Support multiple windows, start on input UI
This commit is contained in:
+72
-473
@@ -1,518 +1,117 @@
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use imgui::*;
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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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use std::{sync::Arc, time::Instant};
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use wgpu::util::DeviceExt as _;
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#[cfg(target_os = "windows")]
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use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
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use std::{collections::HashMap, fmt::Debug};
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use game::GameWindow;
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use winit::{
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application::ApplicationHandler,
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dpi::{LogicalSize, PhysicalSize},
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event::{Event, WindowEvent},
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event_loop::ActiveEventLoop,
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window::Window,
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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 crate::emulator::EmulatorClient;
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struct ImguiState {
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context: imgui::Context,
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platform: WinitPlatform,
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renderer: Renderer,
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clear_color: wgpu::Color,
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last_frame: Instant,
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last_cursor: Option<MouseCursor>,
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}
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struct AppWindow {
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device: wgpu::Device,
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queue: Arc<wgpu::Queue>,
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window: Arc<Window>,
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surface_desc: wgpu::SurfaceConfiguration,
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surface: wgpu::Surface<'static>,
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hidpi_factor: f64,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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imgui: Option<ImguiState>,
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}
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impl AppWindow {
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fn setup_gpu(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> 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 = {
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let size = LogicalSize::new(384, 244);
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let attributes = Window::default_attributes()
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.with_inner_size(size)
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.with_title("Shrooms VB");
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#[cfg(target_os = "windows")]
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let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
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Arc::new(event_loop.create_window(attributes).unwrap())
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};
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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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let eyes = Arc::new(GameRenderer::create_texture(&device, "eye"));
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client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
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queue: 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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// 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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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 imgui = None;
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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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pipeline: render_pipeline,
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bind_group,
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imgui,
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}
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}
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fn setup_imgui(&mut self) {
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let mut context = imgui::Context::create();
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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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&self.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 * self.hidpi_factor) as f32;
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context.io_mut().font_global_scale = (1.0 / self.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 clear_color = wgpu::Color::BLACK;
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let renderer_config = RendererConfig {
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texture_format: self.surface_desc.format,
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..Default::default()
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};
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let renderer = Renderer::new(&mut context, &self.device, &self.queue, renderer_config);
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let last_frame = Instant::now();
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let last_cursor = None;
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self.imgui = Some(ImguiState {
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context,
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platform,
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renderer,
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clear_color,
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last_frame,
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last_cursor,
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})
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}
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fn new(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> Self {
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let mut window = Self::setup_gpu(event_loop, client);
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window.setup_imgui();
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window
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}
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}
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mod common;
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mod game;
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mod input;
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pub struct App {
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window: Option<AppWindow>,
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windows: HashMap<WindowId, Box<dyn AppWindow>>,
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focused_window: Option<WindowId>,
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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 App {
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pub fn new(client: EmulatorClient) -> Self {
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let controller = ControllerState::new();
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client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
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pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
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Self {
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window: None,
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windows: HashMap::new(),
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focused_window: None,
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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 active_window(&mut self) -> Option<&mut Box<dyn AppWindow>> {
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let active_window = self.focused_window?;
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self.windows.get_mut(&active_window)
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}
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}
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impl ApplicationHandler for App {
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impl ApplicationHandler<UserEvent> for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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self.window = Some(AppWindow::new(event_loop, &self.client));
