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use std::{
num::NonZeroU32,
ops::DerefMut,
rc::Rc,
time::{Duration, Instant},
};
use gilrs::{Axis, Button, Gilrs};
use image::Image;
use softbuffer::{Context, Surface};
use tracing::level_filters::LevelFilter;
use tracing_subscriber::EnvFilter;
use winit::{
application::ApplicationHandler,
dpi::LogicalSize,
event::WindowEvent,
event_loop::{ControlFlow, EventLoop},
window::Window,
};
mod image;
fn main() {
setup_logging();
let el = EventLoop::new().unwrap();
// We NEED poll here because of how gilrs does events
el.set_control_flow(ControlFlow::Poll);
let mut etch = Etch {
window: None,
gilrs: Gilrs::new().unwrap(),
img: Image::new(WIDTH as u32, HEIGHT as u32, Some(BACKGROUND_COLOUR.into())),
stylus: Vec2 {
x: 10.0,
y: HEIGHT / 2.0,
},
dial: DialState::default(),
left_angle: 0.0,
right_angle: 0.0,
next_check: Instant::now(),
};
el.run_app(&mut etch).unwrap();
}
fn setup_logging() {
let env_filter =
EnvFilter::builder().with_default_directive(LevelFilter::INFO.into()).from_env().unwrap();
tracing_subscriber::fmt().with_env_filter(env_filter).init();
}
#[derive(Copy, Clone, Debug, Default)]
struct DialState {
left: Vec2<f32>,
right: Vec2<f32>,
}
struct SurfacedWindow {
window: Rc<Window>,
surface: Surface<Rc<Window>, Rc<Window>>,
}
struct Etch {
window: Option<SurfacedWindow>,
gilrs: Gilrs,
img: Image,
stylus: Vec2<f32>,
dial: DialState,
left_angle: f32,
right_angle: f32,
next_check: Instant,
}
impl Etch {
pub fn process_gamepad_events(&mut self) {
while let Some(gilrs::Event {
id, event, time, ..
}) = self.gilrs.next_event()
{
match event {
gilrs::EventType::AxisChanged(axis, value, _code) => {
tracing::trace!("{axis:?} value={value}");
if value.is_nan() {
continue;
}
match axis {
Axis::LeftStickX => self.dial.left.x = value * 100.0,
Axis::LeftStickY => self.dial.left.y = value * 100.0,
Axis::RightStickX => self.dial.right.x = value * 100.0,
Axis::RightStickY => self.dial.right.y = value * 100.0,
_ => (),
}
}
gilrs::EventType::ButtonPressed(btn, code) => {
tracing::trace!("Button press! {btn:?}");
match btn {
Button::South => {
self.img.fill(BACKGROUND_COLOUR.into());
}
_ => (),
}
}
_ => (),
}
}
}
}
// Why are my consts HERE of all places
const DIAL_SENSITIVITY: f32 = 10.0;
const WIDTH: f32 = 640.0;
const HEIGHT: f32 = 480.0;
// a very sublte gentle, dark-and-dull green
const BACKGROUND_COLOUR: u32 = 0x00868886;
const LINE_COLOUR: u32 = 0x00303230;
const STYLUS_COLOUR: u32 = 0x00a0a0a0;
impl ApplicationHandler for Etch {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
let window = Rc::new(event_loop.create_window(Window::default_attributes()).unwrap());
window.set_title("that really etches my sketch");
window.set_resizable(false);
window.request_inner_size(LogicalSize::new(WIDTH, HEIGHT));
let ctx = Context::new(window.clone()).unwrap();
let surface = Surface::new(&ctx, window.clone()).unwrap();
self.window = Some(SurfacedWindow { window, surface });
}
fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
window_id: winit::window::WindowId,
event: winit::event::WindowEvent,
) {
match event {
WindowEvent::CloseRequested => {
tracing::info!("close requested! shutting down.");
event_loop.exit();
}
WindowEvent::RedrawRequested => {
self.process_gamepad_events();
// We check the state of the joystick at 40fps
if self.next_check.elapsed() > Duration::from_millis(25) {
let left_angle = xy_to_deg(self.dial.left.x, self.dial.left.y);
let left_is_large = self.dial.left.mag() > 50.0;
let left_neither_nan = !left_angle.is_nan() && !self.left_angle.is_nan();
let left_delta = if left_is_large && left_neither_nan {
let delta = angle_delta(left_angle, self.left_angle);
delta
} else {
0.0
};
self.left_angle = left_angle;
let right_angle = xy_to_deg(self.dial.right.x, self.dial.right.y);
let right_is_large = self.dial.right.mag() > 50.0;
let right_neither_nan = !right_angle.is_nan() && !self.right_angle.is_nan();
let right_delta = if right_is_large && right_neither_nan {
let delta = angle_delta(right_angle, self.right_angle);
delta
} else {
0.0
};
self.right_angle = right_angle;
tracing::info!(
"ANGLE ({}) {left_angle} // {left_delta}v -=- ({}) {right_angle} // {right_delta}v",
self.dial.left.mag(), self.dial.right.mag()
);
let stylus_prev = self.stylus;
let movement_x = left_delta / DIAL_SENSITIVITY;
let movement_y = right_delta / DIAL_SENSITIVITY;
self.stylus.x =
(self.stylus.x + movement_x).clamp(0.0, self.img.width() as f32);
self.stylus.y =
(self.stylus.y - movement_y).clamp(0.0, self.img.height() as f32);
self.img.line(
self.stylus.as_u32(),
stylus_prev.as_u32(),
2,
LINE_COLOUR.into(),
);
// Letting the line-draw take care of overdrawing the stylus
// worked well except going up for some reason, so we
// explicitly overdraw here.
