Implement multiplayer #2
			
				
			
		
		
		
	
							
								
								
									
										20
									
								
								src/app.rs
								
								
								
								
							
							
						
						
									
										20
									
								
								src/app.rs
								
								
								
								
							| 
						 | 
				
			
			@ -8,7 +8,7 @@ use egui::{
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use gilrs::{EventType, Gilrs};
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use winit::{
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    application::ApplicationHandler,
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    event::{KeyEvent, WindowEvent},
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    event::WindowEvent,
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    event_loop::{ActiveEventLoop, EventLoopProxy},
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    window::Window,
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};
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			@ -83,7 +83,7 @@ impl ApplicationHandler<UserEvent> for Application {
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        match &event {
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            WindowEvent::KeyboardInput { event, .. } => {
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                self.controllers.handle_key_event(event);
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                viewport.handle_key_event(event);
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                viewport.app.handle_key_event(event);
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            }
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            WindowEvent::Focused(new_focused) => {
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                self.focused = new_focused.then_some(viewport_id);
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			@ -143,7 +143,17 @@ impl ApplicationHandler<UserEvent> for Application {
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    fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
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        match event {
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            UserEvent::GamepadEvent(event) => self.controllers.handle_gamepad_event(&event),
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            UserEvent::GamepadEvent(event) => {
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                self.controllers.handle_gamepad_event(&event);
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                let Some(viewport) = self
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                    .focused
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                    .as_ref()
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                    .and_then(|id| self.viewports.get_mut(id))
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                else {
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                    return;
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                };
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                viewport.app.handle_gamepad_event(&event);
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            }
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            UserEvent::OpenInput => {
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                let input = InputWindow::new(self.mappings.clone());
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                self.open(event_loop, Box::new(input));
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			@ -248,10 +258,6 @@ impl Viewport {
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        }
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    }
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    pub fn handle_key_event(&mut self, event: &KeyEvent) {
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        self.app.handle_key_event(event);
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    }
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    fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {
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        let mut input = self.state.take_egui_input(&self.window);
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        input.viewports = std::iter::once((ViewportId::ROOT, self.info.clone())).collect();
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						 | 
				
			
			
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		|||
							
								
								
									
										88
									
								
								src/input.rs
								
								
								
								
							
							
						
						
									
										88
									
								
								src/input.rs
								
								
								
