gamo/src/app.rs

321 lines
9.3 KiB
Rust

use std::time::{Duration, Instant};
use color_eyre::{eyre::eyre, owo_colors::OwoColorize, Result};
use gilrs::{Gamepad, Gilrs};
use ratatui::{
buffer::Buffer,
crossterm::event::{self, Event, KeyCode, KeyEventKind},
layout::{Alignment, Constraint, Flex, Layout, Rect},
style::{palette::tailwind, Color, Style, Stylize},
symbols::Marker,
widgets::{
canvas::{Canvas, Circle, Shape},
Block, BorderType, Gauge, Padding, Paragraph, Widget,
},
DefaultTerminal,
};
use Constraint::{Fill, Length, Min, Percentage};
use crate::gamepad_manager::GamepadManager;
pub struct App {
pub manager: GamepadManager,
state: AppState,
tick: u64,
}
#[derive(Default, PartialEq, Eq)]
pub enum AppState {
#[default]
Running,
Quitting,
}
impl App {
pub fn new(manager: GamepadManager) -> Self {
App {
manager,
state: AppState::Running,
tick: 0,
}
}
pub fn run(mut self, mut terminal: DefaultTerminal) -> Result<()> {
let tick_rate = Duration::from_millis(20);
let mut last_tick = Instant::now();
while self.state == AppState::Running {
terminal.draw(|frame| frame.render_widget(&self, frame.area()))?;
let timeout = tick_rate.saturating_sub(last_tick.elapsed());
if event::poll(timeout)? {
self.handle_events()?;
}
self.handle_gamepad_inputs()?;
if last_tick.elapsed() >= tick_rate {
self.update();
last_tick = Instant::now();
}
}
Ok(())
}
fn handle_gamepad_inputs(&mut self) -> Result<()> {
while let Some(gilrs::Event { id, .. }) = self.manager.gilrs.next_event() {
self.manager.set_active_gamepad(id);
}
Ok(())
}
fn handle_events(&mut self) -> Result<()> {
if let ratatui::crossterm::event::Event::Key(key) = event::read()? {
if key.kind == KeyEventKind::Press {
match key.code {
KeyCode::Char('r') => {
self.manager.scan_gamepads();
return Ok(());
}
KeyCode::Char('v') => self.manager.test_weak_ff(),
KeyCode::Char('V') => self.manager.test_strong_ff(),
KeyCode::Char('q') | KeyCode::Char('Q') | KeyCode::Esc => self.quit(),
_ => {}
}
}
}
Ok(())
}
fn update(&mut self) {
self.tick = self.tick.wrapping_add(1);
}
fn quit(&mut self) {
self.state = AppState::Quitting;
}
// fn render_title(area: Rect, buf: &mut Buffer) {
// Paragraph::new("App Example Title")
// .block(
// Block::bordered()
// .border_type(BorderType::Rounded)
// .padding(Padding::top(1)),
// )
// .alignment(Alignment::Center)
// .render(area, buf);
// }
//
// fn render_connected_gamepad(&self, area: Rect, buf: &mut Buffer) {
// Paragraph::new(format!(
// "{} connected gamepads",
// self.manager.connected_gamepads()
// ))
// .block(
// Block::bordered()
// .border_type(BorderType::Rounded)
// .padding(Padding::top(1)),
// )
// .alignment(Alignment::Center)
// .bold()
// .render(area, buf);
// }
fn render_action_buttons(&self, area: Rect, buf: &mut Buffer) {
Block::bordered().render(area, buf);
let north_button = self.create_action_button_ui(gilrs::Button::North);
let east_button = self.create_action_button_ui(gilrs::Button::East);
let south_button = self.create_action_button_ui(gilrs::Button::South);
let west_button = self.create_action_button_ui(gilrs::Button::West);
let layers = Layout::vertical([Fill(1), Fill(1), Fill(1)]);
let [top, mid, bot] = layers.areas(area);
let top_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [_, north, _] = top_layer.areas(top);
let mid_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [west, _, east] = mid_layer.areas(mid);
let bot_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [_, south, _] = bot_layer.areas(bot);
north_button.render(north, buf);
east_button.render(east, buf);
south_button.render(south, buf);
west_button.render(west, buf);
}
fn render_dpad_buttons(&self, area: Rect, buf: &mut Buffer) {
Block::bordered().render(area, buf);
let up_button = self.create_action_button_ui(gilrs::Button::DPadUp);
let right_button = self.create_action_button_ui(gilrs::Button::DPadRight);
let down_button = self.create_action_button_ui(gilrs::Button::DPadDown);
let left_button = self.create_action_button_ui(gilrs::Button::DPadLeft);
let layers = Layout::vertical([Fill(1), Fill(1), Fill(1)]);
let [top, mid, bot] = layers.areas(area);
let top_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [_, up, _] = top_layer.areas(top);
let mid_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [left, _, right] = mid_layer.areas(mid);
let bot_layer = Layout::horizontal([Fill(1), Fill(1), Fill(1)]);
let [_, down, _] = bot_layer.areas(bot);
up_button.render(up, buf);
