Implemented most buttons and threaded force feedback
parent
4b87e6c013
commit
fe162b60ff
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@ -1 +1,2 @@
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/target
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/logs
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110
logs/latest.log
110
logs/latest.log
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@ -1,110 +0,0 @@
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2024-10-18T22:01:48.001029Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.001150Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.474890Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.474947Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.495298Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.495345Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.618136Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.659732Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.659792Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.743791Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:48.743851Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.058470Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.058527Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.099680Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.099736Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.579664Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:49.579721Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:50.259909Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:50.259973Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:50.259992Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:50.657504Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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2024-10-18T22:01:50.657561Z INFO src/gamepad_manager.rs:33: Selected gamepad changed to: Some(
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GamepadId(
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0,
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),
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)
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196
src/app.rs
196
src/app.rs
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@ -1,6 +1,6 @@
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use std::time::{Duration, Instant};
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use color_eyre::{owo_colors::OwoColorize, Result};
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use color_eyre::{eyre::eyre, owo_colors::OwoColorize, Result};
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use gilrs::{Gamepad, Gilrs};
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use ratatui::{
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buffer::Buffer,
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@ -78,6 +78,8 @@ impl App {
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self.manager.scan_gamepads();
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return Ok(());
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}
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KeyCode::Char('v') => self.manager.test_weak_ff(),
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KeyCode::Char('V') => self.manager.test_strong_ff(),
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KeyCode::Char('q') | KeyCode::Char('Q') | KeyCode::Esc => self.quit(),
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_ => {}
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}
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@ -94,33 +96,35 @@ impl App {
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self.state = AppState::Quitting;
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}
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fn render_title(area: Rect, buf: &mut Buffer) {
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Paragraph::new("App Example Title")
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.block(
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Block::bordered()
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.border_type(BorderType::Rounded)
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.padding(Padding::top(1)),
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)
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.alignment(Alignment::Center)
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.render(area, buf);
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}
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// fn render_title(area: Rect, buf: &mut Buffer) {
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// Paragraph::new("App Example Title")
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// .block(
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// Block::bordered()
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// .border_type(BorderType::Rounded)
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// .padding(Padding::top(1)),
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// )
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// .alignment(Alignment::Center)
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// .render(area, buf);
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// }
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//
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// fn render_connected_gamepad(&self, area: Rect, buf: &mut Buffer) {
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// Paragraph::new(format!(
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// "{} connected gamepads",
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// self.manager.connected_gamepads()
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// ))
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// .block(
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// Block::bordered()
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// .border_type(BorderType::Rounded)
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// .padding(Padding::top(1)),
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// )
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// .alignment(Alignment::Center)
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// .bold()
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// .render(area, buf);
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// }
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fn render_connected_gamepad(&self, area: Rect, buf: &mut Buffer) {
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Paragraph::new(format!(
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"{} connected gamepads",
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self.manager.connected_gamepads()
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))
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.block(
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Block::bordered()
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.border_type(BorderType::Rounded)
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.padding(Padding::top(1)),
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)
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.alignment(Alignment::Center)
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.bold()
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.render(area, buf);
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}
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fn render_action_buttons(&self, area: Rect, buf: &mut Buffer) {
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Block::bordered().render(area, buf);
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fn render_right_buttons(&self, area: Rect, buf: &mut Buffer) {
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let north_button = self.create_action_button_ui(gilrs::Button::North);
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let east_button = self.create_action_button_ui(gilrs::Button::East);
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let south_button = self.create_action_button_ui(gilrs::Button::South);
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@ -144,13 +148,113 @@ impl App {
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west_button.render(west, buf);
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}
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fn render_dpad_buttons(&self, area: Rect, buf: &mut Buffer) {
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Block::bordered().render(area, buf);
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let up_button = self.create_action_button_ui(gilrs::Button::DPadUp);
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let right_button = self.create_action_button_ui(gilrs::Button::DPadRight);
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let down_button = self.create_action_button_ui(gilrs::Button::DPadDown);
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let left_button = self.create_action_button_ui(gilrs::Button::DPadLeft);
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let layers = Layout::vertical([Fill(1), Fill(1), Fill(1)]);
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let [top, mid, bot] = layers.areas(area);
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let top_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
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let [_, up, _] = top_layer.areas(top);
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let mid_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
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let [left, _, right] = mid_layer.areas(mid);
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let bot_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
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let [_, down, _] = bot_layer.areas(bot);
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up_button.render(up, buf);
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right_button.render(right, buf);
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down_button.render(down, buf);
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left_button.render(left, buf);
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}
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fn render_setting_buttons(&self, area: Rect, buf: &mut Buffer) {
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Block::bordered().render(area, buf);
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let select_button = self.create_action_button_ui(gilrs::Button::Select);
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let start_button = self.create_action_button_ui(gilrs::Button::Start);
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let layers = Layout::horizontal([Fill(1), Fill(1), Fill(1), Fill(1), Fill(1)]);
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let [_, select_area, _, start_area, _] = layers.areas(area);
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let select_layer = Layout::vertical([Fill(1), Fill(1), Fill(1), Fill(1)]);
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let [_, select, _, _] = select_layer.areas(select_area);
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let start_layer = Layout::vertical([Fill(1), Fill(1), Fill(1), Fill(1)]);
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let [_, start, _, _] = start_layer.areas(start_area);
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select_button.render(select, buf);
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start_button.render(start, buf);
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}
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fn render_trigger_buttons(&self, area: Rect, buf: &mut Buffer) {
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Block::bordered().render(area, buf);
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let r1_button = self.create_action_button_ui(gilrs::Button::RightTrigger);
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let r2_button = self.create_action_button_ui(gilrs::Button::RightTrigger2);
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let l1_button = self.create_action_button_ui(gilrs::Button::LeftTrigger);
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let l2_button = self.create_action_button_ui(gilrs::Button::LeftTrigger2);
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let layers = Layout::horizontal([
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Fill(2),
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Fill(1),
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Fill(1),
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Fill(1),
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Fill(4),
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Fill(1),
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Fill(1),
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Fill(1),
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Fill(2),
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]);
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let [_, l2_area, _, l1_area, _, r1_area, _, r2_area, _] = layers.areas(area);
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let r1_layer = Layout::vertical([Fill(2), Fill(1), Fill(2)]);
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let [_, r1, _] = r1_layer.areas(r1_area);
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let r2_layer = Layout::vertical([Fill(1), Fill(3), Fill(1)]);
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let [_, r2, _] = r2_layer.areas(r2_area);
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let l1_layer = Layout::vertical([Fill(2), Fill(1), Fill(2)]);
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let [_, l1, _] = l1_layer.areas(l1_area);
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let l2_layer = Layout::vertical([Fill(1), Fill(3), Fill(1)]);
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let [_, l2, _] = l2_layer.areas(l2_area);
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r1_button.render(r1, buf);
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r2_button.render(r2, buf);
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l1_button.render(l1, buf);
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l2_button.render(l2, buf);
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//TODO: For PS4+ controllers doesn't have dedicated trigger push force
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// let gauge_percentage = match self.manager.active_gamepad() {
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// Ok(gamepad) => match gamepad.axis_data(gilrs::Axis::Unknown) {
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// Some(ad) => ad.value(),
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// None => 0.0,
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// },
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// Err(_) => 0.0,
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// };
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// let gauge_percentage = 0;
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// Gauge::default()
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// .gauge_style(Color::Green)
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// .bg(Color::DarkGray)
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// .ratio(gauge_percentage.into())
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// .render(r2, buf);
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}
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fn create_action_button_ui(&self, dir: gilrs::Button) -> Block {
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let color = match self.manager.active_gamepad() {
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Ok(gamepad) => match gamepad.is_pressed(dir) {
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true => Color::Green,
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false => Color::Gray,
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false => Color::DarkGray,
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},
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Err(_) => Color::Gray,
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Err(_) => Color::DarkGray,
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};
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Block::new().style(Style::default().bg(color))
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@ -159,29 +263,26 @@ impl App {
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impl Widget for &App {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let layout = Layout::vertical([Length(5), Min(0), Length(5)]);
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let [header_area, inner_area, footer_area] = layout.areas(area);
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let layout = Layout::vertical([Percentage(100)]);
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let [inner_area] = layout.areas(area);
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let header_layout = Layout::horizontal([Fill(1), Fill(4)]);
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let [tabs_area, title_area] = header_layout.areas(header_area);
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let gamepad_layout = Layout::vertical([Fill(2), Fill(4), Fill(3)]);
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let [triggers, buttons, joysticks] = gamepad_layout.areas(inner_area);
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let gamepad_layout = Layout::vertical([
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Percentage(10),
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Percentage(50),
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Percentage(30),
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Percentage(10),
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]);
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let [_, buttons, joysticks, _] = gamepad_layout.areas(inner_area);
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let buttons_layout = Layout::horizontal([Fill(1), Fill(2), Fill(2), Fill(2), Fill(1)]);
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let [_, left_buttons, mid_buttons, right_buttons, _] = buttons_layout.areas(buttons);
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let buttons_layout = Layout::horizontal([Fill(2), Fill(2), Fill(2)]);
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let [left_buttons, mid_buttons, right_buttons] = buttons_layout.areas(buttons);
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// let details_layout = Layout::horizontal([Fill(2), Fill(2)]);
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// let [right_details_area, left_details_area] = details_layout.areas(details_area);
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App::render_title(title_area, buf);
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self.render_connected_gamepad(tabs_area, buf);
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Block::bordered().render(inner_area, buf);
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let mut title_label = Block::bordered();
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title_label = match self.manager.active_gamepad() {
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Ok(gp) => title_label
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.title(gp.name().to_string())
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.title_style(Color::Rgb(255, 165, 35)),
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Err(_) => title_label.title("No active device".to_string()),
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};
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title_label.render(inner_area, buf);
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// Block::bordered()
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// .style(Style::default().bg(tailwind::GREEN.c900))
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@ -191,7 +292,10 @@ impl Widget for &App {
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// .style(Style::default().bg(tailwind::YELLOW.c300))
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// .render(details_area, buf);
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self.render_right_buttons(right_buttons, buf);
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self.render_dpad_buttons(left_buttons, buf);
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self.render_setting_buttons(mid_buttons, buf);
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self.render_action_buttons(right_buttons, buf);
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self.render_trigger_buttons(triggers, buf);
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// Block::bordered()
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// .style(Style::default().bg(tailwind::TEAL.c300))
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@ -1,3 +1,5 @@
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use std::{thread, time::Duration};
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use color_eyre::{eyre::eyre, Result};
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use gilrs::{
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ff::{BaseEffect, BaseEffectType, EffectBuilder, Replay, Ticks},
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@ -24,13 +26,9 @@ impl GamepadManager {
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})
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}
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pub fn select_gamepad(&mut self, id: impl Into<Option<GamepadId>>) {
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pub fn set_active_gamepad(&mut self, id: impl Into<Option<GamepadId>>) {
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self.active_gamepad = id.into();
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}
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pub fn set_active_gamepad(&mut self, id: GamepadId) {
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self.active_gamepad = Some(id);
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tracing::info!("Selected gamepad changed to: {:#?}", self.active_gamepad);
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// tracing::info!("Selected gamepad changed to: {:#?}", self.active_gamepad);
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}
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pub fn active_gamepad(&self) -> Result<Gamepad<'_>> {
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@ -52,7 +50,7 @@ impl GamepadManager {
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let mut gamepads = vec![];
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// Iterate over all connected gamepads
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for (id, gamepad) in self.gilrs.gamepads() {
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for (id, _) in self.gilrs.gamepads() {
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// println!("{} is {:?}", gamepad.name(), gamepad.power_info());
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// println!("Has Force Feedback Enabled ? {}", gamepad.is_ff_supported());
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// if gamepad.is_ff_supported() {
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@ -65,34 +63,69 @@ impl GamepadManager {
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self.gamepads = gamepads;
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}
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pub fn test_ff(&mut self, gamepad_id: GamepadId) {
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let gamepad = self.gilrs.gamepad(gamepad_id);
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pub fn test_weak_ff(&mut self) {
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let Some(id) = self.active_gamepad
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else {
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tracing::warn!("No active gamepad found!");
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return;
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};
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let duration: u32 = 1000;
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let ff_play_ticks = Ticks::from_ms(duration);
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thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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let gamepad = gilrs.gamepad(id);
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let duration = Ticks::from_ms(1000);
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let delay = Ticks::from_ms(500);
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let effect = EffectBuilder::new()
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.add_effect(BaseEffect {
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kind: BaseEffectType::Strong { magnitude: 40_000 },
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scheduling: Replay {
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play_for: ff_play_ticks,
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with_delay: ff_play_ticks * 2,
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..Default::default()
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},
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envelope: Default::default(),
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})
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.add_effect(BaseEffect {
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kind: BaseEffectType::Weak { magnitude: 40_000 },
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scheduling: Replay {
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after: ff_play_ticks,
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||||
play_for: ff_play_ticks,
|
||||
play_for: duration,
|
||||
with_delay: delay,
|
||||
..Default::default()
|
||||
},
|
||||
envelope: Default::default(),
|
||||
})
|
||||
.add_gamepad(&gamepad)
|
||||
.finish(&mut self.gilrs)
|
||||
.finish(&mut gilrs)
|
||||
.unwrap();
|
||||
|
||||
effect.play().unwrap();
|
||||
|
||||
thread::sleep(Duration::from_millis(4500));
|
||||
});
|
||||
}
|
||||
|
||||
pub fn test_strong_ff(&mut self) {
|
||||
let Some(id) = self.active_gamepad
|
||||
else {
|
||||
tracing::warn!("No active gamepad found!");
|
||||
return;
|
||||
};
|
||||
|
||||
thread::spawn(move || {
|
||||
let mut gilrs = Gilrs::new().unwrap();
|
||||
let gamepad = gilrs.gamepad(id);
|
||||
|
||||
let duration = Ticks::from_ms(1000);
|
||||
let delay = Ticks::from_ms(500);
|
||||
let effect = EffectBuilder::new()
|
||||
.add_effect(BaseEffect {
|
||||
kind: BaseEffectType::Strong { magnitude: 40_000 },
|
||||
scheduling: Replay {
|
||||
play_for: duration,
|
||||
with_delay: delay,
|
||||
..Default::default()
|
||||
},
|
||||
envelope: Default::default(),
|
||||
})
|
||||
.add_gamepad(&gamepad)
|
||||
.finish(&mut gilrs)
|
||||
.unwrap();
|
||||
|
||||
effect.play().unwrap();
|
||||
|
||||
thread::sleep(Duration::from_millis(4500));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue