578 lines
20 KiB
Rust
578 lines
20 KiB
Rust
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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use crate::style::{ONE_DARK_PRO, apply_fonts, apply_theme, layout};
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use crate::ui::SerialMode;
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use crate::{
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matrix::{MATRIX_COLS, MATRIX_ROWS},
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render::{
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BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, WgpuBackgroundCallback,
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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_matrix_config_panel, draw_stats_panel,
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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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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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connect_state: ConnectPanelState,
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connection: Arc<ConnectionManager>,
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pressure_matrix: PressureFrame,
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data_log_frame: u64,
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scene_panel: FloatingPanelState,
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config_panel: FloatingPanelState,
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config_state: ConfigPanelState,
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stats_panel: FloatingPanelState,
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// New: recording, export, matrix config, signal charts
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recorder: Recorder,
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export_panel: FloatingPanelState,
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export_path: String,
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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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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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apply_fonts(&cc.egui_ctx);
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apply_theme(&cc.egui_ctx, &ONE_DARK_PRO);
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let wgpu_state = cc
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.wgpu_render_state
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.as_ref()
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.expect("need open eframe wgpu renderer feature");
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let mut renderer = wgpu_state.renderer.write();
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renderer
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.callback_resources
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.insert(BackgroundRenderResources::new(
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&wgpu_state.device,
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&wgpu_state.queue,
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&wgpu_state.target_format,
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MATRIX_ROWS,
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MATRIX_COLS,
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));
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Self {
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connect_panel: FloatingPanelState::new([0.0, 0.0], [layout::RIGHT_TAG_X, 48.0]),
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connect_state: ConnectPanelState::default(),
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connection: Arc::new(ConnectionManager::new()),
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pressure_matrix: [[0.0, 0.0]; PRESSURE_CELL_COUNT],
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data_log_frame: 0,
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scene_panel: FloatingPanelState::new(
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[layout::LEFT_X, layout::TOP_Y],
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[layout::LEFT_TAG_X, layout::TOP_Y],
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),
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config_panel: FloatingPanelState::new(
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[layout::RIGHT_X, layout::TOP_Y],
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[layout::RIGHT_TAG_X, layout::TOP_Y],
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),
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config_state: ConfigPanelState::default(),
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stats_panel: FloatingPanelState::new(
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[layout::LEFT_X, layout::LEFT_SECOND_Y],
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[layout::LEFT_TAG_X, layout::LEFT_SECOND_Y],
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),
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recorder: Recorder::full(),
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export_panel: FloatingPanelState::new(
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[layout::LEFT_X, layout::TOP_Y],
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[layout::LEFT_TAG_X, layout::TOP_Y],
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),
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export_path: String::new(),
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matrix_config_panel: FloatingPanelState::new(
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[layout::RIGHT_X, layout::RIGHT_SECOND_Y],
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[layout::RIGHT_TAG_X, layout::RIGHT_SECOND_Y],
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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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range: 0..7000,
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dot: true,
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}),
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}
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}
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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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ui.painter().add(egui_wgpu::Callback::new_paint_callback(
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rect,
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WgpuBackgroundCallback {
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width,
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height,
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pressure: self.pressure_matrix,
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active_mode: self.active_mode.clone(),
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},
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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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&sample.matrix,
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sample.rows,
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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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// 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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self.data_log_frame += 1;
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if self.data_log_frame % DATA_LOG_EVERY_FRAMES == 0 {
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log_pressure_sample(&sample.matrix, sample.rows, sample.cols);
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}
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}
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}
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fn draw_title_bar(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) {
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let title_bar_height = layout::TITLE_BAR_HEIGHT;
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let title_bar_rect = ui
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.allocate_space(egui::vec2(ui.available_width(), title_bar_height))
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.1;
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// Paint background
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ui.painter().rect_filled(
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title_bar_rect,
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egui::CornerRadius::ZERO,
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ONE_DARK_PRO.panel_deep,
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);
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ui.painter().line_segment(
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[title_bar_rect.left_bottom(), title_bar_rect.right_bottom()],
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egui::Stroke::new(1.0, ONE_DARK_PRO.border),
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);
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// Drag-to-move: double-click to maximize, drag to move
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let title_bar_response = ui.interact(
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title_bar_rect,
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egui::Id::new("title_bar"),
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egui::Sense::click_and_drag(),
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);
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if title_bar_response.drag_started() {
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ui.ctx().send_viewport_cmd(egui::ViewportCommand::StartDrag);
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}
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if title_bar_response.double_clicked() {
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let is_maximized = ui.input(|i| i.viewport().maximized.unwrap_or(false));
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ui.ctx()