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let mut window = GameWindow::new(event_loop, self.client.clone(), self.proxy.clone());
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window.init();
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self.focused_window = Some(window.id());
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self.windows.insert(window.id(), Box::new(window));
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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window_id: winit::window::WindowId,
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window_id: WindowId,
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event: WindowEvent,
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) {
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let window = self.window.as_mut().unwrap();
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let imgui = window.imgui.as_mut().unwrap();
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match &event {
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WindowEvent::Resized(size) => {
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window.surface_desc.width = size.width;
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window.surface_desc.height = size.height;
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window
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.surface
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.configure(&window.device, &window.surface_desc);
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if let WindowEvent::Focused(focused) = event {
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if focused {
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self.focused_window = Some(window_id);
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} else {
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self.focused_window = None;
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}
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::KeyboardInput { 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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WindowEvent::RedrawRequested => {
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let now = Instant::now();
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imgui
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.context
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.io_mut()
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.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(imgui.context.io_mut(), &window.window)
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.expect("Failed to prepare frame");
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let ui = imgui.context.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 = PhysicalSize::new(
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window.surface_desc.width,
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window.surface_desc.height,
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)
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.to_logical(window.hidpi_factor);
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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.surface_desc.width = size.width;
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window.surface_desc.height = size.height;
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window
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.surface
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.configure(&window.device, &window.surface_desc);
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}
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}
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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();
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imgui.platform.prepare_render(ui, &window.window);
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}
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(imgui.clear_color),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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// Draw the game
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rpass.set_pipeline(&window.pipeline);
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let window_width = window.surface_desc.width as f32;
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let window_height = window.surface_desc.height as f32;
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let menu_height = menu_height * window.hidpi_factor as f32;
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let ((x, y), (width, height)) =
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compute_game_bounds(window_width, window_height, menu_height);
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rpass.set_viewport(x, y, width, height, 0.0, 1.0);
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rpass.set_bind_group(0, &window.bind_group, &[]);
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rpass.draw(0..6, 0..1);
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// Draw the menu on top of the game
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rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
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imgui
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.renderer
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.render(
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imgui.context.render(),
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&window.queue,
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&window.device,
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&mut rpass,
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)
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.expect("Rendering failed");
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drop(rpass);
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||||
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||||
window.queue.submit(Some(encoder.finish()));
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||||
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frame.present();
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}
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||||
_ => (),
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||||
}
|
||||
|
||||
imgui.platform.handle_event::<()>(
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||||
imgui.context.io_mut(),
|
||||
&window.window,
|
||||
&Event::WindowEvent { window_id, event },
|
||||
);
|
||||
let Some(window) = self.windows.get_mut(&window_id) else {
|
||||
return;
|
||||
};
|
||||
window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
|
||||
}
|
||||
|
||||
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: ()) {
|
||||
let window = self.window.as_mut().unwrap();
|
||||
let imgui = window.imgui.as_mut().unwrap();
|
||||
imgui.platform.handle_event::<()>(
|
||||
imgui.context.io_mut(),
|
||||
&window.window,
|
||||
&Event::UserEvent(event),
|
||||
);
|
||||
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
|
||||
match event {
|
||||
UserEvent::OpenWindow(mut window) => {
|
||||
window.init();
|
||||
self.windows.insert(window.id(), window);
|
||||
}
|
||||
UserEvent::CloseWindow(window_id) => {
|
||||
self.windows.remove(&window_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn device_event(
|
||||
&mut self,
|
||||
_event_loop: &ActiveEventLoop,
|
||||
event_loop: &ActiveEventLoop,
|
||||
device_id: winit::event::DeviceId,
|
||||
event: winit::event::DeviceEvent,
|
||||
) {
|
||||
let window = self.window.as_mut().unwrap();
|
||||
let imgui = window.imgui.as_mut().unwrap();
|
||||
imgui.platform.handle_event::<()>(
|
||||
imgui.context.io_mut(),
|
||||
&window.window,
|
||||
&Event::DeviceEvent { device_id, event },
|
||||
);
|
||||
let Some(window) = self.active_window() else {
|
||||
return;
|
||||
};
|
||||
window.handle_event(event_loop, &Event::DeviceEvent { device_id, event });
|
||||
}
|
||||
|
||||
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
||||
let window = self.window.as_mut().unwrap();
|
||||
let imgui = window.imgui.as_mut().unwrap();
|
||||
window.window.request_redraw();
|
||||
imgui.platform.handle_event::<()>(
|
||||
imgui.context.io_mut(),
|
||||
&window.window,
|
||||
&Event::AboutToWait,
|
||||
);
|
||||
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
|
||||
let Some(window) = self.active_window() else {
|
||||
return;
|
||||
};
|
||||
window.handle_event(event_loop, &Event::AboutToWait);
|
||||
}
|
||||
}
|
||||
|
||||
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))
|
||||
pub trait AppWindow {
|
||||
fn id(&self) -> WindowId;
|
||||
fn init(&mut self);
|
||||
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
#[repr(C)]
|
||||
struct Colors {
|
||||
left: [f32; 4],
|
||||
right: [f32; 4],
|
||||
pub enum UserEvent {
|
||||
OpenWindow(Box<dyn AppWindow>),
|
||||
CloseWindow(WindowId),
|
||||
}
|
||||
|
||||
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(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user