Compare commits

..

No commits in common. "5627e418351b7205e69190e7d41a8951f1cf0134" and "9fcf6b3dc5cd94b4f9663c451599afe5425309df" have entirely different histories.

21 changed files with 1416 additions and 3263 deletions

1613
Cargo.lock generated

File diff suppressed because it is too large Load Diff

View File

@ -8,26 +8,21 @@ anyhow = "1"
bitflags = "2" bitflags = "2"
bytemuck = { version = "1", features = ["derive"] } bytemuck = { version = "1", features = ["derive"] }
clap = { version = "4", features = ["derive"] } clap = { version = "4", features = ["derive"] }
cpal = { git = "https://github.com/sidit77/cpal.git", rev = "66ed6be" } cpal = "0.15"
egui = "0.29" imgui = { version = "0.12", features = ["tables-api"] }
egui_extras = "0.29" imgui-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
egui-winit = "0.29" imgui-winit-support = "0.13"
egui-wgpu = { version = "0.29", features = ["winit"] }
gilrs = "0.11"
itertools = "0.13" itertools = "0.13"
native-dialog = "0.7"
num-derive = "0.4" num-derive = "0.4"
num-traits = "0.2" num-traits = "0.2"
pollster = "0.4" pollster = "0.4"
rfd = "0.15"
rtrb = "0.3" rtrb = "0.3"
rubato = "0.16" rubato = "0.16"
thread-priority = "1" thread-priority = "1"
wgpu = "22.1" wgpu = "22.1"
winit = "0.30" winit = "0.30"
[target.'cfg(windows)'.dependencies]
windows = { version = "0.58", features = ["Win32_System_Threading"] }
[build-dependencies] [build-dependencies]
cc = "1" cc = "1"

View File

@ -5,10 +5,8 @@ fn main() {
cc::Build::new() cc::Build::new()
.include(Path::new("shrooms-vb-core/core")) .include(Path::new("shrooms-vb-core/core"))
.opt_level(2) .opt_level(2)
.flag_if_supported("-flto")
.flag_if_supported("-fno-strict-aliasing") .flag_if_supported("-fno-strict-aliasing")
.define("VB_LITTLE_ENDIAN", None)
.define("VB_SIGNED_PROPAGATE", None)
.define("VB_DIV_GENERIC", None)
.file(Path::new("shrooms-vb-core/core/vb.c")) .file(Path::new("shrooms-vb-core/core/vb.c"))
.compile("vb"); .compile("vb");
} }

@ -1 +1 @@
Subproject commit 18b2c589e6cacec5a0bd0f450cedf2f8fe3a2bc8 Subproject commit ae22c95dbee3d0b338168bfdf98143e6eddc6c70

View File

@ -1,368 +1,131 @@
use std::{collections::HashSet, num::NonZero, sync::Arc, thread}; use std::{
collections::HashMap,
use egui::{ fmt::Debug,
ahash::{HashMap, HashMapExt}, sync::{Arc, RwLock},
Context, FontData, FontDefinitions, FontFamily, TextWrapMode, ViewportBuilder, ViewportCommand,
ViewportId, ViewportInfo,
}; };
use gilrs::{EventType, Gilrs};
use game::GameWindow;
use winit::{ use winit::{
application::ApplicationHandler, application::ApplicationHandler,
event::WindowEvent, event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy}, event_loop::{ActiveEventLoop, EventLoopProxy},
window::Window, window::WindowId,
}; };
use crate::{ use crate::{
controller::ControllerManager, controller::ControllerState,
emulator::{EmulatorClient, SimId}, emulator::{EmulatorClient, EmulatorCommand},
input::MappingProvider, input::InputMapper,
window::{AppWindow, GameWindow, InputWindow},
}; };
pub struct Application { mod common;
mod game;
mod input;
pub struct App {
windows: HashMap<WindowId, Box<dyn AppWindow>>,
client: EmulatorClient, client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
controller: ControllerState,
proxy: EventLoopProxy<UserEvent>, proxy: EventLoopProxy<UserEvent>,
mappings: MappingProvider,
controllers: ControllerManager,
viewports: HashMap<ViewportId, Viewport>,
focused: Option<ViewportId>,
} }
impl Application { impl App {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self { pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let mappings = MappingProvider::new(); let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
let controllers = ControllerManager::new(client.clone(), &mappings); let controller = ControllerState::new(input_mapper.clone());
{
let mappings = mappings.clone();
let proxy = proxy.clone();
thread::spawn(|| process_gamepad_input(mappings, proxy));
}
Self { Self {
windows: HashMap::new(),
client, client,
input_mapper,
controller,
proxy, proxy,
mappings,
controllers,
viewports: HashMap::new(),
focused: None,
} }
} }
fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
let viewport_id = window.viewport_id();
if self.viewports.contains_key(&viewport_id) {
return;
}
self.viewports
.insert(viewport_id, Viewport::new(event_loop, window));
}
} }
impl ApplicationHandler<UserEvent> for Application { impl ApplicationHandler<UserEvent> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) { fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let app = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player1); let mut window = GameWindow::new(
let wrapper = Viewport::new(event_loop, Box::new(app)); event_loop,
self.focused = Some(wrapper.id()); self.client.clone(),
self.viewports.insert(wrapper.id(), wrapper); self.input_mapper.clone(),
self.proxy.clone(),
);
window.init();
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 Some(viewport) = self if let WindowEvent::KeyboardInput { event, .. } = &event {
.viewports if self.controller.key_event(event) {
.values_mut() self.client
.find(|v| v.window.id() == window_id) .send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
else { }
}
let Some(window) = self.windows.get_mut(&window_id) else {
return; return;
}; };
let viewport_id = viewport.id(); window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
match &event { }
WindowEvent::KeyboardInput { event, .. } => {
self.controllers.handle_key_event(event); fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
viewport.app.handle_key_event(event); match event {
UserEvent::OpenWindow(mut window) => {
window.init();
self.windows.insert(window.id(), window);
} }
WindowEvent::Focused(new_focused) => { UserEvent::CloseWindow(window_id) => {
self.focused = new_focused.then_some(viewport_id); self.windows.remove(&window_id);
} }
_ => {}
}
let mut queue_redraw = false;
let mut inactive_viewports = HashSet::new();
match viewport.on_window_event(event) {
Some(Action::Redraw) => {
for viewport in self.viewports.values_mut() {
match viewport.redraw(event_loop) {
Some(Action::Redraw) => {
queue_redraw = true;
}
Some(Action::Close) => {
inactive_viewports.insert(viewport.id());
}
None => {}
}
}
}
Some(Action::Close) => {
inactive_viewports.insert(viewport_id);
}
None => {}
}
self.viewports
.retain(|k, _| !inactive_viewports.contains(k));
match self.viewports.get(&ViewportId::ROOT) {
Some(viewport) => {
if queue_redraw {
viewport.window.request_redraw();
}
}
None => event_loop.exit(),
} }
} }
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,
) { ) {
if let winit::event::DeviceEvent::MouseMotion { delta } = event { for window in self.windows.values_mut() {
let Some(viewport) = self window.handle_event(
.focused event_loop,
.as_ref() &Event::DeviceEvent {
.and_then(|id| self.viewports.get_mut(id)) device_id,
else { event: event.clone(),
return; },
}; );
viewport.state.on_mouse_motion(delta);
} }
} }
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) { fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
match event { for window in self.windows.values_mut() {
UserEvent::GamepadEvent(event) => { window.handle_event(event_loop, &Event::AboutToWait);
self.controllers.handle_gamepad_event(&event);
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.app.handle_gamepad_event(&event);
}
UserEvent::OpenInput => {
let input = InputWindow::new(self.mappings.clone());
self.open(event_loop, Box::new(input));
}
UserEvent::OpenPlayer2 => {
let p2 = GameWindow::new(self.client.clone(), self.proxy.clone(), SimId::Player2);
self.open(event_loop, Box::new(p2));
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(viewport) = self.viewports.get(&ViewportId::ROOT) {
viewport.window.request_redraw();
} }
} }
} }
struct Viewport { pub trait AppWindow {
painter: egui_wgpu::winit::Painter, fn id(&self) -> WindowId;
ctx: Context, fn init(&mut self);
info: ViewportInfo, fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
commands: Vec<ViewportCommand>,
builder: ViewportBuilder,
window: Arc<Window>,
state: egui_winit::State,
app: Box<dyn AppWindow>,
}
impl Viewport {
pub fn new(event_loop: &ActiveEventLoop, mut app: Box<dyn AppWindow>) -> Self {
let mut painter = egui_wgpu::winit::Painter::new(
egui_wgpu::WgpuConfiguration::default(),
1,
None,
false,
true,
);
let ctx = Context::default();
let mut fonts = FontDefinitions::empty();
fonts.font_data.insert(
"Selawik".into(),
FontData::from_static(include_bytes!("../assets/selawik.ttf")),
);
fonts
.families
.get_mut(&FontFamily::Proportional)
.unwrap()
.insert(0, "Selawik".into());
ctx.set_fonts(fonts);
ctx.style_mut(|s| {
s.wrap_mode = Some(TextWrapMode::Extend);
s.visuals.menu_rounding = Default::default();
});
let mut info = ViewportInfo::default();
let builder = app.initial_viewport();
let (window, state) = create_window_and_state(&ctx, event_loop, &builder, &mut painter);
egui_winit::update_viewport_info(&mut info, &ctx, &window, true);
app.on_init(painter.render_state().as_ref().unwrap());
Self {
painter,
ctx,
info,
commands: vec![],
builder,
window,
state,
app,
}
}
pub fn id(&self) -> ViewportId {
self.app.viewport_id()
}
pub fn on_window_event(&mut self, event: WindowEvent) -> Option<Action> {
let response = self.state.on_window_event(&self.window, &event);
egui_winit::update_viewport_info(
&mut self.info,
self.state.egui_ctx(),
&self.window,
false,
);
match event {
WindowEvent::RedrawRequested => Some(Action::Redraw),
WindowEvent::CloseRequested => Some(Action::Close),
WindowEvent::Resized(size) => {
let (Some(width), Some(height)) =
(NonZero::new(size.width), NonZero::new(size.height))
else {
return None;
};
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
None
}
_ if response.repaint => Some(Action::Redraw),
_ => None,
}
}
fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {
let mut input = self.state.take_egui_input(&self.window);
input.viewports = std::iter::once((ViewportId::ROOT, self.info.clone())).collect();
let mut output = self.ctx.run(input, |ctx| {
self.app.show(ctx);
});
let clipped_primitives = self.ctx.tessellate(output.shapes, output.pixels_per_point);
self.painter.paint_and_update_textures(
ViewportId::ROOT,
output.pixels_per_point,
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
);
self.state
.handle_platform_output(&self.window, output.platform_output);
let Some(mut viewport_output) = output.viewport_output.remove(&ViewportId::ROOT) else {
return Some(Action::Close);
};
let (mut deferred_commands, recreate) = self.builder.patch(viewport_output.builder);
if recreate {
let (window, state) =
create_window_and_state(&self.ctx, event_loop, &self.builder, &mut self.painter);
egui_winit::update_viewport_info(&mut self.info, &self.ctx, &window, true);
self.window = window;
self.state = state;
}
self.commands.append(&mut deferred_commands);
self.commands.append(&mut viewport_output.commands);
egui_winit::process_viewport_commands(
&self.ctx,
&mut self.info,
std::mem::take(&mut self.commands),
&self.window,
&mut HashSet::default(),
);
if self.info.close_requested() {
Some(Action::Close)
} else {
Some(Action::Redraw)
}
}
} }
impl Drop for Viewport {
fn drop(&mut self) {
self.app.on_destroy();
}
}
#[derive(Debug)]
pub enum UserEvent { pub enum UserEvent {
GamepadEvent(gilrs::Event), OpenWindow(Box<dyn AppWindow>),
OpenInput, CloseWindow(WindowId),
OpenPlayer2,
} }
pub enum Action { impl Debug for UserEvent {
Redraw, fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
Close, 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(),
fn create_window_and_state(
ctx: &Context,
event_loop: &ActiveEventLoop,
builder: &ViewportBuilder,
painter: &mut egui_wgpu::winit::Painter,
) -> (Arc<Window>, egui_winit::State) {
pollster::block_on(painter.set_window(ViewportId::ROOT, None)).unwrap();
let window = Arc::new(egui_winit::create_window(ctx, event_loop, builder).unwrap());
pollster::block_on(painter.set_window(ViewportId::ROOT, Some(window.clone()))).unwrap();
let state = egui_winit::State::new(
ctx.clone(),
ViewportId::ROOT,
event_loop,
Some(window.scale_factor() as f32),
event_loop.system_theme(),
painter.max_texture_side(),
);
(window, state)
}
fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
let Ok(mut gilrs) = Gilrs::new() else {
eprintln!("could not connect gamepad listener");
return;
};
while let Some(event) = gilrs.next_event_blocking(None) {
if event.event == EventType::Connected {
let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
continue;
};
mappings.handle_gamepad_connect(&gamepad);
}
if event.event == EventType::Disconnected {
mappings.handle_gamepad_disconnect(event.id);
}
if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
// main thread has closed! we done
return;
} }
} }
} }

