Support multiple windows, start on input UI

This commit is contained in:
Simon Gellis 2024-11-09 18:14:18 -05:00
parent 62b34ea760
commit a69247dd33
7 changed files with 824 additions and 476 deletions

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@ -9,7 +9,7 @@ bitflags = "2"
bytemuck = { version = "1", features = ["derive"] }
clap = { version = "4", features = ["derive"] }
cpal = "0.15"
imgui = "0.12"
imgui = { version = "0.12", features = ["tables-api"] }
imgui-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
imgui-winit-support = "0.13"
itertools = "0.13"

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@ -1,518 +1,117 @@
use imgui::*;
use imgui_wgpu::{Renderer, RendererConfig};
use imgui_winit_support::WinitPlatform;
use pollster::block_on;
use std::{sync::Arc, time::Instant};
use wgpu::util::DeviceExt as _;
#[cfg(target_os = "windows")]
use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
use std::{collections::HashMap, fmt::Debug};
use game::GameWindow;
use winit::{
application::ApplicationHandler,
dpi::{LogicalSize, PhysicalSize},
event::{Event, WindowEvent},
event_loop::ActiveEventLoop,
window::Window,
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
};
use crate::{
controller::ControllerState,
emulator::{EmulatorClient, EmulatorCommand},
renderer::GameRenderer,
};
use crate::emulator::EmulatorClient;
struct ImguiState {
context: imgui::Context,
platform: WinitPlatform,
renderer: Renderer,
clear_color: wgpu::Color,
last_frame: Instant,
last_cursor: Option<MouseCursor>,
}
struct AppWindow {
device: wgpu::Device,
queue: Arc<wgpu::Queue>,
window: Arc<Window>,
surface_desc: wgpu::SurfaceConfiguration,
surface: wgpu::Surface<'static>,
hidpi_factor: f64,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
imgui: Option<ImguiState>,
}
impl AppWindow {
fn setup_gpu(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> Self {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let window = {
let size = LogicalSize::new(384, 244);
let attributes = Window::default_attributes()
.with_inner_size(size)
.with_title("Shrooms VB");
#[cfg(target_os = "windows")]
let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
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);
let eyes = Arc::new(GameRenderer::create_texture(&device, "eye"));
client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
queue: 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(),
},
],
});
// 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);
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,
});
let imgui = None;
Self {
device,
queue,
window,
surface_desc,
surface,
hidpi_factor,
pipeline: render_pipeline,
bind_group,
imgui,
}
}
fn setup_imgui(&mut self) {
let mut context = imgui::Context::create();
let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
platform.attach_window(
context.io_mut(),
&self.window,
imgui_winit_support::HiDpiMode::Default,
);
context.set_ini_filename(None);
let font_size = (16.0 * self.hidpi_factor) as f32;
context.io_mut().font_global_scale = (1.0 / self.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 clear_color = wgpu::Color::BLACK;
let renderer_config = RendererConfig {
texture_format: self.surface_desc.format,
..Default::default()
};
let renderer = Renderer::new(&mut context, &self.device, &self.queue, renderer_config);
let last_frame = Instant::now();
let last_cursor = None;
self.imgui = Some(ImguiState {
context,
platform,
renderer,
clear_color,
last_frame,
last_cursor,
})
}
fn new(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> Self {
let mut window = Self::setup_gpu(event_loop, client);
window.setup_imgui();
window
}
}
mod common;
mod game;
mod input;
pub struct App {
window: Option<AppWindow>,
windows: HashMap<WindowId, Box<dyn AppWindow>>,
focused_window: Option<WindowId>,
client: EmulatorClient,
controller: ControllerState,
proxy: EventLoopProxy<UserEvent>,
}
impl App {
pub fn new(client: EmulatorClient) -> Self {
let controller = ControllerState::new();
client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
Self {
window: None,
windows: HashMap::new(),
focused_window: None,
client,
controller,
proxy,
}
}
fn active_window(&mut self) -> Option<&mut Box<dyn AppWindow>> {
let active_window = self.focused_window?;
self.windows.get_mut(&active_window)
}
}
impl ApplicationHandler for App {
impl ApplicationHandler<UserEvent> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.window = Some(AppWindow::new(event_loop, &self.client));
let mut window = GameWindow::new(event_loop, self.client.clone(), self.proxy.clone());
window.init();
self.focused_window = Some(window.id());
self.windows.insert(window.id(), Box::new(window));
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: winit::window::WindowId,
window_id: WindowId,
event: WindowEvent,
) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
match &event {
WindowEvent::Resized(size) => {
window.surface_desc.width = size.width;
window.surface_desc.height = size.height;
window
.surface
.configure(&window.device, &window.surface_desc);
}
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } => {
if self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
if let WindowEvent::Focused(focused) = event {
if focused {
self.focused_window = Some(window_id);
} else {
self.focused_window = None;
}
}
WindowEvent::RedrawRequested => {
let now = Instant::now();
imgui
.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) => {
eprintln!("dropped frame: {e:?}");
let Some(window) = self.windows.get_mut(&window_id) else {
return;
}
};
imgui
.platform
.prepare_frame(imgui.context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = imgui.context.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 = PhysicalSize::new(
window.surface_desc.width,
window.surface_desc.height,
)
.to_logical(window.hidpi_factor);
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.surface_desc.width = size.width;
window.surface_desc.height = size.height;
window
.surface
.configure(&window.device, &window.surface_desc);
}
}
}
});
});
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);
window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
}
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(&window.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, &window.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(
imgui.context.render(),
&window.queue,
&window.device,
&mut rpass,
)
.expect("Rendering failed");
drop(rpass);
window.queue.submit(Some(encoder.finish()));
frame.present();
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::OpenWindow(mut window) => {
window.init();
self.windows.insert(window.id(), window);
}
_ => (),
UserEvent::CloseWindow(window_id) => {
self.windows.remove(&window_id);
}
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::WindowEvent { window_id, event },
);
}
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: ()) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::UserEvent(event),
);
}
fn device_event(
&mut self,
_event_loop: &ActiveEventLoop,
event_loop: &ActiveEventLoop,
device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::DeviceEvent { device_id, event },
);
let Some(window) = self.active_window() else {
return;
};
window.handle_event(event_loop, &Event::DeviceEvent { device_id, event });
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
window.window.request_redraw();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::AboutToWait,
);
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
let Some(window) = self.active_window() else {
return;
};
window.handle_event(event_loop, &Event::AboutToWait);
}
}
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))
pub trait AppWindow {
fn id(&self) -> WindowId;
fn init(&mut self);
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
pub enum UserEvent {
OpenWindow(Box<dyn AppWindow>),
CloseWindow(WindowId),
}
impl Debug for UserEvent {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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(),
}
}
}

248
src/app/common.rs Normal file
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@ -0,0 +1,248 @@
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,
}
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,
}
}
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>) {
self.surface_desc.width = size.width;
self.surface_desc.height = size.height;
self.surface.configure(&self.device, &self.surface_desc);
}
}
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<'_>>;
}
impl UiExt for imgui::Ui {
fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
self.window("fullscreen")
.position([0.0, 0.0], imgui::Condition::Always)
.size(self.window_size(), imgui::Condition::Always)
.flags(imgui::WindowFlags::NO_DECORATION)
.begin()
}
}

357
src/app/game.rs Normal file
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@ -0,0 +1,357 @@
use std::{sync::Arc, time::Instant};
use wgpu::util::DeviceExt as _;
use winit::{
dpi::LogicalSize,
event::{Event, KeyEvent, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
};
use crate::{
controller::ControllerState,
emulator::{EmulatorClient, EmulatorCommand},
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,
controller: ControllerState,
proxy: EventLoopProxy<UserEvent>,
}
impl GameWindow {
pub fn new(
event_loop: &ActiveEventLoop,
client: EmulatorClient,
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,
});
let controller = ControllerState::new();
client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
Self {
window,
imgui: None,
pipeline: render_pipeline,
bind_group,
client,
controller,
proxy,
}
}
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 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) => {
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);
}
}
}
});
ui.menu("Input", || {
if ui.menu_item("Map Input") {
let input_window = Box::new(InputWindow::new(event_loop, 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);
window.queue.submit(Some(encoder.finish()));
frame.present();
}
fn handle_key_event(&mut self, event: &KeyEvent) {
if self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
}
}
}
impl AppWindow for GameWindow {
fn id(&self) -> WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
}
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),
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } => self.handle_key_event(event),
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],
}

142
src/app/input.rs Normal file
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@ -0,0 +1,142 @@
use std::time::Instant;
use winit::{
event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
};
use super::{
common::{ImguiState, UiExt as _, WindowState, WindowStateBuilder},
AppWindow, UserEvent,
};
pub struct InputWindow {
window: WindowState,
imgui: Option<ImguiState>,
proxy: EventLoopProxy<UserEvent>,
}
impl InputWindow {
pub fn new(event_loop: &ActiveEventLoop, proxy: EventLoopProxy<UserEvent>) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Map Inputs")
.build();
Self {
window,
imgui: 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) => {
eprintln!("dropped frame: {e:?}");
return;
}
};
imgui
.platform
.prepare_frame(context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = context.new_frame();
if let Some(window) = ui.fullscreen_window() {
if let Some(table) = ui.begin_table("controls", 2) {
ui.table_next_row();
ui.table_next_column();
ui.text("Key");
ui.table_next_column();
ui.text("Value");
table.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();
}
}
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));
}
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::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

@ -160,6 +160,7 @@ pub enum EmulatorCommand {
SetKeys(VBKey),
}
#[derive(Clone)]
pub struct EmulatorClient {
queue: mpsc::Sender<EmulatorCommand>,
running: Arc<AtomicBool>,

View File

@ -36,8 +36,9 @@ fn main() -> Result<()> {
emulator.run();
});
let event_loop = EventLoop::new().unwrap();
let event_loop = EventLoop::with_user_event().build().unwrap();
event_loop.set_control_flow(ControlFlow::Poll);
event_loop.run_app(&mut App::new(client))?;
let proxy = event_loop.create_proxy();
event_loop.run_app(&mut App::new(client, proxy))?;
Ok(())
}