								
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			@ -19,6 +19,11 @@ pub struct GamepadInfo {
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    pub bound_to: Option<SimId>,
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}
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pub trait Mappings {
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    fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
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    fn clear_mappings(&mut self, key: VBKey);
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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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			@ -54,6 +59,59 @@ impl GamepadMapping {
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        Self { buttons, axes }
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    }
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    pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
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        let entry = self.buttons.entry(code).or_insert(VBKey::empty());
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        *entry = entry.union(key);
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    }
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    pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
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        let entry = self
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            .axes
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            .entry(code)
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            .or_insert((VBKey::empty(), VBKey::empty()));
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        entry.0 = entry.0.union(key);
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    }
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    pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
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        let entry = self
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            .axes
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            .entry(code)
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            .or_insert((VBKey::empty(), VBKey::empty()));
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        entry.1 = entry.1.union(key);
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    }
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}
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impl Mappings for GamepadMapping {
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    fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
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        let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
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        for (axis, (left_keys, right_keys)) in &self.axes {
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            for key in left_keys.iter() {
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                results.entry(key).or_default().push(format!("-{axis}"));
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            }
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            for key in right_keys.iter() {
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                results.entry(key).or_default().push(format!("+{axis}"));
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            }
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        }
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        for (button, keys) in &self.buttons {
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            for key in keys.iter() {
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                results.entry(key).or_default().push(format!("{button}"));
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            }
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        }
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        results
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    }
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    fn clear_mappings(&mut self, key: VBKey) {
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        self.axes.retain(|_, (left, right)| {
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            *left = left.difference(key);
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            *right = right.difference(key);
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            !(left.is_empty() && right.is_empty())
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        });
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        self.buttons.retain(|_, keys| {
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            *keys = keys.difference(key);
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            !keys.is_empty()
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        });
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    }
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}
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#[derive(Default)]
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			@ -81,15 +139,10 @@ impl InputMapping {
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        let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
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        *entry = entry.union(key);
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    }
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    pub fn clear_keyboard_mappings(&mut self, key: VBKey) {
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        self.keys.retain(|_, keys| {
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            *keys = keys.difference(key);
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            *keys != VBKey::empty()
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        });
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}
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    pub fn keyboard_mapping_names(&self) -> HashMap<VBKey, String> {
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impl Mappings for InputMapping {
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    fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
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        let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
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        for (keyboard_key, keys) in &self.keys {
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            let name = match keyboard_key {
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			@ -101,12 +154,13 @@ impl InputMapping {
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            }
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        }
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        results
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            .into_iter()
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            .map(|(k, mut v)| {
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                v.sort();
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                (k, v.join(", "))
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            })
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            .collect()
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    }
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    fn clear_mappings(&mut self, key: VBKey) {
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        self.keys.retain(|_, keys| {
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            *keys = keys.difference(key);
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            !keys.is_empty()
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        });
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    }
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}
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			@ -154,6 +208,14 @@ impl MappingProvider {
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        self.sim_mappings.get(&sim_id).unwrap()
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    }
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    pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
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        let lock = self.gamepad_info.read().unwrap();
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        let device_id = lock.get(&gamepad_id)?.device_id;
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        drop(lock);
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        let lock = self.device_mappings.read().unwrap();
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        lock.get(&device_id).cloned()
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    }
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    pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
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        let device_id = DeviceId(
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            gamepad.vendor_id().unwrap_or_default(),
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			@ -18,4 +18,7 @@ pub trait AppWindow {
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    fn handle_key_event(&mut self, event: &KeyEvent) {
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        let _ = event;
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    }
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    fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
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        let _ = event;
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    }
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}
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			@ -2,17 +2,19 @@ use egui::{
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    Button, CentralPanel, Context, Label, Layout, TopBottomPanel, Ui, ViewportBuilder, ViewportId,
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};
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use egui_extras::{Column, TableBuilder};
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use gilrs::{EventType, GamepadId};
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use std::sync::RwLock;
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use crate::{
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    emulator::{SimId, VBKey},
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    input::MappingProvider,
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    input::{MappingProvider, Mappings},
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};
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use super::AppWindow;
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pub struct InputWindow {
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    mappings: MappingProvider,
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    now_binding: Option<(SimId, VBKey)>,
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    now_binding: Option<VBKey>,
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    active_tab: InputTab,
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}
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			@ -42,11 +44,15 @@ impl InputWindow {
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        }
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    }
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    fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
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        let mappings = self.mappings.for_sim(sim_id);
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        let binding_names = {
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    fn show_bindings<T: Mappings>(
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        &mut self,
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        ui: &mut Ui,
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        mappings: &RwLock<T>,
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        bind_message: &str,
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    ) {
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        let mut names = {
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            let mapping = mappings.read().unwrap();
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            mapping.keyboard_mapping_names()
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            mapping.mapping_names()
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        };
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        TableBuilder::new(ui)
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            .column(Column::remainder())
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			@ -56,29 +62,33 @@ impl InputWindow {
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                for keys in KEY_NAMES.chunks_exact(2) {
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                    body.row(20.0, |mut row| {
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                        for (key, name) in keys {
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                            let binding = binding_names.get(key).map(|s| s.as_str());
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                            let binding = names.remove(key).map(|mut s| {
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                                s.sort();
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                                s.join(", ")
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                            });
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                            row.col(|ui| {
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                                let size = ui.available_size_before_wrap();
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                                let width = size.x;
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                                let height = size.y;
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                                ui.add_sized((width * 0.2, height), Label::new(*name));
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                                let label_text = if self.now_binding == Some((sim_id, *key)) {
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                                    "Press any input"
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                                let label_text = if self.now_binding == Some(*key) {
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                                    bind_message
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                                } else {
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                                    binding.unwrap_or("")
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                                    binding.as_deref().unwrap_or("")
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                                };
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                                if ui
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                                    .add_sized((width * 0.6, height), Button::new(label_text))
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                                    .clicked()
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                                {
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                                    self.now_binding = Some((sim_id, *key))
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                                    self.now_binding = Some(*key);
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                                }
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                                if ui
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                                    .add_sized(ui.available_size(), Button::new("Clear"))
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                                    .clicked()
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                                {
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                                    let mut mapping = mappings.write().unwrap();
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                                    mapping.clear_keyboard_mappings(*key);
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                                    mapping.clear_mappings(*key);
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                                    self.now_binding = None;
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                                }
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                            });
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                        }
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| 
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			@ -87,6 +97,11 @@ impl InputWindow {
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            });
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    }
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    fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
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        let mappings = self.mappings.for_sim(sim_id).clone();
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        self.show_bindings(ui, &mappings, "Press any key");
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    }
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    fn show_gamepads(&mut self, ui: &mut Ui) {
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        let mut gamepads = self.mappings.gamepad_info();
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        gamepads.sort_by_key(|g| usize::from(g.id));
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| 
						 | 
				