264
src/app/common.rs Normal file
View File

@ -0,0 +1,264 @@
use std::{
ops::{Deref, DerefMut},
sync::Arc,
time::Instant,
};
use imgui::{FontSource, MouseCursor, SuspendedContext, WindowToken};
use imgui_wgpu::{Renderer, RendererConfig};
use imgui_winit_support::WinitPlatform;
use pollster::block_on;
#[cfg(target_os = "windows")]
use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
use winit::{
dpi::{LogicalSize, PhysicalSize, Size},
event_loop::ActiveEventLoop,
window::{Window, WindowAttributes},
};
pub struct WindowStateBuilder<'a> {
event_loop: &'a ActiveEventLoop,
attributes: WindowAttributes,
}
impl<'a> WindowStateBuilder<'a> {
pub fn new(event_loop: &'a ActiveEventLoop) -> Self {
let attributes = Window::default_attributes();
#[cfg(target_os = "windows")]
let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
Self {
event_loop,
attributes,
}
}
pub fn with_title<T: Into<String>>(self, title: T) -> Self {
Self {
attributes: self.attributes.with_title(title),
..self
}
}
pub fn with_inner_size<S: Into<Size>>(self, size: S) -> Self {
Self {
attributes: self.attributes.with_inner_size(size),
..self
}
}
pub fn build(self) -> WindowState {
WindowState::new(self.event_loop, self.attributes)
}
}
#[derive(Debug)]
pub struct WindowState {
pub device: wgpu::Device,
pub queue: Arc<wgpu::Queue>,
pub window: Arc<Window>,
pub surface_desc: wgpu::SurfaceConfiguration,
pub surface: wgpu::Surface<'static>,
pub hidpi_factor: f64,
pub minimized: bool,
}
impl WindowState {
fn new(event_loop: &ActiveEventLoop, attributes: WindowAttributes) -> Self {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let window = Arc::new(event_loop.create_window(attributes).unwrap());
let size = window.inner_size();
let hidpi_factor = window.scale_factor();
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) =
block_on(adapter.request_device(&wgpu::DeviceDescriptor::default(), None)).unwrap();
let queue = Arc::new(queue);
// Set up swap chain
let surface_desc = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![wgpu::TextureFormat::Bgra8Unorm],
};
surface.configure(&device, &surface_desc);
Self {
device,
queue,
window,
surface_desc,
surface,
hidpi_factor,
minimized: false,
}
}
pub fn logical_size(&self) -> LogicalSize<u32> {
PhysicalSize::new(self.surface_desc.width, self.surface_desc.height)
.to_logical(self.hidpi_factor)
}
pub fn handle_resize(&mut self, size: &PhysicalSize<u32>) {
if size.width > 0 && size.height > 0 {
self.minimized = false;
self.surface_desc.width = size.width;
self.surface_desc.height = size.height;
self.surface.configure(&self.device, &self.surface_desc);
} else {
self.minimized = true;
}
}
}
pub struct ImguiState {
pub context: ContextGuard,
pub platform: WinitPlatform,
pub renderer: Renderer,
pub clear_color: wgpu::Color,
pub last_frame: Instant,
pub last_cursor: Option<MouseCursor>,
}
impl ImguiState {
pub fn new(window: &WindowState) -> Self {
let mut context_guard = ContextGuard::new();
let mut context = context_guard.lock().unwrap();
let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
platform.attach_window(
context.io_mut(),
&window.window,
imgui_winit_support::HiDpiMode::Default,
);
context.set_ini_filename(None);
let font_size = (16.0 * window.hidpi_factor) as f32;
context.io_mut().font_global_scale = (1.0 / window.hidpi_factor) as f32;
context.fonts().add_font(&[FontSource::TtfData {
data: include_bytes!("../../assets/selawk.ttf"),
size_pixels: font_size,
config: Some(imgui::FontConfig {
oversample_h: 1,
pixel_snap_h: true,
size_pixels: font_size,
..Default::default()
}),
}]);
let style = context.style_mut();
style.use_light_colors();
//
// Set up dear imgui wgpu renderer
//
let renderer_config = RendererConfig {
texture_format: window.surface_desc.format,
..Default::default()
};
let renderer = Renderer::new(&mut context, &window.device, &window.queue, renderer_config);
let last_frame = Instant::now();
let last_cursor = None;
drop(context);
Self {
context: context_guard,
platform,
renderer,
clear_color: wgpu::Color::BLACK,
last_frame,
last_cursor,
}
}
}
pub struct ContextGuard {
value: Option<SuspendedContext>,
}
impl ContextGuard {
fn new() -> Self {
Self {
value: Some(SuspendedContext::create()),
}
}
pub fn lock(&mut self) -> Option<ContextLock<'_>> {
let sus = self.value.take()?;
match sus.activate() {
Ok(ctx) => Some(ContextLock {
ctx: Some(ctx),
holder: self,
}),
Err(sus) => {
self.value = Some(sus);
None
}
}
}
}
pub struct ContextLock<'a> {
ctx: Option<imgui::Context>,
holder: &'a mut ContextGuard,
}
impl<'a> Deref for ContextLock<'a> {
type Target = imgui::Context;
fn deref(&self) -> &Self::Target {
self.ctx.as_ref().unwrap()
}
}
impl<'a> DerefMut for ContextLock<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
self.ctx.as_mut().unwrap()
}
}
impl<'a> Drop for ContextLock<'a> {
fn drop(&mut self) {
self.holder.value = self.ctx.take().map(|c| c.suspend())
}
}
pub trait UiExt {
fn fullscreen_window(&self) -> Option<WindowToken<'_>>;
fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32);
}
impl UiExt for imgui::Ui {
fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
self.window("fullscreen")
.position([0.0, 0.0], imgui::Condition::Always)
.size(self.io().display_size, imgui::Condition::Always)
.flags(imgui::WindowFlags::NO_DECORATION)
.begin()
}
fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32) {
let width = self.calc_text_size(text.as_ref())[0];
let [left, y] = self.cursor_pos();
let right = left + space;
self.set_cursor_pos([right - width, y]);
self.text(text);
}
}

