Add finger mode UI and refine breakout/serial integration
This commit is contained in:
123
src/app.rs
123
src/app.rs
@@ -13,16 +13,19 @@ use crate::{
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},
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ui::{
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ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
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draw_config_panel, draw_export_panel, draw_hand_force_panels, draw_matrix_config_panel,
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draw_stats_panel, panel_restore_item,
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draw_config_panel, draw_spatial_force_panel, draw_stats_panel, panel_restore_item,
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},
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};
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use eframe::{egui, egui_wgpu};
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use std::sync::Arc;
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use std::{
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sync::Arc,
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time::{Duration, Instant},
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};
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const SUMMARY_POINTS_PER_SERIES: usize = 42;
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const HAND_FORCE_PANEL_COUNT: usize = 7;
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const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44];
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const RATE_UPDATE_INTERVAL: Duration = Duration::from_millis(500);
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pub struct EskinDesktopApp {
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connect_panel: FloatingPanelState,
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@@ -44,16 +47,61 @@ pub struct EskinDesktopApp {
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hand_signal_histories: [Vec<f32>; HAND_FORCE_PANEL_COUNT],
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force_estimator: ForceEstimatorState,
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latest_spatial_force: Option<HudSpatialForce>,
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spatial_force_panel_force: Option<HudSpatialForce>,
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latest_raw_matrix: Vec<u32>,
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latest_matrix_rows: u32,
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latest_matrix_cols: u32,
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breakout_visible: bool,
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breakout_game: BreakoutGame,
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live_rates: LiveRateMeters,
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context_menu_open: bool,
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context_menu_pos: egui::Pos2,
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active_mode: ActiveMode,
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}
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struct LiveRateMeters {
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window_started_at: Instant,
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window_rx_frames: u64,
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window_render_frames: u32,
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sample_rate_hz: f32,
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render_rate_hz: f32,
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}
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impl LiveRateMeters {
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fn new() -> Self {
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Self {
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window_started_at: Instant::now(),
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window_rx_frames: 0,
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window_render_frames: 0,
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sample_rate_hz: 0.0,
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render_rate_hz: 0.0,
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}
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}
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fn tick_render(&mut self, total_rx_frames: u64) {
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if total_rx_frames < self.window_rx_frames {
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self.window_rx_frames = total_rx_frames;
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self.sample_rate_hz = 0.0;
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}
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self.window_render_frames = self.window_render_frames.saturating_add(1);
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let now = Instant::now();
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let elapsed = now.duration_since(self.window_started_at);
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if elapsed < RATE_UPDATE_INTERVAL {
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return;
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}
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let seconds = elapsed.as_secs_f32().max(0.001);
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let rx_delta = total_rx_frames.saturating_sub(self.window_rx_frames);
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self.sample_rate_hz = rx_delta as f32 / seconds;
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self.render_rate_hz = self.window_render_frames as f32 / seconds;
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self.window_started_at = now;
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self.window_rx_frames = total_rx_frames;
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self.window_render_frames = 0;
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}
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}
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impl EskinDesktopApp {
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pub fn new(cc: &eframe::CreationContext<'_>) -> Self {
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egui_extras::install_image_loaders(&cc.egui_ctx);
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@@ -110,11 +158,13 @@ impl EskinDesktopApp {
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hand_signal_histories: std::array::from_fn(|_| Vec::with_capacity(128)),
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force_estimator: ForceEstimatorState::new(),
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latest_spatial_force: None,
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spatial_force_panel_force: None,
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latest_raw_matrix: Vec::new(),
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latest_matrix_rows: MATRIX_ROWS,
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latest_matrix_cols: MATRIX_COLS,
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breakout_visible: false,
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breakout_game: BreakoutGame::default(),
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live_rates: LiveRateMeters::new(),
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context_menu_open: false,
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context_menu_pos: egui::pos2(24.0, 48.0),
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active_mode: ActiveMode::Finger(FingerMode {
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@@ -362,13 +412,22 @@ impl EskinDesktopApp {
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}
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}
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fn draw_floating_panels(&mut self, ctx: &egui::Context) {
