Implement multiplayer #2
|
@ -349,7 +349,10 @@ fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEv
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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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mappings.handle_gamepad_connect(&gamepad);
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}
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if event.event == EventType::Disconnected {
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mappings.handle_gamepad_disconnect(event.id);
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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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||||
|
|
99
src/input.rs
99
src/input.rs
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@ -11,6 +11,14 @@ use crate::emulator::{SimId, VBKey};
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
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struct DeviceId(u16, u16);
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||||
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||||
#[derive(Clone)]
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pub struct GamepadInfo {
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pub id: GamepadId,
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pub name: String,
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device_id: DeviceId,
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pub bound_to: Option<SimId>,
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}
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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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|
@ -106,6 +114,7 @@ impl InputMapping {
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|||
pub struct MappingProvider {
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device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
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sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
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gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
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||||
}
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||||
impl MappingProvider {
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|
@ -136,6 +145,7 @@ impl MappingProvider {
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mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
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||||
Self {
|
||||
device_mappings: Arc::new(RwLock::new(HashMap::new())),
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||||
gamepad_info: Arc::new(RwLock::new(HashMap::new())),
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||||
sim_mappings: mappings,
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||||
}
|
||||
}
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||||
|
@ -144,24 +154,101 @@ impl MappingProvider {
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|||
self.sim_mappings.get(&sim_id).unwrap()
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||||
}
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||||
|
||||
pub fn map_gamepad(&self, sim_id: SimId, gamepad: &Gamepad) {
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||||
pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
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||||
let device_id = DeviceId(
|
||||
gamepad.vendor_id().unwrap_or_default(),
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||||
gamepad.product_id().unwrap_or_default(),
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||||
);
|
||||
let mut lock = self.device_mappings.write().unwrap();
|
||||
let gamepad_mapping = match lock.entry(device_id) {
|
||||
Entry::Occupied(entry) => entry.get().clone(),
|
||||
let mappings = match lock.entry(device_id) {
|
||||
Entry::Vacant(entry) => {
|
||||
let mappings = GamepadMapping::for_gamepad(gamepad);
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||||
entry.insert(Arc::new(RwLock::new(mappings))).clone()
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||||
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 {
|
||||
self.for_sim(sim_id)
|
||||
.write()
|
||||
.unwrap()
|
||||
.gamepads
|
||||
.remove(&gamepad_id);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn assign_gamepad(&self, gamepad_id: GamepadId, sim_id: SimId) {
|
||||
self.unassign_gamepad(gamepad_id);
|
||||
let mut lock = self.gamepad_info.write().unwrap();
|
||||
let Some(info) = lock.get_mut(&gamepad_id) else {
|
||||
return;
|
||||
};
|
||||
info.bound_to = Some(sim_id);
|
||||
let device_id = info.device_id;
|
||||
drop(lock);
|
||||
let Some(device_mappings) = self
|
||||
.device_mappings
|
||||
.write()
|
||||
.unwrap()
|
||||
.get(&device_id)
|
||||
.cloned()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
self.for_sim(sim_id)
|
||||
.write()
|
||||
.unwrap()
|
||||
.gamepads
|
||||
.insert(gamepad.id(), gamepad_mapping);
|
||||
.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()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,7 +42,7 @@ impl InputWindow {
|
|||
}
|
||||
}
|
||||
|
||||
fn render_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
|
||||
fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
|
||||
let mappings = self.mappings.for_sim(sim_id);
|
||||
let binding_names = {
|
||||
let mapping = mappings.read().unwrap();
|
||||
|
@ -86,6 +86,37 @@ impl InputWindow {
|
|||
}
|
||||
});
|
||||
}
|
||||
|
||||
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),
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl AppWindow for InputWindow {
|
||||
|
@ -104,12 +135,14 @@ impl AppWindow for InputWindow {
|
|||
ui.horizontal(|ui| {
|
||||
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");
|
||||
});
|
||||
});
|
||||
CentralPanel::default().show(ctx, |ui| {
|
||||
match self.active_tab {
|
||||
InputTab::Player1 => self.render_key_bindings(ui, SimId::Player1),
|
||||
InputTab::Player2 => self.render_key_bindings(ui, SimId::Player2),
|
||||
InputTab::Player1 => self.show_key_bindings(ui, SimId::Player1),
|
||||
InputTab::Player2 => self.show_key_bindings(ui, SimId::Player2),
|
||||
InputTab::Gamepads => self.show_gamepads(ui),
|
||||
};
|
||||
});
|
||||
}
|
||||
|
@ -130,4 +163,5 @@ impl AppWindow for InputWindow {
|
|||
enum InputTab {
|
||||
Player1,
|
||||
Player2,
|
||||
Gamepads,
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue