use crate::breakout::{BreakoutGame, control_from_matrix}; use crate::connection::ConnectionManager; use crate::force::{ForceEstimatorState, HudSpatialForce}; use crate::recording::Recorder; use crate::render::{ActiveMode, FingerMode, HandGatewayMode}; use crate::style::{self, ONE_DARK_PRO, apply_fonts, apply_theme, dim_text, layout}; use crate::ui::SerialMode; use crate::{ matrix::{MATRIX_COLS, MATRIX_ROWS, UNFOLDED_SENSOR_SEGMENT_COUNTS}, render::{ BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples, WgpuBackgroundCallback, }, ui::{ ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState, draw_config_panel, draw_export_panel, draw_hand_force_panels, draw_stats_panel, panel_restore_item, }, }; use eframe::{egui, egui_wgpu}; use std::sync::Arc; const SUMMARY_POINTS_PER_SERIES: usize = 42; const HAND_FORCE_PANEL_COUNT: usize = UNFOLDED_SENSOR_SEGMENT_COUNTS.len(); const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = UNFOLDED_SENSOR_SEGMENT_COUNTS; pub struct EskinDesktopApp { connect_panel: FloatingPanelState, connect_state: ConnectPanelState, connection: Arc, pressure_matrix: PressureFrame, hand_pressure: PressureSamples, scene_panel: FloatingPanelState, config_panel: FloatingPanelState, config_state: ConfigPanelState, stats_panel: FloatingPanelState, // New: recording, export, matrix config, signal charts recorder: Recorder, export_panel: FloatingPanelState, export_path: String, matrix_config_panel: FloatingPanelState, matrix_config: MatrixConfigState, signal_history: Vec, hand_signal_histories: [Vec; HAND_FORCE_PANEL_COUNT], force_estimator: ForceEstimatorState, latest_spatial_force: Option, latest_raw_matrix: Vec, latest_matrix_rows: u32, latest_matrix_cols: u32, breakout_visible: bool, breakout_game: BreakoutGame, context_menu_open: bool, context_menu_pos: egui::Pos2, active_mode: ActiveMode, } impl EskinDesktopApp { pub fn new(cc: &eframe::CreationContext<'_>) -> Self { egui_extras::install_image_loaders(&cc.egui_ctx); apply_fonts(&cc.egui_ctx); apply_theme(&cc.egui_ctx, &ONE_DARK_PRO); let wgpu_state = cc .wgpu_render_state .as_ref() .expect("need open eframe wgpu renderer feature"); let mut renderer = wgpu_state.renderer.write(); renderer .callback_resources .insert(BackgroundRenderResources::new( &wgpu_state.device, &wgpu_state.queue, &wgpu_state.target_format, MATRIX_ROWS, MATRIX_COLS, )); Self { connect_panel: FloatingPanelState::new([0.0, 0.0], [layout::RIGHT_TAG_X, 48.0]), connect_state: ConnectPanelState::default(), connection: Arc::new(ConnectionManager::new()), pressure_matrix: [[0.0, 0.0]; PRESSURE_CELL_COUNT], hand_pressure: Vec::new(), scene_panel: FloatingPanelState::new( [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(), stats_panel: FloatingPanelState::new( [layout::LEFT_X, layout::LEFT_SECOND_Y], [layout::LEFT_TAG_X, layout::LEFT_SECOND_Y], ), recorder: Recorder::full(), export_panel: FloatingPanelState::new( [layout::LEFT_X, layout::TOP_Y], [layout::LEFT_TAG_X, layout::TOP_Y], ), export_path: String::new(), matrix_config_panel: FloatingPanelState::new( [layout::RIGHT_X, layout::RIGHT_SECOND_Y], [layout::RIGHT_TAG_X, layout::RIGHT_SECOND_Y], ), matrix_config: MatrixConfigState::default(), signal_history: Vec::with_capacity(128), hand_signal_histories: std::array::from_fn(|_| Vec::with_capacity(128)), force_estimator: ForceEstimatorState::new(), latest_spatial_force: None, latest_raw_matrix: Vec::new(), latest_matrix_rows: MATRIX_ROWS, latest_matrix_cols: MATRIX_COLS, breakout_visible: false, breakout_game: BreakoutGame::default(), context_menu_open: false, context_menu_pos: egui::pos2(24.0, 48.0), active_mode: ActiveMode::Finger(FingerMode { rows: 12, cols: 7, range: 0..7000, dot: true, }), } } fn