Implement gamepad input
This commit is contained in:
+41
-19
@@ -1,10 +1,7 @@
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use std::{
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collections::HashMap,
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fmt::Debug,
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sync::{Arc, RwLock},
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};
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use std::{collections::HashMap, fmt::Debug, thread};
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use game::GameWindow;
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use gilrs::{EventType, Gilrs};
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use input::InputWindow;
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use winit::{
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application::ApplicationHandler,
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@@ -14,9 +11,9 @@ use winit::{
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};
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use crate::{
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controller::ControllerState,
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emulator::{EmulatorClient, EmulatorCommand, SimId},
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input::InputMapper,
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controller::ControllerManager,
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emulator::{EmulatorClient, SimId},
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input::MappingProvider,
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};
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mod common;
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@@ -26,21 +23,26 @@ mod input;
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pub struct App {
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windows: HashMap<WindowId, Box<dyn AppWindow>>,
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client: EmulatorClient,
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input_mapper: Arc<RwLock<InputMapper>>,
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controller: ControllerState,
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mappings: MappingProvider,
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controllers: ControllerManager,
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proxy: EventLoopProxy<UserEvent>,
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player_2_window: Option<WindowId>,
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}
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impl App {
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pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
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let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
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let controller = ControllerState::new(input_mapper.clone());
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let mappings = MappingProvider::new();
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let controllers = ControllerManager::new(client.clone(), &mappings);
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{
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let mappings = mappings.clone();
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let proxy = proxy.clone();
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thread::spawn(|| process_gamepad_input(mappings, proxy));
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}
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Self {
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windows: HashMap::new(),
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client,
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input_mapper,
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controller,
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mappings,
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controllers,
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proxy,
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player_2_window: None,
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}
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@@ -65,10 +67,7 @@ impl ApplicationHandler<UserEvent> for App {
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event: WindowEvent,
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) {
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if let WindowEvent::KeyboardInput { event, .. } = &event {
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if let Some((sim_id, pressed)) = self.controller.key_event(event) {
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self.client
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.send_command(EmulatorCommand::SetKeys(sim_id, pressed));
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}
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self.controllers.handle_key_event(event);
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}
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let Some(window) = self.windows.get_mut(&window_id) else {
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return;
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@@ -80,7 +79,7 @@ impl ApplicationHandler<UserEvent> for App {
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match event {
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UserEvent::OpenInputWindow => {
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let window =
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InputWindow::new(event_loop, self.input_mapper.clone(), self.proxy.clone());
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InputWindow::new(event_loop, self.mappings.clone(), self.proxy.clone());
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self.windows.insert(window.id(), Box::new(window));
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}
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UserEvent::OpenPlayer2Window => {
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@@ -102,6 +101,9 @@ impl ApplicationHandler<UserEvent> for App {
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}
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self.windows.remove(&window_id);
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}
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UserEvent::GamepadEvent(event) => {
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self.controllers.handle_gamepad_event(&event);
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}
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}
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}
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@@ -139,4 +141,24 @@ pub enum UserEvent {
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OpenInputWindow,
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OpenPlayer2Window,
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Close(WindowId),
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GamepadEvent(gilrs::Event),
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}
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fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
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let Ok(mut gilrs) = Gilrs::new() else {
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eprintln!("could not connect gamepad listener");
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return;
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};
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while let Some(event) = gilrs.next_event_blocking(None) {
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if event.event == EventType::Connected {
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let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
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continue;
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};
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mappings.map_gamepad(SimId::Player1, &gamepad);
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}
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if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
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// main thread has closed! we done
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return;
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}
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}
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}
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+12
-14
@@ -1,7 +1,4 @@
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use std::{
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sync::{Arc, RwLock},
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time::Instant,
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};
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use std::time::Instant;
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use winit::{
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dpi::LogicalSize,
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@@ -11,7 +8,7 @@ use winit::{
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use crate::{
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emulator::{SimId, VBKey},
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input::InputMapper,
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input::MappingProvider,
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};
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use super::{
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@@ -22,7 +19,7 @@ use super::{
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pub struct InputWindow {
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window: WindowState,
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imgui: ImguiState,
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input_mapper: Arc<RwLock<InputMapper>>,
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mappings: MappingProvider,
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proxy: EventLoopProxy<UserEvent>,
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now_binding: Option<(SimId, VBKey)>,
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}
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@@ -47,7 +44,7 @@ const KEY_NAMES: [(VBKey, &str); 14] = [
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impl InputWindow {
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pub fn new(
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event_loop: &ActiveEventLoop,
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input_mapper: Arc<RwLock<InputMapper>>,
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mappings: MappingProvider,
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proxy: EventLoopProxy<UserEvent>,
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) -> Self {
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let window = WindowStateBuilder::new(event_loop)
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@@ -58,7 +55,7 @@ impl InputWindow {
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Self {
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window,
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imgui,
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input_mapper,
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mappings,
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now_binding: None,
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proxy,
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}
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@@ -89,10 +86,11 @@ impl InputWindow {
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let ui = context.new_frame();
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let mut render_key_bindings = |sim_id: SimId| {
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let mappings = self.mappings.for_sim(sim_id);
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if let Some(table) = ui.begin_table("controls", 2) {
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let binding_names = {
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let mapper = self.input_mapper.read().unwrap();
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mapper.binding_names(&sim_id)
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let mapping = mappings.read().unwrap();
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mapping.keyboard_mapping_names()
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};
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ui.table_next_row();
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@@ -115,8 +113,8 @@ impl InputWindow {
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});
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ui.same_line();
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if ui.button(format!("Clear##{name}")) {
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let mut mapper = self.input_mapper.write().unwrap();
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mapper.clear_binding(sim_id, key);
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let mut mapping = mappings.write().unwrap();
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mapping.clear_keyboard_mappings(key);
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}
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}
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@@ -185,8 +183,8 @@ impl InputWindow {
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let Some((sim_id, vb)) = self.now_binding.take() else {
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return;
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};
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let mut mapper = self.input_mapper.write().unwrap();
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mapper.bind_key(sim_id, vb, event.physical_key);
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let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
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mappings.add_keyboard_mapping(vb, event.physical_key);
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}
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}
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+112
-32
@@ -1,48 +1,128 @@
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use std::sync::{Arc, RwLock};
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use winit::event::{ElementState, KeyEvent};
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use crate::{
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emulator::{SimId, VBKey},
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input::InputMapper,
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use gilrs::{ev::Code, Event as GamepadEvent, EventType, GamepadId};
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use winit::{
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event::{ElementState, KeyEvent},
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keyboard::PhysicalKey,
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};
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pub struct ControllerState {
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input_mapper: Arc<RwLock<InputMapper>>,
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pressed: Vec<VBKey>,
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use crate::{
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emulator::{EmulatorClient, EmulatorCommand, SimId, VBKey},
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input::{InputMapping, MappingProvider},
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};
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pub struct Controller {
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pub sim_id: SimId,
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state: VBKey,
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mapping: Arc<RwLock<InputMapping>>,
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}
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impl ControllerState {
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pub fn new(input_mapper: Arc<RwLock<InputMapper>>) -> Self {
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impl Controller {
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pub fn new(sim_id: SimId, mappings: &MappingProvider) -> Self {
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Self {
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input_mapper,
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pressed: vec![VBKey::SGN; 2],
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sim_id,
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state: VBKey::SGN,
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mapping: mappings.for_sim(sim_id).clone(),
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}
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}
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pub fn key_event(&mut self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
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let (sim_id, input) = self.key_event_to_input(event)?;
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let pressed = &mut self.pressed[sim_id.to_index()];
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pub fn key_event(&mut self, event: &KeyEvent) -> Option<VBKey> {
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let keys = self.map_keys(&event.physical_key)?;
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match event.state {
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ElementState::Pressed => {
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if pressed.contains(input) {
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return None;
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}
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pressed.insert(input);
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Some((sim_id, *pressed))
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}
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ElementState::Released => {
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if !pressed.contains(input) {
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return None;
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}
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pressed.remove(input);
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Some((sim_id, *pressed))
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}
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ElementState::Pressed => self.update_state(keys, VBKey::empty()),
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ElementState::Released => self.update_state(VBKey::empty(), keys),
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}
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}
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fn key_event_to_input(&self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
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let mapper = self.input_mapper.read().unwrap();
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mapper.key_event(event)
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pub fn gamepad_event(&mut self, event: &GamepadEvent) -> Option<VBKey> {
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let (pressed, released) = match event.event {
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EventType::ButtonPressed(_, code) => {
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let mappings = self.map_button(&event.id, &code)?;
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(mappings, VBKey::empty())
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}
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EventType::ButtonReleased(_, code) => {
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let mappings = self.map_button(&event.id, &code)?;
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(VBKey::empty(), mappings)
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}
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EventType::AxisChanged(_, value, code) => {
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let (neg, pos) = self.map_axis(&event.id, &code)?;
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let mut pressed = VBKey::empty();
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let mut released = VBKey::empty();
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if value < -0.75 {
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pressed = pressed.union(neg);
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}
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if value > 0.75 {
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pressed = pressed.union(pos);
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}
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if value > -0.65 {
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released = released.union(neg);
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}
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if value < 0.65 {
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released = released.union(pos);
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}
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(pressed, released)
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}
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_ => {
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return None;
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}
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};
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self.update_state(pressed, released)
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}
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fn update_state(&mut self, pressed: VBKey, released: VBKey) -> Option<VBKey> {
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let old_state = self.state;
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self.state = self.state.union(pressed).difference(released);
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if self.state != old_state {
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Some(self.state)
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} else {
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None
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}
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}
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fn map_keys(&self, key: &PhysicalKey) -> Option<VBKey> {
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self.mapping.read().unwrap().map_keyboard(key)
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}
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fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
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self.mapping.read().unwrap().map_button(id, code)
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}
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fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
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self.mapping.read().unwrap().map_axis(id, code)
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}
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}
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pub struct ControllerManager {
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client: EmulatorClient,
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controllers: [Controller; 2],
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}
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impl ControllerManager {
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pub fn new(client: EmulatorClient, mappings: &MappingProvider) -> Self {
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Self {
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client,
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controllers: [
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Controller::new(SimId::Player1, mappings),
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Controller::new(SimId::Player2, mappings),
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],
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}
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}
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pub fn handle_key_event(&mut self, event: &KeyEvent) {
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for controller in &mut self.controllers {
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if let Some(pressed) = controller.key_event(event) {
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self.client
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.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
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}
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}
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}
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pub fn handle_gamepad_event(&mut self, event: &GamepadEvent) {
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for controller in &mut self.controllers {
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if let Some(pressed) = controller.gamepad_event(event) {
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self.client
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.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
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}
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}
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}
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}
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+148
-69
@@ -1,88 +1,167 @@
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use std::collections::HashMap;
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use winit::{
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event::KeyEvent,
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keyboard::{KeyCode, PhysicalKey},
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use std::{
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collections::{hash_map::Entry, HashMap},
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sync::{Arc, RwLock},
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};
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use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
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use winit::keyboard::{KeyCode, PhysicalKey};
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use crate::emulator::{SimId, VBKey};
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pub struct InputMapper {
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vb_bindings: HashMap<SimId, HashMap<VBKey, PhysicalKey>>,
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key_bindings: HashMap<PhysicalKey, (SimId, VBKey)>,
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
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struct DeviceId(u16, u16);
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pub struct GamepadMapping {
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buttons: HashMap<Code, VBKey>,
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axes: HashMap<Code, (VBKey, VBKey)>,
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}
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impl InputMapper {
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pub fn new() -> Self {
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let mut mapper = Self {
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vb_bindings: HashMap::new(),
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key_bindings: HashMap::new(),
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impl GamepadMapping {
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fn for_gamepad(gamepad: &Gamepad) -> Self {
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let mut buttons = HashMap::new();
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let mut default_button = |btn: Button, key: VBKey| {
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if let Some(code) = gamepad.button_code(btn) {
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buttons.insert(code, key);
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}
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};
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mapper.bind_key(SimId::Player1, VBKey::SEL, PhysicalKey::Code(KeyCode::KeyA));
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mapper.bind_key(SimId::Player1, VBKey::STA, PhysicalKey::Code(KeyCode::KeyS));
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mapper.bind_key(SimId::Player1, VBKey::B, PhysicalKey::Code(KeyCode::KeyD));
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mapper.bind_key(SimId::Player1, VBKey::A, PhysicalKey::Code(KeyCode::KeyF));
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mapper.bind_key(SimId::Player1, VBKey::LT, PhysicalKey::Code(KeyCode::KeyE));
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mapper.bind_key(SimId::Player1, VBKey::RT, PhysicalKey::Code(KeyCode::KeyR));
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mapper.bind_key(SimId::Player1, VBKey::RU, PhysicalKey::Code(KeyCode::KeyI));
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mapper.bind_key(SimId::Player1, VBKey::RL, PhysicalKey::Code(KeyCode::KeyJ));
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mapper.bind_key(SimId::Player1, VBKey::RD, PhysicalKey::Code(KeyCode::KeyK));
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mapper.bind_key(SimId::Player1, VBKey::RR, PhysicalKey::Code(KeyCode::KeyL));
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mapper.bind_key(
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SimId::Player1,
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VBKey::LU,
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PhysicalKey::Code(KeyCode::ArrowUp),
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);
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mapper.bind_key(
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SimId::Player1,
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VBKey::LL,
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PhysicalKey::Code(KeyCode::ArrowLeft),
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);
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mapper.bind_key(
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SimId::Player1,
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VBKey::LD,
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PhysicalKey::Code(KeyCode::ArrowDown),
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);
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mapper.bind_key(
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SimId::Player1,
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VBKey::LR,
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PhysicalKey::Code(KeyCode::ArrowRight),
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);
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mapper
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default_button(Button::South, VBKey::A);
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default_button(Button::West, VBKey::B);
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default_button(Button::RightTrigger, VBKey::RT);
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default_button(Button::LeftTrigger, VBKey::LT);
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default_button(Button::Start, VBKey::STA);
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default_button(Button::Select, VBKey::SEL);
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let mut axes = HashMap::new();
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let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
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if let Some(code) = gamepad.axis_code(axis) {
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axes.insert(code, (neg, pos));
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}
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};
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
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default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
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default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
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default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
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default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
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default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
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Self { buttons, axes }
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}
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}
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#[derive(Default)]
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pub struct InputMapping {
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keys: HashMap<PhysicalKey, VBKey>,
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gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
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}
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impl InputMapping {
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pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
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self.keys.get(key).copied()
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}
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pub fn binding_names(&self, sim_id: &SimId) -> HashMap<VBKey, String> {
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let Some(bindings) = self.vb_bindings.get(sim_id) else {
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return HashMap::new();
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};
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bindings
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.iter()
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.map(|(k, v)| {
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let name = match v {
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||||
PhysicalKey::Code(code) => format!("{code:?}"),
|
||||
k => format!("{:?}", k),
|
||||
};
|
||||
(*k, name)
|
||||
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
|
||||
let mappings = self.gamepads.get(id)?.read().unwrap();
|
||||
mappings.buttons.get(code).copied()
|
||||
}
|
||||
|
||||
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
|
||||
let mappings = self.gamepads.get(id)?.read().unwrap();
|
||||
mappings.axes.get(code).copied()
|
||||
}
|
||||
|
||||
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
|
||||
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
|
||||
*entry = entry.union(key);
|
||||
}
|
||||
|
||||
pub fn clear_keyboard_mappings(&mut self, key: VBKey) {
|
||||
self.keys.retain(|_, keys| {
|
||||
*keys = keys.difference(key);
|
||||
*keys != VBKey::empty()
|
||||
});
|
||||
}
|
||||
|
||||
pub fn keyboard_mapping_names(&self) -> HashMap<VBKey, String> {
|
||||
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
|
||||
for (keyboard_key, keys) in &self.keys {
|
||||
let name = match keyboard_key {
|
||||
PhysicalKey::Code(code) => format!("{code:?}"),
|
||||
k => format!("{:?}", k),
|
||||
};
|
||||
for key in keys.iter() {
|
||||
results.entry(key).or_default().push(name.clone());
|
||||
}
|
||||
}
|
||||
results
|
||||
.into_iter()
|
||||
.map(|(k, mut v)| {
|
||||
v.sort();
|
||||
(k, v.join(", "))
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_key(&mut self, sim_id: SimId, vb: VBKey, key: PhysicalKey) {
|
||||
let vb_bindings = self.vb_bindings.entry(sim_id).or_default();
|
||||
if let Some(old) = vb_bindings.insert(vb, key) {
|
||||
self.key_bindings.remove(&old);
|
||||
}
|
||||
self.key_bindings.insert(key, (sim_id, vb));
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct MappingProvider {
|
||||
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
|
||||
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
|
||||
}
|
||||
|
||||
pub fn clear_binding(&mut self, sim_id: SimId, vb: VBKey) {
|
||||
let vb_bindings = self.vb_bindings.entry(sim_id).or_default();
|
||||
if let Some(old) = vb_bindings.remove(&vb) {
|
||||
self.key_bindings.remove(&old);
|
||||
impl MappingProvider {
|
||||
pub fn new() -> Self {
|
||||
let mut mappings = HashMap::new();
|
||||
|
||||
let mut p1_mappings = InputMapping::default();
|
||||
let p2_mappings = InputMapping::default();
|
||||
let mut default_key = |code, key| {
|
||||
p1_mappings.add_keyboard_mapping(key, PhysicalKey::Code(code));
|
||||
};
|
||||
default_key(KeyCode::KeyA, VBKey::SEL);
|
||||
default_key(KeyCode::KeyS, VBKey::STA);
|
||||
default_key(KeyCode::KeyD, VBKey::B);
|
||||
default_key(KeyCode::KeyF, VBKey::A);
|
||||
default_key(KeyCode::KeyE, VBKey::LT);
|
||||
default_key(KeyCode::KeyR, VBKey::RT);
|
||||
default_key(KeyCode::KeyI, VBKey::RU);
|
||||
default_key(KeyCode::KeyJ, VBKey::RL);
|
||||
default_key(KeyCode::KeyK, VBKey::RD);
|
||||
default_key(KeyCode::KeyL, VBKey::RR);
|
||||
default_key(KeyCode::ArrowUp, VBKey::LU);
|
||||
default_key(KeyCode::ArrowLeft, VBKey::LL);
|
||||
default_key(KeyCode::ArrowDown, VBKey::LD);
|
||||
default_key(KeyCode::ArrowRight, VBKey::LR);
|
||||
|
||||
mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
|
||||
mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
|
||||
Self {
|
||||
device_mappings: Arc::new(RwLock::new(HashMap::new())),
|
||||
sim_mappings: mappings,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn key_event(&self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
|
||||
self.key_bindings.get(&event.physical_key).copied()
|
||||
pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
|
||||
self.sim_mappings.get(&sim_id).unwrap()
|
||||
}
|
||||
|
||||
pub fn map_gamepad(&self, sim_id: SimId, gamepad: &Gamepad) {
|
||||
let device_id = DeviceId(
|
||||
gamepad.vendor_id().unwrap_or_default(),
|
||||
gamepad.product_id().unwrap_or_default(),
|
||||
);
|
||||
let mut lock = self.device_mappings.write().unwrap();
|
||||
let gamepad_mapping = match lock.entry(device_id) {
|
||||
Entry::Occupied(entry) => entry.get().clone(),
|
||||
Entry::Vacant(entry) => {
|
||||
let mappings = GamepadMapping::for_gamepad(gamepad);
|
||||
entry.insert(Arc::new(RwLock::new(mappings))).clone()
|
||||
}
|
||||
};
|
||||
drop(lock);
|
||||
self.for_sim(sim_id)
|
||||
.write()
|
||||
.unwrap()
|
||||
.gamepads
|
||||
.insert(gamepad.id(), gamepad_mapping);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user