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.send_viewport_cmd(egui::ViewportCommand::Maximized(!is_maximized));
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}
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// macOS traffic light buttons (close / minimize / maximize)
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let btn_size = 14.0;
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let btn_spacing = 8.0;
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let btns_start = title_bar_rect.left_center() + egui::vec2(12.0, 0.0);
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let btn_close_center = btns_start;
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let btn_min_center = btns_start + egui::vec2(btn_size + btn_spacing, 0.0);
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let btn_max_center = btns_start + egui::vec2((btn_size + btn_spacing) * 2.0, 0.0);
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// Close (red)
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let close_rect =
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egui::Rect::from_center_size(btn_close_center, egui::vec2(btn_size, btn_size));
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let close_resp = ui.interact(close_rect, egui::Id::new("btn_close"), egui::Sense::click());
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let close_color = egui::Color32::from_rgb(255, 95, 86);
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ui.painter()
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.circle_filled(btn_close_center, btn_size / 2.0, close_color);
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// Draw × when hovered
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if close_resp.hovered() {
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ui.painter().line_segment(
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[
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btn_close_center + egui::vec2(-3.0, -3.0),
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btn_close_center + egui::vec2(3.0, 3.0),
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],
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egui::Stroke::new(1.5, egui::Color32::from_rgb(80, 0, 0)),
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);
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ui.painter().line_segment(
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[
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btn_close_center + egui::vec2(3.0, -3.0),
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btn_close_center + egui::vec2(-3.0, 3.0),
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],
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egui::Stroke::new(1.5, egui::Color32::from_rgb(80, 0, 0)),
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);
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}
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if close_resp.clicked() {
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ui.ctx().send_viewport_cmd(egui::ViewportCommand::Close);
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}
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// Minimize (yellow)
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let min_rect = egui::Rect::from_center_size(btn_min_center, egui::vec2(btn_size, btn_size));
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let min_resp = ui.interact(min_rect, egui::Id::new("btn_min"), egui::Sense::click());
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let min_color = egui::Color32::from_rgb(255, 189, 46);
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ui.painter()
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.circle_filled(btn_min_center, btn_size / 2.0, min_color);
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if min_resp.hovered() {
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ui.painter().line_segment(
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[
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btn_min_center + egui::vec2(-3.0, 0.0),
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btn_min_center + egui::vec2(3.0, 0.0),
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],
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egui::Stroke::new(1.5, egui::Color32::from_rgb(120, 80, 0)),
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);
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}
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if min_resp.clicked() {
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ui.ctx()
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.send_viewport_cmd(egui::ViewportCommand::Minimized(true));
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}
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// Maximize (green)
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let max_rect = egui::Rect::from_center_size(btn_max_center, egui::vec2(btn_size, btn_size));
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let max_resp = ui.interact(max_rect, egui::Id::new("btn_max"), egui::Sense::click());
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let max_color = egui::Color32::from_rgb(39, 201, 63);
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ui.painter()
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.circle_filled(btn_max_center, btn_size / 2.0, max_color);
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if max_resp.hovered() {
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let s = 3.0;
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ui.painter().rect_stroke(
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egui::Rect::from_center_size(btn_max_center, egui::vec2(s * 2.0, s * 2.0)),
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egui::CornerRadius::same(1),
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egui::Stroke::new(1.5, egui::Color32::from_rgb(0, 80, 10)),
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egui::StrokeKind::Outside,
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);
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}
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if max_resp.clicked() {
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let is_maximized = ui.input(|i| i.viewport().maximized.unwrap_or(false));
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ui.ctx()
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.send_viewport_cmd(egui::ViewportCommand::Maximized(!is_maximized));
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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 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, &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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&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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}
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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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self.connect_state.mode = next;
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self.config_state.mode = next;
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self.connection.disconnect();
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self.pressure_matrix.fill([0.0, 0.0]);
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self.data_log_frame = 0;
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self.active_mode = match next {
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SerialMode::Finger => 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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SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
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}
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}
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}
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fn log_pressure_sample(raw: &[u32], rows: u32, cols: u32) {
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let max = raw.iter().copied().max().unwrap_or(0);
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let sum: u64 = raw.iter().map(|value| *value as u64).sum();
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let non_zero = raw.iter().filter(|value| **value != 0).count();
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let preview = raw
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.iter()
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.take(12)
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.map(u32::to_string)
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.collect::<Vec<_>>()
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.join(", ");
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println!(
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"[pressure] {rows}x{cols} cells={} non_zero={non_zero} max={max} sum={sum} first=[{preview}]",
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raw.len()
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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] {
|
||
return FORCE_CENTI_N[0] / 100.0;
|
||
}
|
||
|
||
if raw >= RAW[RAW.len() - 1] {
|
||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||
}
|
||
|
||
// Keep the same lookup behavior as JE-Skin so both apps report the same force.
|
||
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, 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, 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) {
|
||
const RANGE_MIN: f32 = 0.0;
|
||
const RANGE_MAX: f32 = 7000.0;
|
||
|
||
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) {
|
||
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)
|
||
};
|
||
normalized[dst_index] = [mapped, display_value];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
impl eframe::App for EskinDesktopApp {
|
||
fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
|
||
let ctx = ui.ctx().clone();
|
||
|
||
self.update_pressure_matrix();
|
||
self.draw_workspace(ui);
|
||
self.draw_title_bar(ui, frame);
|
||
self.draw_floating_panels(&ctx);
|
||
self.draw_panel_context_menu(&ctx);
|
||
|
||
// Keep repainting while the wgpu background is a realtime viewport.
|
||
ctx.request_repaint();
|
||
}
|
||
}
|