self.img.rect(stylus_prev.as_u32(), Vec2::new(2, 2), LINE_COLOUR.into());
// And then draw the stylus
self.img.rect(self.stylus.as_u32(), Vec2::new(2, 2), STYLUS_COLOUR.into());
tracing::info!("STYLUS: ({},{})", self.stylus.x, self.stylus.y);
self.next_check = Instant::now();
}
let Some(surfaced) = self.window.as_mut() else {
tracing::warn!("self.window is None in Redraw!");
return;
};
let (window_width, window_height) = {
let phys = surfaced.window.inner_size();
(phys.width as usize, phys.height as usize)
};
let mut buffer = surfaced.surface.buffer_mut().unwrap();
neam::nearest_buffer(
self.img.data(),
1,
self.img.width(),
self.img.height(),
buffer.deref_mut(),
window_width as u32,
window_height as u32,
);
surfaced.window.pre_present_notify();
buffer.present().unwrap();
surfaced.window.request_redraw();
}
WindowEvent::Resized(phys) => {
tracing::trace!("resized window: {phys:?}");
if let Some(surfaced) = self.window.as_mut() {
surfaced
.surface
.resize(
NonZeroU32::new(phys.width).unwrap(),
NonZeroU32::new(phys.height).unwrap(),
)
.unwrap();
}
}
_ => (),
}
}
}
fn xy_to_deg(x: f32, y: f32) -> f32 {
let neg_x = x < 0.0;
let neg_y = y < 0.0;
let raw_angle = (y.abs() / x.abs()).atan().to_degrees();
let raw_angle2 = (x.abs() / y.abs()).atan().to_degrees();
match (neg_x, neg_y) {
(false, false) => raw_angle2 + 270.0,
(false, true) => raw_angle,
(true, true) => raw_angle2 + 90.0,
(true, false) => raw_angle + 180.0,
}
}
/// Compute the difference in angle between the right-hand side
/// and the left-hand side. Intelligently handles the zero-crossing.
/// lhs should be the newer value, rhs the older.
fn angle_delta(lhs: f32, rhs: f32) -> f32 {
// If we move too fast, or flick the stick just right, these values can be
// bypassed. Perhaps we can check on either side of 180, but this is working
// for now. It used to be 270 and 90 for high/low, respectively, but it was
// getting a touch jumpy.
const HIGH: f32 = 225.0;
const LOW: f32 = 135.0;
if rhs >= HIGH && lhs < LOW {
// It is likely we crossed zero in the clockwise direction
(lhs + 360.0) - rhs
} else if rhs < LOW && lhs > HIGH {
// It is likely we crossed zero in the anti-clockwise direction
lhs - (rhs + 360.0)
} else {
lhs - rhs
}
}
#[derive(Copy, Clone, Debug, Default)]
pub struct Vec2<T> {
pub x: T,
pub y: T,
}
impl<T> Vec2<T> {
pub fn new(x: T, y: T) -> Self {
Self { x, y }
}
}
impl Vec2<f32> {
pub fn as_u32(&self) -> Vec2<u32> {
Vec2 {
x: self.x as u32,
y: self.y as u32,
}
}
pub fn mag(&self) -> f32 {
(self.x * self.x + self.y * self.y).sqrt()
}
}
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