544 lines
18 KiB
Rust
544 lines
18 KiB
Rust
use std::{collections::HashSet, num::NonZero, sync::Arc, thread, time::Duration};
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use egui::{
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ahash::{HashMap, HashMapExt},
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Context, FontData, FontDefinitions, FontFamily, IconData, TextWrapMode, ViewportBuilder,
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ViewportCommand, ViewportId, ViewportInfo,
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};
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use gilrs::{EventType, Gilrs};
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use tracing::{error, warn};
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use winit::{
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application::ApplicationHandler,
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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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use crate::{
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controller::ControllerManager,
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emulator::{EmulatorClient, EmulatorCommand, SimId},
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input::MappingProvider,
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memory::MemoryClient,
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persistence::Persistence,
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vram::VramProcessor,
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window::{
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AboutWindow, AppWindow, BgMapWindow, CharacterDataWindow, GameWindow, GdbServerWindow,
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InputWindow, ObjectWindow,
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},
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};
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fn load_icon() -> anyhow::Result<IconData> {
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let bytes = include_bytes!("../assets/lemur-256x256.png");
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let img = image::load_from_memory_with_format(bytes, image::ImageFormat::Png)?;
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let rgba = img.into_rgba8();
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Ok(IconData {
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width: rgba.width(),
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height: rgba.height(),
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rgba: rgba.into_vec(),
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})
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}
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pub struct Application {
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icon: Option<Arc<IconData>>,
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wgpu: WgpuState,
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client: EmulatorClient,
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proxy: EventLoopProxy<UserEvent>,
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mappings: MappingProvider,
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controllers: ControllerManager,
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memory: Arc<MemoryClient>,
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vram: VramProcessor,
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persistence: Persistence,
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viewports: HashMap<ViewportId, Viewport>,
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focused: Option<ViewportId>,
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init_debug_port: Option<u16>,
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}
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impl Application {
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pub fn new(
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client: EmulatorClient,
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proxy: EventLoopProxy<UserEvent>,
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debug_port: Option<u16>,
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) -> Self {
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let wgpu = WgpuState::new();
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let icon = load_icon().ok().map(Arc::new);
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let persistence = Persistence::new();
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let mappings = MappingProvider::new(persistence.clone());
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let controllers = ControllerManager::new(client.clone(), &mappings);
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let memory = Arc::new(MemoryClient::new(client.clone()));
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let vram = VramProcessor::new();
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{
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let mappings = mappings.clone();
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let proxy = proxy.clone();
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thread::spawn(|| process_gamepad_input(mappings, proxy));
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}
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Self {
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icon,
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wgpu,
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client,
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proxy,
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mappings,
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memory,
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vram,
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controllers,
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persistence,
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viewports: HashMap::new(),
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focused: None,
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init_debug_port: debug_port,
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}
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}
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fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
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let viewport_id = window.viewport_id();
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if self.viewports.contains_key(&viewport_id) {
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return;
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}
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self.viewports.insert(
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viewport_id,
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Viewport::new(event_loop, &self.wgpu, self.icon.clone(), window),
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);
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}
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}
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impl ApplicationHandler<UserEvent> for Application {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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if let Some(port) = self.init_debug_port {
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let mut server =
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GdbServerWindow::new(SimId::Player1, self.client.clone(), self.proxy.clone());
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server.launch(port);
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self.open(event_loop, Box::new(server));
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}
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let app = GameWindow::new(
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self.client.clone(),
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self.proxy.clone(),
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self.persistence.clone(),
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SimId::Player1,
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);
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self.open(event_loop, Box::new(app));
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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window_id: winit::window::WindowId,
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event: WindowEvent,
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) {
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let Some(viewport) = self
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.viewports
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.values_mut()
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.find(|v| v.window.id() == window_id)
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else {
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return;
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};
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let viewport_id = viewport.id();
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let mut queue_redraw = false;
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let mut inactive_viewports = HashSet::new();
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let (consumed, action) = viewport.on_window_event(&event);
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if !consumed {
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match event {
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WindowEvent::KeyboardInput { event, .. } => {
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if !viewport.app.handle_key_event(&event) {
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self.controllers.handle_key_event(&event);
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}
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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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}
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_ => {}
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}
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}
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match action {
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Some(Action::Redraw) => {
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for viewport in self.viewports.values_mut() {
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match viewport.redraw(event_loop) {
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Some(Action::Redraw) => {
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queue_redraw = true;
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}
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Some(Action::Close) => {
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inactive_viewports.insert(viewport.id());
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}
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None => {}
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}
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}
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}
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Some(Action::Close) => {
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inactive_viewports.insert(viewport_id);
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}
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None => {}
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}
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self.viewports
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.retain(|k, _| !inactive_viewports.contains(k));
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match self.viewports.get(&ViewportId::ROOT) {
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Some(viewport) => {
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if queue_redraw {
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viewport.window.request_redraw();
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}
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}
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None => event_loop.exit(),
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}
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}
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fn device_event(
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&mut self,
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_event_loop: &ActiveEventLoop,
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_device_id: winit::event::DeviceId,
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event: winit::event::DeviceEvent,
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) {
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if let winit::event::DeviceEvent::MouseMotion { delta } = 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.state.on_mouse_motion(delta);
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}
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}
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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) => {
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if 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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{
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if viewport.app.handle_gamepad_event(&event) {
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return;
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}
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}
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self.controllers.handle_gamepad_event(&event);
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}
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UserEvent::OpenAbout => {
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let about = AboutWindow;
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self.open(event_loop, Box::new(about));
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}
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UserEvent::OpenCharacterData(sim_id) => {
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let vram = CharacterDataWindow::new(sim_id, &self.memory, &mut self.vram);
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self.open(event_loop, Box::new(vram));
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}
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UserEvent::OpenBgMap(sim_id) => {
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let bgmap = BgMapWindow::new(sim_id, &self.memory, &mut self.vram);
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self.open(event_loop, Box::new(bgmap));
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}
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UserEvent::OpenObjects(sim_id) => {
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let objects = ObjectWindow::new(sim_id, &self.memory, &mut self.vram);
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self.open(event_loop, Box::new(objects));
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}
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UserEvent::OpenDebugger(sim_id) => {
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let debugger =
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GdbServerWindow::new(sim_id, self.client.clone(), self.proxy.clone());
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self.open(event_loop, Box::new(debugger));
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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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}
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UserEvent::OpenPlayer2 => {
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let p2 = GameWindow::new(
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self.client.clone(),
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self.proxy.clone(),
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self.persistence.clone(),
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SimId::Player2,
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);
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self.open(event_loop, Box::new(p2));
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}
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UserEvent::Quit(sim_id) => {
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self.viewports
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.retain(|_, viewport| viewport.app.sim_id() != sim_id);
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if !self.viewports.contains_key(&ViewportId::ROOT) {
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event_loop.exit();
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}
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}
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}
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}
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fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
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if let Some(viewport) = self.viewports.get(&ViewportId::ROOT) {
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viewport.window.request_redraw();
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}
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}
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fn exiting(&mut self, _event_loop: &ActiveEventLoop) {
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let (sender, receiver) = oneshot::channel();
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if self.client.send_command(EmulatorCommand::Exit(sender)) {
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if let Err(error) = receiver.recv_timeout(Duration::from_secs(5)) {
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error!(%error, "could not gracefully exit.");
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}
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}
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}
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}
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struct WgpuState {
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instance: Arc<wgpu::Instance>,
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adapter: Arc<wgpu::Adapter>,
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device: Arc<wgpu::Device>,
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queue: Arc<wgpu::Queue>,
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}
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impl WgpuState {
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fn new() -> Self {
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#[allow(unused_variables)]
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let egui_wgpu::WgpuConfiguration {
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wgpu_setup:
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egui_wgpu::WgpuSetup::CreateNew {
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supported_backends,
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device_descriptor,
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..
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},
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..
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} = egui_wgpu::WgpuConfiguration::default()
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else {
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panic!("required fields not found")
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};
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#[cfg(windows)]
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let supported_backends = wgpu::util::backend_bits_from_env()
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.unwrap_or((wgpu::Backends::PRIMARY | wgpu::Backends::GL) - wgpu::Backends::VULKAN);
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: supported_backends,
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..wgpu::InstanceDescriptor::default()
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});
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: None,
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force_fallback_adapter: false,
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}))
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.expect("could not create adapter");
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let trace_path = std::env::var("WGPU_TRACE");
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let (device, queue) = pollster::block_on(adapter.request_device(
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&(*device_descriptor)(&adapter),
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trace_path.ok().as_ref().map(std::path::Path::new),
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))
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.expect("could not request device");
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Self {
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instance: Arc::new(instance),
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adapter: Arc::new(adapter),
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device: Arc::new(device),
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queue: Arc::new(queue),
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}
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}
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}
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struct Viewport {
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painter: egui_wgpu::winit::Painter,
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ctx: Context,
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info: ViewportInfo,
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commands: Vec<ViewportCommand>,
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builder: ViewportBuilder,
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window: Arc<Window>,
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state: egui_winit::State,
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app: Box<dyn AppWindow>,
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}
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impl Viewport {
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pub fn new(
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event_loop: &ActiveEventLoop,
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wgpu: &WgpuState,
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icon: Option<Arc<IconData>>,
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mut app: Box<dyn AppWindow>,
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) -> Self {
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let ctx = Context::default();
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let mut fonts = FontDefinitions::default();
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fonts.font_data.insert(
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"Selawik".into(),
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Arc::new(FontData::from_static(include_bytes!(
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"../assets/selawik.ttf"
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))),
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);
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fonts
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.families
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.get_mut(&FontFamily::Proportional)
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.unwrap()
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.insert(0, "Selawik".into());
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ctx.set_fonts(fonts);
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ctx.style_mut(|s| {
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s.wrap_mode = Some(TextWrapMode::Extend);
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s.visuals.menu_rounding = Default::default();
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});
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egui_extras::install_image_loaders(&ctx);
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let wgpu_config = egui_wgpu::WgpuConfiguration {
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present_mode: wgpu::PresentMode::AutoNoVsync,
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wgpu_setup: egui_wgpu::WgpuSetup::Existing {
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instance: wgpu.instance.clone(),
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adapter: wgpu.adapter.clone(),
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device: wgpu.device.clone(),
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queue: wgpu.queue.clone(),
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},
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..egui_wgpu::WgpuConfiguration::default()
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};
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let mut painter =
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egui_wgpu::winit::Painter::new(ctx.clone(), wgpu_config, 1, None, false, true);
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let mut info = ViewportInfo::default();
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let mut builder = app.initial_viewport();
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if let Some(icon) = icon {
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builder = builder.with_icon(icon);
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}
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let (window, state) = create_window_and_state(&ctx, event_loop, &builder, &mut painter);
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egui_winit::update_viewport_info(&mut info, &ctx, &window, true);
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app.on_init(&ctx, painter.render_state().as_ref().unwrap());
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Self {
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painter,
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ctx,
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info,
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commands: vec![],
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builder,
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window,
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state,
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app,
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}
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}
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pub fn id(&self) -> ViewportId {
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self.app.viewport_id()
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}
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pub fn on_window_event(&mut self, event: &WindowEvent) -> (bool, Option<Action>) {
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let response = self.state.on_window_event(&self.window, event);
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egui_winit::update_viewport_info(
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&mut self.info,
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self.state.egui_ctx(),
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&self.window,
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false,
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);
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let action = match event {
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WindowEvent::RedrawRequested => Some(Action::Redraw),
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WindowEvent::CloseRequested => Some(Action::Close),
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WindowEvent::Resized(size) => {
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if let (Some(width), Some(height)) =
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(NonZero::new(size.width), NonZero::new(size.height))
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{
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self.painter
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.on_window_resized(ViewportId::ROOT, width, height);
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}
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None
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}
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_ if response.repaint => Some(Action::Redraw),
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_ => None,
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};
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(response.consumed, action)
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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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let mut output = self.ctx.run(input, |ctx| {
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self.app.show(ctx);
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});
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let clipped_primitives = self.ctx.tessellate(output.shapes, output.pixels_per_point);
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self.painter.paint_and_update_textures(
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ViewportId::ROOT,
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output.pixels_per_point,
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[0.0, 0.0, 0.0, 0.0],
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&clipped_primitives,
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&output.textures_delta,
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vec![],
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);
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self.state
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.handle_platform_output(&self.window, output.platform_output);
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let Some(mut viewport_output) = output.viewport_output.remove(&ViewportId::ROOT) else {
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return Some(Action::Close);
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};
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let (mut deferred_commands, recreate) = self.builder.patch(viewport_output.builder);
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if recreate {
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let (window, state) =
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create_window_and_state(&self.ctx, event_loop, &self.builder, &mut self.painter);
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egui_winit::update_viewport_info(&mut self.info, &self.ctx, &window, true);
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self.window = window;
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self.state = state;
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}
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self.commands.append(&mut deferred_commands);
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self.commands.append(&mut viewport_output.commands);
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egui_winit::process_viewport_commands(
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&self.ctx,
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&mut self.info,
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std::mem::take(&mut self.commands),
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&self.window,
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&mut HashSet::default(),
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);
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if self.info.close_requested() {
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Some(Action::Close)
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} else {
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Some(Action::Redraw)
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}
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}
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}
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impl Drop for Viewport {
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fn drop(&mut self) {
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self.app.on_destroy();
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}
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}
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|
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#[derive(Debug)]
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pub enum UserEvent {
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GamepadEvent(gilrs::Event),
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OpenAbout,
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OpenCharacterData(SimId),
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OpenBgMap(SimId),
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OpenObjects(SimId),
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OpenDebugger(SimId),
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OpenInput,
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OpenPlayer2,
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Quit(SimId),
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}
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pub enum Action {
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Redraw,
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Close,
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}
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fn create_window_and_state(
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ctx: &Context,
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event_loop: &ActiveEventLoop,
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builder: &ViewportBuilder,
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painter: &mut egui_wgpu::winit::Painter,
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) -> (Arc<Window>, egui_winit::State) {
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pollster::block_on(painter.set_window(ViewportId::ROOT, None)).unwrap();
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let window = Arc::new(egui_winit::create_window(ctx, event_loop, builder).unwrap());
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pollster::block_on(painter.set_window(ViewportId::ROOT, Some(window.clone()))).unwrap();
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let state = egui_winit::State::new(
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ctx.clone(),
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ViewportId::ROOT,
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event_loop,
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Some(window.scale_factor() as f32),
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event_loop.system_theme(),
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painter.max_texture_side(),
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);
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(window, state)
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}
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|
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fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
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let mut gilrs = match Gilrs::new() {
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Ok(gilrs) => gilrs,
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Err(error) => {
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warn!(%error, "could not connect gamepad listener");
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return;
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}
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};
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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;
|
|
}
|
|
}
|
|
}
|