Refine UI panels and render mode flow

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lennlouisgeek
2026-06-26 02:03:07 +08:00
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# 渲染流程梳理
这份文档拆解当前项目里的渲染链路,包括:
- 压力数据如何从 CPU 进入 GPU
- `egui_wgpu::CallbackTrait``prepare / paint` 两阶段
- `BackgroundRenderResources` 负责管理哪些 GPU 资源
- `shader.wgsl` 里的各个 shader entry point 分别做什么
- `Finger / Hand` 两种模式如何切换渲染路径
主要相关文件:
- `src/app.rs`
- `src/render.rs`
- `src/matrix.rs`
- `src/model.rs`
- `static/wgsl/shader.wgsl`
## 总览
渲染入口在 `EskinDesktopApp::ui`
```rust
self.draw_wgpu_background(ui);
self.draw_panel_context_menu(ui);
self.draw_title_bar(ui, frame);
self.draw_floating_panels(&ctx);
```
顺序很重要:
1. `draw_wgpu_background` 先绘制整块 WGPU 背景和 3D 内容。
2. 右键菜单、标题栏、floating panel 后画,所以会盖在 WGPU 内容上。
3. `ctx.request_repaint()` 保证背景持续刷新。
真正的 WGPU 绘制不是直接在 `app.rs` 里执行,而是通过 egui 的 paint callback
```rust
ui.painter().add(egui_wgpu::Callback::new_paint_callback(
rect,
WgpuBackgroundCallback {
width,
height,
pressure: self.pressure_matrix,
active_mode: self.active_mode.clone(),
},
));
```
可以理解成:`app.rs` 每帧把“当前要画什么”打包成 `WgpuBackgroundCallback`,然后交给 `egui_wgpu` 在合适的 GPU 阶段执行。
## 数据流
### 1. 串口数据进入 App
`update_pressure_matrix``ConnectionManager` 取最新数据:
```rust
if let Some(sample) = self.connection.take_latest_sample() {
normalize_pressure_sample(
&sample.matrix,
sample.rows,
sample.cols,
&mut self.pressure_matrix,
);
}
```
串口原始数据是一个扁平的一维矩阵,元素是整数压力值。
`normalize_pressure_sample` 会把它转成:
```rust
pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
```
每个 cell 有两个 `f32`
```text
[normalized_pressure, display_value]
```
含义:
| 值 | 作用 |
| --- | --- |
| `normalized_pressure` | `0.0..=1.0`,用于颜色、大小、亮度。 |
| `display_value` | 原始压力值的显示版本,用于数字模式。 |
当前归一化范围写死在 `app.rs`
```rust
const RANGE_MIN: f32 = 0.0;
const RANGE_MAX: f32 = 7000.0;
```
这意味着虽然 `FingerMode / HandGatewayMode` 里已经有 `range` 字段,但实际颜色归一化还没有用到它。
### 2. App 创建 WGPU Callback
`draw_wgpu_background` 根据当前 viewport 创建 callback
```rust
WgpuBackgroundCallback {
width,
height,
pressure: self.pressure_matrix,
active_mode: self.active_mode.clone(),
}
```
`WgpuBackgroundCallback` 保存的是“每帧变化的数据”:
- 当前视口宽度
- 当前视口高度
- 当前压力帧
- 当前渲染模式
它不保存长期 GPU 资源。长期资源在 `BackgroundRenderResources` 里。
### 3. Callback Prepare 阶段
`WgpuBackgroundCallback` 实现了:
```rust
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback
```
`prepare` 阶段代码:
```rust
let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
resources.prepare(queue, self.width, self.height, &self.pressure);
```
这个阶段主要做 CPU -> GPU 的数据更新:
1. 根据 viewport aspect ratio 重新计算相机矩阵。
2.`MatrixUniform` 写入 `uniform_buffer`
3. 根据当前 `PressureFrame` 更新所有 marker instance。
4.`glyph_instances` 写入 `glyph_instance_buffer`
这里不会真正 draw只是准备 GPU buffer。
### 4. Callback Paint 阶段
`paint` 阶段代码:
```rust
let resources: &BackgroundRenderResources = resources.get().unwrap();
resources.paint(render_pass, &self.active_mode);
```
这个阶段才是真正向 `render_pass` 发 draw call。
`active_mode` 在这里传进去,决定后面画点阵、数字,还是画模型。
## GPU 资源管理
`BackgroundRenderResources``EskinDesktopApp::new` 里创建一次:
```rust
renderer
.callback_resources
.insert(BackgroundRenderResources::new(
&wgpu_state.device,
&wgpu_state.queue,
&wgpu_state.target_format,
MATRIX_ROWS,
MATRIX_COLS,
));
```
它负责保存长期存在的 GPU 资源:
```rust
pub struct BackgroundRenderResources {
layout: MatrixLayout,
rows: u32,
cols: u32,
uniform: MatrixUniform,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
background_pipeline: wgpu::RenderPipeline,
glyph_pipeline: wgpu::RenderPipeline,
dot_pipeline: wgpu::RenderPipeline,
model_pipeline: wgpu::RenderPipeline,
model: Option<Model>,
model_instance_buffer: wgpu::Buffer,
glyph_vertex_buffer: wgpu::Buffer,
glyph_instance_buffer: wgpu::Buffer,
glyph_instances: Vec<GlyphInstance>,
}
```
字段含义:
| 字段 | 作用 |
| --- | --- |
| `layout` | 压力矩阵的世界空间布局。 |
| `rows`, `cols` | 当前 GPU 资源按多少行列创建。 |
| `uniform` | CPU 侧 uniform 缓存。 |
| `uniform_buffer` | GPU uniform buffer。 |
| `uniform_bind_group` | WGSL 里的 `@group(0)`。 |
| `background_pipeline` | 全屏背景、底部色条。 |
| `glyph_pipeline` | 数字/数值 marker。 |
| `dot_pipeline` | 圆点 marker。 |
| `model_pipeline` | OBJ 模型渲染。 |
| `model` | 加载好的模型和材质。 |
| `model_instance_buffer` | 模型实例矩阵。 |
| `glyph_vertex_buffer` | 一个 marker quad 的 6 个顶点。 |
| `glyph_instance_buffer` | 每个压力点一个 instance。 |
| `glyph_instances` | CPU 侧 instance 数组。 |
## 模式切换
当前运行时渲染模式:
```rust
pub enum ActiveMode {
Finger(FingerMode),
Hand(HandGatewayMode),
}
```
`app.rs` 持有:
```rust
active_mode: ActiveMode,
```
UI 层的 `SerialMode` 是用户选择,真正渲染用的是 `ActiveMode`
切换逻辑在 `switch_mode`
```rust
fn switch_mode(&mut self, next: SerialMode) {
self.connect_state.mode = next;
self.config_state.mode = next;
self.connection.disconnect();
self.pressure_matrix.fill([0.0, 0.0]);
self.data_log_frame = 0;
self.active_mode = match next {
SerialMode::Finger => ActiveMode::Finger(FingerMode {
rows: self.matrix_config.rows,
cols: self.matrix_config.cols,
range: 0..7000,
dot: true,
}),
SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
}
}
```
这里做了几件事:
1. 同步 UI 状态。
2. 断开当前连接。
3. 清空压力帧。
4. 重置日志计数。
5. 设置新的 `active_mode`
这比只改一个 enum 更像真正的互斥生命周期切换。
## 绘制分发
`BackgroundRenderResources::paint` 先画背景,再按模式分支:
```rust
render_pass.set_pipeline(&self.background_pipeline);
render_pass.draw(0..3, 0..1);
match active_mode {
ActiveMode::Finger(mode) => self.paint_finger(render_pass, mode),
ActiveMode::Hand(mode) => self.paint_hand(render_pass, mode),
}
```
当前模式行为:
| 模式 | 绘制内容 |
| --- | --- |
| `Finger` | 背景 + 压力 marker。 |
| `Hand` | 背景 + 模型。 |
## Finger 模式
Finger 模式根据 `dot` 字段选择点模式或数字模式:
```rust
let marker_pipeline = if mode.dot {
&self.dot_pipeline
} else {
&self.glyph_pipeline
};
```
含义:
| `mode.dot` | pipeline | 效果 |
| --- | --- | --- |
| `true` | `dot_pipeline` | 画圆点。 |
| `false` | `glyph_pipeline` | 画数字。 |
两个 pipeline 共用同一套 vertex buffer
```rust
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.glyph_instance_buffer.slice(..));
render_pass.draw(0..6, 0..draw_count);
```
解释:
- vertex buffer 0一个 quad 的 6 个顶点。
- vertex buffer 1每个压力点一个 instance。
- `draw(0..6, 0..draw_count)`:每个 instance 都复用这 6 个顶点。
## Hand 模式
Hand 模式当前只画模型:
```rust
render_pass.set_pipeline(&self.model_pipeline);
render_pass.set_vertex_buffer(1, self.model_instance_buffer.slice(..));
```
然后遍历 mesh
```rust
for mesh in &model.meshes {
if let Some(material) = model.materials.get(mesh.material) {
render_pass.set_bind_group(1, &material.bind_group, &[]);
}
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
}
```
绑定关系:
| Slot / Group | 内容 |
| --- | --- |
| bind group 0 | `MatrixUniform` |
| bind group 1 | 模型纹理和 sampler |
| vertex buffer 0 | 模型顶点 |
| vertex buffer 1 | 模型实例矩阵 |
## Matrix 布局
`src/matrix.rs` 定义压力矩阵如何放到 3D 世界里。
固定默认尺寸:
```rust
pub const MATRIX_ROWS: u32 = 12;
pub const MATRIX_COLS: u32 = 7;
```
`MatrixLayout::new(rows, cols)` 计算:
- cell 间距
- board 宽度
- board 深度
- board padding
- marker 垂直浮起高度
`glyph_world_position``(row, col)` 映射到世界坐标:
```rust
let x = (col as f32 - cols as f32 / 2.0 + 0.5) * layout.cell_spacing;
let z = (row as f32 - rows as f32 / 2.0 + 0.5) * layout.cell_spacing;
```
返回:
```rust
[
x,
MATRIX_OFFSET_Y + layout.label_float_offset,
MATRIX_OFFSET_Z + z,
1.0,
]
```
所以 marker 是铺在 X/Z 平面上Y 方向稍微浮起来。
`build_view_projection` 根据矩阵尺寸创建相机:
```rust
let view = glam::Mat4::look_at_rh(eye, target, glam::Vec3::Y);
let projection = glam::Mat4::perspective_rh(...);
let open_gl_to_wgpu = ...