draw_wgpu_background_rect(&self, ui: &mut egui::Ui, rect: egui::Rect) { let width = rect.width().max(1.0); let height = rect.height().max(1.0); ui.painter().add(egui_wgpu::Callback::new_paint_callback( rect, WgpuBackgroundCallback { width, height, pressure: self.pressure_matrix, hand_pressure: self.hand_pressure.clone(), active_mode: self.active_mode.clone(), }, )); self.paint_spatial_force_overlay(ui, rect); } fn paint_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) { let Some(force) = self.latest_spatial_force else { return; }; let painter = ui.painter(); let center = rect.center(); let magnitude = force.magnitude.clamp(0.0, 1.8); let length = 34.0 + magnitude * 54.0; let angle = force.angle_deg.to_radians(); let direction = egui::vec2(angle.cos(), angle.sin()); let end = center + direction * length; let side = egui::vec2(-direction.y, direction.x); let color = egui::Color32::from_rgb(255, 196, 54); let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58); painter.line_segment([center, end], egui::Stroke::new(9.0_f32, glow)); painter.line_segment([center, end], egui::Stroke::new(2.4_f32, color)); painter.line_segment( [end, end - direction * 14.0 + side * 7.0], egui::Stroke::new(2.4_f32, color), ); painter.line_segment( [end, end - direction * 14.0 - side * 7.0], egui::Stroke::new(2.4_f32, color), ); painter.circle_filled(center, 4.2, color); } fn draw_workspace(&mut self, ui: &mut egui::Ui) { if self.breakout_visible { self.draw_split_workspace(ui); } else { self.draw_wgpu_background_rect(ui, ui.max_rect()); } } fn draw_split_workspace(&mut self, ui: &mut egui::Ui) { let screen = ui.max_rect(); let content = egui::Rect::from_min_max( screen.left_top() + egui::vec2(0.0, layout::TITLE_BAR_HEIGHT), screen.right_bottom(), ); let gutter = 10.0; let half_width = (content.width() - gutter).max(1.0) * 0.5; let left = egui::Rect::from_min_size(content.min, egui::vec2(half_width, content.height())); let right = egui::Rect::from_min_max( egui::pos2(left.right() + gutter, content.top()), content.right_bottom(), ); ui.painter() .rect_filled(screen, egui::CornerRadius::ZERO, ONE_DARK_PRO.bg); paint_split_viewport_shell(ui, left, "DOTMATRIX", "压力矩阵 / WGPU"); paint_split_viewport_shell(ui, right, "BREAKOUT", "压力控制打砖块"); let left_body = split_viewport_body(left); let right_body = split_viewport_body(right); self.draw_wgpu_background_rect(ui, left_body); let breakout_control = control_from_matrix( &self.latest_raw_matrix, self.latest_matrix_rows, self.latest_matrix_cols, ); self.breakout_game.draw_viewport( ui.ctx(), right_body, &mut self.breakout_visible, breakout_control, ); } fn update_pressure_matrix(&mut self) { if let Some(sample) = self.connection.take_latest_sample() { normalize_pressure_sample( &sample.matrix, sample.rows, sample.cols, &mut self.pressure_matrix, ); self.hand_pressure = normalize_pressure_samples(&sample.matrix); self.latest_raw_matrix.clear(); self.latest_raw_matrix.extend_from_slice(&sample.matrix); self.latest_matrix_rows = sample.rows; self.latest_matrix_cols = sample.cols; self.latest_spatial_force = self.force_estimator.analyze(&sample.matrix); // Keep JE-Skin's summary path separate from the optional spatial-force vector. let raw_total = sample .matrix .iter() .fold(0_u64, |sum, value| sum + *value as u64) .min(u32::MAX as u64) as u32; let force = raw_to_g1(raw_total).min(25.6); let force = if force <= 0.1 { 0.0 } else { force }; self.signal_history.push(force); if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES { self.signal_history.remove(0); } if self.config_state.mode == SerialMode::Hand { update_hand_signal_histories(&mut self.hand_signal_histories, &sample.matrix); } } } fn draw_title_bar(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) { let title_bar_height = layout::TITLE_BAR_HEIGHT; let title_bar_rect = ui .allocate_space(egui::vec2(ui.available_width(), title_bar_height)) .1; // Paint background ui.painter().rect_filled( title_bar_rect, egui::CornerRadius::ZERO, ONE_DARK_PRO.panel_deep, ); ui.painter().line_segment( [title_bar_rect.left_bottom(), title_bar_rect.right_bottom()], egui::Stroke::new(1.0_f32, ONE_DARK_PRO.border), ); // Drag-to-move: double-click to maximize, drag to move let title_bar_response = ui.interact( title_bar_rect, egui::Id::new("title_bar"), egui::Sense::click_and_drag(), ); if title_bar_response.drag_started() { ui.ctx().send_viewport_cmd(egui::ViewportCommand::StartDrag); } if title_bar_response.double_clicked() { let is_maximized = ui.input(|i| i.viewport().maximized.unwrap_or(false)); ui.ctx() .send_viewport_cmd(egui::ViewportCommand::Maximized(!is_maximized)); } // macOS traffic light buttons (close / minimize / maximize) let btn_size = 14.0; let btn_spacing = 8.0; let btns_start = title_bar_rect.left_center() + egui::vec2(12.0, 0.0); let btn_close_center = btns_start; let btn_min_center = btns_start + egui::vec2(btn_size + btn_spacing, 0.0); let btn_max_center = btns_start + egui::vec2((btn_size + btn_spacing) * 2.0, 0.0); // Close (red) let close_rect = egui::Rect::from_center_size(btn_close_center, egui::vec2(btn_size, btn_size)); let close_resp = ui.interact(close_rect, egui::Id::new("btn_close"), egui::Sense::click()); let close_color = egui::Color32::from_rgb(255, 95, 86); ui.painter() .circle_filled(btn_close_center, btn_size / 2.0, close_color); // Draw × when hovered if close_resp.hovered() { ui.painter().line_segment( [ btn_close_center + egui::vec2(-3.0, -3.0), btn_close_center + egui::vec2(3.0, 3.0), ], egui::Stroke::new(1.5_f32, egui::Color32::from_rgb(80, 0, 0)), ); ui.painter().line_segment( [ btn_close_center + egui::vec2(3.0, -3.0), btn_close_center + egui::vec2(-3.0, 3.0), ], egui::Stroke::new(1.5_f32, egui::Color32::from_rgb(80, 0, 0)), ); } if close_resp.clicked() { ui.ctx().send_viewport_cmd(egui::ViewportCommand::Close); } // Minimize (yellow) let min_rect = egui::Rect::from_center_size(btn_min_center, egui::vec2(btn_size, btn_size)); let min_resp = ui.interact(min_rect, egui::Id::new("btn_min"), egui::Sense::click()); let min_color = egui::Color32::from_rgb(255, 189, 46); ui.painter() .circle_filled(btn_min_center, btn_size / 2.0, min_color); if min_resp.hovered() { ui.painter().line_segment( [ btn_min_center + egui::vec2(-3.0, 0.0), btn_min_center + egui::vec2(3.0, 0.0), ], egui::Stroke::new(1.5_f32, egui::Color32::from_rgb(120, 80, 0)), ); } if min_resp.clicked() { ui.ctx() .send_viewport_cmd(egui::ViewportCommand::Minimized(true)); } // Maximize (green) let max_rect = egui::Rect::from_center_size(btn_max_center, egui::vec2(btn_size, btn_size)); let max_resp = ui.interact(max_rect, egui::Id::new("btn_max"), egui::Sense::click()); let max_color = egui::Color32::from_rgb(39, 201, 63); ui.painter() .circle_filled(btn_max_center, btn_size / 2.0, max_color); if max_resp.hovered() { let s = 3.0; ui.painter().rect_stroke( egui::Rect::from_center_size(btn_max_center, egui::vec2(s * 2.0, s * 2.0)), egui::CornerRadius::same(1), egui::Stroke::new(1.5_f32, egui::Color32::from_rgb(0, 80, 10)), egui::StrokeKind::Outside, ); } if max_resp.clicked() { let is_maximized = ui.input(|i| i.viewport().maximized.unwrap_or(false)); ui.ctx() .send_viewport_cmd(egui::ViewportCommand::Maximized(!is_maximized)); } } fn draw_floating_panels( &mut self, ctx: &egui::Context, stats: crate::serial_core::serial::SerialIoStats, ) { // draw_scene_panel(ctx, &mut self.scene_panel); // if self.config_state.mode == SerialMode::Hand && self.stats_panel.visible { // self.config_panel.visible = false; // self.export_panel.visible = false; // self.matrix_config_panel.visible = false; // } if let Some(next_mode) = draw_config_panel( ctx, &mut self.config_panel, &mut self.config_state, &self.connection, &self.recorder, stats, 100.0, 100.0, ) { self.switch_mode(next_mode); } match self.config_state.mode { SerialMode::Finger => { draw_stats_panel( ctx, &mut self.stats_panel, &self.signal_history, self.latest_spatial_force, ); } SerialMode::Hand => { draw_hand_force_panels(ctx, self.stats_panel.visible, &self.hand_signal_histories); } } draw_export_panel( ctx, &mut self.export_panel, &self.recorder, &mut self.export_path, ); // draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config); } fn draw_panel_context_menu(&mut self, ctx: &egui::Context) { let (secondary_clicked, pointer_pos, escape_pressed) = ctx.input(|input| { ( input.pointer.secondary_clicked(), input.pointer.interact_pos(), input.key_pressed(egui::Key::Escape), ) }); if secondary_clicked { self.context_menu_open = true; self.context_menu_pos = pointer_pos.unwrap_or(self.context_menu_pos); } if escape_pressed { self.context_menu_open = false; } if !self.context_menu_open { return; } let mut close_menu = false; let response = egui::Area::new(egui::Id::new("workspace_context_menu_area")) .fixed_pos(self.context_menu_pos) .order(egui::Order::Foreground) .show(ctx, |ui| { egui::Frame::popup(ui.style()).show(ui, |ui| { ui.set_min_width(132.0); ui.label("显示面板"); ui.separator(); 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); if self.stats_panel.visible { if ui .add_sized( egui::vec2(ui.available_width(), 0.0), egui::Button::new("隐藏 统计"), ) .clicked() { self.stats_panel.visible = false; close_menu = true; } } else { panel_restore_item(ui, "统计", &mut self.stats_panel); } if ui .add_sized( egui::vec2(ui.available_width(), 0.0), egui::Button::new("打砖块"), ) .clicked() { self.breakout_visible = true; close_menu = true; } ui.separator(); if ui .add_sized( egui::vec2(ui.available_width(), 0.0), egui::Button::new("全部显示"), ) .clicked() { self.config_panel.visible = true; self.export_panel.visible = true; self.matrix_config_panel.visible = true; self.stats_panel.visible = true; self.breakout_visible = true; close_menu = true; } }); }); let clicked_outside = ctx.input(|input| { input.pointer.primary_clicked() && input .pointer .interact_pos() .is_some_and(|pos| !response.response.rect.contains(pos)) }); if close_menu || clicked_outside { self.context_menu_open = false; } } fn switch_mode(&mut self, next: SerialMode) { self.connect_state.mode = next; self.config_state.mode = next; self.config_state.baud_rate = next.baud_rate(); self.connection.disconnect(); self.pressure_matrix.fill([0.0, 0.0]); self.hand_pressure.clear(); self.force_estimator.reset(); self.latest_spatial_force = None; self.signal_history.clear(); self.hand_signal_histories .iter_mut() .for_each(|history| history.clear()); 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 update_hand_signal_histories( histories: &mut [Vec; HAND_FORCE_PANEL_COUNT], raw_values: &[u32], ) { let mut offset = 0usize; for (history, sample_count) in histories.iter_mut().zip(HAND_FORCE_SEGMENT_COUNTS) { let raw_total = raw_values .get(offset..offset + sample_count) .unwrap_or(&[]) .iter() .fold(0_u64, |sum, value| sum + *value as u64) .min(u32::MAX as u64) as u32; let force = raw_to_g1(raw_total).min(25.6); let force = if force <= 0.1 { 0.0 } else { force }; history.push(force); if history.len() > SUMMARY_POINTS_PER_SERIES { history.remove(0); } offset += sample_count; } } fn raw_to_g1(raw: u32) -> f32 { const RAW: [u32; 12] = [ 0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444, ]; const FORCE_CENTI_N: [f32; 12] = [ 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 2557.0, ]; if raw <= RAW[0] { return FORCE_CENTI_N[0] / 100.0; } if raw >= RAW[RAW.len() - 1] { return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0; } let mut left = 0usize; let mut right = RAW.len() - 1; while left + 1 < right { let mid = (left + right) / 2; if RAW[mid] <= raw { left = mid; } else { right = mid; } } let raw_left = RAW[left] as f32; let raw_right = RAW[right] as f32; let span = (raw_right - raw_left).max(1.0); let ratio = (raw as f32 - raw_left) / span; (FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0 } fn paint_split_viewport_shell( ui: &egui::Ui, rect: egui::Rect, title: &'static str, subtitle: &'static str, ) { let painter = ui.painter(); painter.rect_filled( rect, egui::CornerRadius::same(8), egui::Color32::from_rgb(11, 17, 23), ); painter.rect_stroke( rect, egui::CornerRadius::same(8), egui::Stroke::new(1.0_f32, ONE_DARK_PRO.border_soft), egui::StrokeKind::Outside, ); painter.line_segment( [ rect.left_top() + egui::vec2(12.0, 34.0), rect.right_top() + egui::vec2(-12.0, 34.0), ], egui::Stroke::new(1.0_f32, ONE_DARK_PRO.border_soft), ); painter.text( rect.left_top() + egui::vec2(14.0, 16.0), egui::Align2::LEFT_CENTER, title, egui::FontId::monospace(13.0), ONE_DARK_PRO.accent, ); painter.text( rect.left_top() + egui::vec2(122.0, 16.0), egui::Align2::LEFT_CENTER, subtitle, egui::FontId::proportional(12.0), ONE_DARK_PRO.text_dim, ); } fn split_viewport_body(rect: egui::Rect) -> egui::Rect { egui::Rect::from_min_max( rect.left_top() + egui::vec2(10.0, 44.0), rect.right_bottom() - egui::vec2(10.0, 10.0), ) } fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) { normalized.fill([0.0, 0.0]); let src_cols = cols.max(1); let copy_rows = MATRIX_ROWS.min(rows); let copy_cols = MATRIX_COLS.min(cols); for row in 0..copy_rows { for col in 0..copy_cols { let src_index = (row * src_cols + col) as usize; let dst_index = (row * MATRIX_COLS + col) as usize; if let Some(value) = raw.get(src_index) { normalized[dst_index] = normalize_pressure_value(*value); } } } } fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples { raw.iter().copied().map(normalize_pressure_value).collect() } fn normalize_pressure_value(value: u32) -> [f32; 2] { const RANGE_MIN: f32 = 0.0; const RANGE_MAX: f32 = 7000.0; let raw_value = value as f32; let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0); let display_value = if raw_value <= RANGE_MIN + 4.0 { 0.0 } else { raw_value.round().min(9999.0) }; [mapped, display_value] } fn draw_config_bar_mode(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Option { let mut changed_to = None; ui.horizontal(|ui| { ui.colored_label(dim_text(), "单面指尖"); if mode_button(ui, &mut config.mode, SerialMode::Finger, "单面指尖") { changed_to = Some(SerialMode::Finger); } // if mode_button(ui, &mut config.mode, SerialMode::Finger3D, "3D指尖") { // changed_to = Some(SerialMode::Finger3D); // } if mode_button(ui, &mut config.mode, SerialMode::Hand, "270°展开") { changed_to = Some(SerialMode::Hand); } }); changed_to } fn mode_button( ui: &mut egui::Ui, mode: &mut SerialMode, value: SerialMode, label: &'static str, ) -> bool { let clicked = ui.add(style::mode_button(label, *mode == value)).clicked(); if clicked && *mode != value { *mode = value; true } else { false } } impl eframe::App for EskinDesktopApp { fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) { let ctx = ui.ctx().clone(); let stats = self.connection.stats(); self.update_pressure_matrix(); self.draw_workspace(ui); self.draw_title_bar(ui, frame); self.draw_floating_panels(&ctx, stats); self.draw_panel_context_menu(&ctx); // Keep repainting while the wgpu background is a realtime viewport. ctx.request_repaint(); } }