right_button.render(right, buf);
down_button.render(down, buf);
left_button.render(left, buf);
}
fn render_setting_buttons(&self, area: Rect, buf: &mut Buffer) {
Block::bordered().render(area, buf);
let select_button = self.create_action_button_ui(gilrs::Button::Select);
let start_button = self.create_action_button_ui(gilrs::Button::Start);
let layers = Layout::horizontal([Fill(1), Fill(1), Fill(1), Fill(1), Fill(1)]);
let [_, select_area, _, start_area, _] = layers.areas(area);
let select_layer = Layout::vertical([Fill(1), Fill(1), Fill(1), Fill(1)]);
let [_, select, _, _] = select_layer.areas(select_area);
let start_layer = Layout::vertical([Fill(1), Fill(1), Fill(1), Fill(1)]);
let [_, start, _, _] = start_layer.areas(start_area);
select_button.render(select, buf);
start_button.render(start, buf);
}
fn render_trigger_buttons(&self, area: Rect, buf: &mut Buffer) {
Block::bordered().render(area, buf);
let r1_button = self.create_action_button_ui(gilrs::Button::RightTrigger);
let r2_button = self.create_action_button_ui(gilrs::Button::RightTrigger2);
let l1_button = self.create_action_button_ui(gilrs::Button::LeftTrigger);
let l2_button = self.create_action_button_ui(gilrs::Button::LeftTrigger2);
let layers = Layout::horizontal([
Fill(2),
Fill(1),
Fill(1),
Fill(1),
Fill(4),
Fill(1),
Fill(1),
Fill(1),
Fill(2),
]);
let [_, l2_area, _, l1_area, _, r1_area, _, r2_area, _] = layers.areas(area);
let r1_layer = Layout::vertical([Fill(2), Fill(1), Fill(2)]);
let [_, r1, _] = r1_layer.areas(r1_area);
let r2_layer = Layout::vertical([Fill(1), Fill(3), Fill(1)]);
let [_, r2, _] = r2_layer.areas(r2_area);
let l1_layer = Layout::vertical([Fill(2), Fill(1), Fill(2)]);
let [_, l1, _] = l1_layer.areas(l1_area);
let l2_layer = Layout::vertical([Fill(1), Fill(3), Fill(1)]);
let [_, l2, _] = l2_layer.areas(l2_area);
r1_button.render(r1, buf);
r2_button.render(r2, buf);
l1_button.render(l1, buf);
l2_button.render(l2, buf);
//TODO: For PS4+ controllers doesn't have dedicated trigger push force
// let gauge_percentage = match self.manager.active_gamepad() {
// Ok(gamepad) => match gamepad.axis_data(gilrs::Axis::Unknown) {
// Some(ad) => ad.value(),
// None => 0.0,
// },
// Err(_) => 0.0,
// };
// let gauge_percentage = 0;
// Gauge::default()
// .gauge_style(Color::Green)
// .bg(Color::DarkGray)
// .ratio(gauge_percentage.into())
// .render(r2, buf);
}
fn create_action_button_ui(&self, dir: gilrs::Button) -> Block {
let color = match self.manager.active_gamepad() {
Ok(gamepad) => match gamepad.is_pressed(dir) {
true => Color::Green,
false => Color::DarkGray,
},
Err(_) => Color::DarkGray,
};
Block::new().style(Style::default().bg(color))
}
}
impl Widget for &App {
fn render(self, area: Rect, buf: &mut Buffer) {
let layout = Layout::vertical([Percentage(100)]);
let [inner_area] = layout.areas(area);
let gamepad_layout = Layout::vertical([Fill(2), Fill(4), Fill(3)]);
let [triggers, buttons, joysticks] = gamepad_layout.areas(inner_area);
let buttons_layout = Layout::horizontal([Fill(2), Fill(2), Fill(2)]);
let [left_buttons, mid_buttons, right_buttons] = buttons_layout.areas(buttons);
// let details_layout = Layout::horizontal([Fill(2), Fill(2)]);
// let [right_details_area, left_details_area] = details_layout.areas(details_area);
let mut title_label = Block::bordered();
title_label = match self.manager.active_gamepad() {
Ok(gp) => title_label
.title(gp.name().to_string())
.title_style(Color::Rgb(255, 165, 35)),
Err(_) => title_label.title("No active device".to_string()),
};
title_label.render(inner_area, buf);
// Block::bordered()
// .style(Style::default().bg(tailwind::GREEN.c900))
// .render(right_details_area, buf);
// Block::new()
// .style(Style::default().bg(tailwind::YELLOW.c300))
// .render(details_area, buf);
self.render_dpad_buttons(left_buttons, buf);
self.render_setting_buttons(mid_buttons, buf);
self.render_action_buttons(right_buttons, buf);
self.render_trigger_buttons(triggers, buf);
// Block::bordered()
// .style(Style::default().bg(tailwind::TEAL.c300))
// .render(left_details_area, buf);
// let gauge_progress: u16 = self
// .tick
// .wrapping_div(100)
// .clamp(0, 100)
// .try_into()
// .unwrap();
// Gauge::default()
// .gauge_style(tailwind::BLUE.c900)
// .percent(gauge_progress)
// .render(right_details_area, buf);
// self.render_title(title_area, buf);
// self.render_tabs(tabs_area, buf);
// self.selected_tab.render(inner_area, buf);
// render_footer(footer_area, buf);
}
}