```
最后的 `open_gl_to_wgpu` 是为了把 OpenGL 风格深度范围转换成 WGPU 需要的 clip space。
## Uniform
Rust 侧:
```rust
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct MatrixUniform {
view_proj: [[f32; 4]; 4],
viewport: [f32; 4],
glyph: [f32; 4],
color: [f32; 4],
}
```
WGSL 侧:
```wgsl
struct MatrixUniform {
view_proj: mat4x4f,
viewport: vec4f,
glyph: vec4f,
color: vec4f,
}
@group(0) @binding(0)
var<uniform> u: MatrixUniform;
```
字段含义:
| 字段 | 含义 |
| --- | --- |
| `view_proj` | 世界坐标到 clip space 的矩阵。 |
| `viewport.xy` | 当前 viewport 像素尺寸。 |
| `glyph.x` | marker 基础像素大小。 |
| `color` | 目前基本没用上,预留字段。 |
每帧在 `prepare` 里写入 GPU
```rust
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniform]),
);
```
## Marker / Glyph 几何
代码里叫 `glyph`,但它不是字体系统里的 glyph。它更像一个“压力 marker”。
基础几何是一个 quad
```rust
let glyph_vertices = [
[-1.0, -1.0],
[ 1.0, -1.0],
[-1.0, 1.0],
[-1.0, 1.0],
[ 1.0, -1.0],
[ 1.0, 1.0],
];
```
这 6 个点组成两个三角形。
每个压力点对应一个 `GlyphInstance`
```rust
struct GlyphInstance {
world_position: [f32; 4],
style: [f32; 4],
}
```
WGSL 接收:
```wgsl
struct GlyphInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f,
}
```
`style` 的当前含义:
| 分量 | 含义 |
| --- | --- |
| `style.x` | 归一化压力值。 |
| `style.y` | 显示用压力值。 |
| `style.z` | 预留。 |
| `style.w` | 预留。 |
## Shader 总览
所有 pipeline 当前共用一个 WGSL 文件:
```rust
include_str!("../static/wgsl/shader.wgsl")
```
不同 pipeline 选择不同入口函数。
## Background Shader
Rust 侧创建:
```rust
create_background_pipeline(...)
```
WGSL entry point
```wgsl
@vertex
fn vs_background(...)
@fragment
fn fs_background(...)
```
`vs_background` 画一个全屏三角形:
```wgsl
let positions = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(3.0, 1.0),
vec2f(-1.0, 1.0),
);
```
一个大三角形覆盖整屏,避免两个三角形拼接时可能出现的边界问题。
`fs_background` 负责画:
- 深色垂直渐变
- vignette 暗角
- 中央氛围带
- 底部压力色条
- 色条刻度线
颜色映射来自:
```wgsl
fn sample_range_color(value: f32) -> vec3f
```
色阶大概是:
1. 蓝青
2. 绿色
3. 橙色
4. 红色
## Glyph / 数字 Shader
Rust 侧创建:
```rust
create_glyph_pipeline(...)
```
WGSL entry point
```wgsl
@vertex
fn vs_glyph(...)
@fragment
fn fs_glyph(...)
```
这是数字模式。
`vs_glyph` 做几件事:
1. 把 instance 的 `world_position``u.view_proj`,得到 clip space 中心点。
2.`instance.style.x` 读取压力强度。
3. 根据强度计算 marker 的像素大小。
4.`viewport` 把像素大小转换成 NDC 偏移。
关键代码:
```wgsl
let shaped = pow(saturate(instance.style.x), 0.9);
let pixel_size = u.glyph.x * mix(1.08, 2.20, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
```
这意味着数字不是固定世界尺寸,而是接近固定屏幕像素尺寸,更适合读数。
`fs_glyph` 做数字绘制:
```wgsl
let alpha = number_alpha(in.local, in.display_value);
let color = sample_range_color(in.intensity) * mix(0.82, 1.16, saturate(in.intensity));
return vec4f(color, alpha);
```
数字不是字体贴图,而是在 shader 里用七段数码管方式画出来。
相关函数:
- `digit_segment_on`
- `seven_segment_digit_alpha`
- `digit_count`
- `digit_at`
- `number_alpha`
## Dot / 点 Shader
Rust 侧创建:
```rust
create_dot_pipeline(...)
```
WGSL entry point
```wgsl
@vertex
fn vs_dot(...)
@fragment
fn fs_dot(...)
```
这是圆点模式。
`vs_dot``vs_glyph` 类似,也是把世界坐标点展开成屏幕像素大小的 quad。
点模式的尺寸曲线更小:
```wgsl
let pixel_size = u.glyph.x * mix(0.72, 1.85, shaped);
```
`fs_dot` 画:
- 圆形核心
- 外发光
- 小高光
- 压力映射颜色
圆形 alpha 来自:
```wgsl
fn circle_alpha(local: vec2f, radius: f32, softness: f32) -> f32
```
核心片段:
```wgsl
let core = circle_alpha(in.local, 0.42, 0.055);
let glow = circle_alpha(in.local, 0.78, 0.18) * intensity * 0.45;
let alpha = max(core, glow);
```
## Model Shader
Rust 侧创建:
```rust
create_model_pipeline(...)
```
WGSL entry point
```wgsl
@vertex
fn vs_model(...)
@fragment
fn fs_model(...)
```
输入 layout
```wgsl
@location(0) position: vec3f,
@location(1) tex_coords: vec2f,
@location(2) normal: vec3f,
@location(5) model_0: vec4f,
@location(6) model_1: vec4f,
@location(7) model_2: vec4f,
@location(8) model_3: vec4f,
```
`position / tex_coords / normal` 来自模型 vertex buffer。
`model_0..model_3` 来自 instance buffer也就是每个模型实例的 transform matrix。
`vs_model`
1. 重建 model matrix。
2. 计算 world position。
3.`u.view_proj` 转到 clip space。
4. 变换 normal。
5. 翻转纹理 Y 坐标。
`fs_model`
1. 采样纹理。
2. 计算简单漫反射光照。
3. 加一点 rim light。
4. 输出不透明颜色。
```wgsl
let light_dir = normalize(vec3f(-0.35, 0.85, 0.45));
let diffuse = max(dot(normal, light_dir), 0.0);
let rim = pow(1.0 - saturate(abs(normal.y)), 2.0) * 0.16;
let base = textureSample(model_texture, model_sampler, in.tex_coords).rgb;
let color = base * (0.28 + diffuse * 0.72) + vec3f(0.14, 0.24, 0.32) * rim;
```
## 模型加载
模型在 `BackgroundRenderResources::new` 里加载一次:
```rust
let model =
match resources::load_model("cube.obj", device, _queue, &texture_bind_group_layout) {
Ok(model) => Some(model),
Err(err) => {
log::warn!("failed to load cube.obj: {err:#}");
None
}
};
```
当前模型实例 transform 是写死的:
```rust
let model_instance = Instance::new(
glam::Vec3::new(0.0, -2.0, 12.0),
glam::Quat::from_rotation_y(0.65) * glam::Quat::from_rotation_x(-0.35),
)
.to_raw();
```
它把模型放到和压力矩阵相同的相机空间里。
## 当前限制
### 1. `rows / cols` 还没有真正重建布局
`FingerMode` 里有:
```rust
rows: u32,
cols: u32,
```
`BackgroundRenderResources``layout` 和 instance buffer 是创建时确定的。
现在 `paint_finger` 只用 rows/cols 限制 draw count
```rust
let draw_count = self.visible_instance_count(mode.rows, mode.cols);
```
所以它能少画一些点,但不会重新计算新尺寸下的空间布局。
如果后面要支持动态矩阵尺寸,需要:
1. 尺寸变化时重建 `MatrixLayout` 和 instance buffer。
2. 或者一开始分配最大尺寸 buffer然后每帧按 active rows/cols 更新坐标。
### 2. `range` 字段还没有真正用起来
`FingerMode``HandGatewayMode` 都有:
```rust
range: Range<u32>
```
但现在归一化仍在 `normalize_pressure_sample` 里硬编码为 `0..7000`
所以如果要让不同模式有不同色域范围,需要把 range 传入归一化过程,或者把归一化移动到 render/update instance 阶段。
### 3. `glyph` 命名有点误导
现在的 `glyph` 实际更像 marker。
推荐未来改名:
```text
GlyphVertex -> MarkerVertex
GlyphInstance -> MarkerInstance
glyph_pipeline -> number_marker_pipeline
dot_pipeline -> dot_marker_pipeline
glyph_vertex_buffer -> marker_vertex_buffer
glyph_instance_buffer -> marker_instance_buffer
glyph_instances -> marker_instances
```
### 4. Hand 模式还没有压力叠加
现在:
```rust
ActiveMode::Hand(mode) => self.paint_hand(render_pass, mode),
```
只画模型,不画压力点。
如果手掌模式要显示压力映射,需要额外设计“压力矩阵 -> 手模型表面/区域”的映射。
可能方向:
```rust
ActiveMode::Hand(mode) => {
self.paint_hand(render_pass, mode);
self.paint_hand_pressure_overlay(render_pass, mode);
}
```
但 overlay 的坐标不应该复用现在的矩阵 X/Z 网格,需要新的手部映射数据。
## 建议下一步
把:
```rust
pub struct FingerMode {
pub rows: u32,
pub cols: u32,
pub range: Range<u32>,
pub dot: bool,
}
```
改成:
```rust
pub enum MarkerMode {
Dot,
Number,
}
pub struct FingerMode {
pub rows: u32,
pub cols: u32,
pub range: Range<u32>,
pub marker_mode: MarkerMode,
}
```
这样比 `dot: bool` 更清楚。
现在的:
```rust
dot: true
```
需要脑内翻译成“点模式”。
改成:
```rust
marker_mode: MarkerMode::Dot
```
代码语义会直接很多。

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# Blender 5.1.0 MTL File: 'None'
# www.blender.org
newmtl mat_0
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.439636 0.439636 0.439636
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_1
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.450786 0.545725 0.745404
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_10
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.473532 0.623934 0.545725
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_11
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.033105 0.033105 0.033105
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_12
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.022170 0.017642 0.015993
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_13
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_14
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.313971 0.401978 0.428669
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_15
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.318547 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_16
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.033105 0.132868 0.033105
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_17
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.623934 0.679542 0.806922
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_18
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.052861 0.038204 0.031891
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_19
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.679542 0.644453
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_2
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.278894 0.278894
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_20
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.318547 0.033105
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_21
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.396755 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_22
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.930111 0.428669 0.230740
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_3
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.291771 0.258167 0.127438
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_4
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.318547 0.318547 0.318547
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_5
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.564712 0.391552 0.266356
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_6
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.318547 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_7
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_8
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.887891 0.887891 0.887891
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl mat_9
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.527115 0.768151 0.737881
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3

1373826
res/hand.obj Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,16 +1,17 @@
use crate::connection::ConnectionManager; use crate::connection::ConnectionManager;
use crate::recording::Recorder; use crate::recording::Recorder;
use crate::theme::{ONE_DARK_PRO, apply_fonts, apply_theme}; use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
use crate::style::{ONE_DARK_PRO, apply_fonts, apply_theme, layout};
use crate::ui::SerialMode;
use crate::{ use crate::{
matrix::{MATRIX_COLS, MATRIX_ROWS}, matrix::{MATRIX_COLS, MATRIX_ROWS},
render::{ render::{
BackgroundRenderResources, MarkerMode, PRESSURE_CELL_COUNT, PressureFrame, BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, WgpuBackgroundCallback,
WgpuBackgroundCallback,
}, },
ui::{ ui::{
ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState, ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
draw_config_panel, draw_connect_panel, draw_export_panel, draw_matrix_config_panel, draw_config_panel, draw_connect_panel, draw_export_panel, draw_matrix_config_panel,
draw_scene_panel, draw_stats_panel, draw_stats_panel, panel_restore_item,
}, },
}; };
use eframe::{egui, egui_wgpu}; use eframe::{egui, egui_wgpu};
@@ -35,6 +36,7 @@ pub struct EskinDesktopApp {
matrix_config_panel: FloatingPanelState, matrix_config_panel: FloatingPanelState,
matrix_config: MatrixConfigState, matrix_config: MatrixConfigState,
signal_history: Vec<f32>, signal_history: Vec<f32>,
active_mode: ActiveMode,
} }
impl EskinDesktopApp { impl EskinDesktopApp {
@@ -60,21 +62,42 @@ impl EskinDesktopApp {
)); ));
Self { Self {
connect_panel: FloatingPanelState::new([0.0, 0.0], [0.0, 0.0]), connect_panel: FloatingPanelState::new([0.0, 0.0], [layout::RIGHT_TAG_X, 48.0]),
connect_state: ConnectPanelState::default(), connect_state: ConnectPanelState::default(),
connection: Arc::new(ConnectionManager::new()), connection: Arc::new(ConnectionManager::new()),
pressure_matrix: [[0.0, 0.0]; PRESSURE_CELL_COUNT], pressure_matrix: [[0.0, 0.0]; PRESSURE_CELL_COUNT],
data_log_frame: 0, data_log_frame: 0,
scene_panel: FloatingPanelState::new([16.0, 48.0], [16.0, 48.0]), scene_panel: FloatingPanelState::new(
config_panel: FloatingPanelState::new([840.0, 48.0], [128.0, 48.0]), [layout::LEFT_X, layout::TOP_Y],
[layout::LEFT_TAG_X, layout::TOP_Y],
),
config_panel: FloatingPanelState::new(
[layout::RIGHT_X, layout::TOP_Y],
[layout::RIGHT_TAG_X, layout::TOP_Y],
),
config_state: ConfigPanelState::default(), config_state: ConfigPanelState::default(),
stats_panel: FloatingPanelState::new([16.0, 520.0], [240.0, 48.0]), stats_panel: FloatingPanelState::new(
[layout::LEFT_X, layout::LEFT_SECOND_Y],
[layout::LEFT_TAG_X, layout::LEFT_SECOND_Y],
),
recorder: Recorder::full(), recorder: Recorder::full(),
export_panel: FloatingPanelState::new([16.0, 280.0], [16.0, 280.0]), export_panel: FloatingPanelState::new(
[layout::LEFT_X, layout::TOP_Y],
[layout::LEFT_TAG_X, layout::TOP_Y],
),
export_path: String::new(), export_path: String::new(),
matrix_config_panel: FloatingPanelState::new([840.0, 280.0], [400.0, 48.0]), matrix_config_panel: FloatingPanelState::new(
[layout::RIGHT_X, layout::RIGHT_SECOND_Y],
[layout::RIGHT_TAG_X, layout::RIGHT_SECOND_Y],
),
matrix_config: MatrixConfigState::default(), matrix_config: MatrixConfigState::default(),
signal_history: Vec::with_capacity(128), signal_history: Vec::with_capacity(128),
active_mode: ActiveMode::Finger(FingerMode {
rows: 12,
cols: 7,
range: 0..7000,
dot: true,
}),
} }
} }
@@ -91,7 +114,7 @@ impl EskinDesktopApp {
width, width,
height, height,
pressure: self.pressure_matrix, pressure: self.pressure_matrix,
marker_mode: MarkerMode::Number, active_mode: self.active_mode.clone(),
}, },
)); ));
} }
@@ -123,7 +146,7 @@ impl EskinDesktopApp {
} }
fn draw_title_bar(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) { fn draw_title_bar(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) {
let title_bar_height = 36.0; let title_bar_height = layout::TITLE_BAR_HEIGHT;
let title_bar_rect = ui let title_bar_rect = ui
.allocate_space(egui::vec2(ui.available_width(), title_bar_height)) .allocate_space(egui::vec2(ui.available_width(), title_bar_height))
.1; .1;
@@ -242,8 +265,12 @@ impl EskinDesktopApp {
&self.recorder, &self.recorder,
&mut self.export_path, &mut self.export_path,
); );
draw_scene_panel(ctx, &mut self.scene_panel); // draw_scene_panel(ctx, &mut self.scene_panel);
draw_config_panel(ctx, &mut self.config_panel, &mut self.config_state); if let Some(next_mode) =
draw_config_panel(ctx, &mut self.config_panel, &mut self.config_state)
{
self.switch_mode(next_mode);
}
draw_stats_panel(ctx, &mut self.stats_panel); draw_stats_panel(ctx, &mut self.stats_panel);
draw_export_panel( draw_export_panel(
ctx, ctx,
@@ -253,6 +280,54 @@ impl EskinDesktopApp {
); );
draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config); draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
} }
fn draw_panel_context_menu(&mut self, ui: &mut egui::Ui) {
let response = ui.interact(
ui.max_rect(),
egui::Id::new("workspace_panel_context_menu"),
egui::Sense::click(),
);
response.context_menu(|ui| {
ui.label("显示面板");
ui.separator();
panel_restore_item(ui, "连接", &mut self.connect_panel);
panel_restore_item(ui, "配置", &mut self.config_panel);
panel_restore_item(ui, "录制", &mut self.export_panel);
panel_restore_item(ui, "矩阵", &mut self.matrix_config_panel);
panel_restore_item(ui, "统计", &mut self.stats_panel);
ui.separator();
if ui.button("全部显示").clicked() {
self.connect_panel.visible = true;
self.config_panel.visible = true;
self.export_panel.visible = true;
self.matrix_config_panel.visible = true;
self.stats_panel.visible = true;
ui.close();
}
});
}
fn switch_mode(&mut self, next: SerialMode) {
self.connect_state.mode = next;
self.config_state.mode = next;
self.connection.disconnect();
self.pressure_matrix.fill([0.0, 0.0]);
self.data_log_frame = 0;
self.active_mode = match next {
SerialMode::Finger => ActiveMode::Finger(FingerMode {
rows: self.matrix_config.rows,
cols: self.matrix_config.cols,
range: 0..7000,
dot: true,
}),
SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
}
}
} }
fn log_pressure_sample(raw: &[u32], rows: u32, cols: u32) { fn log_pressure_sample(raw: &[u32], rows: u32, cols: u32) {
@@ -305,6 +380,7 @@ impl eframe::App for EskinDesktopApp {
let ctx = ui.ctx().clone(); let ctx = ui.ctx().clone();
self.draw_wgpu_background(ui); self.draw_wgpu_background(ui);
self.draw_panel_context_menu(ui);
self.draw_title_bar(ui, frame); self.draw_title_bar(ui, frame);
self.draw_floating_panels(&ctx); self.draw_floating_panels(&ctx);

View File

@@ -6,8 +6,8 @@ mod recording;
mod render; mod render;
mod resources; mod resources;
mod serial_core; mod serial_core;
mod style;
mod texture; mod texture;
mod theme;
mod ui; mod ui;
mod utils; mod utils;
use app::EskinDesktopApp; use app::EskinDesktopApp;

View File

@@ -8,6 +8,7 @@ use eframe::{
egui_wgpu::{self, wgpu}, egui_wgpu::{self, wgpu},
wgpu::util::DeviceExt, wgpu::util::DeviceExt,
}; };
use std::ops::Range;
pub const PRESSURE_CELL_COUNT: usize = pub const PRESSURE_CELL_COUNT: usize =
(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize; (crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
@@ -17,13 +18,26 @@ pub struct WgpuBackgroundCallback {
pub width: f32, pub width: f32,
pub height: f32, pub height: f32,
pub pressure: PressureFrame, pub pressure: PressureFrame,
pub marker_mode: MarkerMode, pub active_mode: ActiveMode,
} }
#[derive(Clone, Copy, Debug, Eq, PartialEq)] #[derive(Clone, PartialEq, Eq, Debug)]
pub enum MarkerMode { pub enum ActiveMode {
Number, Finger(FingerMode),
Dot, Hand(HandGatewayMode),
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct FingerMode {
pub rows: u32,
pub cols: u32,
pub range: Range<u32>,
pub dot: bool,
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct HandGatewayMode {
pub range: Range<u32>,
} }
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback { impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
@@ -36,14 +50,7 @@ impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
resources: &mut egui_wgpu::CallbackResources, resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> { ) -> Vec<wgpu::CommandBuffer> {
let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap(); let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
resources.prepare( resources.prepare(queue, self.width, self.height, &self.pressure);
queue,
self.width,
self.height,
&self.pressure,
self.marker_mode,
);
Vec::new() Vec::new()
} }
@@ -54,7 +61,7 @@ impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
resources: &egui_wgpu::CallbackResources, resources: &egui_wgpu::CallbackResources,
) { ) {
let resources: &BackgroundRenderResources = resources.get().unwrap(); let resources: &BackgroundRenderResources = resources.get().unwrap();
resources.paint(render_pass); resources.paint(render_pass, &self.active_mode);
} }
} }
@@ -65,16 +72,17 @@ pub struct BackgroundRenderResources {
uniform: MatrixUniform, uniform: MatrixUniform,
uniform_buffer: wgpu::Buffer, uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup, uniform_bind_group: wgpu::BindGroup,
background_pipeline: wgpu::RenderPipeline, background_pipeline: wgpu::RenderPipeline,
glyph_pipeline: wgpu::RenderPipeline, glyph_pipeline: wgpu::RenderPipeline,
dot_pipeline: wgpu::RenderPipeline, dot_pipeline: wgpu::RenderPipeline,
model_pipeline: wgpu::RenderPipeline, model_pipeline: wgpu::RenderPipeline,
model: Option<Model>, model: Option<Model>,
model_instance_buffer: wgpu::Buffer, model_instance_buffer: wgpu::Buffer,
glyph_vertex_buffer: wgpu::Buffer, glyph_vertex_buffer: wgpu::Buffer,
glyph_instance_buffer: wgpu::Buffer, glyph_instance_buffer: wgpu::Buffer,
glyph_instances: Vec<GlyphInstance>, glyph_instances: Vec<GlyphInstance>,
marker_mode: MarkerMode,
} }
impl BackgroundRenderResources { impl BackgroundRenderResources {
@@ -180,10 +188,10 @@ impl BackgroundRenderResources {
create_model_pipeline(device, target_format, &shader, &model_pipeline_layout); create_model_pipeline(device, target_format, &shader, &model_pipeline_layout);
let model = let model =
match resources::load_model("cube.obj", device, _queue, &texture_bind_group_layout) { match resources::load_model("hand.obj", device, _queue, &texture_bind_group_layout) {
Ok(model) => Some(model), Ok(model) => Some(model),
Err(err) => { Err(err) => {
log::warn!("failed to load cube.obj: {err:#}"); log::warn!("failed to load hand.obj: {err:#}");
None None
} }
}; };
@@ -239,22 +247,13 @@ impl BackgroundRenderResources {
glyph_vertex_buffer, glyph_vertex_buffer,
glyph_instance_buffer, glyph_instance_buffer,
glyph_instances, glyph_instances,
marker_mode: MarkerMode::Number,
} }
} }
fn prepare( fn prepare(&mut self, queue: &wgpu::Queue, width: f32, height: f32, pressure: &PressureFrame) {
&mut self,
queue: &wgpu::Queue,
width: f32,
height: f32,
pressure: &PressureFrame,
marker_mode: MarkerMode,
) {
let aspect = width / height.max(1.0); let aspect = width / height.max(1.0);
self.uniform = self.uniform =
MatrixUniform::new(width, height, build_view_projection(aspect, &self.layout)); MatrixUniform::new(width, height, build_view_projection(aspect, &self.layout));
self.marker_mode = marker_mode;
queue.write_buffer( queue.write_buffer(
&self.uniform_buffer, &self.uniform_buffer,
0, 0,
@@ -275,12 +274,36 @@ impl BackgroundRenderResources {
); );
} }
fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>) { fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>, active_mode: &ActiveMode) {
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]); render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
render_pass.set_pipeline(&self.background_pipeline); render_pass.set_pipeline(&self.background_pipeline);
render_pass.draw(0..3, 0..1); render_pass.draw(0..3, 0..1);
match active_mode {
ActiveMode::Finger(mode) => self.paint_finger(render_pass, mode),
ActiveMode::Hand(mode) => self.paint_hand(render_pass, mode),
}
}
fn paint_finger(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &FingerMode) {
let _range = mode.range.clone();
let marker_pipeline = if mode.dot {
&self.dot_pipeline
} else {
&self.glyph_pipeline
};
let draw_count = self.visible_instance_count(mode.rows, mode.cols);
render_pass.set_pipeline(marker_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.glyph_instance_buffer.slice(..));
render_pass.draw(0..6, 0..draw_count);
}
fn paint_hand(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &HandGatewayMode) {
let _range = mode.range.clone();
if let Some(model) = &self.model { if let Some(model) = &self.model {
render_pass.set_pipeline(&self.model_pipeline); render_pass.set_pipeline(&self.model_pipeline);
render_pass.set_vertex_buffer(1, self.model_instance_buffer.slice(..)); render_pass.set_vertex_buffer(1, self.model_instance_buffer.slice(..));
@@ -294,17 +317,11 @@ impl BackgroundRenderResources {
render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1); render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
} }
} }
}
// let marker_pipeline = match self.marker_mode { fn visible_instance_count(&self, rows: u32, cols: u32) -> u32 {
// MarkerMode::Number => &self.glyph_pipeline, let requested = rows.saturating_mul(cols);
// MarkerMode::Dot => &self.dot_pipeline, requested.min(self.glyph_instances.len() as u32)
// };
let marker_pipeline = &self.dot_pipeline;
render_pass.set_pipeline(marker_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.glyph_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.glyph_instances.len() as u32);
} }
} }

319
src/style.rs Normal file
View File

@@ -0,0 +1,319 @@
use eframe::egui;
#[derive(Clone, Copy)]
pub struct AppTheme {
pub bg: egui::Color32,
pub panel: egui::Color32,
pub panel_strong: egui::Color32,
pub panel_deep: egui::Color32,
pub border: egui::Color32,
pub border_soft: egui::Color32,
pub text: egui::Color32,
pub text_dim: egui::Color32,
pub text_subtle: egui::Color32,
pub accent: egui::Color32,
pub accent_hot: egui::Color32,
pub radius: u8,
}
#[derive(Clone, Copy)]
pub struct DesignMetrics {
pub row_gap: f32,
pub item_gap: f32,
pub field_height: f32,
pub button_height: f32,
pub icon_button: egui::Vec2,
pub panel_padding: i8,
pub group_padding_x: i8,
pub group_padding_y: i8,
}
pub const ONE_DARK_PRO: AppTheme = AppTheme {
bg: egui::Color32::from_rgb(30, 40, 50),
panel: egui::Color32::from_rgb(22, 28, 35),
panel_strong: egui::Color32::from_rgb(34, 43, 54),
panel_deep: egui::Color32::from_rgb(15, 20, 27),
border: egui::Color32::from_rgb(78, 93, 110),
border_soft: egui::Color32::from_rgb(50, 62, 76),
text: egui::Color32::from_rgb(235, 241, 247),
text_dim: egui::Color32::from_rgb(174, 185, 198),
text_subtle: egui::Color32::from_rgb(126, 139, 154),
accent: egui::Color32::from_rgb(41, 192, 204),
accent_hot: egui::Color32::from_rgb(247, 190, 84),
radius: 5,
};
pub const ACCENT_GREEN: egui::Color32 = egui::Color32::from_rgb(126, 203, 137);
pub const ACCENT_RED: egui::Color32 = egui::Color32::from_rgb(240, 99, 94);
pub const ACCENT_BLUE: egui::Color32 = egui::Color32::from_rgb(96, 170, 240);
pub const ACCENT_ORANGE: egui::Color32 = egui::Color32::from_rgb(242, 163, 87);
pub const METRICS: DesignMetrics = DesignMetrics {
row_gap: 10.0,
item_gap: 8.0,
field_height: 24.0,
button_height: 28.0,
icon_button: egui::vec2(30.0, 26.0),
panel_padding: 12,
group_padding_x: 10,
group_padding_y: 8,
};
pub mod layout {
pub const TITLE_BAR_HEIGHT: f32 = 36.0;
pub const CENTER_PANEL_TOP: f32 = 48.0;
pub const LEFT_X: f32 = 24.0;
pub const RIGHT_X: f32 = 1328.0;
pub const TOP_Y: f32 = 56.0;
pub const LEFT_SECOND_Y: f32 = 292.0;
pub const RIGHT_SECOND_Y: f32 = 388.0;
pub const LEFT_TAG_X: f32 = 24.0;
pub const RIGHT_TAG_X: f32 = 1810.0;
}
pub fn apply_theme(ctx: &egui::Context, theme: &AppTheme) {
let mut visuals = egui::Visuals::dark();
visuals.override_text_color = Some(theme.text);
visuals.panel_fill = theme.bg;
visuals.window_fill = theme.panel;
visuals.window_stroke = egui::Stroke::new(1.0, theme.border);
visuals.extreme_bg_color = theme.panel_deep;
visuals.faint_bg_color = theme.panel_strong;
visuals.code_bg_color = theme.panel_deep;
visuals.warn_fg_color = theme.accent_hot;
visuals.error_fg_color = ACCENT_RED;
visuals.widgets.noninteractive.bg_fill = theme.panel_strong;
visuals.widgets.noninteractive.bg_stroke = egui::Stroke::new(1.0, theme.border_soft);
visuals.widgets.noninteractive.fg_stroke = egui::Stroke::new(1.0, theme.text);
visuals.widgets.inactive.bg_fill = theme.panel_strong;
visuals.widgets.inactive.bg_stroke = egui::Stroke::new(1.0, theme.border_soft);
visuals.widgets.inactive.fg_stroke = egui::Stroke::new(1.0, theme.text);
visuals.widgets.hovered.bg_fill = egui::Color32::from_rgb(44, 57, 70);
visuals.widgets.hovered.bg_stroke = egui::Stroke::new(1.0, theme.accent);
visuals.widgets.hovered.fg_stroke = egui::Stroke::new(1.0, egui::Color32::WHITE);
visuals.widgets.active.bg_fill = theme.accent;
visuals.widgets.active.bg_stroke = egui::Stroke::new(1.0, theme.accent_hot);
visuals.widgets.active.fg_stroke = egui::Stroke::new(1.0, egui::Color32::WHITE);
visuals.widgets.open.bg_fill = egui::Color32::from_rgb(39, 50, 62);
visuals.widgets.open.bg_stroke = egui::Stroke::new(1.0, theme.accent);
visuals.widgets.open.fg_stroke = egui::Stroke::new(1.0, theme.text);
visuals.selection.bg_fill = egui::Color32::from_rgb(35, 123, 140);
visuals.selection.stroke = egui::Stroke::new(1.0, egui::Color32::WHITE);
visuals.hyperlink_color = theme.accent_hot;
ctx.set_visuals(visuals);
let mut style = (*ctx.global_style()).clone();
style.spacing.item_spacing = egui::vec2(METRICS.item_gap, 6.0);
style.spacing.button_padding = egui::vec2(12.0, 5.0);
style.spacing.window_margin = egui::Margin::same(METRICS.panel_padding);
style.spacing.interact_size = egui::vec2(72.0, METRICS.field_height);
style.spacing.combo_width = 112.0;
style.spacing.text_edit_width = 112.0;
style.visuals.window_corner_radius = egui::CornerRadius::same(theme.radius);
style.visuals.menu_corner_radius = egui::CornerRadius::same(4);
style.visuals.window_shadow = egui::epaint::Shadow {
offset: [0, 14],
blur: 28,
spread: 0,
color: egui::Color32::from_black_alpha(135),
};
ctx.set_global_style(style);
}
pub fn apply_fonts(ctx: &egui::Context) {
let mut fonts = egui::FontDefinitions::default();
fonts.font_data.insert(
"Hack-Bold".to_owned(),
egui::FontData::from_static(include_bytes!("../static/Hack-Bold.ttf")).into(),
);
let has_yahei = std::fs::read(r"C:\Windows\Fonts\msyh.ttc")
.or_else(|_| std::fs::read(r"C:\Windows\Fonts\msyhbd.ttc"))
.map(|font_data| {
fonts.font_data.insert(
"Microsoft-YaHei".to_owned(),
egui::FontData::from_owned(font_data).into(),
);
})
.is_ok();
fonts
.families
.entry(egui::FontFamily::Proportional)
.or_default()
.insert(0, "Hack-Bold".to_owned());
if has_yahei {
fonts
.families
.entry(egui::FontFamily::Proportional)
.or_default()
.push("Microsoft-YaHei".to_owned());
}
fonts
.families
.entry(egui::FontFamily::Monospace)
.or_default()
.insert(0, "Hack-Bold".to_owned());
if has_yahei {
fonts
.families
.entry(egui::FontFamily::Monospace)
.or_default()
.push("Microsoft-YaHei".to_owned());
}
ctx.set_fonts(fonts);
}
pub fn panel_frame(ctx: &egui::Context) -> egui::Frame {
let style = ctx.global_style();
egui::Frame::window(&style)
.fill(ONE_DARK_PRO.panel)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(ONE_DARK_PRO.radius))
.inner_margin(egui::Margin::same(METRICS.panel_padding))
.shadow(egui::epaint::Shadow {
offset: [0, 14],
blur: 28,
spread: 0,
color: egui::Color32::from_black_alpha(135),
})
}
pub fn center_panel_frame() -> egui::Frame {
egui::Frame::new()
.fill(ONE_DARK_PRO.panel)
.corner_radius(egui::CornerRadius::same(ONE_DARK_PRO.radius))
.inner_margin(egui::Margin::symmetric(
METRICS.panel_padding + 2,
METRICS.panel_padding,
))
}
pub fn group_frame() -> egui::Frame {
egui::Frame::new()
.fill(ONE_DARK_PRO.panel_deep)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft))
.corner_radius(egui::CornerRadius::same(4))
.inner_margin(egui::Margin::symmetric(
METRICS.group_padding_x,
METRICS.group_padding_y,
))
}
pub fn tag_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
egui::Button::new(label)
.fill(ONE_DARK_PRO.panel_strong)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(0.0, METRICS.button_height))
}
pub fn primary_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
egui::Button::new(label)
.fill(ONE_DARK_PRO.accent)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.accent_hot))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(112.0, METRICS.button_height))
}
pub fn danger_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
egui::Button::new(label)
.fill(ACCENT_RED)
.stroke(egui::Stroke::new(
1.0,
egui::Color32::from_rgb(255, 138, 126),
))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(112.0, METRICS.button_height))
}
pub fn accent_button(
label: impl Into<egui::WidgetText>,
fill: egui::Color32,
) -> egui::Button<'static> {
egui::Button::new(label)
.fill(fill)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(0.0, METRICS.button_height))
}
pub fn mode_button(label: &'static str, selected: bool) -> egui::Button<'static> {
let fill = if selected {
ONE_DARK_PRO.accent
} else {
ONE_DARK_PRO.panel_strong
};
let stroke = if selected {
ONE_DARK_PRO.accent_hot
} else {
ONE_DARK_PRO.border_soft
};
egui::Button::new(egui::RichText::new(label).color(egui::Color32::WHITE))
.fill(fill)
.stroke(egui::Stroke::new(1.0, stroke))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(96.0, METRICS.button_height))
}
pub fn icon_button<'a>(icon: impl Into<egui::WidgetText>, size: egui::Vec2) -> egui::Button<'a> {
egui::Button::new(icon)
.fill(ONE_DARK_PRO.panel_strong)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(4))
.min_size(size)
}
pub fn panel_title(title: &'static str) -> egui::RichText {
egui::RichText::new(title)
.color(ONE_DARK_PRO.text_dim)
.size(13.0)
}
pub fn field_label(label: impl Into<String>) -> egui::RichText {
egui::RichText::new(label.into())
.color(ONE_DARK_PRO.text_dim)
.size(12.0)
}
pub fn value_text(text: impl Into<String>) -> egui::RichText {
egui::RichText::new(text.into())
.color(ONE_DARK_PRO.text)
.size(12.0)
}
pub fn subtle_text(text: impl Into<String>) -> egui::RichText {
egui::RichText::new(text.into())
.color(ONE_DARK_PRO.text_subtle)
.size(12.0)
}
pub fn dim_text() -> egui::Color32 {
ONE_DARK_PRO.text_dim
}
pub fn accent_text() -> egui::Color32 {
ONE_DARK_PRO.accent_hot
}
pub fn status_color_ok() -> egui::Color32 {
ACCENT_GREEN
}
pub fn status_color_warn() -> egui::Color32 {
ONE_DARK_PRO.accent_hot
}
pub fn status_color_error() -> egui::Color32 {
ACCENT_RED
}
pub fn status_color_info() -> egui::Color32 {
ACCENT_BLUE
}

590
src/ui.rs
View File

@@ -3,9 +3,9 @@ use eframe::egui;
use crate::{ use crate::{
connection::{ConnectionManager, ConnectionState}, connection::{ConnectionManager, ConnectionState},
recording::Recorder, recording::Recorder,
theme::{ style::{
ACCENT_BLUE, ACCENT_GREEN, ACCENT_ORANGE, ACCENT_RED, ONE_DARK_PRO, accent_text, dim_text, self, ACCENT_BLUE, ACCENT_GREEN, ACCENT_ORANGE, ACCENT_RED, METRICS, ONE_DARK_PRO,
group_frame, panel_frame, tag_button, accent_text, dim_text, group_frame, layout, panel_frame, tag_button,
}, },
utils::serial_enum, utils::serial_enum,
}; };
@@ -47,9 +47,8 @@ pub struct ConnectPanelState {
#[derive(Clone, Copy, PartialEq, Eq)] #[derive(Clone, Copy, PartialEq, Eq)]
pub enum SerialMode { pub enum SerialMode {
SingleModule, Finger,
Manual, Hand,
Model,
} }
#[derive(Clone, Copy, PartialEq, Eq)] #[derive(Clone, Copy, PartialEq, Eq)]
@@ -80,7 +79,7 @@ impl FloatingPanelState {
impl Default for ConfigPanelState { impl Default for ConfigPanelState {
fn default() -> Self { fn default() -> Self {
Self { Self {
mode: SerialMode::SingleModule, mode: SerialMode::Finger,
port: "COM3".to_owned(), port: "COM3".to_owned(),
baud_rate: 115_200, baud_rate: 115_200,
data_bits: 8, data_bits: 8,
@@ -98,10 +97,10 @@ impl Default for ConfigPanelState {
impl Default for ConnectPanelState { impl Default for ConnectPanelState {
fn default() -> Self { fn default() -> Self {
let port = serial_enum().unwrap(); let port = serial_enum().unwrap_or_default();
let selected_port = port.first().cloned().unwrap_or_default(); let selected_port = port.first().cloned().unwrap_or_default();
Self { Self {
mode: SerialMode::SingleModule, mode: SerialMode::Finger,
port, port,
selected_port, selected_port,
duration: 10, duration: 10,
@@ -143,165 +142,162 @@ pub fn draw_connect_panel(
ConnectionState::Connected | ConnectionState::Streaming ConnectionState::Connected | ConnectionState::Streaming
