Files
eskin-player/src/app.rs
2026-07-27 01:43:54 +08:00

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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<ConnectionManager>,
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<f32>,
hand_signal_histories: [Vec<f32>; HAND_FORCE_PANEL_COUNT],
force_estimator: ForceEstimatorState,
latest_spatial_force: Option<HudSpatialForce>,
latest_raw_matrix: Vec<u32>,
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<f32>; 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<SerialMode> {
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();
}
}