use std::{collections::HashSet, num::NonZero, sync::Arc, thread, time::Duration}; use egui::{ ahash::{HashMap, HashMapExt}, Context, FontData, FontDefinitions, FontFamily, IconData, TextWrapMode, ViewportBuilder, ViewportCommand, ViewportId, ViewportInfo, }; use gilrs::{EventType, Gilrs}; use winit::{ application::ApplicationHandler, event::WindowEvent, event_loop::{ActiveEventLoop, EventLoopProxy}, window::Window, }; use crate::{ controller::ControllerManager, emulator::{EmulatorClient, EmulatorCommand, SimId}, input::MappingProvider, persistence::Persistence, window::{AboutWindow, AppWindow, GameWindow, InputWindow}, }; fn load_icon() -> anyhow::Result { let bytes = include_bytes!("../assets/lemur-256x256.png"); let img = image::load_from_memory_with_format(bytes, image::ImageFormat::Png)?; let rgba = img.into_rgba8(); Ok(IconData { width: rgba.width(), height: rgba.height(), rgba: rgba.into_vec(), }) } pub struct Application { icon: Option>, client: EmulatorClient, proxy: EventLoopProxy, mappings: MappingProvider, controllers: ControllerManager, persistence: Persistence, viewports: HashMap, focused: Option, } impl Application { pub fn new(client: EmulatorClient, proxy: EventLoopProxy) -> Self { let icon = load_icon().ok().map(Arc::new); let persistence = Persistence::new(); let mappings = MappingProvider::new(persistence.clone()); let controllers = ControllerManager::new(client.clone(), &mappings); { let mappings = mappings.clone(); let proxy = proxy.clone(); thread::spawn(|| process_gamepad_input(mappings, proxy)); } Self { icon, client, proxy, mappings, controllers, persistence, viewports: HashMap::new(), focused: None, } } fn open(&mut self, event_loop: &ActiveEventLoop, window: Box) { let viewport_id = window.viewport_id(); if self.viewports.contains_key(&viewport_id) { return; } self.viewports.insert( viewport_id, Viewport::new(event_loop, self.icon.clone(), window), ); } } impl ApplicationHandler for Application { fn resumed(&mut self, event_loop: &ActiveEventLoop) { let app = GameWindow::new( self.client.clone(), self.proxy.clone(), self.persistence.clone(), SimId::Player1, ); let wrapper = Viewport::new(event_loop, self.icon.clone(), Box::new(app)); self.focused = Some(wrapper.id()); self.viewports.insert(wrapper.id(), wrapper); } fn window_event( &mut self, event_loop: &ActiveEventLoop, window_id: winit::window::WindowId, event: WindowEvent, ) { let Some(viewport) = self .viewports .values_mut() .find(|v| v.window.id() == window_id) else { return; }; let viewport_id = viewport.id(); match &event { WindowEvent::KeyboardInput { event, .. } => { self.controllers.handle_key_event(event); viewport.app.handle_key_event(event); } WindowEvent::Focused(new_focused) => { self.focused = new_focused.then_some(viewport_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( &mut self, _event_loop: &ActiveEventLoop, _device_id: winit::event::DeviceId, event: winit::event::DeviceEvent, ) { if let winit::event::DeviceEvent::MouseMotion { delta } = event { let Some(viewport) = self .focused .as_ref() .and_then(|id| self.viewports.get_mut(id)) else { return; }; viewport.state.on_mouse_motion(delta); } } fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) { match event { UserEvent::GamepadEvent(event) => { 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::OpenAbout => { let about = AboutWindow; self.open(event_loop, Box::new(about)); } 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(), self.persistence.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(); } } fn exiting(&mut self, _event_loop: &ActiveEventLoop) { let (sender, receiver) = oneshot::channel(); if self.client.send_command(EmulatorCommand::Exit(sender)) { if let Err(err) = receiver.recv_timeout(Duration::from_secs(5)) { eprintln!("could not gracefully exit: {}", err); } } } } struct Viewport { painter: egui_wgpu::winit::Painter, ctx: Context, info: ViewportInfo, commands: Vec, builder: ViewportBuilder, window: Arc, state: egui_winit::State, app: Box, } impl Viewport { pub fn new( event_loop: &ActiveEventLoop, icon: Option>, mut app: Box, ) -> Self { let ctx = Context::default(); let mut fonts = FontDefinitions::default(); fonts.font_data.insert( "Selawik".into(), Arc::new(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(); }); egui_extras::install_image_loaders(&ctx); #[allow(unused_mut)] let mut wgpu_config = egui_wgpu::WgpuConfiguration { present_mode: wgpu::PresentMode::AutoNoVsync, ..egui_wgpu::WgpuConfiguration::default() }; #[cfg(windows)] { if let egui_wgpu::WgpuSetup::CreateNew { supported_backends, .. } = &mut wgpu_config.wgpu_setup { *supported_backends -= wgpu::Backends::VULKAN; } } let mut painter = egui_wgpu::winit::Painter::new(ctx.clone(), wgpu_config, 1, None, false, true); let mut info = ViewportInfo::default(); let mut builder = app.initial_viewport(); if let Some(icon) = icon { builder = builder.with_icon(icon); } 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 { 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 { 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, vec![], ); 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 { GamepadEvent(gilrs::Event), OpenAbout, OpenInput, OpenPlayer2, } pub enum Action { Redraw, Close, } fn create_window_and_state( ctx: &Context, event_loop: &ActiveEventLoop, builder: &ViewportBuilder, painter: &mut egui_wgpu::winit::Painter, ) -> (Arc, 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) { 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; } } }