<'_>>;
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}
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impl UiExt for imgui::Ui {
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fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
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self.window("fullscreen")
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.position([0.0, 0.0], imgui::Condition::Always)
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.size(self.window_size(), imgui::Condition::Always)
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.flags(imgui::WindowFlags::NO_DECORATION)
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.begin()
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}
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}
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+357
@@ -0,0 +1,357 @@
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use std::{sync::Arc, time::Instant};
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use wgpu::util::DeviceExt as _;
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use winit::{
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dpi::LogicalSize,
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event::{Event, KeyEvent, WindowEvent},
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event_loop::{ActiveEventLoop, EventLoopProxy},
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window::WindowId,
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};
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use crate::{
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controller::ControllerState,
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emulator::{EmulatorClient, EmulatorCommand},
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renderer::GameRenderer,
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};
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use super::{
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common::{ImguiState, WindowState, WindowStateBuilder},
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input::InputWindow,
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AppWindow, UserEvent,
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};
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pub struct GameWindow {
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window: WindowState,
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imgui: Option<ImguiState>,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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client: EmulatorClient,
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controller: ControllerState,
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proxy: EventLoopProxy<UserEvent>,
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}
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impl GameWindow {
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pub fn new(
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event_loop: &ActiveEventLoop,
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client: EmulatorClient,
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proxy: EventLoopProxy<UserEvent>,
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) -> Self {
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let window = WindowStateBuilder::new(event_loop)
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.with_title("Shrooms VB")
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.with_inner_size(LogicalSize::new(384, 244))
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.build();
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let device = &window.device;
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let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
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client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
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queue: window.queue.clone(),
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eyes: eyes.clone(),
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}));
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let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let colors = Colors {
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left: [1.0, 0.0, 0.0, 1.0],
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right: [0.0, 0.7734375, 0.9375, 1.0],
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};
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let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("colors"),
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contents: bytemuck::bytes_of(&colors),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("texture bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("bind group"),
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&eyes),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: color_buf.as_entire_binding(),
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},
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],
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});
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let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render pipeline layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("render pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let controller = ControllerState::new();
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client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
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Self {
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window,
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imgui: None,
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pipeline: render_pipeline,
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bind_group,
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client,
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controller,
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proxy,
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}
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}
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fn draw(&mut self, event_loop: &ActiveEventLoop) {
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let window = &mut self.window;
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let imgui = self.imgui.as_mut().unwrap();
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let mut context = imgui.context.lock().unwrap();
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let now = Instant::now();
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context.io_mut().update_delta_time(now - imgui.last_frame);
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imgui.last_frame = now;
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let frame = match window.surface.get_current_texture() {
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Ok(frame) => frame,
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Err(e) => {
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eprintln!("dropped frame: {e:?}");
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return;
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}
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};
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imgui
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.platform
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.prepare_frame(context.io_mut(), &window.window)
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.expect("Failed to prepare frame");
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let ui = context.new_frame();
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let mut menu_height = 0.0;
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ui.main_menu_bar(|| {
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menu_height = ui.window_size()[1];
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ui.menu("ROM", || {
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if ui.menu_item("Open ROM") {
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let rom = native_dialog::FileDialog::new()
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.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
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.show_open_single_file()
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.unwrap();
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if let Some(path) = rom {
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self.client.send_command(EmulatorCommand::LoadGame(path));
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}
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}
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if ui.menu_item("Quit") {
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event_loop.exit();
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}
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});
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ui.menu("Emulation", || {
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let has_game = self.client.has_game();
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if self.client.is_running() {
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if ui.menu_item_config("Pause").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Pause);
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}
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} else if ui.menu_item_config("Resume").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Resume);
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}
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if ui.menu_item_config("Reset").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Reset);
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}
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});
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ui.menu("Video", || {
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let current_dims = window.logical_size();
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for scale in 1..=4 {
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let label = format!("x{scale}");
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let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
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let selected = dims == current_dims;
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if ui.menu_item_config(label).selected(selected).build() {
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if let Some(size) = window.window.request_inner_size(dims) {
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window.handle_resize(&size);
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}
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}
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}
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});
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ui.menu("Input", || {
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if ui.menu_item("Map Input") {
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let input_window = Box::new(InputWindow::new(event_loop, self.proxy.clone()));
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self.proxy
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.send_event(UserEvent::OpenWindow(input_window))
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.unwrap();
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||||
}
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||||
});
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||||
});
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let mut encoder: wgpu::CommandEncoder = window
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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if imgui.last_cursor != ui.mouse_cursor() {
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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);
|
||||
|
||||
window.queue.submit(Some(encoder.finish()));
|
||||
|
||||
frame.present();
|
||||
}
|
||||
|
||||
fn handle_key_event(&mut self, event: &KeyEvent) {
|
||||
if self.controller.key_event(event) {
|
||||
self.client
|
||||
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl AppWindow for GameWindow {
|
||||
fn id(&self) -> WindowId {
|
||||
self.window.window.id()
|
||||
}
|
||||
|
||||
fn init(&mut self) {
|
||||
self.imgui = Some(ImguiState::new(&self.window));
|
||||
}
|
||||
|
||||
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),
|
||||
WindowEvent::CloseRequested => event_loop.exit(),
|
||||
WindowEvent::KeyboardInput { event, .. } => self.handle_key_event(event),
|
||||
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],
|
||||
}
|
||||
@@ -0,0 +1,142 @@
|
||||
use std::time::Instant;
|
||||
|
||||
use winit::{
|
||||
event::{Event, WindowEvent},
|
||||
event_loop::{ActiveEventLoop, EventLoopProxy},
|
||||
};
|
||||
|
||||
use super::{
|
||||
common::{ImguiState, UiExt as _, WindowState, WindowStateBuilder},
|
||||
AppWindow, UserEvent,
|
||||
};
|
||||
|
||||
pub struct InputWindow {
|
||||
window: WindowState,
|
||||
imgui: Option<ImguiState>,
|
||||
proxy: EventLoopProxy<UserEvent>,
|
||||
}
|
||||
|
||||
impl InputWindow {
|
||||
pub fn new(event_loop: &ActiveEventLoop, proxy: EventLoopProxy<UserEvent>) -> Self {
|
||||
let window = WindowStateBuilder::new(event_loop)
|
||||
.with_title("Map Inputs")
|
||||
.build();
|
||||
Self {
|
||||
window,
|
||||
imgui: 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) => {
|
||||
eprintln!("dropped frame: {e:?}");
|
||||
return;
|
||||
}
|
||||
};
|
||||
imgui
|
||||
.platform
|
||||
.prepare_frame(context.io_mut(), &window.window)
|
||||
.expect("Failed to prepare frame");
|
||||
let ui = context.new_frame();
|
||||
|
||||
if let Some(window) = ui.fullscreen_window() {
|
||||
if let Some(table) = ui.begin_table("controls", 2) {
|
||||
ui.table_next_row();
|
||||
|
||||
ui.table_next_column();
|
||||
ui.text("Key");
|
||||
|
||||
ui.table_next_column();
|
||||
ui.text("Value");
|
||||
table.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();
|
||||
}
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
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::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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user