			
			@ -114,9 +129,21 @@ impl InputWindow {
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                        None => self.mappings.unassign_gamepad(gamepad.id),
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                    }
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                }
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                ui.separator();
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                if ui.button("Rebind").clicked() {
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                    self.active_tab = InputTab::RebindGamepad(gamepad.id);
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                }
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            });
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        }
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    }
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    fn show_gamepad_bindings(&mut self, ui: &mut Ui, gamepad_id: GamepadId) {
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        let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
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            self.active_tab = InputTab::Gamepads;
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            return;
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        };
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        self.show_bindings(ui, &mappings, "Press any input");
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    }
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}
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impl AppWindow for InputWindow {
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| 
						 | 
				
			
			@ -133,9 +160,17 @@ impl AppWindow for InputWindow {
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    fn show(&mut self, ctx: &Context) {
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        TopBottomPanel::top("options").show(ctx, |ui| {
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            ui.horizontal(|ui| {
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                let old_active_tab = self.active_tab;
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                ui.selectable_value(&mut self.active_tab, InputTab::Player1, "Player 1");
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                ui.selectable_value(&mut self.active_tab, InputTab::Player2, "Player 2");
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                ui.selectable_value(&mut self.active_tab, InputTab::Gamepads, "Gamepads");
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                if matches!(self.active_tab, InputTab::RebindGamepad(_)) {
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                    let tab = self.active_tab;
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                    ui.selectable_value(&mut self.active_tab, tab, "Rebind Gamepad");
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                }
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                if old_active_tab != self.active_tab {
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                    self.now_binding = None;
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                }
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            });
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        });
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        CentralPanel::default().show(ctx, |ui| {
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| 
						 | 
				
			
			@ -143,6 +178,7 @@ impl AppWindow for InputWindow {
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                InputTab::Player1 => self.show_key_bindings(ui, SimId::Player1),
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                InputTab::Player2 => self.show_key_bindings(ui, SimId::Player2),
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                InputTab::Gamepads => self.show_gamepads(ui),
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                InputTab::RebindGamepad(id) => self.show_gamepad_bindings(ui, id),
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            };
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        });
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    }
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| 
						 | 
				
			
			@ -151,12 +187,54 @@ impl AppWindow for InputWindow {
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        if !event.state.is_pressed() {
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            return;
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        }
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        let Some((sim_id, vb)) = self.now_binding.take() else {
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        let sim_id = match self.active_tab {
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            InputTab::Player1 => SimId::Player1,
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            InputTab::Player2 => SimId::Player2,
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            _ => {
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                return;
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            }
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        };
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        let Some(vb) = self.now_binding.take() else {
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            return;
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        };
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        let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
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        mappings.add_keyboard_mapping(vb, event.physical_key);
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    }
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    fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
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        let InputTab::RebindGamepad(gamepad_id) = self.active_tab else {
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            return;
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        };
 | 
			
		||||
        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)]
 | 
			
		||||
| 
						 | 
				
			
			@ -164,4 +242,5 @@ enum InputTab {
 | 
			
		|||
    Player1,
 | 
			
		||||
    Player2,
 | 
			
		||||
    Gamepads,
 | 
			
		||||
    RebindGamepad(GamepadId),
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue