Add pressure visual modes and breakout game
This commit is contained in:
275
src/app.rs
275
src/app.rs
@@ -1,3 +1,4 @@
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use crate::breakout::{BreakoutGame, control_from_matrix};
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use crate::connection::ConnectionManager;
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use crate::recording::Recorder;
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use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
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@@ -18,6 +19,9 @@ use eframe::{egui, egui_wgpu};
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use std::sync::Arc;
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const DATA_LOG_EVERY_FRAMES: u64 = 30;
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const SUMMARY_POINTS_PER_SERIES: usize = 42;
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const MIN_DISPLAY_FORCE_N: f32 = 0.1;
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const MAX_DISPLAY_FORCE_N: f32 = 25.6;
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pub struct EskinDesktopApp {
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connect_panel: FloatingPanelState,
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@@ -36,6 +40,13 @@ pub struct EskinDesktopApp {
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matrix_config_panel: FloatingPanelState,
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matrix_config: MatrixConfigState,
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signal_history: Vec<f32>,
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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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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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@@ -92,6 +103,13 @@ impl EskinDesktopApp {
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),
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matrix_config: MatrixConfigState::default(),
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signal_history: Vec::with_capacity(128),
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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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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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rows: 12,
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cols: 7,
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@@ -101,10 +119,7 @@ impl EskinDesktopApp {
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}
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}
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fn draw_wgpu_background(&mut self, ui: &mut egui::Ui) {
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self.update_pressure_matrix();
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let rect = ui.max_rect();
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fn draw_wgpu_background_rect(&self, ui: &mut egui::Ui, rect: egui::Rect) {
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let width = rect.width().max(1.0);
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let height = rect.height().max(1.0);
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@@ -119,6 +134,50 @@ impl EskinDesktopApp {
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));
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}
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fn draw_workspace(&mut self, ui: &mut egui::Ui) {
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if self.breakout_visible {
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self.draw_split_workspace(ui);
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} else {
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self.draw_wgpu_background_rect(ui, ui.max_rect());
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}
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}
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fn draw_split_workspace(&mut self, ui: &mut egui::Ui) {
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let screen = ui.max_rect();
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let content = egui::Rect::from_min_max(
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screen.left_top() + egui::vec2(0.0, layout::TITLE_BAR_HEIGHT),
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screen.right_bottom(),
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);
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let gutter = 10.0;
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let half_width = (content.width() - gutter).max(1.0) * 0.5;
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let left = egui::Rect::from_min_size(content.min, egui::vec2(half_width, content.height()));
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let right = egui::Rect::from_min_max(
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egui::pos2(left.right() + gutter, content.top()),
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content.right_bottom(),
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);
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ui.painter()
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.rect_filled(screen, egui::CornerRadius::ZERO, ONE_DARK_PRO.bg);
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paint_split_viewport_shell(ui, left, "DOTMATRIX", "压力矩阵 / WGPU");
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paint_split_viewport_shell(ui, right, "BREAKOUT", "压力控制打砖块");
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let left_body = split_viewport_body(left);
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let right_body = split_viewport_body(right);
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self.draw_wgpu_background_rect(ui, left_body);
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let breakout_control = control_from_matrix(
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&self.latest_raw_matrix,
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self.latest_matrix_rows,
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self.latest_matrix_cols,
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);
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self.breakout_game.draw_viewport(
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ui.ctx(),
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right_body,
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&mut self.breakout_visible,
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breakout_control,
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);
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}
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fn update_pressure_matrix(&mut self) {
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if let Some(sample) = self.connection.take_latest_sample() {
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normalize_pressure_sample(
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@@ -127,14 +186,28 @@ impl EskinDesktopApp {
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sample.cols,
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&mut self.pressure_matrix,
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);
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self.latest_raw_matrix.clear();
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self.latest_raw_matrix.extend_from_slice(&sample.matrix);
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self.latest_matrix_rows = sample.rows;
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self.latest_matrix_cols = sample.cols;
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// Feed data to recorder
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self.recorder.add_frame(&sample.matrix);
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// Update signal history (sum of all pressure values)
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let total: f32 = sample.matrix.iter().map(|v| *v as f32).sum();
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self.signal_history.push(total);
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if self.signal_history.len() > 128 {
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// JE-Skin summary logic: sum all cells first, then convert raw summary to force.
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let raw_total = sample
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.matrix
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.iter()
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.fold(0_u64, |sum, value| sum + *value as u64)
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.min(u32::MAX as u64) as u32;
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let force = raw_to_g1(raw_total).min(MAX_DISPLAY_FORCE_N);
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let force = if force <= MIN_DISPLAY_FORCE_N {
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0.0
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} else {
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force
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};
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self.signal_history.push(force);
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if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
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self.signal_history.remove(0);
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}
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@@ -258,12 +331,15 @@ impl EskinDesktopApp {
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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 let Some(next_mode) =
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draw_config_panel(ctx, &mut self.config_panel, &mut self.config_state)
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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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&mut self.config_panel,
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&mut self.config_state,
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&self.connection,
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) {
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self.switch_mode(next_mode);
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}
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draw_stats_panel(ctx, &mut self.stats_panel);
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draw_stats_panel(ctx, &mut self.stats_panel, &self.signal_history);
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draw_export_panel(
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ctx,
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&mut self.export_panel,
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@@ -273,32 +349,68 @@ impl EskinDesktopApp {
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draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
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}
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fn draw_panel_context_menu(&mut self, ui: &mut egui::Ui) {
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let response = ui.interact(
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ui.max_rect(),
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egui::Id::new("workspace_panel_context_menu"),
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egui::Sense::click(),
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);
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response.context_menu(|ui| {
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ui.label("显示面板");
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ui.separator();
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panel_restore_item(ui, "配置", &mut self.config_panel);
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panel_restore_item(ui, "录制", &mut self.export_panel);
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panel_restore_item(ui, "矩阵", &mut self.matrix_config_panel);
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panel_restore_item(ui, "统计", &mut self.stats_panel);
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ui.separator();
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if ui.button("全部显示").clicked() {
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self.config_panel.visible = true;
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self.export_panel.visible = true;
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self.matrix_config_panel.visible = true;
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self.stats_panel.visible = true;
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ui.close();
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}
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fn draw_panel_context_menu(&mut self, ctx: &egui::Context) {
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let (secondary_clicked, pointer_pos, escape_pressed) = ctx.input(|input| {
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(
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input.pointer.secondary_clicked(),
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input.pointer.interact_pos(),
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input.key_pressed(egui::Key::Escape),
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)
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});
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if secondary_clicked {
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self.context_menu_open = true;
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self.context_menu_pos = pointer_pos.unwrap_or(self.context_menu_pos);
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}
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if escape_pressed {
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self.context_menu_open = false;
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}
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if !self.context_menu_open {
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return;
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}
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let mut close_menu = false;
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let response = egui::Area::new(egui::Id::new("workspace_context_menu_area"))
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.fixed_pos(self.context_menu_pos)
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.order(egui::Order::Foreground)
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.show(ctx, |ui| {
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egui::Frame::popup(ui.style()).show(ui, |ui| {
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ui.set_min_width(132.0);
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ui.label("显示面板");
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ui.separator();
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panel_restore_item(ui, "配置", &mut self.config_panel);
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panel_restore_item(ui, "录制", &mut self.export_panel);
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panel_restore_item(ui, "矩阵", &mut self.matrix_config_panel);
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panel_restore_item(ui, "统计", &mut self.stats_panel);
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if ui.button("打砖块").clicked() {
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self.breakout_visible = true;
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close_menu = true;
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}
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ui.separator();
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if ui.button("全部显示").clicked() {
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self.config_panel.visible = true;
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self.export_panel.visible = true;
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self.matrix_config_panel.visible = true;
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self.stats_panel.visible = true;
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self.breakout_visible = true;
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close_menu = true;
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}
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});
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});
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let clicked_outside = ctx.input(|input| {
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input.pointer.primary_clicked()
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&& input
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.pointer
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.interact_pos()
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.is_some_and(|pos| !response.response.rect.contains(pos))
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});
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if close_menu || clicked_outside {
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self.context_menu_open = false;
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}
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}
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fn switch_mode(&mut self, next: SerialMode) {
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@@ -337,6 +449,90 @@ fn log_pressure_sample(raw: &[u32], rows: u32, cols: u32) {
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);
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}
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fn raw_to_g1(raw: u32) -> f32 {
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const RAW: [u32; 12] = [
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0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444,
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];
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const FORCE_CENTI_N: [f32; 12] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 2557.0,
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];
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if raw <= RAW[0] {
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return FORCE_CENTI_N[0] / 100.0;
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}
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if raw >= RAW[RAW.len() - 1] {
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return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
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}
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// Keep the same lookup behavior as JE-Skin so both apps report the same force.
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let mut left = 0usize;
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let mut right = RAW.len() - 1;
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while left + 1 < right {
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let mid = (left + right) / 2;
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if RAW[mid] <= raw {
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left = mid;
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} else {
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right = mid;
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}
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}
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let raw_left = RAW[left] as f32;
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let raw_right = RAW[right] as f32;
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let span = (raw_right - raw_left).max(1.0);
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let ratio = (raw as f32 - raw_left) / span;
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(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
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}
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fn paint_split_viewport_shell(
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ui: &egui::Ui,
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rect: egui::Rect,
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title: &'static str,
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subtitle: &'static str,
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) {
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let painter = ui.painter();
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painter.rect_filled(
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rect,
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egui::CornerRadius::same(8),
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egui::Color32::from_rgb(11, 17, 23),
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);
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painter.rect_stroke(
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rect,
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egui::CornerRadius::same(8),
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egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft),
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egui::StrokeKind::Outside,
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);
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painter.line_segment(
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[
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rect.left_top() + egui::vec2(12.0, 34.0),
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rect.right_top() + egui::vec2(-12.0, 34.0),
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],
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egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft),
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);
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painter.text(
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rect.left_top() + egui::vec2(14.0, 16.0),
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egui::Align2::LEFT_CENTER,
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title,
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egui::FontId::monospace(13.0),
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ONE_DARK_PRO.accent,
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);
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painter.text(
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rect.left_top() + egui::vec2(122.0, 16.0),
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egui::Align2::LEFT_CENTER,
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subtitle,
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egui::FontId::proportional(12.0),
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ONE_DARK_PRO.text_dim,
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);
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}
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fn split_viewport_body(rect: egui::Rect) -> egui::Rect {
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egui::Rect::from_min_max(
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rect.left_top() + egui::vec2(10.0, 44.0),
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rect.right_bottom() - egui::vec2(10.0, 10.0),
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)
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}
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fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
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const RANGE_MIN: f32 = 0.0;
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const RANGE_MAX: f32 = 7000.0;
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@@ -369,10 +565,11 @@ 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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self.draw_wgpu_background(ui);
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self.draw_panel_context_menu(ui);
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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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// Keep repainting while the wgpu background is a realtime viewport.
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ctx.request_repaint();
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Block a user