Support multiple windows, start on input UI
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					@ -9,7 +9,7 @@ bitflags = "2"
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bytemuck = { version = "1", features = ["derive"] }
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					bytemuck = { version = "1", features = ["derive"] }
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clap = { version = "4", features = ["derive"] }
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					clap = { version = "4", features = ["derive"] }
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cpal = "0.15"
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					cpal = "0.15"
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imgui = "0.12"
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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-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
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imgui-winit-support = "0.13"
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					imgui-winit-support = "0.13"
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itertools = "0.13"
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					itertools = "0.13"
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										537
									
								
								src/app.rs
								
								
								
								
							
							
						
						
									
										537
									
								
								src/app.rs
								
								
								
								
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					@ -1,518 +1,117 @@
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use imgui::*;
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					use std::{collections::HashMap, fmt::Debug};
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use imgui_wgpu::{Renderer, RendererConfig};
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use imgui_winit_support::WinitPlatform;
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					use game::GameWindow;
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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 winit::{
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					use winit::{
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    application::ApplicationHandler,
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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::{Event, WindowEvent},
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    event_loop::ActiveEventLoop,
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					    event_loop::{ActiveEventLoop, EventLoopProxy},
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    window::Window,
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					    window::WindowId,
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};
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					};
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use crate::{
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					use crate::emulator::EmulatorClient;
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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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struct ImguiState {
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					mod common;
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    context: imgui::Context,
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					mod game;
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    platform: WinitPlatform,
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					mod input;
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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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pub struct App {
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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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					    client: EmulatorClient,
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    controller: ControllerState,
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					    proxy: EventLoopProxy<UserEvent>,
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}
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					}
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			||||||
impl App {
 | 
					impl App {
 | 
				
			||||||
    pub fn new(client: EmulatorClient) -> Self {
 | 
					    pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
 | 
				
			||||||
        let controller = ControllerState::new();
 | 
					 | 
				
			||||||
        client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
 | 
					 | 
				
			||||||
        Self {
 | 
					        Self {
 | 
				
			||||||
            window: None,
 | 
					            windows: HashMap::new(),
 | 
				
			||||||
 | 
					            focused_window: None,
 | 
				
			||||||
            client,
 | 
					            client,
 | 
				
			||||||
            controller,
 | 
					            proxy,
 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
impl ApplicationHandler for App {
 | 
					    fn active_window(&mut self) -> Option<&mut Box<dyn AppWindow>> {
 | 
				
			||||||
 | 
					        let active_window = self.focused_window?;
 | 
				
			||||||
 | 
					        self.windows.get_mut(&active_window)
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					impl ApplicationHandler<UserEvent> for App {
 | 
				
			||||||
    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
 | 
					    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
 | 
				
			||||||
        self.window = Some(AppWindow::new(event_loop, &self.client));
 | 
					        let mut window = GameWindow::new(event_loop, self.client.clone(), self.proxy.clone());
 | 
				
			||||||
 | 
					        window.init();
 | 
				
			||||||
 | 
					        self.focused_window = Some(window.id());
 | 
				
			||||||
 | 
					        self.windows.insert(window.id(), Box::new(window));
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    fn window_event(
 | 
					    fn window_event(
 | 
				
			||||||
        &mut self,
 | 
					        &mut self,
 | 
				
			||||||
        event_loop: &ActiveEventLoop,
 | 
					        event_loop: &ActiveEventLoop,
 | 
				
			||||||
        window_id: winit::window::WindowId,
 | 
					        window_id: WindowId,
 | 
				
			||||||
        event: WindowEvent,
 | 
					        event: WindowEvent,
 | 
				
			||||||
    ) {
 | 
					    ) {
 | 
				
			||||||
        let window = self.window.as_mut().unwrap();
 | 
					        if let WindowEvent::Focused(focused) = event {
 | 
				
			||||||
        let imgui = window.imgui.as_mut().unwrap();
 | 
					            if focused {
 | 
				
			||||||
 | 
					                self.focused_window = Some(window_id);
 | 
				
			||||||
        match &event {
 | 
					            } else {
 | 
				
			||||||
            WindowEvent::Resized(size) => {
 | 
					                self.focused_window = None;
 | 
				
			||||||
                window.surface_desc.width = size.width;
 | 
					 | 
				
			||||||
                window.surface_desc.height = size.height;
 | 
					 | 
				
			||||||
                window
 | 
					 | 
				
			||||||
                    .surface
 | 
					 | 
				
			||||||
                    .configure(&window.device, &window.surface_desc);
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
            WindowEvent::CloseRequested => event_loop.exit(),
 | 
					 | 
				
			||||||
            WindowEvent::KeyboardInput { event, .. } => {
 | 
					 | 
				
			||||||
                if self.controller.key_event(event) {
 | 
					 | 
				
			||||||
                    self.client
 | 
					 | 
				
			||||||
                        .send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
 | 
					 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
            WindowEvent::RedrawRequested => {
 | 
					        let Some(window) = self.windows.get_mut(&window_id) else {
 | 
				
			||||||
                let now = Instant::now();
 | 
					 | 
				
			||||||
                imgui
 | 
					 | 
				
			||||||
                    .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;
 | 
					            return;
 | 
				
			||||||
                    }
 | 
					 | 
				
			||||||
        };
 | 
					        };
 | 
				
			||||||
                imgui
 | 
					        window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
 | 
				
			||||||
                    .platform
 | 
					 | 
				
			||||||
                    .prepare_frame(imgui.context.io_mut(), &window.window)
 | 
					 | 
				
			||||||
                    .expect("Failed to prepare frame");
 | 
					 | 
				
			||||||
                let ui = imgui.context.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 = PhysicalSize::new(
 | 
					 | 
				
			||||||
                            window.surface_desc.width,
 | 
					 | 
				
			||||||
                            window.surface_desc.height,
 | 
					 | 
				
			||||||
                        )
 | 
					 | 
				
			||||||
                        .to_logical(window.hidpi_factor);
 | 
					 | 
				
			||||||
                        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.surface_desc.width = size.width;
 | 
					 | 
				
			||||||
                                    window.surface_desc.height = size.height;
 | 
					 | 
				
			||||||
                                    window
 | 
					 | 
				
			||||||
                                        .surface
 | 
					 | 
				
			||||||
                                        .configure(&window.device, &window.surface_desc);
 | 
					 | 
				
			||||||
                                }
 | 
					 | 
				
			||||||
                            }
 | 
					 | 
				
			||||||
                        }
 | 
					 | 
				
			||||||
                    });
 | 
					 | 
				
			||||||
                });
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                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
 | 
					    fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
 | 
				
			||||||
                    .texture
 | 
					        match event {
 | 
				
			||||||
                    .create_view(&wgpu::TextureViewDescriptor::default());
 | 
					            UserEvent::OpenWindow(mut window) => {
 | 
				
			||||||
                let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
 | 
					                window.init();
 | 
				
			||||||
                    label: None,
 | 
					                self.windows.insert(window.id(), window);
 | 
				
			||||||
                    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(&window.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, &window.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(
 | 
					 | 
				
			||||||
                        imgui.context.render(),
 | 
					 | 
				
			||||||
                        &window.queue,
 | 
					 | 
				
			||||||
                        &window.device,
 | 
					 | 
				
			||||||
                        &mut rpass,
 | 
					 | 
				
			||||||
                    )
 | 
					 | 
				
			||||||
                    .expect("Rendering failed");
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                drop(rpass);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                window.queue.submit(Some(encoder.finish()));
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                frame.present();
 | 
					 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            _ => (),
 | 
					            UserEvent::CloseWindow(window_id) => {
 | 
				
			||||||
 | 
					                self.windows.remove(&window_id);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
					 | 
				