384
src/app/game.rs Normal file
View File

@ -0,0 +1,384 @@
use std::{
sync::{Arc, RwLock},
time::Instant,
};
use wgpu::util::DeviceExt as _;
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
};
use crate::{
emulator::{EmulatorClient, EmulatorCommand},
input::InputMapper,
renderer::GameRenderer,
};
use super::{
common::{ImguiState, WindowState, WindowStateBuilder},
input::InputWindow,
AppWindow, UserEvent,
};
pub struct GameWindow {
window: WindowState,
imgui: Option<ImguiState>,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
paused_due_to_minimize: bool,
}
impl GameWindow {
pub fn new(
event_loop: &ActiveEventLoop,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Shrooms VB")
.with_inner_size(LogicalSize::new(384, 244))
.build();
let device = &window.device;
let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
queue: window.queue.clone(),
eyes: eyes.clone(),
}));
let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
let colors = Colors {
left: [1.0, 0.0, 0.0, 1.0],
right: [0.0, 0.7734375, 0.9375, 1.0],
};
let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&eyes),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: color_buf.as_entire_binding(),
},
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
Self {
window,
imgui: None,
pipeline: render_pipeline,
bind_group,
client,
input_mapper,
proxy,
paused_due_to_minimize: false,
}
}
fn draw(&mut self, event_loop: &ActiveEventLoop) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
let mut context = imgui.context.lock().unwrap();
let mut new_size = None;
let now = Instant::now();
context.io_mut().update_delta_time(now - imgui.last_frame);
imgui.last_frame = now;
let frame = match window.surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
if !self.window.minimized {
eprintln!("dropped frame: {e:?}");
}
return;
}
};
imgui
.platform
.prepare_frame(context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = context.new_frame();
let mut menu_height = 0.0;
ui.main_menu_bar(|| {
menu_height = ui.window_size()[1];
ui.menu("ROM", || {
if ui.menu_item("Open ROM") {
let rom = native_dialog::FileDialog::new()
.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
.show_open_single_file()
.unwrap();
if let Some(path) = rom {
self.client.send_command(EmulatorCommand::LoadGame(path));
}
}
if ui.menu_item("Quit") {
event_loop.exit();
}
});
ui.menu("Emulation", || {
let has_game = self.client.has_game();
if self.client.is_running() {
if ui.menu_item_config("Pause").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Pause);
}
} else if ui.menu_item_config("Resume").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Resume);
}
if ui.menu_item_config("Reset").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Reset);
}
});
ui.menu("Video", || {
let current_dims = window.logical_size();
for scale in 1..=4 {
let label = format!("x{scale}");
let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
let selected = dims == current_dims;
if ui.menu_item_config(label).selected(selected).build() {
if let Some(size) = window.window.request_inner_size(dims) {
window.handle_resize(&size);
new_size = Some(size);
}
}
}
});
ui.menu("Input", || {
if ui.menu_item("Bind Inputs") {
let input_window = Box::new(InputWindow::new(
event_loop,
self.input_mapper.clone(),
self.proxy.clone(),
));
self.proxy
.send_event(UserEvent::OpenWindow(input_window))
.unwrap();
}
});
});
let mut encoder: wgpu::CommandEncoder = window
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if imgui.last_cursor != ui.mouse_cursor() {
imgui.last_cursor = ui.mouse_cursor();
imgui.platform.prepare_render(ui, &window.window);
}
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(imgui.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Draw the game
rpass.set_pipeline(&self.pipeline);
let window_width = window.surface_desc.width as f32;
let window_height = window.surface_desc.height as f32;
let menu_height = menu_height * window.hidpi_factor as f32;
let ((x, y), (width, height)) =
compute_game_bounds(window_width, window_height, menu_height);
rpass.set_viewport(x, y, width, height, 0.0, 1.0);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..6, 0..1);
// Draw the menu on top of the game
rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
imgui
.renderer
.render(context.render(), &window.queue, &window.device, &mut rpass)
.expect("Rendering failed");
drop(rpass);
if let Some(size) = new_size {
imgui.platform.handle_event::<UserEvent>(
context.io_mut(),
&window.window,
&Event::WindowEvent {
window_id: window.window.id(),
event: WindowEvent::Resized(size),
},
);
}
window.queue.submit(Some(encoder.finish()));
frame.present();
}
}
impl AppWindow for GameWindow {
fn id(&self) -> WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>) {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
self.window.handle_resize(size);
if self.window.minimized {
if self.client.is_running() {
self.client.send_command(EmulatorCommand::Pause);
self.paused_due_to_minimize = true;
}
} else if self.paused_due_to_minimize {
self.client.send_command(EmulatorCommand::Resume);
self.paused_due_to_minimize = false;
}
}
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::RedrawRequested => self.draw(event_loop),
_ => (),
},
Event::AboutToWait => {
self.window.window.request_redraw();
}
_ => (),
}
let window = &self.window;
let Some(imgui) = self.imgui.as_mut() else {
return;
};
let mut context = imgui.context.lock().unwrap();
imgui
.platform
.handle_event(context.io_mut(), &window.window, event);
}
}
fn compute_game_bounds(
window_width: f32,
window_height: f32,
menu_height: f32,
) -> ((f32, f32), (f32, f32)) {
let available_width = window_width;
let available_height = window_height - menu_height;
let width = available_width.min(available_height * 384.0 / 224.0);
let height = available_height.min(available_width * 224.0 / 384.0);
let x = (available_width - width) / 2.0;
let y = menu_height + (available_height - height) / 2.0;
((x, y), (width, height))
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
}

223
src/app/input.rs Normal file
View File

@ -0,0 +1,223 @@
use std::{
sync::{Arc, RwLock},
time::Instant,
};
use winit::{
dpi::LogicalSize,
event::{Event, KeyEvent, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
platform::modifier_supplement::KeyEventExtModifierSupplement,
};
use crate::{input::InputMapper, shrooms_vb_core::VBKey};
use super::{
common::{ImguiState, UiExt, WindowState, WindowStateBuilder},
AppWindow, UserEvent,
};
pub struct InputWindow {
window: WindowState,
imgui: Option<ImguiState>,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
now_binding: Option<VBKey>,
}
const KEY_NAMES: [(VBKey, &str); 14] = [
(VBKey::LU, "Up"),
(VBKey::LD, "Down"),
(VBKey::LL, "Left"),
(VBKey::LR, "Right"),
(VBKey::SEL, "Select"),
(VBKey::STA, "Start"),
(VBKey::B, "B"),
(VBKey::A, "A"),
(VBKey::LT, "L-Trigger"),
(VBKey::RT, "R-Trigger"),
(VBKey::RU, "R-Up"),
(VBKey::RD, "R-Down"),
(VBKey::RL, "R-Left"),
(VBKey::RR, "R-Right"),
];
impl InputWindow {
pub fn new(
event_loop: &ActiveEventLoop,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Bind Inputs")
.with_inner_size(LogicalSize::new(600, 400))
.build();
Self {
window,
imgui: None,
input_mapper,
now_binding: None,
proxy,
}
}
fn draw(&mut self) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
let mut context = imgui.context.lock().unwrap();
let now = Instant::now();
context.io_mut().update_delta_time(now - imgui.last_frame);
imgui.last_frame = now;
let frame = match window.surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
if !self.window.minimized {
eprintln!("dropped frame: {e:?}");
}
return;
}
};
imgui
.platform
.prepare_frame(context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = context.new_frame();
let mut render_key_bindings = || {
if let Some(table) = ui.begin_table("controls", 2) {
let binding_names = {
let mapper = self.input_mapper.read().unwrap();
mapper.binding_names()
};
ui.table_next_row();
for (key, name) in KEY_NAMES {
let binding = binding_names.get(&key).map(|s| s.as_str());
ui.table_next_column();
let [space, _] = ui.content_region_avail();
ui.group(|| {
ui.right_align_text(name, space * 0.20);
ui.same_line();
let label_text = if self.now_binding == Some(key) {
"Press any input"
} else {
binding.unwrap_or("")
};
let label = format!("{}##{}", label_text, name);
if ui.button_with_size(label, [space * 0.60, 0.0]) {
self.now_binding = Some(key);
}
});
ui.same_line();
if ui.button(format!("Clear##{name}")) {
let mut mapper = self.input_mapper.write().unwrap();
mapper.clear_binding(key);
}
}
table.end();
}
};
if let Some(window) = ui.fullscreen_window() {
if let Some(tabs) = ui.tab_bar("tabs") {
if let Some(tab) = ui.tab_item("Player 1") {
render_key_bindings();
tab.end();
}
tabs.end();
}
window.end();
}
let mut encoder: wgpu::CommandEncoder = window
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if imgui.last_cursor != ui.mouse_cursor() {
imgui.last_cursor = ui.mouse_cursor();
imgui.platform.prepare_render(ui, &window.window);
}
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(imgui.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Draw the game
imgui
.renderer
.render(context.render(), &window.queue, &window.device, &mut rpass)
.expect("Rendering failed");
drop(rpass);
window.queue.submit(Some(encoder.finish()));
frame.present();
}
fn try_bind_key(&mut self, event: &KeyEvent) {
if !event.state.is_pressed() {
return;
}
let Some(vb) = self.now_binding.take() else {
return;
};
let mut mapper = self.input_mapper.write().unwrap();
mapper.bind_key(vb, event.key_without_modifiers());
}
}
impl AppWindow for InputWindow {
fn id(&self) -> winit::window::WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
fn handle_event(&mut self, _: &ActiveEventLoop, event: &Event<UserEvent>) {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => self.window.handle_resize(size),
WindowEvent::CloseRequested => self
.proxy
.send_event(UserEvent::CloseWindow(self.id()))
.unwrap(),
WindowEvent::KeyboardInput { event, .. } => self.try_bind_key(event),
WindowEvent::RedrawRequested => self.draw(),
_ => (),
},
Event::AboutToWait => {
self.window.window.request_redraw();
}
_ => (),
}
let window = &self.window;
let Some(imgui) = self.imgui.as_mut() else {
return;
};
let mut context = imgui.context.lock().unwrap();
imgui
.platform
.handle_event(context.io_mut(), &window.window, event);
}
}

View File

@ -1,5 +1,3 @@
use std::time::Duration;
use anyhow::{bail, Result}; use anyhow::{bail, Result};
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait}; use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use itertools::Itertools; use itertools::Itertools;
@ -97,7 +95,7 @@ impl Audio {
} }
while self.sample_sink.slots() < self.sampler.output_frames_max() * 2 { while self.sample_sink.slots() < self.sampler.output_frames_max() * 2 {
std::thread::sleep(Duration::from_micros(500)); std::hint::spin_loop();
} }
} }
} }

View File

@ -1,128 +1,50 @@
use std::sync::{Arc, RwLock}; use std::sync::{Arc, RwLock};
use gilrs::{ev::Code, Event as GamepadEvent, EventType, GamepadId}; use winit::event::{ElementState, KeyEvent};
use winit::{
event::{ElementState, KeyEvent},
keyboard::PhysicalKey,
};
use crate::{ use crate::{input::InputMapper, shrooms_vb_core::VBKey};
emulator::{EmulatorClient, EmulatorCommand, SimId, VBKey},
input::{InputMapping, MappingProvider},
};
pub struct Controller { pub struct ControllerState {
pub sim_id: SimId, input_mapper: Arc<RwLock<InputMapper>>,
state: VBKey, pressed: VBKey,
mapping: Arc<RwLock<InputMapping>>,
} }
impl Controller { impl ControllerState {
pub fn new(sim_id: SimId, mappings: &MappingProvider) -> Self { pub fn new(input_mapper: Arc<RwLock<InputMapper>>) -> Self {
Self { Self {
sim_id, input_mapper,
state: VBKey::SGN, pressed: VBKey::SGN,
mapping: mappings.for_sim(sim_id).clone(),
} }
} }
pub fn key_event(&mut self, event: &KeyEvent) -> Option<VBKey> { pub fn pressed(&self) -> VBKey {
let keys = self.map_keys(&event.physical_key)?; self.pressed
match event.state {
ElementState::Pressed => self.update_state(keys, VBKey::empty()),
ElementState::Released => self.update_state(VBKey::empty(), keys),
}
} }
pub fn gamepad_event(&mut self, event: &GamepadEvent) -> Option<VBKey> { pub fn key_event(&mut self, event: &KeyEvent) -> bool {
let (pressed, released) = match event.event { let Some(input) = self.key_event_to_input(event) else {
EventType::ButtonPressed(_, code) => { return false;
let mappings = self.map_button(&event.id, &code)?;
(mappings, VBKey::empty())
}
EventType::ButtonReleased(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(VBKey::empty(), mappings)
}
EventType::AxisChanged(_, value, code) => {
let (neg, pos) = self.map_axis(&event.id, &code)?;
let mut pressed = VBKey::empty();
let mut released = VBKey::empty();
if value < -0.75 {
pressed = pressed.union(neg);
}
if value > 0.75 {
pressed = pressed.union(pos);
}
if value > -0.65 {
released = released.union(neg);
}
if value < 0.65 {
released = released.union(pos);
}
(pressed, released)
}
_ => {
return None;
}
}; };
self.update_state(pressed, released) match event.state {
} ElementState::Pressed => {
if self.pressed.contains(input) {
fn update_state(&mut self, pressed: VBKey, released: VBKey) -> Option<VBKey> { return false;
let old_state = self.state; }
self.state = self.state.union(pressed).difference(released); self.pressed.insert(input);
if self.state != old_state { true
Some(self.state) }
} else { ElementState::Released => {
None if !self.pressed.contains(input) {
} return false;
} }
self.pressed.remove(input);
fn map_keys(&self, key: &PhysicalKey) -> Option<VBKey> { true
self.mapping.read().unwrap().map_keyboard(key)
}
fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
self.mapping.read().unwrap().map_button(id, code)
}
fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
self.mapping.read().unwrap().map_axis(id, code)
}
}
pub struct ControllerManager {
client: EmulatorClient,
controllers: [Controller; 2],
}
impl ControllerManager {
pub fn new(client: EmulatorClient, mappings: &MappingProvider) -> Self {
Self {
client,
controllers: [
Controller::new(SimId::Player1, mappings),
Controller::new(SimId::Player2, mappings),
],
}
}
pub fn handle_key_event(&mut self, event: &KeyEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
} }
} }
} }
pub fn handle_gamepad_event(&mut self, event: &GamepadEvent) { fn key_event_to_input(&self, event: &KeyEvent) -> Option<VBKey> {
for controller in &mut self.controllers { let mapper = self.input_mapper.read().unwrap();
if let Some(pressed) = controller.gamepad_event(event) { mapper.key_event(event)
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
} }
} }

View File

@ -1,9 +1,8 @@
use std::{ use std::{
collections::HashMap,
fs, fs,
path::{Path, PathBuf}, path::{Path, PathBuf},
sync::{ sync::{
atomic::{AtomicBool, AtomicUsize, Ordering}, atomic::{AtomicBool, Ordering},
mpsc::{self, RecvError, TryRecvError}, mpsc::{self, RecvError, TryRecvError},
Arc, Arc,
}, },
@ -11,37 +10,17 @@ use std::{
use anyhow::Result; use anyhow::Result;
use crate::{audio::Audio, graphics::TextureSink}; use crate::{
pub use shrooms_vb_core::VBKey; audio::Audio,
use shrooms_vb_core::{Sim, EXPECTED_FRAME_SIZE}; renderer::GameRenderer,
shrooms_vb_core::{CoreVB, VBKey},
mod shrooms_vb_core; };
pub struct EmulatorBuilder { pub struct EmulatorBuilder {
rom: Option<PathBuf>, rom: Option<PathBuf>,
commands: mpsc::Receiver<EmulatorCommand>, commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>, running: Arc<AtomicBool>,
running: Arc<[AtomicBool; 2]>, has_game: Arc<AtomicBool>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
}
#[derive(PartialEq, Eq, Hash, Clone, Copy, Debug)]
pub enum SimId {
Player1,
Player2,
}
impl SimId {
pub const fn values() -> [Self; 2] {
[Self::Player1, Self::Player2]
}
pub const fn to_index(self) -> usize {
match self {
Self::Player1 => 0,
Self::Player2 => 1,
}
}
} }
impl EmulatorBuilder { impl EmulatorBuilder {
@ -50,19 +29,13 @@ impl EmulatorBuilder {
let builder = Self { let builder = Self {
rom: None, rom: None,
commands, commands,
sim_count: Arc::new(AtomicUsize::new(0)), running: Arc::new(AtomicBool::new(false)),
running: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]), has_game: Arc::new(AtomicBool::new(false)),
has_game: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]),
audio_on: Arc::new([AtomicBool::new(true), AtomicBool::new(true)]),
linked: Arc::new(AtomicBool::new(false)),
}; };
let client = EmulatorClient { let client = EmulatorClient {
queue, queue,
sim_count: builder.sim_count.clone(),
running: builder.running.clone(), running: builder.running.clone(),
has_game: builder.has_game.clone(), has_game: builder.has_game.clone(),
audio_on: builder.audio_on.clone(),
linked: builder.linked.clone(),
}; };
(builder, client) (builder, client)
} }
@ -75,170 +48,69 @@ impl EmulatorBuilder {
} }
pub fn build(self) -> Result<Emulator> { pub fn build(self) -> Result<Emulator> {
let mut emulator = Emulator::new( let mut emulator = Emulator::new(self.commands, self.running, self.has_game)?;
self.commands,
self.sim_count,
self.running,
self.has_game,
self.audio_on,
self.linked,
)?;
if let Some(path) = self.rom { if let Some(path) = self.rom {
emulator.load_rom(SimId::Player1, &path)?; emulator.load_rom(&path)?;
} }
Ok(emulator) Ok(emulator)
} }
} }
pub struct Emulator { pub struct Emulator {
sims: Vec<Sim>, sim: CoreVB,
audio: Audio, audio: Audio,
commands: mpsc::Receiver<EmulatorCommand>, commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>, renderer: Option<GameRenderer>,
running: Arc<[AtomicBool; 2]>, running: Arc<AtomicBool>,
has_game: Arc<[AtomicBool; 2]>, has_game: Arc<AtomicBool>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
renderers: HashMap<SimId, TextureSink>,
} }
impl Emulator { impl Emulator {
fn new( fn new(
commands: mpsc::Receiver<EmulatorCommand>, commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>, running: Arc<AtomicBool>,
running: Arc<[AtomicBool; 2]>, has_game: Arc<AtomicBool>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
) -> Result<Self> { ) -> Result<Self> {
Ok(Self { Ok(Self {
sims: vec![], sim: CoreVB::new(),
audio: Audio::init()?, audio: Audio::init()?,
commands, commands,
sim_count, renderer: None,
running, running,
has_game, has_game,
audio_on,
linked,
renderers: HashMap::new(),
}) })
} }
pub fn load_rom(&mut self, sim_id: SimId, path: &Path) -> Result<()> { pub fn load_rom(&mut self, path: &Path) -> Result<()> {
let bytes = fs::read(path)?; let bytes = fs::read(path)?;
self.reset_sim(sim_id, Some(bytes))?; self.sim.reset();
self.sim.load_rom(bytes)?;
self.has_game.store(true, Ordering::Release);
self.running.store(true, Ordering::Release);
Ok(()) Ok(())
} }
pub fn start_second_sim(&mut self, rom: Option<PathBuf>) -> Result<()> {
let bytes = if let Some(path) = rom {
Some(fs::read(path)?)
} else {
self.sims.first().and_then(|s| s.clone_rom())
};
self.reset_sim(SimId::Player2, bytes)?;
self.link_sims();
Ok(())
}
fn reset_sim(&mut self, sim_id: SimId, new_rom: Option<Vec<u8>>) -> Result<()> {
let index = sim_id.to_index();
while self.sims.len() <= index {
self.sims.push(Sim::new());
}
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
let sim = &mut self.sims[index];
sim.reset();
if let Some(bytes) = new_rom {
sim.load_rom(bytes)?;
self.has_game[index].store(true, Ordering::Release);
}
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Release);
}
Ok(())
}
fn link_sims(&mut self) {
let (first, second) = self.sims.split_at_mut(1);
let Some(first) = first.first_mut() else {
return;
};
let Some(second) = second.first_mut() else {
return;
};
first.link(second);
self.linked.store(true, Ordering::Release);
}
fn unlink_sims(&mut self) {
let Some(first) = self.sims.first_mut() else {
return;
};
first.unlink();
self.linked.store(false, Ordering::Release);
}
pub fn stop_second_sim(&mut self) {
self.renderers.remove(&SimId::Player2);
self.sims.truncate(1);
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
self.running[SimId::Player2.to_index()].store(false, Ordering::Release);
self.has_game[SimId::Player2.to_index()].store(false, Ordering::Release);
self.linked.store(false, Ordering::Release);
}
pub fn run(&mut self) { pub fn run(&mut self) {
let mut eye_contents = vec![0u8; 384 * 224 * 2]; let mut eye_contents = vec![0u8; 384 * 224 * 2];
let mut audio_samples = vec![]; let mut audio_samples = vec![];
loop { loop {
let p1_running = self.running[SimId::Player1.to_index()].load(Ordering::Acquire); let mut idle = true;
let p2_running = self.running[SimId::Player2.to_index()].load(Ordering::Acquire); if self.running.load(Ordering::Acquire) {
let mut idle = p1_running || p2_running;
if p1_running && p2_running {
Sim::emulate_many(&mut self.sims);
} else if p1_running {
self.sims[SimId::Player1.to_index()].emulate();
} else if p2_running {
self.sims[SimId::Player2.to_index()].emulate();
}
for sim_id in SimId::values() {
let Some(renderer) = self.renderers.get_mut(&sim_id) else {
continue;
};
let Some(sim) = self.sims.get_mut(sim_id.to_index()) else {
continue;
};
if sim.read_pixels(&mut eye_contents) {
idle = false;
if renderer.queue_render(&eye_contents).is_err() {
self.renderers.remove(&sim_id);
}
}
}
let p1_audio =
p1_running && self.audio_on[SimId::Player1.to_index()].load(Ordering::Acquire);
let p2_audio =
p2_running && self.audio_on[SimId::Player2.to_index()].load(Ordering::Acquire);
let weight = if p1_audio && p2_audio { 0.5 } else { 1.0 };
if p1_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player1.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if p2_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player2.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if audio_samples.is_empty() {
audio_samples.resize(EXPECTED_FRAME_SIZE, 0.0);
} else {
idle = false; idle = false;
self.sim.emulate_frame();
}
if let Some(renderer) = &mut self.renderer {
if self.sim.read_pixels(&mut eye_contents) {
idle = false;
renderer.render(&eye_contents);
}
}
self.sim.read_samples(&mut audio_samples);
if !audio_samples.is_empty() {
idle = false;
self.audio.update(&audio_samples);
audio_samples.clear();
} }
self.audio.update(&audio_samples);
audio_samples.clear();
if idle { if idle {
// The game is paused, and we have output all the video/audio we have. // The game is paused, and we have output all the video/audio we have.
// Block the thread until a new command comes in. // Block the thread until a new command comes in.
@ -265,54 +137,28 @@ impl Emulator {
fn handle_command(&mut self, command: EmulatorCommand) { fn handle_command(&mut self, command: EmulatorCommand) {
match command { match command {
EmulatorCommand::SetRenderer(sim_id, renderer) => { EmulatorCommand::SetRenderer(renderer) => {
self.renderers.insert(sim_id, renderer); self.renderer = Some(renderer);
} }
EmulatorCommand::LoadGame(sim_id, path) => { EmulatorCommand::LoadGame(path) => {
if let Err(error) = self.load_rom(sim_id, &path) { if let Err(error) = self.load_rom(&path) {
eprintln!("error loading rom: {}", error); eprintln!("error loading rom: {}", error);
} }
} }
EmulatorCommand::StartSecondSim(path) => {
if let Err(error) = self.start_second_sim(path) {
eprintln!("error starting second sim: {}", error);
}
}
EmulatorCommand::StopSecondSim => {
self.stop_second_sim();
}
EmulatorCommand::Pause => { EmulatorCommand::Pause => {
for sim in SimId::values() { self.running.store(false, Ordering::Release);
self.running[sim.to_index()].store(false, Ordering::Release);
}
} }
EmulatorCommand::Resume => { EmulatorCommand::Resume => {
for sim_id in SimId::values() { if self.has_game.load(Ordering::Acquire) {
let index = sim_id.to_index(); self.running.store(true, Ordering::Relaxed);
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Relaxed);
}
} }
} }
EmulatorCommand::SetAudioEnabled(p1, p2) => { EmulatorCommand::Reset => {
self.audio_on[SimId::Player1.to_index()].store(p1, Ordering::Release); self.sim.reset();
self.audio_on[SimId::Player2.to_index()].store(p2, Ordering::Release); self.running.store(true, Ordering::Release);
} }
EmulatorCommand::Link => { EmulatorCommand::SetKeys(keys) => {
self.link_sims(); self.sim.set_keys(keys);
}
EmulatorCommand::Unlink => {
self.unlink_sims();
}
EmulatorCommand::Reset(sim_id) => {
if let Err(error) = self.reset_sim(sim_id, None) {
eprintln!("error resetting sim: {}", error);
}
}
EmulatorCommand::SetKeys(sim_id, keys) => {
if let Some(sim) = self.sims.get_mut(sim_id.to_index()) {
sim.set_keys(keys);
}
} }
} }
} }
@ -320,44 +166,27 @@ impl Emulator {
#[derive(Debug)] #[derive(Debug)]
pub enum EmulatorCommand { pub enum EmulatorCommand {
SetRenderer(SimId, TextureSink), SetRenderer(GameRenderer),
LoadGame(SimId, PathBuf), LoadGame(PathBuf),
StartSecondSim(Option<PathBuf>),
StopSecondSim,
Pause, Pause,
Resume, Resume,
SetAudioEnabled(bool, bool), Reset,
Link, SetKeys(VBKey),
Unlink,
Reset(SimId),
SetKeys(SimId, VBKey),
} }
#[derive(Clone)] #[derive(Clone)]
pub struct EmulatorClient { pub struct EmulatorClient {
queue: mpsc::Sender<EmulatorCommand>, queue: mpsc::Sender<EmulatorCommand>,
sim_count: Arc<AtomicUsize>, running: Arc<AtomicBool>,
running: Arc<[AtomicBool; 2]>, has_game: Arc<AtomicBool>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
} }
impl EmulatorClient { impl EmulatorClient {
pub fn has_player_2(&self) -> bool { pub fn is_running(&self) -> bool {
self.sim_count.load(Ordering::Acquire) == 2 self.running.load(Ordering::Acquire)
} }
pub fn is_running(&self, sim_id: SimId) -> bool { pub fn has_game(&self) -> bool {
self.running[sim_id.to_index()].load(Ordering::Acquire) self.has_game.load(Ordering::Acquire)
}
pub fn has_game(&self, sim_id: SimId) -> bool {
self.has_game[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn are_sims_linked(&self) -> bool {
self.linked.load(Ordering::Acquire)
}
pub fn is_audio_enabled(&self, sim_id: SimId) -> bool {
self.audio_on[sim_id.to_index()].load(Ordering::Acquire)
} }
pub fn send_command(&self, command: EmulatorCommand) { pub fn send_command(&self, command: EmulatorCommand) {
if let Err(err) = self.queue.send(command) { if let Err(err) = self.queue.send(command) {

View File

@ -1,143 +0,0 @@
use std::{
sync::{
atomic::{AtomicU64, Ordering},
mpsc, Arc, Mutex, MutexGuard,
},
thread,
};
use anyhow::{bail, Result};
use itertools::Itertools as _;
use wgpu::{
Device, Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture,
TextureDescriptor, TextureFormat, TextureUsages, TextureView, TextureViewDescriptor,
};
#[derive(Debug)]
pub struct TextureSink {
buffers: Arc<BufferPool>,
sink: mpsc::Sender<u64>,
}
impl TextureSink {
pub fn new(device: &Device, queue: Arc<Queue>) -> (Self, TextureView) {
let texture = Self::create_texture(device);
let view = texture.create_view(&TextureViewDescriptor::default());
let buffers = Arc::new(BufferPool::new());
let (sink, source) = mpsc::channel();
let bufs = buffers.clone();
thread::spawn(move || {
let mut local_buf = vec![0; 384 * 224 * 2];
while let Ok(id) = source.recv() {
{
let Some(bytes) = bufs.read(id) else {
continue;
};
local_buf.copy_from_slice(bytes.as_slice());
}
Self::write_texture(&queue, &texture, local_buf.as_slice());
}
});
let sink = Self { buffers, sink };
(sink, view)
}
pub fn queue_render(&mut self, bytes: &[u8]) -> Result<()> {
let id = {
let (mut buf, id) = self.buffers.write()?;
buf.copy_from_slice(bytes);
id
};
self.sink.send(id)?;
Ok(())
}
fn create_texture(device: &Device) -> Texture {
let desc = TextureDescriptor {
label: Some("eyes"),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
fn write_texture(queue: &Queue, texture: &Texture, bytes: &[u8]) {
let texture = ImageCopyTexture {
texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
queue.write_texture(texture, bytes, data_layout, size);
}
}
#[derive(Debug)]
struct BufferPool {
buffers: [Buffer; 3],
}
impl BufferPool {
fn new() -> Self {
Self {
buffers: std::array::from_fn(|i| Buffer::new(i as u64)),
}
}
fn read(&self, id: u64) -> Option<MutexGuard<'_, Vec<u8>>> {
let buf = self
.buffers
.iter()
.find(|buf| buf.id.load(Ordering::Acquire) == id)?;
buf.data.lock().ok()
}
fn write(&self) -> Result<(MutexGuard<'_, Vec<u8>>, u64)> {
let (min, max) = self
.buffers
.iter()
.minmax_by_key(|buf| buf.id.load(Ordering::Acquire))
.into_option()
.unwrap();
let Ok(lock) = min.data.lock() else {
bail!("lock was poisoned")
};
let id = max.id.load(Ordering::Acquire) + 1;
min.id.store(id, Ordering::Release);
Ok((lock, id))
}
}
#[derive(Debug)]
struct Buffer {
data: Mutex<Vec<u8>>,
id: AtomicU64,
}
impl Buffer {
fn new(id: u64) -> Self {
Self {
data: Mutex::new(vec![0; 384 * 224 * 2]),
id: AtomicU64::new(id),
}
}
}

View File

@ -1,344 +1,71 @@
use std::{ use std::collections::HashMap;
collections::{hash_map::Entry, HashMap},
sync::{Arc, RwLock}, use winit::{
event::KeyEvent,
keyboard::{Key, NamedKey},
platform::modifier_supplement::KeyEventExtModifierSupplement,
}; };
use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId}; use crate::shrooms_vb_core::VBKey;
use winit::keyboard::{KeyCode, PhysicalKey};
use crate::emulator::{SimId, VBKey}; pub struct InputMapper {
vb_bindings: HashMap<VBKey, Key>,
#[derive(Clone, Copy, PartialEq, Eq, Hash)] key_bindings: HashMap<Key, VBKey>,
struct DeviceId(u16, u16);
#[derive(Clone)]
pub struct GamepadInfo {
pub id: GamepadId,
pub name: String,
device_id: DeviceId,
pub bound_to: Option<SimId>,
} }
pub trait Mappings { impl InputMapper {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
fn clear_mappings(&mut self, key: VBKey);
fn clear_all_mappings(&mut self);
fn use_default_mappings(&mut self);
}
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
default_buttons: HashMap<Code, VBKey>,
default_axes: HashMap<Code, (VBKey, VBKey)>,
}
impl GamepadMapping {
fn for_gamepad(gamepad: &Gamepad) -> Self {
let mut default_buttons = HashMap::new();
let mut default_button = |btn: Button, key: VBKey| {
if let Some(code) = gamepad.button_code(btn) {
default_buttons.insert(code, key);
}
};
default_button(Button::South, VBKey::A);
default_button(Button::West, VBKey::B);
default_button(Button::RightTrigger, VBKey::RT);
default_button(Button::LeftTrigger, VBKey::LT);
default_button(Button::Start, VBKey::STA);
default_button(Button::Select, VBKey::SEL);
let mut default_axes = HashMap::new();
let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
if let Some(code) = gamepad.axis_code(axis) {
default_axes.insert(code, (neg, pos));
}
};
default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
Self {
buttons: default_buttons.clone(),
axes: default_axes.clone(),
default_buttons,
default_axes,
}
}
pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
let entry = self.buttons.entry(code).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.0 = entry.0.union(key);
}
pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.1 = entry.1.union(key);
}
}
impl Mappings for GamepadMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (axis, (left_keys, right_keys)) in &self.axes {
for key in left_keys.iter() {
results.entry(key).or_default().push(format!("-{axis}"));
}
for key in right_keys.iter() {
results.entry(key).or_default().push(format!("+{axis}"));
}
}
for (button, keys) in &self.buttons {
for key in keys.iter() {
results.entry(key).or_default().push(format!("{button}"));
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.axes.retain(|_, (left, right)| {
*left = left.difference(key);
*right = right.difference(key);
!(left.is_empty() && right.is_empty())
});
self.buttons.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.axes.clear();
self.buttons.clear();
}
fn use_default_mappings(&mut self) {
self.axes = self.default_axes.clone();
self.buttons = self.default_buttons.clone();
}
}
#[derive(Default)]
pub struct InputMapping {
keys: HashMap<PhysicalKey, VBKey>,
gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
}
impl InputMapping {
pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
self.keys.get(key).copied()
}
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.buttons.get(code).copied()
}
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.axes.get(code).copied()
}
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
}
impl Mappings for InputMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
for key in keys.iter() {
results.entry(key).or_default().push(name.clone());
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.keys.clear();
}
fn use_default_mappings(&mut self) {
self.keys.clear();
let mut default_key = |code, key| {
self.keys.insert(PhysicalKey::Code(code), key);
};
default_key(KeyCode::KeyA, VBKey::SEL);
default_key(KeyCode::KeyS, VBKey::STA);
default_key(KeyCode::KeyD, VBKey::B);
default_key(KeyCode::KeyF, VBKey::A);
default_key(KeyCode::KeyE, VBKey::LT);
default_key(KeyCode::KeyR, VBKey::RT);
default_key(KeyCode::KeyI, VBKey::RU);
default_key(KeyCode::KeyJ, VBKey::RL);
default_key(KeyCode::KeyK, VBKey::RD);
default_key(KeyCode::KeyL, VBKey::RR);
default_key(KeyCode::ArrowUp, VBKey::LU);
default_key(KeyCode::ArrowLeft, VBKey::LL);
default_key(KeyCode::ArrowDown, VBKey::LD);
default_key(KeyCode::ArrowRight, VBKey::LR);
}
}
#[derive(Clone)]
pub struct MappingProvider {
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
}
impl MappingProvider {
pub fn new() -> Self { pub fn new() -> Self {
let mut mappings = HashMap::new(); let mut mapper = Self {
vb_bindings: HashMap::new(),
let mut p1_mappings = InputMapping::default(); key_bindings: HashMap::new(),
p1_mappings.use_default_mappings();
let p2_mappings = InputMapping::default();
mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
Self {
device_mappings: Arc::new(RwLock::new(HashMap::new())),
gamepad_info: Arc::new(RwLock::new(HashMap::new())),
sim_mappings: mappings,
}
}
pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
self.sim_mappings.get(&sim_id).unwrap()
}
pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
let lock = self.gamepad_info.read().unwrap();
let device_id = lock.get(&gamepad_id)?.device_id;
drop(lock);
let lock = self.device_mappings.read().unwrap();
lock.get(&device_id).cloned()
}
pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),
gamepad.product_id().unwrap_or_default(),
);
let mut lock = self.device_mappings.write().unwrap();
let mappings = match lock.entry(device_id) {
Entry::Vacant(entry) => {
let mappings = GamepadMapping::for_gamepad(gamepad);
entry.insert(Arc::new(RwLock::new(mappings)))
}
Entry::Occupied(entry) => entry.into_mut(),
}
.clone();
drop(lock);
let mut lock = self.gamepad_info.write().unwrap();
let bound_to = SimId::values()
.into_iter()
.find(|sim_id| lock.values().all(|info| info.bound_to != Some(*sim_id)));
if let Entry::Vacant(entry) = lock.entry(gamepad.id()) {
let info = GamepadInfo {
id: *entry.key(),
name: gamepad.name().to_string(),
device_id,
bound_to,
};
entry.insert(info);
}
drop(lock);
if let Some(sim_id) = bound_to {
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad.id(), mappings);
}
}
pub fn handle_gamepad_disconnect(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.remove(&gamepad_id) else {
return;
}; };
if let Some(sim_id) = info.bound_to { mapper.bind_key(VBKey::SEL, Key::Character("a".into()));
self.for_sim(sim_id) mapper.bind_key(VBKey::STA, Key::Character("s".into()));
.write() mapper.bind_key(VBKey::B, Key::Character("d".into()));
.unwrap() mapper.bind_key(VBKey::A, Key::Character("f".into()));
.gamepads mapper.bind_key(VBKey::LT, Key::Character("e".into()));
.remove(&gamepad_id); mapper.bind_key(VBKey::RT, Key::Character("r".into()));
} mapper.bind_key(VBKey::RU, Key::Character("i".into()));
mapper.bind_key(VBKey::RL, Key::Character("j".into()));
mapper.bind_key(VBKey::RD, Key::Character("k".into()));
mapper.bind_key(VBKey::RR, Key::Character("l".into()));
mapper.bind_key(VBKey::LU, Key::Named(NamedKey::ArrowUp));
mapper.bind_key(VBKey::LL, Key::Named(NamedKey::ArrowLeft));
mapper.bind_key(VBKey::LD, Key::Named(NamedKey::ArrowDown));
mapper.bind_key(VBKey::LR, Key::Named(NamedKey::ArrowRight));
mapper
} }
pub fn assign_gamepad(&self, gamepad_id: GamepadId, sim_id: SimId) { pub fn binding_names(&self) -> HashMap<VBKey, String> {
self.unassign_gamepad(gamepad_id); self.vb_bindings
let mut lock = self.gamepad_info.write().unwrap(); .iter()
let Some(info) = lock.get_mut(&gamepad_id) else { .map(|(k, v)| {
return; let name = match v {
}; Key::Character(char) => char.to_string(),
info.bound_to = Some(sim_id); Key::Named(key) => format!("{:?}", key),
let device_id = info.device_id; k => format!("{:?}", k),
drop(lock); };
let Some(device_mappings) = self (*k, name)
.device_mappings })
.write()
.unwrap()
.get(&device_id)
.cloned()
else {
return;
};
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad_id, device_mappings);
}
pub fn unassign_gamepad(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.get_mut(&gamepad_id) else {
return;
};
if let Some(sim_id) = info.bound_to {
let mut sim_mapping = self.for_sim(sim_id).write().unwrap();
sim_mapping.gamepads.remove(&gamepad_id);
}
info.bound_to = None;
}
pub fn gamepad_info(&self) -> Vec<GamepadInfo> {
self.gamepad_info
.read()
.unwrap()
.values()
.cloned()
.collect() .collect()
} }
pub fn bind_key(&mut self, vb: VBKey, key: Key) {
if let Some(old) = self.vb_bindings.insert(vb, key.clone()) {
self.key_bindings.remove(&old);
}
self.key_bindings.insert(key, vb);
}
pub fn clear_binding(&mut self, vb: VBKey) {
if let Some(old) = self.vb_bindings.remove(&vb) {
self.key_bindings.remove(&old);
}
}
pub fn key_event(&self, event: &KeyEvent) -> Option<VBKey> {
self.key_bindings
.get(&event.key_without_modifiers())
.cloned()
}
} }

View File

@ -1,7 +1,7 @@
use std::{path::PathBuf, process}; use std::{path::PathBuf, process};
use anyhow::Result; use anyhow::Result;
use app::Application; use app::App;
use clap::Parser; use clap::Parser;
use emulator::EmulatorBuilder; use emulator::EmulatorBuilder;
use thread_priority::{ThreadBuilder, ThreadPriority}; use thread_priority::{ThreadBuilder, ThreadPriority};
@ -11,28 +11,16 @@ mod app;
mod audio; mod audio;
mod controller; mod controller;
mod emulator; mod emulator;
mod graphics;
mod input; mod input;
mod window; mod renderer;
mod shrooms_vb_core;
#[derive(Parser)] #[derive(Parser)]
struct Args { struct Args {
rom: Option<PathBuf>, rom: Option<PathBuf>,
} }
#[cfg(windows)]
fn set_process_priority_to_high() -> Result<()> {
use windows::Win32::{Foundation, System::Threading};
let process = unsafe { Threading::GetCurrentProcess() };
unsafe { Threading::SetPriorityClass(process, Threading::HIGH_PRIORITY_CLASS)? };
unsafe { Foundation::CloseHandle(process)? };
Ok(())
}
fn main() -> Result<()> { fn main() -> Result<()> {
#[cfg(windows)]
set_process_priority_to_high()?;
let args = Args::parse(); let args = Args::parse();
let (mut builder, client) = EmulatorBuilder::new(); let (mut builder, client) = EmulatorBuilder::new();
@ -57,6 +45,6 @@ fn main() -> Result<()> {
let event_loop = EventLoop::with_user_event().build().unwrap(); let event_loop = EventLoop::with_user_event().build().unwrap();
event_loop.set_control_flow(ControlFlow::Poll); event_loop.set_control_flow(ControlFlow::Poll);
let proxy = event_loop.create_proxy(); let proxy = event_loop.create_proxy();
event_loop.run_app(&mut Application::new(client, proxy))?; event_loop.run_app(&mut App::new(client, proxy))?;
Ok(()) Ok(())
} }

53
src/renderer.rs Normal file
View File

@ -0,0 +1,53 @@
use std::sync::Arc;
use wgpu::{
Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture, TextureDescriptor,
TextureFormat, TextureUsages,
};
#[derive(Debug)]
pub struct GameRenderer {
pub queue: Arc<Queue>,
pub eyes: Arc<Texture>,
}
impl GameRenderer {
pub fn render(&self, buffer: &[u8]) {
let texture = ImageCopyTexture {
texture: &self.eyes,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
self.queue.write_texture(texture, buffer, data_layout, size);
}
pub fn create_texture(device: &wgpu::Device, name: &str) -> Texture {
let desc = TextureDescriptor {
label: Some(name),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
}

View File

@ -25,12 +25,6 @@ enum VBDataType {
F32 = 5, F32 = 5,
} }
#[repr(i32)]
#[derive(FromPrimitive, ToPrimitive)]
enum VBOption {
PseudoHalt = 0,
}
bitflags! { bitflags! {
#[repr(transparent)] #[repr(transparent)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
@ -60,8 +54,6 @@ type OnFrame = extern "C" fn(sim: *mut VB) -> c_int;
extern "C" { extern "C" {
#[link_name = "vbEmulate"] #[link_name = "vbEmulate"]
fn vb_emulate(sim: *mut VB, cycles: *mut u32) -> c_int; fn vb_emulate(sim: *mut VB, cycles: *mut u32) -> c_int;
#[link_name = "vbEmulateEx"]
fn vb_emulate_ex(sims: *mut *mut VB, count: c_uint, cycles: *mut u32) -> c_int;
#[link_name = "vbGetCartROM"] #[link_name = "vbGetCartROM"]
fn vb_get_cart_rom(sim: *mut VB, size: *mut u32) -> *mut c_void; fn vb_get_cart_rom(sim: *mut VB, size: *mut u32) -> *mut c_void;
#[link_name = "vbGetPixels"] #[link_name = "vbGetPixels"]
@ -89,14 +81,10 @@ extern "C" {
fn vb_reset(sim: *mut VB); fn vb_reset(sim: *mut VB);
#[link_name = "vbSetCartROM"] #[link_name = "vbSetCartROM"]
fn vb_set_cart_rom(sim: *mut VB, rom: *mut c_void, size: u32) -> c_int; fn vb_set_cart_rom(sim: *mut VB, rom: *mut c_void, size: u32) -> c_int;
#[link_name = "vbSetFrameCallback"]
fn vb_set_frame_callback(sim: *mut VB, on_frame: OnFrame);
#[link_name = "vbSetKeys"] #[link_name = "vbSetKeys"]
fn vb_set_keys(sim: *mut VB, keys: u16) -> u16; fn vb_set_keys(sim: *mut VB, keys: u16) -> u16;
#[link_name = "vbSetOption"] #[link_name = "vbSetFrameCallback"]
fn vb_set_option(sim: *mut VB, key: VBOption, value: c_int); fn vb_set_frame_callback(sim: *mut VB, on_frame: OnFrame);
#[link_name = "vbSetPeer"]
fn vb_set_peer(sim: *mut VB, peer: *mut VB);
#[link_name = "vbSetSamples"] #[link_name = "vbSetSamples"]
fn vb_set_samples( fn vb_set_samples(
sim: *mut VB, sim: *mut VB,
@ -120,21 +108,19 @@ extern "C" fn on_frame(sim: *mut VB) -> i32 {
const AUDIO_CAPACITY_SAMPLES: usize = 834 * 4; const AUDIO_CAPACITY_SAMPLES: usize = 834 * 4;
const AUDIO_CAPACITY_FLOATS: usize = AUDIO_CAPACITY_SAMPLES * 2; const AUDIO_CAPACITY_FLOATS: usize = AUDIO_CAPACITY_SAMPLES * 2;
pub const EXPECTED_FRAME_SIZE: usize = 834 * 2;
struct VBState { struct VBState {
frame_seen: bool, frame_seen: bool,
} }
#[repr(transparent)] pub struct CoreVB {
pub struct Sim {
sim: *mut VB, sim: *mut VB,
} }
// SAFETY: the memory pointed to by sim is valid // SAFETY: the memory pointed to by sim is valid
unsafe impl Send for Sim {} unsafe impl Send for CoreVB {}
impl Sim { impl CoreVB {
pub fn new() -> Self { pub fn new() -> Self {
// init the VB instance itself // init the VB instance itself
let size = unsafe { vb_size_of() }; let size = unsafe { vb_size_of() };
@ -142,7 +128,6 @@ impl Sim {
let memory = vec![0u64; size.div_ceil(4)]; let memory = vec![0u64; size.div_ceil(4)];
let sim: *mut VB = Box::into_raw(memory.into_boxed_slice()).cast(); let sim: *mut VB = Box::into_raw(memory.into_boxed_slice()).cast();
unsafe { vb_init(sim) }; unsafe { vb_init(sim) };
unsafe { vb_set_option(sim, VBOption::PseudoHalt, 1) };
unsafe { vb_reset(sim) }; unsafe { vb_reset(sim) };
// set up userdata // set up userdata
@ -155,7 +140,7 @@ impl Sim {
let samples: *mut c_void = Box::into_raw(audio_buffer.into_boxed_slice()).cast(); let samples: *mut c_void = Box::into_raw(audio_buffer.into_boxed_slice()).cast();
unsafe { vb_set_samples(sim, samples, VBDataType::F32, AUDIO_CAPACITY_SAMPLES as u32) }; unsafe { vb_set_samples(sim, samples, VBDataType::F32, AUDIO_CAPACITY_SAMPLES as u32) };
Sim { sim } CoreVB { sim }
} }
pub fn reset(&mut self) { pub fn reset(&mut self) {
@ -177,17 +162,6 @@ impl Sim {
} }
} }
pub fn clone_rom(&self) -> Option<Vec<u8>> {
let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
if rom.is_null() {
return None;
}
// SAFETY: rom definitely points to a valid array of `size` bytes
let slice: &[u8] = unsafe { slice::from_raw_parts(rom.cast(), size as usize) };
Some(slice.to_vec())
}
fn unload_rom(&mut self) -> Option<Vec<u8>> { fn unload_rom(&mut self) -> Option<Vec<u8>> {
let mut size = 0; let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) }; let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
@ -199,26 +173,11 @@ impl Sim {
Some(vec) Some(vec)
} }
pub fn link(&mut self, peer: &mut Sim) { pub fn emulate_frame(&mut self) {
unsafe { vb_set_peer(self.sim, peer.sim) };
}
pub fn unlink(&mut self) {
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
}
pub fn emulate(&mut self) {
let mut cycles = 20_000_000; let mut cycles = 20_000_000;
unsafe { vb_emulate(self.sim, &mut cycles) }; unsafe { vb_emulate(self.sim, &mut cycles) };
} }
pub fn emulate_many(sims: &mut [Sim]) {
let mut cycles = 20_000_000;
let count = sims.len() as c_uint;
let sims = sims.as_mut_ptr().cast();
unsafe { vb_emulate_ex(sims, count, &mut cycles) };
}
pub fn read_pixels(&mut self, buffers: &mut [u8]) -> bool { pub fn read_pixels(&mut self, buffers: &mut [u8]) -> bool {
// SAFETY: the *mut VB owns its userdata. // SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid. // There is no way for the userdata to be null or otherwise invalid.
@ -244,17 +203,14 @@ impl Sim {
true true
} }
pub fn read_samples(&mut self, samples: &mut Vec<f32>, weight: f32) { pub fn read_samples(&mut self, samples: &mut Vec<f32>) {
let mut position = 0; let mut position = 0;
let ptr = let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), &mut position) }; unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), &mut position) };
// SAFETY: position is an offset in a buffer of (f32, f32). so, position * 2 is an offset in a buffer of f32. // SAFETY: position is an offset in a buffer of (f32, f32). so, position * 2 is an offset in a buffer of f32.
let read_samples: &[f32] = let read_samples: &mut [f32] =
unsafe { slice::from_raw_parts(ptr.cast(), position as usize * 2) }; unsafe { slice::from_raw_parts_mut(ptr.cast(), position as usize * 2) };
samples.resize(read_samples.len(), 0.0); samples.extend_from_slice(read_samples);
for (index, sample) in read_samples.iter().enumerate() {
samples[index] += sample * weight;
}
unsafe { unsafe {
vb_set_samples( vb_set_samples(
@ -271,7 +227,7 @@ impl Sim {
} }
} }
impl Drop for Sim { impl Drop for CoreVB {
fn drop(&mut self) { fn drop(&mut self) {
let ptr = let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), ptr::null_mut()) }; unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), ptr::null_mut()) };
@ -287,9 +243,6 @@ impl Drop for Sim {
// SAFETY: we made this pointer ourselves, we can for sure free it // SAFETY: we made this pointer ourselves, we can for sure free it
unsafe { drop(Box::from_raw(ptr)) }; unsafe { drop(Box::from_raw(ptr)) };
// If we're linked to another sim, unlink from them.
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
let len = unsafe { vb_size_of() }.div_ceil(4); let len = unsafe { vb_size_of() }.div_ceil(4);
// SAFETY: the sim's memory originally came from a Vec<u64> // SAFETY: the sim's memory originally came from a Vec<u64>
let bytes: Vec<u64> = unsafe { Vec::from_raw_parts(self.sim.cast(), len, len) }; let bytes: Vec<u64> = unsafe { Vec::from_raw_parts(self.sim.cast(), len, len) };

View File

@ -1,24 +0,0 @@
use egui::{Context, ViewportBuilder, ViewportId};
pub use game::GameWindow;
pub use input::InputWindow;
use winit::event::KeyEvent;
mod game;
mod game_screen;
mod input;
pub trait AppWindow {
fn viewport_id(&self) -> ViewportId;
fn initial_viewport(&self) -> ViewportBuilder;
fn show(&mut self, ctx: &Context);
fn on_init(&mut self, render_state: &egui_wgpu::RenderState) {
let _ = render_state;
}
fn on_destroy(&mut self) {}
fn handle_key_event(&mut self, event: &KeyEvent) {
let _ = event;
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let _ = event;
}
}

View File

@ -1,181 +0,0 @@
use crate::{
app::UserEvent,
emulator::{EmulatorClient, EmulatorCommand, SimId},
};
use egui::{
menu, Button, CentralPanel, Color32, Context, Frame, Response, TopBottomPanel, Ui,
ViewportBuilder, ViewportCommand, ViewportId, WidgetText,
};
use winit::event_loop::EventLoopProxy;
use super::{game_screen::GameScreen, AppWindow};
pub struct GameWindow {
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
sim_id: SimId,
screen: Option<GameScreen>,
}
impl GameWindow {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>, sim_id: SimId) -> Self {
Self {
client,
proxy,
sim_id,
screen: None,
}
}
fn show_menu(&mut self, ctx: &Context, ui: &mut Ui) {
ui.menu_button("ROM", |ui| {
if ui.button("Open ROM").clicked() {
let rom = rfd::FileDialog::new()
.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
.pick_file();
if let Some(path) = rom {
self.client
.send_command(EmulatorCommand::LoadGame(SimId::Player1, path));
}
ui.close_menu();
}
if ui.button("Quit").clicked() {
ctx.send_viewport_cmd(ViewportCommand::Close);
}
});
ui.menu_button("Emulation", |ui| {
let has_game = self.client.has_game(self.sim_id);
if self.client.is_running(self.sim_id) {
if ui.add_enabled(has_game, Button::new("Pause")).clicked() {
self.client.send_command(EmulatorCommand::Pause);
ui.close_menu();
}
} else if ui.add_enabled(has_game, Button::new("Resume")).clicked() {
self.client.send_command(EmulatorCommand::Resume);
ui.close_menu();
}
if ui.add_enabled(has_game, Button::new("Reset")).clicked() {
self.client
.send_command(EmulatorCommand::Reset(self.sim_id));
ui.close_menu();
}
});
ui.menu_button("Video", |ui| {
let current_dims = ctx.input(|i| i.viewport().inner_rect.unwrap());
let current_dims = current_dims.max - current_dims.min;
for scale in 1..=4 {
let label = format!("x{scale}");
let scale = scale as f32;
let dims = (384.0 * scale, 224.0 * scale + 22.0).into();
if ui
.selectable_button((current_dims - dims).length() < 1.0, label)
.clicked()
{
ctx.send_viewport_cmd(ViewportCommand::InnerSize(dims));
ui.close_menu();
}
}
});
ui.menu_button("Audio", |ui| {
let p1_enabled = self.client.is_audio_enabled(SimId::Player1);
let p2_enabled = self.client.is_audio_enabled(SimId::Player2);
if ui.selectable_button(p1_enabled, "Player 1").clicked() {
self.client
.send_command(EmulatorCommand::SetAudioEnabled(!p1_enabled, p2_enabled));
ui.close_menu();
}
if ui.selectable_button(p2_enabled, "Player 2").clicked() {
self.client
.send_command(EmulatorCommand::SetAudioEnabled(p1_enabled, !p2_enabled));
ui.close_menu();
}
});
ui.menu_button("Input", |ui| {
if ui.button("Bind Inputs").clicked() {
self.proxy.send_event(UserEvent::OpenInput).unwrap();
ui.close_menu();
}
});
ui.menu_button("Multiplayer", |ui| {
if self.sim_id == SimId::Player1
&& !self.client.has_player_2()
&& ui.button("Open Player 2").clicked()
{
self.client
.send_command(EmulatorCommand::StartSecondSim(None));
self.proxy.send_event(UserEvent::OpenPlayer2).unwrap();
ui.close_menu();
}
if self.client.has_player_2() {
let linked = self.client.are_sims_linked();
if linked && ui.button("Unlink").clicked() {
self.client.send_command(EmulatorCommand::Unlink);
ui.close_menu();
}
if !linked && ui.button("Link").clicked() {
self.client.send_command(EmulatorCommand::Link);
ui.close_menu();
}
}
});
}
}
impl AppWindow for GameWindow {
fn viewport_id(&self) -> ViewportId {
match self.sim_id {
SimId::Player1 => ViewportId::ROOT,
SimId::Player2 => ViewportId::from_hash_of("Player2"),
}
}
fn initial_viewport(&self) -> ViewportBuilder {
ViewportBuilder::default()
.with_title("Shrooms VB")
.with_inner_size((384.0, 246.0))
}
fn show(&mut self, ctx: &Context) {
TopBottomPanel::top("menubar")
.exact_height(22.0)
.show(ctx, |ui| {
menu::bar(ui, |ui| {
self.show_menu(ctx, ui);
});
});
let frame = Frame::central_panel(&ctx.style()).fill(Color32::BLACK);
CentralPanel::default().frame(frame).show(ctx, |ui| {
if let Some(screen) = self.screen.as_ref() {
ui.add(screen);
}
});
}
fn on_init(&mut self, render_state: &egui_wgpu::RenderState) {
let (screen, sink) = GameScreen::init(render_state);
self.client
.send_command(EmulatorCommand::SetRenderer(self.sim_id, sink));
self.screen = Some(screen)
}
fn on_destroy(&mut self) {
if self.sim_id == SimId::Player2 {
self.client.send_command(EmulatorCommand::StopSecondSim);
}
}
}
trait UiExt {
fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response;
}
impl UiExt for Ui {
fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response {
self.style_mut().visuals.widgets.inactive.bg_fill = Color32::TRANSPARENT;
self.style_mut().visuals.widgets.hovered.bg_fill = Color32::TRANSPARENT;
self.style_mut().visuals.widgets.active.bg_fill = Color32::TRANSPARENT;
let mut selected = selected;
self.checkbox(&mut selected, text)
}
}

View File

@ -1,206 +0,0 @@
use std::sync::Arc;
use egui::Widget;
use wgpu::{util::DeviceExt as _, BindGroup, BindGroupLayout, RenderPipeline};
use crate::graphics::TextureSink;
pub struct GameScreen {
bind_group: Arc<BindGroup>,
}
impl GameScreen {
fn init_pipeline(render_state: &egui_wgpu::RenderState) {
let device = &render_state.device;
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
render_state
.renderer
.write()
.callback_resources
.insert(SharedGameScreenResources {
pipeline: render_pipeline,
bind_group_layout,
});
}
pub fn init(render_state: &egui_wgpu::RenderState) -> (Self, TextureSink) {
Self::init_pipeline(render_state);
let device = &render_state.device;
let queue = &render_state.queue;
let (sink, texture_view) = TextureSink::new(device, queue.clone());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
let colors = Colors {
left: [1.0, 0.0, 0.0, 1.0],
right: [0.0, 0.7734375, 0.9375, 1.0],
};
let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let renderer = render_state.renderer.read();
let resources: &SharedGameScreenResources = renderer.callback_resources.get().unwrap();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &resources.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: color_buf.as_entire_binding(),
},
],
});
(
Self {
bind_group: Arc::new(bind_group),
},
sink,
)
}
}
impl Widget for &GameScreen {
fn ui(self, ui: &mut egui::Ui) -> egui::Response {
let response = ui.allocate_rect(ui.clip_rect(), egui::Sense::hover());
let callback = egui_wgpu::Callback::new_paint_callback(
response.rect,
GameScreenCallback {
bind_group: self.bind_group.clone(),
},
);
ui.painter().add(callback);
response
}
}
struct GameScreenCallback {
bind_group: Arc<BindGroup>,
}
impl egui_wgpu::CallbackTrait for GameScreenCallback {
fn paint(
&self,
info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'static>,
callback_resources: &egui_wgpu::CallbackResources,
) {
let resources: &SharedGameScreenResources = callback_resources.get().unwrap();
let viewport = info.viewport_in_pixels();
let left = viewport.left_px as f32;
let top = viewport.top_px as f32;
let width = viewport.width_px as f32;
let height = viewport.height_px as f32;
let aspect_ratio = 384.0 / 224.0;
let w = width.min(height * aspect_ratio);
let h = height.min(width / aspect_ratio);
let x = left + (width - w) / 2.0;
let y = top + (height - h) / 2.0;
render_pass.set_pipeline(&resources.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_viewport(x, y, w, h, 0.0, 1.0);
render_pass.draw(0..6, 0..1);
}
}
struct SharedGameScreenResources {
pipeline: RenderPipeline,
bind_group_layout: BindGroupLayout,
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
}

View File

@ -1,257 +0,0 @@
use egui::{
Button, CentralPanel, Context, Label, Layout, TopBottomPanel, Ui, ViewportBuilder, ViewportId,
};
use egui_extras::{Column, TableBuilder};
use gilrs::{EventType, GamepadId};
use std::sync::RwLock;
use crate::{
emulator::{SimId, VBKey},
input::{MappingProvider, Mappings},
};
use super::AppWindow;
pub struct InputWindow {
mappings: MappingProvider,
now_binding: Option<VBKey>,
active_tab: InputTab,
}
const KEY_NAMES: [(VBKey, &str); 14] = [
(VBKey::LU, "Up"),
(VBKey::LD, "Down"),
(VBKey::LL, "Left"),
(VBKey::LR, "Right"),
(VBKey::SEL, "Select"),
(VBKey::STA, "Start"),
(VBKey::B, "B"),
(VBKey::A, "A"),
(VBKey::LT, "L-Trigger"),
(VBKey::RT, "R-Trigger"),
(VBKey::RU, "R-Up"),
(VBKey::RD, "R-Down"),
(VBKey::RL, "R-Left"),
(VBKey::RR, "R-Right"),
];
impl InputWindow {
pub fn new(mappings: MappingProvider) -> Self {
Self {
mappings,
now_binding: None,
active_tab: InputTab::Player1,
}
}
fn show_bindings<T: Mappings>(
&mut self,
ui: &mut Ui,
mappings: &RwLock<T>,
bind_message: &str,
) {
ui.horizontal(|ui| {
if ui.button("Use defaults").clicked() {
mappings.write().unwrap().use_default_mappings();
self.now_binding = None;
}
if ui.button("Clear all").clicked() {
mappings.write().unwrap().clear_all_mappings();
self.now_binding = None;
}
});
ui.separator();
let mut names = {
let mapping = mappings.read().unwrap();
mapping.mapping_names()
};
TableBuilder::new(ui)
.column(Column::remainder())
.column(Column::remainder())
.cell_layout(Layout::left_to_right(egui::Align::Center))
.body(|mut body| {
for keys in KEY_NAMES.chunks_exact(2) {
body.row(20.0, |mut row| {
for (key, name) in keys {
let binding = names.remove(key).map(|mut s| {
s.sort();
s.join(", ")
});
row.col(|ui| {
let size = ui.available_size_before_wrap();
let width = size.x;
let height = size.y;
ui.add_sized((width * 0.2, height), Label::new(*name));
let label_text = if self.now_binding == Some(*key) {
bind_message
} else {
binding.as_deref().unwrap_or("")
};
if ui
.add_sized((width * 0.6, height), Button::new(label_text))
.clicked()
{
self.now_binding = Some(*key);
}
if ui
.add_sized(ui.available_size(), Button::new("Clear"))
.clicked()
{
let mut mapping = mappings.write().unwrap();
mapping.clear_mappings(*key);
self.now_binding = None;
}
});
}
});
}
});
}
fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
let mappings = self.mappings.for_sim(sim_id).clone();
self.show_bindings(ui, &mappings, "Press any key");
}
fn show_gamepads(&mut self, ui: &mut Ui) {
let mut gamepads = self.mappings.gamepad_info();
gamepads.sort_by_key(|g| usize::from(g.id));
if gamepads.is_empty() {
ui.label("No gamepads connected.");
return;
}
for (index, gamepad) in gamepads.into_iter().enumerate() {
ui.horizontal(|ui| {
ui.label(format!("Gamepad {index}: {}", gamepad.name));
let mut bound_to = gamepad.bound_to;
let mut rebind = false;
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player1), "Player 1")
.changed();
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player2), "Player 2")
.changed();
rebind |= ui.selectable_value(&mut bound_to, None, "Nobody").changed();
if rebind {
match bound_to {
Some(sim_id) => self.mappings.assign_gamepad(gamepad.id, sim_id),
None => self.mappings.unassign_gamepad(gamepad.id),
}
}
ui.separator();
if ui.button("Rebind").clicked() {
self.active_tab = InputTab::RebindGamepad(gamepad.id);
}
});
}
}
fn show_gamepad_bindings(&mut self, ui: &mut Ui, gamepad_id: GamepadId) {
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
self.active_tab = InputTab::Gamepads;
return;
};
self.show_bindings(ui, &mappings, "Press any input");
}
}
impl AppWindow for InputWindow {
fn viewport_id(&self) -> ViewportId {
ViewportId::from_hash_of("input")
}
fn initial_viewport(&self) -> ViewportBuilder {
ViewportBuilder::default()
.with_title("Bind Inputs")
.with_inner_size((600.0, 400.0))
}
fn show(&mut self, ctx: &Context) {
TopBottomPanel::top("options").show(ctx, |ui| {
ui.horizontal(|ui| {
let old_active_tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, InputTab::Player1, "Player 1");
ui.selectable_value(&mut self.active_tab, InputTab::Player2, "Player 2");
ui.selectable_value(&mut self.active_tab, InputTab::Gamepads, "Gamepads");
if matches!(self.active_tab, InputTab::RebindGamepad(_)) {
let tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, tab, "Rebind Gamepad");
}
if old_active_tab != self.active_tab {
self.now_binding = None;
}
});
});
CentralPanel::default().show(ctx, |ui| {
match self.active_tab {
InputTab::Player1 => self.show_key_bindings(ui, SimId::Player1),
InputTab::Player2 => self.show_key_bindings(ui, SimId::Player2),
InputTab::Gamepads => self.show_gamepads(ui),
InputTab::RebindGamepad(id) => self.show_gamepad_bindings(ui, id),
};
});
}
fn handle_key_event(&mut self, event: &winit::event::KeyEvent) {
if !event.state.is_pressed() {
return;
}
let sim_id = match self.active_tab {
InputTab::Player1 => SimId::Player1,
InputTab::Player2 => SimId::Player2,
_ => {
return;
}
};
let Some(vb) = self.now_binding.take() else {
return;
};
let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
mappings.add_keyboard_mapping(vb, event.physical_key);
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let InputTab::RebindGamepad(gamepad_id) = self.active_tab else {
return;
};
if gamepad_id != event.id {
return;
}
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
return;
};
let Some(vb) = self.now_binding else {
return;
};
match event.event {
EventType::ButtonPressed(_, code) => {
let mut mapping = mappings.write().unwrap();
mapping.add_button_mapping(vb, code);
self.now_binding.take();
}
EventType::AxisChanged(_, value, code) => {
if value < -0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_neg_mapping(vb, code);
self.now_binding.take();
}
if value > 0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_pos_mapping(vb, code);
self.now_binding.take();
}
}
_ => {}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum InputTab {
Player1,
Player2,
Gamepads,
RebindGamepad(GamepadId),
}