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// draw_scene_panel(ctx, &mut self.scene_panel);
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// if self.config_state.mode == SerialMode::Hand && self.stats_panel.visible {
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// self.config_panel.visible = false;
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// self.export_panel.visible = false;
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// self.matrix_config_panel.visible = false;
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// }
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fn draw_floating_panels(
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&mut self,
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ctx: &egui::Context,
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stats: crate::serial_core::serial::SerialIoStats,
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) {
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self.scene_panel.visible = false;
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self.connect_panel.visible = false;
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self.export_panel.visible = false;
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self.matrix_config_panel.visible = false;
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self.context_menu_open = false;
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if self.breakout_visible {
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self.config_panel.visible = false;
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self.stats_panel.visible = false;
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return;
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}
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if let Some(next_mode) = draw_config_panel(
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ctx,
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@@ -376,29 +435,43 @@ impl EskinDesktopApp {
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&mut self.config_state,
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&self.connection,
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&self.recorder,
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stats,
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self.live_rates.sample_rate_hz,
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self.live_rates.render_rate_hz,
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) {
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if next_mode == SerialMode::Hand {
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self.config_state.mode = SerialMode::Finger;
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self.connect_state.mode = SerialMode::Finger;
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self.config_state.baud_rate = SerialMode::Finger.baud_rate();
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self.active_mode = ActiveMode::Finger(FingerMode {
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rows: self.matrix_config.rows,
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cols: self.matrix_config.cols,
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range: 0..7000,
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dot: true,
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});
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self.breakout_visible = true;
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} else {
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self.switch_mode(next_mode);
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}
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match self.config_state.mode {
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SerialMode::Finger => {
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}
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if self.config_state.mode == SerialMode::Finger {
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self.stats_panel.visible = true;
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draw_stats_panel(
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ctx,
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&mut self.stats_panel,
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&self.signal_history,
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self.latest_spatial_force,
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);
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} else {
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self.stats_panel.visible = false;
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}
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SerialMode::Hand => {
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draw_hand_force_panels(ctx, self.stats_panel.visible, &self.hand_signal_histories);
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if let Some(force) = self.latest_spatial_force {
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self.spatial_force_panel_force = Some(force);
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}
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}
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draw_export_panel(
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ctx,
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&mut self.export_panel,
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&self.recorder,
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&mut self.export_path,
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);
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draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
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draw_spatial_force_panel(ctx, self.spatial_force_panel_force, &self.signal_history);
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}
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fn draw_panel_context_menu(&mut self, ctx: &egui::Context) {
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@@ -499,6 +572,7 @@ impl EskinDesktopApp {
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self.hand_pressure.clear();
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self.force_estimator.reset();
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self.latest_spatial_force = None;
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self.spatial_force_panel_force = None;
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self.signal_history.clear();
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self.hand_signal_histories
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.iter_mut()
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@@ -663,12 +737,13 @@ fn normalize_pressure_value(value: u32) -> [f32; 2] {
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impl eframe::App for EskinDesktopApp {
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fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
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let ctx = ui.ctx().clone();
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let stats = self.connection.stats();
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self.live_rates.tick_render(stats.rx_frames);
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self.update_pressure_matrix();
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self.draw_workspace(ui);
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self.draw_title_bar(ui, frame);
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self.draw_floating_panels(&ctx);
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self.draw_panel_context_menu(&ctx);
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self.draw_floating_panels(&ctx, stats);
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// Keep repainting while the wgpu background is a realtime viewport.
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ctx.request_repaint();
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@@ -20,6 +20,7 @@ enum BreakoutPhase {
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Idle,
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Running,
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Paused,
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Won,
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Over,
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}
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@@ -46,7 +47,6 @@ pub struct BreakoutGame {
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score: u32,
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combo: u32,
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lives: u32,
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level: u32,
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last_time: Option<f64>,
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previous_pause_gesture: bool,
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pause_locked_until: f64,
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@@ -63,7 +63,6 @@ impl Default for BreakoutGame {
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score: 0,
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combo: 0,
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lives: 3,
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level: 1,
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last_time: None,
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previous_pause_gesture: false,
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pause_locked_until: 0.0,
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@@ -150,7 +149,6 @@ impl BreakoutGame {
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status_chip(ui, "分数", self.score.to_string(), ACCENT_GREEN);
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status_chip(ui, "连击", self.combo.to_string(), ACCENT_ORANGE);
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status_chip(ui, "生命", self.lives.to_string(), ACCENT_RED);
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status_chip(ui, "关卡", self.level.to_string(), ACCENT_BLUE);
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});
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ui.add_space(7.0);
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@@ -191,12 +189,11 @@ impl BreakoutGame {
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self.score = 0;
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self.combo = 0;
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self.lives = 3;
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self.level = 1;
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self.rebuild_bricks();
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}
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fn start(&mut self) {
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if self.phase == BreakoutPhase::Over {
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if self.phase == BreakoutPhase::Over || self.phase == BreakoutPhase::Won {
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self.reset();
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}
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if self.phase != BreakoutPhase::Running {
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@@ -219,7 +216,10 @@ impl BreakoutGame {
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let threshold = pressure_pause_threshold();
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let active = top_force >= threshold;
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if active && !self.previous_pause_gesture && now >= self.pause_locked_until {
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if self.phase == BreakoutPhase::Idle || self.phase == BreakoutPhase::Over {
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if matches!(
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self.phase,
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BreakoutPhase::Idle | BreakoutPhase::Over | BreakoutPhase::Won
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) {
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self.start();
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} else {
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self.toggle_pause();
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@@ -249,7 +249,7 @@ impl BreakoutGame {
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}
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fn launch_ball(&mut self) {
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let direction = if self.level % 2 == 0 { -0.24 } else { 0.24 };
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let direction = 0.24;
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self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
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self.ball_vel = egui::vec2(direction, -1.0).normalized() * BALL_SPEED;
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}
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@@ -324,9 +324,8 @@ impl BreakoutGame {
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}
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if self.bricks.iter().all(|brick| !brick.alive) {
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self.level += 1;
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self.rebuild_bricks();
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self.launch_ball();
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self.phase = BreakoutPhase::Won;
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self.ball_vel = egui::Vec2::ZERO;
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}
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}
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@@ -358,6 +357,7 @@ impl BreakoutGame {
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BreakoutPhase::Idle => "待机",
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BreakoutPhase::Running => "运行",
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BreakoutPhase::Paused => "暂停",
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BreakoutPhase::Won => "过关",
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BreakoutPhase::Over => "结束",
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}
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}
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@@ -387,6 +387,7 @@ impl BreakoutGame {
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if self.phase == BreakoutPhase::Idle
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|| self.phase == BreakoutPhase::Paused
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|| self.phase == BreakoutPhase::Won
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|| self.phase == BreakoutPhase::Over
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{
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paint_center_overlay(&painter, rect, self.phase);
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@@ -403,6 +404,10 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
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let cols = cols.max(1) as usize;
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let sample_rows = rows.min(2);
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let sample_cols = cols.min(2);
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let top_gesture_rows = rows.min(1);
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let top_gesture_cols = (cols / 3).clamp(1, cols);
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let top_gesture_col_start = (cols - top_gesture_cols) / 2;
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let top_gesture_col_end = top_gesture_col_start + top_gesture_cols;
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let avg = |row_start: usize, row_end: usize, col_start: usize, col_end: usize| -> f32 {
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let mut sum = 0.0;
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let mut count = 0.0;
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@@ -430,7 +435,12 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
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let left_force = tl + bl;
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let right_force = tr + br;
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let top_force = tl + tr;
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let top_force = avg(
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0,
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top_gesture_rows,
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top_gesture_col_start,
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top_gesture_col_end,
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);
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let span = 1200.0_f32.max((PRESSURE_RANGE_MAX - PRESSURE_RANGE_MIN) * 0.22);
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let raw_axis = ((right_force - left_force) / span).clamp(-1.0, 1.0);
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let axis = if raw_axis.abs() < 0.045 {
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@@ -485,6 +495,7 @@ fn status_color(phase: BreakoutPhase) -> egui::Color32 {
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BreakoutPhase::Idle => ONE_DARK_PRO.text_dim,
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BreakoutPhase::Running => ACCENT_GREEN,
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BreakoutPhase::Paused => ACCENT_ORANGE,
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BreakoutPhase::Won => ACCENT_GREEN,
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BreakoutPhase::Over => ACCENT_RED,
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}
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}
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@@ -607,6 +618,7 @@ fn paint_center_overlay(painter: &egui::Painter, rect: egui::Rect, phase: Breako
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let (title, detail) = match phase {
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BreakoutPhase::Idle => ("按压顶部或点击开始", "左右分区压力控制挡板"),
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BreakoutPhase::Paused => ("已暂停", "再次按压顶部、P 或点击暂停继续"),
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BreakoutPhase::Won => ("恭喜过关", "按压顶部、点击或空格重新开始"),
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BreakoutPhase::Over => ("游戏结束", "点击或空格重开"),
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BreakoutPhase::Running => ("", ""),
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};
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@@ -14,6 +14,7 @@ const DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS: &[u16] = &[84, 84, 84, 84, 84, 70
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pub struct SerialIoStats {
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pub rx_bytes: u64,
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pub tx_bytes: u64,
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pub rx_frames: u64,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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@@ -101,6 +102,8 @@ fn run_tactile_a_loop(
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recorder.add_frame(&pressures);
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}
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let _ = sample_tx.try_send(vals);
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io_stats.rx_frames += 1;
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publish_stats(stats_tx, io_stats);
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}
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}
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}
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@@ -191,6 +194,8 @@ fn run_hand_gateway_loop(
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recorder.add_frame(&pressures);
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}
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let _ = sample_tx.try_send(vals);
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io_stats.rx_frames += 1;
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publish_stats(stats_tx, io_stats);
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}
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}
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}
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264
src/ui.rs
264
src/ui.rs
@@ -391,17 +391,20 @@ pub fn draw_config_panel(
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config: &mut ConfigPanelState,
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connection: &ConnectionManager,
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recorder: &Recorder,
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stats: SerialIoStats,
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sample_rate_hz: f32,
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render_rate_hz: f32,
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) -> Option<SerialMode> {
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let mut changed_mode = None;
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let conn_state = connection.state();
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let stats = connection.stats();
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let panel_width = responsive_panel_width(ctx, 560.0, 340.0);
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config.connected = matches!(
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conn_state,
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ConnectionState::Connected | ConnectionState::Streaming
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);
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panel.visible = true;
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draw_floating_panel(ctx, panel, "配置", "config_panel", 560.0, 340.0, |ui| {
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draw_pinned_panel(ctx, panel, "配置", "config_panel", 560.0, 340.0, |ui| {
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ui.set_min_width(panel_width);
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ui.set_max_width(panel_width);
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@@ -416,11 +419,85 @@ pub fn draw_config_panel(
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// Legacy serial parameter grid is intentionally kept commented for future hardware:
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// draw_serial_grid(ui, config);
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// ui.add_space(8.0);
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draw_mode_body(ui, config, conn_state, stats);
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draw_mode_body(
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ui,
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config,
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conn_state,
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stats,
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sample_rate_hz,
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render_rate_hz,
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);
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});
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changed_mode
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}
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pub fn draw_spatial_force_panel(
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ctx: &egui::Context,
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force: Option<HudSpatialForce>,
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force_history: &[f32],
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) {
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let Some(force) = force else {
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return;
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};
|
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let target_visible = has_recent_resultant_force(force_history);
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let anim = ctx.animate_bool(egui::Id::new("spatial_force_panel_enter"), target_visible);
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if anim <= 0.01 {
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return;
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}
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let target_anim = if target_visible { 1.0 } else { 0.0 };
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if (anim - target_anim).abs() > 0.001 {
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ctx.request_repaint();
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}
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|
||||
let alpha = (anim * 242.0).round() as u8;
|
||||
let panel_width = responsive_panel_width(ctx, 380.0, 260.0);
|
||||
let panel_height = responsive_panel_height(ctx, 340.0, 220.0);
|
||||
let viewport = viewport_panel_rect(ctx);
|
||||
let pos = egui::pos2(
|
||||
viewport.right() - panel_width,
|
||||
viewport.bottom() - panel_height - PANEL_VIEWPORT_MARGIN,
|
||||
);
|
||||
|
||||
egui::Area::new(egui::Id::new("spatial_force_panel"))
|
||||
.fixed_pos(pos)
|
||||
.constrain_to(viewport)
|
||||
.order(egui::Order::Foreground)
|
||||
.show(ctx, |ui| {
|
||||
faded_panel_frame(ctx, alpha).show(ui, |ui| {
|
||||
ui.set_min_width(panel_width);
|
||||
ui.set_max_width(panel_width);
|
||||
ui.set_min_height(panel_height);
|
||||
|
||||
let text_dim = color_alpha(ONE_DARK_PRO.text_dim, alpha);
|
||||
let accent = color_alpha(ACCENT_ORANGE, alpha);
|
||||
let green = color_alpha(ACCENT_GREEN, alpha);
|
||||
|
||||
ui.horizontal(|ui| {
|
||||
ui.colored_label(accent, "3D FORCE");
|
||||
ui.label(egui::RichText::new("三维力方向").color(text_dim).size(17.0));
|
||||
ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
|
||||
ui.colored_label(
|
||||
green,
|
||||
egui::RichText::new("LIVE").color(green).size(12.0),
|
||||
);
|
||||
});
|
||||
});
|
||||
ui.separator();
|
||||
|
||||
ui.vertical_centered(|ui| {
|
||||
let gauge_size = (panel_height - 52.0).min(panel_width - 24.0).max(168.0);
|
||||
let (rect, _) = ui.allocate_exact_size(
|
||||
egui::vec2(gauge_size, gauge_size),
|
||||
egui::Sense::hover(),
|
||||
);
|
||||
paint_spatial_force_gauge(ui.painter(), rect, force, alpha);
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn draw_mode_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Option<SerialMode> {
|
||||
let mut changed_to = None;
|
||||
ui.horizontal_wrapped(|ui| {
|
||||
@@ -430,7 +507,7 @@ fn draw_mode_row(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Option<Ser
|
||||
if mode_button(ui, &mut config.mode, SerialMode::Finger, "指尖模块") {
|
||||
changed_to = Some(SerialMode::Finger)
|
||||
}
|
||||
if mode_button(ui, &mut config.mode, SerialMode::Hand, "手掌模块") {
|
||||
if mode_button(ui, &mut config.mode, SerialMode::Hand, "游戏体验") {
|
||||
changed_to = Some(SerialMode::Hand)
|
||||
}
|
||||
// mode_button(ui, &mut config.mode, SerialMode::Model, "模型");
|
||||
@@ -609,47 +686,22 @@ fn draw_mode_body(
|
||||
config: &mut ConfigPanelState,
|
||||
conn_state: ConnectionState,
|
||||
stats: SerialIoStats,
|
||||
sample_rate_hz: f32,
|
||||
render_rate_hz: f32,
|
||||
) {
|
||||
group_frame().show(ui, |ui| match config.mode {
|
||||
SerialMode::Finger => {
|
||||
// Legacy module-address controls for older devices:
|
||||
// ui.horizontal(|ui| {
|
||||
// ui.label(style::field_label("模块地址"));
|
||||
// ui.add_sized(
|
||||
// egui::vec2(80.0, METRICS.field_height),
|
||||
// egui::DragValue::new(&mut config.module_addr).range(1..=247),
|
||||
// );
|
||||
// ui.add_space(16.0);
|
||||
// if ui.add(tag_button("读取信息")).clicked() {}
|
||||
// if ui.add(tag_button("探测")).clicked() {}
|
||||
// });
|
||||
draw_status_bytes_row(ui, conn_state, stats);
|
||||
}
|
||||
SerialMode::Hand => {
|
||||
// Legacy manual-TX controls for older hand-module debugging:
|
||||
// ui.horizontal(|ui| {
|
||||
// ui.label(style::field_label("发送"));
|
||||
// ui.add_sized(
|
||||
// egui::vec2(300.0, METRICS.field_height),
|
||||
// egui::TextEdit::singleline(&mut config.manual_tx),
|
||||
// );
|
||||
// if ui.add(tag_button("发送")).clicked() {}
|
||||
// if ui.add(tag_button("清空")).clicked() {
|
||||
// config.manual_tx.clear();
|
||||
// }
|
||||
// });
|
||||
draw_status_bytes_row(ui, conn_state, stats);
|
||||
} // SerialMode::Model => {
|
||||
// ui.horizontal(|ui| {
|
||||
// ui.label(style::field_label("模型"));
|
||||
// ui.add_sized(
|
||||
// egui::vec2(300.0, METRICS.field_height),
|
||||
// egui::TextEdit::singleline(&mut config.model_path),
|
||||
// );
|
||||
// if ui.add(tag_button("加载")).clicked() {}
|
||||
// if ui.add(tag_button("运行")).clicked() {}
|
||||
// });
|
||||
// }
|
||||
let _ = (config.mode, conn_state, stats);
|
||||
draw_realtime_rate_row(ui, sample_rate_hz, render_rate_hz);
|
||||
}
|
||||
|
||||
fn draw_realtime_rate_row(ui: &mut egui::Ui, sample_rate_hz: f32, render_rate_hz: f32) {
|
||||
group_frame().show(ui, |ui| {
|
||||
ui.horizontal_wrapped(|ui| {
|
||||
ui.colored_label(dim_text(), "实时采样率");
|
||||
ui.label(style::value_text(format!("{sample_rate_hz:.1} Hz")));
|
||||
ui.add_space(18.0);
|
||||
ui.colored_label(dim_text(), "画面刷新率");
|
||||
ui.label(style::value_text(format!("{render_rate_hz:.1} Hz")));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1015,9 +1067,7 @@ fn paint_resultant_force_chart(ui: &mut egui::Ui, values: &[f32], chart_height:
|
||||
.ctx()
|
||||
.animate_bool(egui::Id::new("resultant_force_chart_enter"), true);
|
||||
let slide_offset = (1.0 - enter) * -chart_rect.width() * 0.65;
|
||||
let tick_phase = (time / FORCE_CHART_SAMPLE_SECONDS).fract();
|
||||
let scroll_offset = -tick_phase * chart_rect.width() / CHART_POINTS.max(1) as f32;
|
||||
let plot_rect = chart_rect.translate(egui::vec2(slide_offset + scroll_offset, 0.0));
|
||||
let plot_rect = chart_rect.translate(egui::vec2(slide_offset, 0.0));
|
||||
|
||||
let mut points = Vec::with_capacity(values.len());
|
||||
let start_slot = CHART_POINTS.saturating_sub(values.len());
|
||||
@@ -1144,6 +1194,126 @@ fn color_alpha(color: egui::Color32, alpha: u8) -> egui::Color32 {
|
||||
egui::Color32::from_rgba_premultiplied(color.r(), color.g(), color.b(), alpha)
|
||||
}
|
||||
|
||||
fn faded_panel_frame(ctx: &egui::Context, alpha: u8) -> egui::Frame {
|
||||
let style = ctx.global_style();
|
||||
egui::Frame::window(&style)
|
||||
.fill(color_alpha(ONE_DARK_PRO.panel, alpha))
|
||||
.stroke(egui::Stroke::new(
|
||||
1.0,
|
||||
color_alpha(ONE_DARK_PRO.border, alpha),
|
||||
))
|
||||
.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((alpha as f32 * 0.45) as u8),
|
||||
})
|
||||
}
|
||||
|
||||
fn paint_spatial_force_gauge(
|
||||
painter: &egui::Painter,
|
||||
rect: egui::Rect,
|
||||
force: HudSpatialForce,
|
||||
alpha: u8,
|
||||
) {
|
||||
let center = rect.center();
|
||||
let radius = rect.width().min(rect.height()) * 0.42;
|
||||
let angle = force.angle_deg.to_radians();
|
||||
let direction = egui::vec2(angle.cos(), angle.sin());
|
||||
let magnitude = force.magnitude.clamp(0.0, 1.0);
|
||||
let end = center + direction * (radius * (0.35 + magnitude * 0.65));
|
||||
let side = egui::vec2(-direction.y, direction.x);
|
||||
|
||||
painter.circle_stroke(
|
||||
center,
|
||||
radius,
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.border, alpha)),
|
||||
);
|
||||
painter.circle_stroke(
|
||||
center,
|
||||
radius * 0.55,
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.border_soft, alpha / 2)),
|
||||
);
|
||||
painter.line_segment(
|
||||
[
|
||||
center + egui::vec2(-radius, 0.0),
|
||||
center + egui::vec2(radius, 0.0),
|
||||
],
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.border_soft, alpha / 3)),
|
||||
);
|
||||
painter.line_segment(
|
||||
[
|
||||
center + egui::vec2(0.0, -radius),
|
||||
center + egui::vec2(0.0, radius),
|
||||
],
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.border_soft, alpha / 3)),
|
||||
);
|
||||
painter.circle_filled(
|
||||
end,
|
||||
12.0,
|
||||
color_alpha(ACCENT_ORANGE, (alpha as f32 * 0.16) as u8),
|
||||
);
|
||||
painter.line_segment(
|
||||
[center, end],
|
||||
egui::Stroke::new(4.0, color_alpha(ACCENT_ORANGE, alpha)),
|
||||
);
|
||||
painter.line_segment(
|
||||
[end, end - direction * 13.0 + side * 7.0],
|
||||
egui::Stroke::new(3.0, color_alpha(ACCENT_ORANGE, alpha)),
|
||||
);
|
||||
painter.line_segment(
|
||||
[end, end - direction * 13.0 - side * 7.0],
|
||||
egui::Stroke::new(3.0, color_alpha(ACCENT_ORANGE, alpha)),
|
||||
);
|
||||
painter.circle_filled(center, 4.5, color_alpha(ONE_DARK_PRO.text_dim, alpha));
|
||||
painter.circle_filled(end, 5.5, color_alpha(ACCENT_GREEN, alpha));
|
||||
painter.circle_filled(end, 2.2, color_alpha(egui::Color32::WHITE, alpha));
|
||||
}
|
||||
|
||||
fn draw_pinned_panel(
|
||||
ctx: &egui::Context,
|
||||
panel: &mut FloatingPanelState,
|
||||
title: &'static str,
|
||||
id: &'static str,
|
||||
preferred_width: f32,
|
||||
min_width: f32,
|
||||
add_contents: impl FnOnce(&mut egui::Ui),
|
||||
) {
|
||||
let panel_width = responsive_panel_width(ctx, preferred_width, min_width);
|
||||
let max_height = responsive_panel_height(ctx, ctx.content_rect().height(), 180.0);
|
||||
let pos = responsive_panel_pos(ctx, panel.default_pos, panel_width);
|
||||
|
||||
egui::Window::new(title)
|
||||
.id(egui::Id::new(id))
|
||||
.current_pos(pos)
|
||||
.max_width(panel_width)
|
||||
.max_height(max_height)
|
||||
.constrain_to(viewport_panel_rect(ctx))
|
||||
.title_bar(false)
|
||||
.resizable(false)
|
||||
.frame(panel_frame(ctx))
|
||||
.show(ctx, |ui| {
|
||||
ui.spacing_mut().item_spacing = egui::vec2(METRICS.item_gap, 6.0);
|
||||
ui.set_min_width(panel_width);
|
||||
ui.set_max_width(panel_width);
|
||||
ui.horizontal(|ui| {
|
||||
ui.label(style::panel_title(title));
|
||||
});
|
||||
ui.separator();
|
||||
let content_max_height = (max_height - 60.0).max(120.0);
|
||||
egui::ScrollArea::vertical()
|
||||
.max_height(content_max_height)
|
||||
.auto_shrink([false, true])
|
||||
.show(ui, |ui| {
|
||||
ui.set_min_width(panel_width);
|
||||
ui.set_max_width(panel_width);
|
||||
add_contents(ui);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn draw_floating_panel(
|
||||
ctx: &egui::Context,
|
||||
panel: &mut FloatingPanelState,
|
||||
|
||||
Reference in New Issue
Block a user