); );
draw_center_floating_panel(ctx, panel, "connect_center_panel", 42.0, "连接", |ui| { draw_center_floating_panel(
ui.set_min_width(320.0); ctx,
panel,
"connect_center_panel",
layout::CENTER_PANEL_TOP,
"连接",
|ui| {
ui.vertical(|ui| {
// centered_mode_row(ui, &mut config.mode);
ui.add_space(METRICS.row_gap);
ui.vertical(|ui| { group_frame().show(ui, |ui| {
let button_width = 96.0;
let gap = 8.0;
let total_width = button_width * 3.0 + gap * 2.0;
let left_space = ((ui.available_width() - total_width) * 0.5).max(0.0);
ui.horizontal(|ui| {
ui.add_space(left_space);
mode_button(ui, &mut config.mode, SerialMode::SingleModule, "单模块");
ui.add_space(gap);
mode_button(ui, &mut config.mode, SerialMode::Manual, "全手");
ui.add_space(gap);
mode_button(ui, &mut config.mode, SerialMode::Model, "模型");
});
ui.add_space(6.0);
ui.horizontal(|ui| {
ui.add_space(10.0);
ui.add(
egui::Image::new(egui::include_image!("../static/cpu.png"))
.fit_to_exact_size(egui::vec2(72.0, 72.0)),
);
ui.vertical(|ui| {
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(ONE_DARK_PRO.text, "串口"); ui.add(
egui::ComboBox::from_id_salt("connect_ports") egui::Image::new(egui::include_image!("../static/cpu.png"))
.width(130.0) .fit_to_exact_size(egui::vec2(64.0, 64.0)),
.selected_text(if config.selected_port.is_empty() {
"无可用串口".to_owned()
} else {
config.selected_port.clone()
})
.show_ui(ui, |ui| {
for port in &config.port {
let label = port.clone();
ui.selectable_value(
&mut config.selected_port,
port.clone(),
label,
);
}
});
if ui
.add(
egui::Button::new("")
.fill(ONE_DARK_PRO.panel_strong)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft))
.min_size(egui::vec2(24.0, 20.0)),
)
.on_hover_text("刷新串口")
.clicked()
{
if let Ok(ports) = serial_enum() {
if !ports.contains(&config.selected_port) {
config.selected_port =
ports.first().cloned().unwrap_or_default();
}
config.port = ports;
}
}
ui.add_space(10.0);
ui.label("频率");
ui.add_sized(
egui::vec2(72.0, 20.0),
egui::DragValue::new(&mut config.duration).range(1..=120),
); );
}); ui.add_space(METRICS.item_gap);
ui.add_space(10.0); ui.vertical(|ui| {
ui.horizontal(|ui| { draw_connect_port_row(ui, config);
ui.checkbox(&mut config.manual, "手动"); ui.add_space(6.0);
draw_connect_matrix_row(ui, config);
ui.add_enabled_ui(config.manual, |ui| {
ui.horizontal(|ui| {
ui.colored_label(ONE_DARK_PRO.text_dim, "");
ui.add_sized(
egui::vec2(48.0, 20.0),
egui::DragValue::new(&mut config.rows).range(1..=64),
);
ui.colored_label(ONE_DARK_PRO.text_dim, "");
ui.add_sized(
egui::vec2(48.0, 20.0),
egui::DragValue::new(&mut config.cols).range(1..=64),
);
});
}); });
}); });
}) });
ui.add_space(METRICS.row_gap);
draw_connect_action_row(ui, conn_state, is_connected, config, connection);
if is_connected {
draw_recording_toolbar(ui, recorder, export_path);
}
}); });
},
);
}
ui.add_space(8.0); // fn centered_mode_row(ui: &mut egui::Ui, mode: &mut SerialMode) {
// let button_width = 96.0;
// let gap = METRICS.item_gap;
// let total_width = button_width * 3.0 + gap * 2.0;
// let left_space = ((ui.available_width() - total_width) * 0.5).max(0.0);
// Connection status and button row // ui.horizontal(|ui| {
ui.horizontal(|ui| { // ui.add_space(left_space);
let status_text = match conn_state { // mode_button(ui, mode, SerialMode::Finger, "指尖模块");
ConnectionState::Disconnected => "未连接", // ui.add_space(gap);
ConnectionState::Connecting => "连接中...", // mode_button(ui, mode, SerialMode::Hand, "手掌模块");
ConnectionState::Connected => "已连接", // // ui.add_space(gap);
ConnectionState::Streaming => "采集中", // // mode_button(ui, mode, SerialMode::Model, "模型");
ConnectionState::Error => "连接错误", // });
}; // }
let status_color = match conn_state {
ConnectionState::Disconnected => ONE_DARK_PRO.text_dim,
ConnectionState::Connecting => egui::Color32::from_rgb(200, 180, 60),
ConnectionState::Connected => egui::Color32::from_rgb(158, 184, 101),
ConnectionState::Streaming => egui::Color32::from_rgb(100, 200, 255),
ConnectionState::Error => egui::Color32::from_rgb(255, 98, 82),
};
ui.colored_label(status_color, status_text);
let used = 100.0; fn draw_connect_port_row(ui: &mut egui::Ui, config: &mut ConnectPanelState) {
let remaining = (ui.available_width() - used).max(0.0); ui.horizontal(|ui| {
ui.add_space(remaining); ui.label(style::field_label("串口"));
egui::ComboBox::from_id_salt("connect_ports")
let btn_label = if is_connected { "断开" } else { "连接" }; .width(150.0)
let btn_fill = if is_connected { .selected_text(if config.selected_port.is_empty() {
egui::Color32::from_rgb(180, 60, 60) "无可用串口".to_owned()
} else { } else {
ONE_DARK_PRO.accent config.selected_port.clone()
}; })
let btn_stroke = if is_connected { .show_ui(ui, |ui| {
egui::Stroke::new(1.0, egui::Color32::from_rgb(220, 80, 80)) for port in &config.port {
} else { ui.selectable_value(&mut config.selected_port, port.clone(), port.as_str());
egui::Stroke::new(1.0, ONE_DARK_PRO.accent_hot)
};
if ui
.add(
egui::Button::new(
egui::RichText::new(btn_label).color(egui::Color32::WHITE),
)
.fill(btn_fill)
.stroke(btn_stroke)
.min_size(egui::vec2(96.0, 28.0)),
)
.clicked()
{
if is_connected {
connection.disconnect();
} else if !config.selected_port.is_empty() {
connection.connect(
&config.selected_port,
config.rows as u32,
config.cols as u32,
);
}
} }
}); });
// Recording toolbar (visible when connected) if ui
if is_connected { .add(style::icon_button(
draw_recording_toolbar(ui, recorder, export_path); egui::RichText::new("").color(ONE_DARK_PRO.text).size(16.0),
METRICS.icon_button,
))
.on_hover_text("刷新串口")
.clicked()
{
if let Ok(ports) = serial_enum() {
if !ports.contains(&config.selected_port) {
config.selected_port = ports.first().cloned().unwrap_or_default();
}
config.port = ports;
}
}
ui.add_space(METRICS.item_gap);
ui.label(style::field_label("频率"));
ui.add_sized(
egui::vec2(72.0, METRICS.field_height),
egui::DragValue::new(&mut config.duration).range(1..=120),
);
});
}
fn draw_connect_matrix_row(ui: &mut egui::Ui, config: &mut ConnectPanelState) {
ui.horizontal(|ui| {
ui.checkbox(&mut config.manual, "手动矩阵");
ui.add_enabled_ui(config.manual, |ui| {
ui.add_space(METRICS.item_gap);
ui.label(style::field_label(""));
ui.add_sized(
egui::vec2(56.0, METRICS.field_height),
egui::DragValue::new(&mut config.rows).range(1..=64),
);
ui.label(style::field_label(""));
ui.add_sized(
egui::vec2(56.0, METRICS.field_height),
egui::DragValue::new(&mut config.cols).range(1..=64),
);
});
});
}
fn draw_connect_action_row(
ui: &mut egui::Ui,
conn_state: ConnectionState,
is_connected: bool,
config: &ConnectPanelState,
connection: &ConnectionManager,
) {
ui.horizontal(|ui| {
let status_text = match conn_state {
ConnectionState::Disconnected => "未连接",
ConnectionState::Connecting => "连接中...",
ConnectionState::Connected => "已连接",
ConnectionState::Streaming => "采集中",
ConnectionState::Error => "连接错误",
};
let status_color = match conn_state {
ConnectionState::Disconnected => ONE_DARK_PRO.text_dim,
ConnectionState::Connecting => style::status_color_warn(),
ConnectionState::Connected => style::status_color_ok(),
ConnectionState::Streaming => style::status_color_info(),
ConnectionState::Error => style::status_color_error(),
};
ui.colored_label(status_color, status_text);
ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
let button = if is_connected {
style::danger_button("断开")
} else {
style::primary_button("连接")
};
if ui.add(button).clicked() {
if is_connected {
connection.disconnect();
} else if !config.selected_port.is_empty() {
connection.connect(
&config.selected_port,
config.rows as u32,
config.cols as u32,
);
}
} }
}); });
}); });
@@ -311,11 +307,16 @@ pub fn draw_config_panel(
ctx: &egui::Context, ctx: &egui::Context,
panel: &mut FloatingPanelState, panel: &mut FloatingPanelState,
config: &mut ConfigPanelState, config: &mut ConfigPanelState,
) { ) -> Option<SerialMode> {
let mut changed_mode = None;
draw_floating_panel(ctx, panel, "配置", "config_panel", |ui| { draw_floating_panel(ctx, panel, "配置", "config_panel", |ui| {
ui.set_min_width(560.0); ui.set_min_width(560.0);
draw_mode_row(ui, config); if let Some(mode) = draw_mode_row(ui, config) {
changed_mode = Some(mode);
}
// draw_mode_row(ui, config);
ui.separator(); ui.separator();
draw_connection_row(ui, config); draw_connection_row(ui, config);
ui.add_space(8.0); ui.add_space(8.0);
@@ -323,22 +324,30 @@ pub fn draw_config_panel(
ui.add_space(8.0); ui.add_space(8.0);
draw_mode_body(ui, config); draw_mode_body(ui, config);
}); });
changed_mode
} }
fn draw_mode_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) { fn draw_mode_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Option<SerialMode> {
let mut changed_to = None;
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(dim_text(), "模式"); ui.colored_label(dim_text(), "模式");
ui.add_space(12.0); ui.add_space(12.0);
mode_button(ui, &mut config.mode, SerialMode::SingleModule, "模块"); if mode_button(ui, &mut config.mode, SerialMode::Finger, "指尖模块") {
mode_button(ui, &mut config.mode, SerialMode::Manual, "全手"); changed_to = Some(SerialMode::Finger)
mode_button(ui, &mut config.mode, SerialMode::Model, "模型"); }
if mode_button(ui, &mut config.mode, SerialMode::Hand, "手掌模块") {
changed_to = Some(SerialMode::Hand)
}
// mode_button(ui, &mut config.mode, SerialMode::Model, "模型");
ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| { ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
ui.checkbox(&mut config.auto_reconnect, "自动"); ui.checkbox(&mut config.auto_reconnect, "自动");
ui.colored_label(dim_text(), "重连"); ui.colored_label(dim_text(), "重连");
}); });
}); });
changed_to
} }
fn draw_connection_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) { fn draw_connection_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
@@ -348,20 +357,20 @@ fn draw_connection_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
.fit_to_exact_size(egui::vec2(72.0, 72.0)), .fit_to_exact_size(egui::vec2(72.0, 72.0)),
); );
ui.add_space(10.0); ui.add_space(METRICS.item_gap);
ui.vertical(|ui| { ui.vertical(|ui| {
ui.label(format!("端口 {}", config.port)); ui.label(style::value_text(format!("端口 {}", config.port)));
ui.label(format!("波特率 {}", config.baud_rate)); ui.label(style::value_text(format!("波特率 {}", config.baud_rate)));
let status = if config.connected { let status = if config.connected {
"已连接" "已连接"
} else { } else {
"未连接" "未连接"
}; };
let status_color = if config.connected { let status_color = if config.connected {
egui::Color32::from_rgb(158, 184, 101) style::status_color_ok()
} else { } else {
egui::Color32::from_rgb(255, 98, 82) style::status_color_error()
}; };
ui.colored_label(status_color, status); ui.colored_label(status_color, status);
}); });
@@ -370,12 +379,11 @@ fn draw_connection_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
let button_text = if config.connected { "断开" } else { "连接" }; let button_text = if config.connected { "断开" } else { "连接" };
if ui if ui
.add( .add(if config.connected {
egui::Button::new(button_text) style::danger_button(button_text)
.fill(ONE_DARK_PRO.accent) } else {
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.accent_hot)) style::primary_button(button_text)
.min_size(egui::vec2(120.0, 30.0)), })
)
.clicked() .clicked()
{ {
config.connected = !config.connected; config.connected = !config.connected;
@@ -383,7 +391,11 @@ fn draw_connection_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
ui.add_space(18.0); ui.add_space(18.0);
ui.colored_label( ui.colored_label(
egui::Color32::from_rgb(158, 184, 101), if config.auto_reconnect {
style::status_color_ok()
} else {
ONE_DARK_PRO.text_dim
},
if config.auto_reconnect { if config.auto_reconnect {
"链路保护 开" "链路保护 开"
} else { } else {
@@ -397,39 +409,39 @@ fn draw_serial_grid(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
group_frame().show(ui, |ui| { group_frame().show(ui, |ui| {
egui::Grid::new("serial_config_grid") egui::Grid::new("serial_config_grid")
.num_columns(4) .num_columns(4)
.spacing(egui::vec2(10.0, 5.0)) .spacing(egui::vec2(14.0, 7.0))
.striped(true) .striped(true)
.show(ui, |ui| { .show(ui, |ui| {
ui.label("端口"); ui.label(style::field_label("端口"));
ui.add_sized( ui.add_sized(
egui::vec2(110.0, 20.0), egui::vec2(110.0, METRICS.field_height),
egui::TextEdit::singleline(&mut config.port), egui::TextEdit::singleline(&mut config.port),
); );
ui.label("波特率"); ui.label(style::field_label("波特率"));
baud_combo(ui, config); baud_combo(ui, config);
ui.end_row(); ui.end_row();
ui.label("数据位"); ui.label(style::field_label("数据位"));
ui.add_sized( ui.add_sized(
egui::vec2(70.0, 20.0), egui::vec2(70.0, METRICS.field_height),
egui::DragValue::new(&mut config.data_bits).range(5..=8), egui::DragValue::new(&mut config.data_bits).range(5..=8),
); );
ui.label("校验"); ui.label(style::field_label("校验"));
parity_combo(ui, config); parity_combo(ui, config);
ui.end_row(); ui.end_row();
ui.label("停止位"); ui.label(style::field_label("停止位"));
ui.add_sized( ui.add_sized(
egui::vec2(70.0, 20.0), egui::vec2(70.0, METRICS.field_height),
egui::DragValue::new(&mut config.stop_bits).range(1..=2), egui::DragValue::new(&mut config.stop_bits).range(1..=2),
); );
ui.label("超时"); ui.label(style::field_label("超时"));
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.add_sized( ui.add_sized(
egui::vec2(84.0, 20.0), egui::vec2(84.0, METRICS.field_height),
egui::DragValue::new(&mut config.timeout_ms) egui::DragValue::new(&mut config.timeout_ms)
.range(50..=30_000) .range(50..=30_000)
.speed(50), .speed(50),
@@ -443,11 +455,11 @@ fn draw_serial_grid(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
fn draw_mode_body(ui: &mut egui::Ui, config: &mut ConfigPanelState) { fn draw_mode_body(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
group_frame().show(ui, |ui| match config.mode { group_frame().show(ui, |ui| match config.mode {
SerialMode::SingleModule => { SerialMode::Finger => {
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.label("模块地址"); ui.label(style::field_label("模块地址"));
ui.add_sized( ui.add_sized(
egui::vec2(80.0, 20.0), egui::vec2(80.0, METRICS.field_height),
egui::DragValue::new(&mut config.module_addr).range(1..=247), egui::DragValue::new(&mut config.module_addr).range(1..=247),
); );
ui.add_space(16.0); ui.add_space(16.0);
@@ -464,11 +476,11 @@ fn draw_mode_body(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
ui.label("0 字节"); ui.label("0 字节");
}); });
} }
SerialMode::Manual => { SerialMode::Hand => {
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.label("发送"); ui.label(style::field_label("发送"));
ui.add_sized( ui.add_sized(
egui::vec2(300.0, 20.0), egui::vec2(300.0, METRICS.field_height),
egui::TextEdit::singleline(&mut config.manual_tx), egui::TextEdit::singleline(&mut config.manual_tx),
); );
if ui.add(tag_button("发送")).clicked() {} if ui.add(tag_button("发送")).clicked() {}
@@ -476,18 +488,17 @@ fn draw_mode_body(ui: &mut egui::Ui, config: &mut ConfigPanelState) {
config.manual_tx.clear(); config.manual_tx.clear();
} }
}); });
} } // SerialMode::Model => {
SerialMode::Model => { // ui.horizontal(|ui| {
ui.horizontal(|ui| { // ui.label(style::field_label("模型"));
ui.label("模型"); // ui.add_sized(
ui.add_sized( // egui::vec2(300.0, METRICS.field_height),
egui::vec2(300.0, 20.0), // egui::TextEdit::singleline(&mut config.model_path),
egui::TextEdit::singleline(&mut config.model_path), // );
); // if ui.add(tag_button("加载")).clicked() {}
if ui.add(tag_button("加载")).clicked() {} // if ui.add(tag_button("运行")).clicked() {}
if ui.add(tag_button("运行")).clicked() {} // });
}); // }
}
}); });
} }
@@ -517,35 +528,25 @@ pub fn icon_button_sized<'a>(
} }
.fill(ONE_DARK_PRO.panel_strong) .fill(ONE_DARK_PRO.panel_strong)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border)) .stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(2)) .corner_radius(egui::CornerRadius::same(ONE_DARK_PRO.radius))
.min_size(size); .min_size(size);
ui.add(button).on_hover_text(tooltip) ui.add(button).on_hover_text(tooltip)
} }
fn mode_button(ui: &mut egui::Ui, mode: &mut SerialMode, value: SerialMode, label: &'static str) { fn mode_button(
let selected = *mode == value; ui: &mut egui::Ui,
let fill = if selected { mode: &mut SerialMode,
ONE_DARK_PRO.accent value: SerialMode,
} else { label: &'static str,
ONE_DARK_PRO.panel_strong ) -> bool {
}; let clicked = ui.add(style::mode_button(label, *mode == value)).clicked();
let stroke = if selected {
ONE_DARK_PRO.accent_hot
} else {
ONE_DARK_PRO.border_soft
};
if ui if clicked && *mode != value {
.add(
egui::Button::new(egui::RichText::new(label).color(egui::Color32::WHITE))
.fill(fill)
.stroke(egui::Stroke::new(1.0, stroke))
.min_size(egui::vec2(96.0, 24.0)),
)
.clicked()
{
*mode = value; *mode = value;
true
} else {
false
} }
} }
@@ -581,13 +582,13 @@ pub fn draw_stats_panel(ctx: &egui::Context, panel: &mut FloatingPanelState) {
draw_floating_panel(ctx, panel, "统计", "stats_panel", |ui| { draw_floating_panel(ctx, panel, "统计", "stats_panel", |ui| {
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(accent_text(), "0.030"); ui.colored_label(accent_text(), "0.030");
ui.label("81m:51s"); ui.label(style::subtle_text("81m:51s"));
}); });
ui.separator(); ui.separator();
group_frame().show(ui, |ui| { group_frame().show(ui, |ui| {
ui.label("帧率 / GPU 信息"); ui.label(style::field_label("帧率 / GPU 信息"));
ui.label("边界 589.0us"); ui.label(style::value_text("边界 589.0us"));
ui.label("簇 12.8ms"); ui.label(style::value_text("簇 12.8ms"));
}); });
}); });
} }
@@ -612,12 +613,13 @@ fn draw_floating_panel(
.resizable(true) .resizable(true)
.frame(panel_frame(ctx)) .frame(panel_frame(ctx))
.show(ctx, |ui| { .show(ctx, |ui| {
ui.spacing_mut().item_spacing = egui::vec2(METRICS.item_gap, 6.0);
ui.horizontal(|ui| { ui.horizontal(|ui| {
if ui.add(tag_button("隐藏")).clicked() { if ui.add(tag_button("隐藏")).clicked() {
hide_requested = true; hide_requested = true;
} }
ui.add_space(6.0); ui.add_space(6.0);
ui.colored_label(dim_text(), title); ui.label(style::panel_title(title));
}); });
ui.separator(); ui.separator();
add_contents(ui); add_contents(ui);
@@ -647,23 +649,24 @@ fn draw_floating_panel(
} }
} }
panel.visible = open && !hide_requested; panel.visible = open && !hide_requested;
} else {
let response = egui::Area::new(egui::Id::new(format!("{id}_tag")))
.current_pos(panel.tag_pos)
.movable(true)
.order(egui::Order::Foreground)
.show(ctx, |ui| {
ui.set_min_width(86.0);
if ui
.add(tag_button(format!("{title}")).min_size(egui::vec2(86.0, 22.0)))
.clicked()
{
panel.visible = true;
}
});
panel.tag_pos = response.response.rect.min;
} }
// else {
// let response = egui::Area::new(egui::Id::new(format!("{id}_tag")))
// .current_pos(panel.tag_pos)
// .movable(true)
// .order(egui::Order::Foreground)
// .show(ctx, |ui| {
// ui.set_min_width(86.0);
// if ui
// .add(tag_button(format!("▸ {title}")).min_size(egui::vec2(86.0, 22.0)))
// .clicked()
// {
// panel.visible = true;
// }
// });
// panel.tag_pos = response.response.rect.min;
// }
} }
fn draw_center_floating_panel( fn draw_center_floating_panel(
@@ -674,7 +677,7 @@ fn draw_center_floating_panel(
collapsed_label: &'static str, collapsed_label: &'static str,
add_contents: impl FnOnce(&mut egui::Ui), add_contents: impl FnOnce(&mut egui::Ui),
) { ) {
const PANEL_WIDTH: f32 = 430.0; const PANEL_WIDTH: f32 = 520.0;
const SLIDE_DISTANCE: f32 = 18.0; const SLIDE_DISTANCE: f32 = 18.0;
let anim = advance_center_panel_anim(ctx, panel); let anim = advance_center_panel_anim(ctx, panel);
@@ -759,14 +762,10 @@ fn center_panel_shell<R>(
width: f32, width: f32,
add_contents: impl FnOnce(&mut egui::Ui) -> R, add_contents: impl FnOnce(&mut egui::Ui) -> R,
) -> egui::InnerResponse<R> { ) -> egui::InnerResponse<R> {
egui::Frame::new() style::center_panel_frame().show(ui, |ui| {
.fill(ONE_DARK_PRO.panel) ui.set_width(width);
.corner_radius(egui::CornerRadius::same(ONE_DARK_PRO.radius)) add_contents(ui)
.inner_margin(egui::Margin::symmetric(10, 8)) })
.show(ui, |ui| {
ui.set_width(width);
add_contents(ui)
})
} }
fn allocate_center_panel_handle(ui: &mut egui::Ui) -> egui::Rect { fn allocate_center_panel_handle(ui: &mut egui::Ui) -> egui::Rect {
@@ -1059,10 +1058,10 @@ pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_pat
let rec_btn = if is_recording { let rec_btn = if is_recording {
tag_button("⏹ 停止") tag_button("⏹ 停止")
} else { } else {
egui::Button::new(egui::RichText::new("● 全量录制").color(egui::Color32::WHITE)) style::accent_button(
.fill(ACCENT_RED) egui::RichText::new("● 全量录制").color(egui::Color32::WHITE),
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border)) ACCENT_RED,
.corner_radius(egui::CornerRadius::same(2)) )
}; };
if ui.add(rec_btn).clicked() { if ui.add(rec_btn).clicked() {
if is_recording { if is_recording {
@@ -1078,10 +1077,10 @@ pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_pat
let snap_btn = if is_recording { let snap_btn = if is_recording {
tag_button("⏹ 快照停止") tag_button("⏹ 快照停止")
} else { } else {
egui::Button::new(egui::RichText::new("✂ 快照录制").color(egui::Color32::WHITE)) style::accent_button(
.fill(ACCENT_ORANGE) egui::RichText::new("✂ 快照录制").color(egui::Color32::WHITE),
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border)) ACCENT_ORANGE,
.corner_radius(egui::CornerRadius::same(2)) )
}; };
if ui.add(snap_btn).clicked() { if ui.add(snap_btn).clicked() {
if is_recording { if is_recording {
@@ -1104,12 +1103,10 @@ pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_pat
// Export // Export
if ui if ui
.add( .add(style::accent_button(
egui::Button::new(egui::RichText::new("📤 导出CSV").color(egui::Color32::WHITE)) egui::RichText::new("📤 导出CSV").color(egui::Color32::WHITE),
.fill(ACCENT_BLUE) ACCENT_BLUE,
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border)) ))
.corner_radius(egui::CornerRadius::same(2)),
)
.clicked() .clicked()
{ {
let path = if export_path.is_empty() { let path = if export_path.is_empty() {
@@ -1128,12 +1125,10 @@ pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_pat
// Import // Import
if ui if ui
.add( .add(style::accent_button(
egui::Button::new(egui::RichText::new("📥 导入CSV").color(egui::Color32::WHITE)) egui::RichText::new("📥 导入CSV").color(egui::Color32::WHITE),
.fill(ACCENT_GREEN) ACCENT_GREEN,
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border)) ))
.corner_radius(egui::CornerRadius::same(2)),
)
.clicked() .clicked()
{ {
let import_path = export_path.clone(); let import_path = export_path.clone();
@@ -1147,7 +1142,10 @@ pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_pat
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(dim_text(), "导出路径"); ui.colored_label(dim_text(), "导出路径");
ui.add_sized( ui.add_sized(
egui::vec2(ui.available_width() - 80.0, 20.0), egui::vec2(
(ui.available_width() - 80.0).max(160.0),
METRICS.field_height,
),
egui::TextEdit::singleline(export_path).hint_text("eskin_export_*.csv"), egui::TextEdit::singleline(export_path).hint_text("eskin_export_*.csv"),
); );
}); });
@@ -1198,25 +1196,24 @@ pub fn draw_matrix_config_panel(
ui.set_min_width(280.0); ui.set_min_width(280.0);
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(dim_text(), "矩阵尺寸"); ui.label(style::field_label("矩阵尺寸"));
ui.add_space(8.0); ui.add_space(METRICS.item_gap);
ui.colored_label(ONE_DARK_PRO.text, ""); ui.label(style::value_text(""));
ui.add_sized( ui.add_sized(
egui::vec2(56.0, 20.0), egui::vec2(56.0, METRICS.field_height),
egui::DragValue::new(&mut config.rows).range(1..=128), egui::DragValue::new(&mut config.rows).range(1..=128),
); );
ui.colored_label(ONE_DARK_PRO.text, ""); ui.label(style::value_text(""));
ui.add_sized( ui.add_sized(
egui::vec2(56.0, 20.0), egui::vec2(56.0, METRICS.field_height),
egui::DragValue::new(&mut config.cols).range(1..=128), egui::DragValue::new(&mut config.cols).range(1..=128),
); );
}); });
ui.add_space(4.0); ui.add_space(METRICS.item_gap);
// Presets
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(dim_text(), "预设"); ui.label(style::field_label("预设"));
for (r, c, name) in &[ for (r, c, name) in &[
(12, 7, "12×7"), (12, 7, "12×7"),
(24, 12, "24×12"), (24, 12, "24×12"),
@@ -1231,31 +1228,40 @@ pub fn draw_matrix_config_panel(
} }
}); });
ui.add_space(4.0); ui.add_space(METRICS.item_gap);
ui.horizontal(|ui| { ui.horizontal(|ui| {
ui.colored_label(dim_text(), "色域范围"); ui.label(style::field_label("色域范围"));
ui.add_space(8.0); ui.add_space(METRICS.item_gap);
ui.colored_label(ONE_DARK_PRO.text, "最小"); ui.label(style::value_text("最小"));
ui.add_sized( ui.add_sized(
egui::vec2(72.0, 20.0), egui::vec2(72.0, METRICS.field_height),
egui::DragValue::new(&mut config.color_min) egui::DragValue::new(&mut config.color_min)
.range(0.0..=10000.0) .range(0.0..=10000.0)
.speed(100.0), .speed(100.0),
); );
ui.colored_label(ONE_DARK_PRO.text, "最大"); ui.label(style::value_text("最大"));
ui.add_sized( ui.add_sized(
egui::vec2(72.0, 20.0), egui::vec2(72.0, METRICS.field_height),
egui::DragValue::new(&mut config.color_max) egui::DragValue::new(&mut config.color_max)
.range(1.0..=10000.0) .range(1.0..=10000.0)
.speed(100.0), .speed(100.0),
); );
}); });
ui.add_space(8.0); ui.add_space(METRICS.row_gap);
if ui.add(tag_button("重置默认")).clicked() { if ui.add(tag_button("重置默认")).clicked() {
*config = MatrixConfigState::default(); *config = MatrixConfigState::default();
} }
}); });
} }
pub fn panel_restore_item(ui: &mut egui::Ui, title: &'static str, panel: &mut FloatingPanelState) {
if panel.visible {
ui.add_enabled(false, egui::Button::new(format!("{title} 已显示")));
} else if ui.button(format!("显示 {title}")).clicked() {
panel.visible = true;
ui.close();
}
}