			||||||
        imgui.platform.handle_event::<()>(
 | 
					 | 
				
			||||||
            imgui.context.io_mut(),
 | 
					 | 
				
			||||||
            &window.window,
 | 
					 | 
				
			||||||
            &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 device_event(
 | 
					    fn device_event(
 | 
				
			||||||
        &mut self,
 | 
					        &mut self,
 | 
				
			||||||
        _event_loop: &ActiveEventLoop,
 | 
					        event_loop: &ActiveEventLoop,
 | 
				
			||||||
        device_id: winit::event::DeviceId,
 | 
					        device_id: winit::event::DeviceId,
 | 
				
			||||||
        event: winit::event::DeviceEvent,
 | 
					        event: winit::event::DeviceEvent,
 | 
				
			||||||
    ) {
 | 
					    ) {
 | 
				
			||||||
        let window = self.window.as_mut().unwrap();
 | 
					        let Some(window) = self.active_window() else {
 | 
				
			||||||
        let imgui = window.imgui.as_mut().unwrap();
 | 
					            return;
 | 
				
			||||||
        imgui.platform.handle_event::<()>(
 | 
					        };
 | 
				
			||||||
            imgui.context.io_mut(),
 | 
					        window.handle_event(event_loop, &Event::DeviceEvent { device_id, event });
 | 
				
			||||||
            &window.window,
 | 
					 | 
				
			||||||
            &Event::DeviceEvent { device_id, event },
 | 
					 | 
				
			||||||
        );
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
 | 
					    fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
 | 
				
			||||||
        let window = self.window.as_mut().unwrap();
 | 
					        let Some(window) = self.active_window() else {
 | 
				
			||||||
        let imgui = window.imgui.as_mut().unwrap();
 | 
					            return;
 | 
				
			||||||
        window.window.request_redraw();
 | 
					        };
 | 
				
			||||||
        imgui.platform.handle_event::<()>(
 | 
					        window.handle_event(event_loop, &Event::AboutToWait);
 | 
				
			||||||
            imgui.context.io_mut(),
 | 
					 | 
				
			||||||
            &window.window,
 | 
					 | 
				
			||||||
            &Event::AboutToWait,
 | 
					 | 
				
			||||||
        );
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
fn compute_game_bounds(
 | 
					pub trait AppWindow {
 | 
				
			||||||
    window_width: f32,
 | 
					    fn id(&self) -> WindowId;
 | 
				
			||||||
    window_height: f32,
 | 
					    fn init(&mut self);
 | 
				
			||||||
    menu_height: f32,
 | 
					    fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
 | 
				
			||||||
) -> ((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)]
 | 
					pub enum UserEvent {
 | 
				
			||||||
#[repr(C)]
 | 
					    OpenWindow(Box<dyn AppWindow>),
 | 
				
			||||||
struct Colors {
 | 
					    CloseWindow(WindowId),
 | 
				
			||||||
    left: [f32; 4],
 | 
					}
 | 
				
			||||||
    right: [f32; 4],
 | 
					
 | 
				
			||||||
 | 
					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(),
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -0,0 +1,248 @@
 | 
				
			||||||
 | 
					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,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					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,
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    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>) {
 | 
				
			||||||
 | 
					        self.surface_desc.width = size.width;
 | 
				
			||||||
 | 
					        self.surface_desc.height = size.height;
 | 
				
			||||||
 | 
					        self.surface.configure(&self.device, &self.surface_desc);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					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<'_>>;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					impl UiExt for imgui::Ui {
 | 
				
			||||||
 | 
					    fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
 | 
				
			||||||
 | 
					        self.window("fullscreen")
 | 
				
			||||||
 | 
					            .position([0.0, 0.0], imgui::Condition::Always)
 | 
				
			||||||
 | 
					            .size(self.window_size(), imgui::Condition::Always)
 | 
				
			||||||
 | 
					            .flags(imgui::WindowFlags::NO_DECORATION)
 | 
				
			||||||
 | 
					            .begin()
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
| 
						 | 
					@ -0,0 +1,357 @@
 | 
				
			||||||
 | 
					use std::{sync::Arc, time::Instant};
 | 
				
			||||||
 | 
					use wgpu::util::DeviceExt as _;
 | 
				
			||||||
 | 
					use winit::{
 | 
				
			||||||
 | 
					    dpi::LogicalSize,
 | 
				
			||||||
 | 
					    event::{Event, KeyEvent, WindowEvent},
 | 
				
			||||||
 | 
					    event_loop::{ActiveEventLoop, EventLoopProxy},
 | 
				
			||||||
 | 
					    window::WindowId,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					use crate::{
 | 
				
			||||||
 | 
					    controller::ControllerState,
 | 
				
			||||||
 | 
					    emulator::{EmulatorClient, EmulatorCommand},
 | 
				
			||||||
 | 
					    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,
 | 
				
			||||||
 | 
					    controller: ControllerState,
 | 
				
			||||||
 | 
					    proxy: EventLoopProxy<UserEvent>,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					impl GameWindow {
 | 
				
			||||||
 | 
					    pub fn new(
 | 
				
			||||||
 | 
					        event_loop: &ActiveEventLoop,
 | 
				
			||||||
 | 
					        client: EmulatorClient,
 | 
				
			||||||
 | 
					        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,
 | 
				
			||||||
 | 
					        });
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        let controller = ControllerState::new();
 | 
				
			||||||
 | 
					        client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
 | 
				
			||||||
 | 
					        Self {
 | 
				
			||||||
 | 
					            window,
 | 
				
			||||||
 | 
					            imgui: None,
 | 
				
			||||||
 | 
					            pipeline: render_pipeline,
 | 
				
			||||||
 | 
					            bind_group,
 | 
				
			||||||
 | 
					            client,
 | 
				
			||||||
 | 
					            controller,
 | 
				
			||||||
 | 
					            proxy,
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    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 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();
 | 
				
			||||||
 | 
					        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);
 | 
				
			||||||
 | 
					                        }
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					            });
 | 
				
			||||||
 | 
					            ui.menu("Input", || {
 | 
				
			||||||
 | 
					                if ui.menu_item("Map Input") {
 | 
				
			||||||
 | 
					                    let input_window = Box::new(InputWindow::new(event_loop, 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);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        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);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
| 
						 | 
					@ -160,6 +160,7 @@ pub enum EmulatorCommand {
 | 
				
			||||||
    SetKeys(VBKey),
 | 
					    SetKeys(VBKey),
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#[derive(Clone)]
 | 
				
			||||||
pub struct EmulatorClient {
 | 
					pub struct EmulatorClient {
 | 
				
			||||||
    queue: mpsc::Sender<EmulatorCommand>,
 | 
					    queue: mpsc::Sender<EmulatorCommand>,
 | 
				
			||||||
    running: Arc<AtomicBool>,
 | 
					    running: Arc<AtomicBool>,
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -36,8 +36,9 @@ fn main() -> Result<()> {
 | 
				
			||||||
        emulator.run();
 | 
					        emulator.run();
 | 
				
			||||||
    });
 | 
					    });
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    let event_loop = EventLoop::new().unwrap();
 | 
					    let event_loop = EventLoop::with_user_event().build().unwrap();
 | 
				
			||||||
    event_loop.set_control_flow(ControlFlow::Poll);
 | 
					    event_loop.set_control_flow(ControlFlow::Poll);
 | 
				
			||||||
    event_loop.run_app(&mut App::new(client))?;
 | 
					    let proxy = event_loop.create_proxy();
 | 
				
			||||||
 | 
					    event_loop.run_app(&mut App::new(client, proxy))?;
 | 
				
			||||||
    Ok(())
 | 
					    Ok(())
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
		Reference in New Issue