pinready 0.2.4

Cross-platform configurator and launcher for VPinballX standalone
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use super::*;

impl App {
    pub(super) fn render_screens_page(&mut self, ui: &mut egui::Ui) {
        ui.heading(t!("screens_heading"));
        ui.add_space(8.0);

        // Language selector
        ui.horizontal(|ui| {
            ui.label(egui::RichText::new("Langue / Language").size(14.0));
            ui.add_space(8.0);
            let prev_lang = self.selected_language;
            let current_label = LANGUAGE_OPTIONS
                .get(self.selected_language)
                .map(|(_, l)| *l)
                .unwrap_or("English");
            egui::ComboBox::from_id_salt("lang_combo")
                .selected_text(current_label)
                .show_ui(ui, |ui| {
                    for (idx, (_code, label)) in LANGUAGE_OPTIONS.iter().enumerate() {
                        ui.selectable_value(&mut self.selected_language, idx, *label);
                    }
                });
            if self.selected_language != prev_lang {
                let (code, _) = LANGUAGE_OPTIONS[self.selected_language];
                i18n::set_locale(code);
                let _ = self.db.set_config("language", code);
            }
        });
        ui.add_space(8.0);
        ui.separator();
        ui.add_space(8.0);

        // VPinballX installation
        self.process_update_check();
        ui.label(egui::RichText::new(t!("vpx_install_title")).strong());
        ui.add_space(4.0);

        ui.radio_value(
            &mut self.vpx_install_mode,
            VpxInstallMode::Auto,
            t!("vpx_auto_install"),
        );
        if self.vpx_install_mode == VpxInstallMode::Auto {
            ui.indent("auto_install", |ui| {
                if let Some(ref release) = self.vpx_latest_release {
                    ui.label(t!("vpx_version_available", tag = release.tag.as_str()));
                    let size_mb = release.asset_size / (1024 * 1024);
                    ui.label(t!(
                        "vpx_artifact_info",
                        name = release.asset_name.as_str(),
                        size = size_mb
                    ));
                } else if self.update_check_rx.is_some() {
                    ui.horizontal(|ui| {
                        ui.spinner();
                        ui.label(t!("vpx_checking"));
                    });
                    ui.ctx().request_repaint();
                } else if !self.vpx_installed_tag.is_empty() {
                    ui.label(t!(
                        "vpx_version_installed",
                        tag = self.vpx_installed_tag.as_str()
                    ));
                } else {
                    ui.label(t!("vpx_no_version"));
                }

                if self.update_downloading {
                    let (current, total) = self.update_progress;
                    if total > 0 {
                        let pct = current as f32 / total as f32;
                        let mb = current / (1024 * 1024);
                        let total_mb = total / (1024 * 1024);
                        ui.add(egui::ProgressBar::new(pct).text(format!("{mb}/{total_mb} Mo")));
                    } else {
                        ui.horizontal(|ui| {
                            ui.spinner();
                            ui.label(t!("vpx_extracting"));
                        });
                    }
                    ui.ctx().request_repaint();
                } else if let Some(release) = self.vpx_latest_release.clone() {
                    if release.tag != self.vpx_installed_tag
                        && ui.button(t!("vpx_install_button")).clicked()
                    {
                        self.start_vpx_download(&release);
                    }
                }

                if let Some(ref err) = self.update_error {
                    ui.colored_label(
                        egui::Color32::from_rgb(255, 100, 100),
                        t!("vpx_install_error", msg = err.as_str()),
                    );
                }

                let install_dir = updater::default_install_dir();
                ui.label(
                    egui::RichText::new(t!(
                        "vpx_install_dir",
                        path = install_dir.display().to_string()
                    ))
                    .weak(),
                );
            });
        }

        ui.radio_value(
            &mut self.vpx_install_mode,
            VpxInstallMode::Manual,
            t!("vpx_manual_install"),
        );
        if self.vpx_install_mode == VpxInstallMode::Manual {
            ui.indent("manual_install", |ui| {
                ui.horizontal(|ui| {
                    ui.add(egui::TextEdit::singleline(&mut self.vpx_exe_path).desired_width(400.0));
                    if ui.button(t!("vpx_browse")).clicked() {
                        // On macOS, .app bundles are directories — use pick_folder
                        // as fallback so users can select them.
                        let picked = if cfg!(target_os = "macos") {
                            rfd::FileDialog::new()
                                .set_title(t!("vpx_file_picker"))
                                .pick_file()
                                .or_else(|| {
                                    rfd::FileDialog::new()
                                        .set_title(t!("vpx_file_picker"))
                                        .pick_folder()
                                })
                        } else {
                            rfd::FileDialog::new()
                                .set_title(t!("vpx_file_picker"))
                                .pick_file()
                        };
                        if let Some(path) = picked {
                            self.vpx_exe_path = path.display().to_string();
                        }
                    }
                });
                let resolved = updater::resolve_vpx_exe(std::path::Path::new(&self.vpx_exe_path));
                let vpx_exists = resolved.is_file();
                if !vpx_exists && !self.vpx_exe_path.is_empty() {
                    ui.colored_label(
                        egui::Color32::from_rgb(255, 100, 100),
                        format!("âš  {}", t!("vpx_file_not_found")),
                    );
                }
            });
        }

        ui.add_space(4.0);
        ui.label(egui::RichText::new(t!("vpx_validated_on")).weak().italics());
        ui.add_space(12.0);
        ui.separator();
        ui.add_space(8.0);

        // Screen count selection
        ui.label(t!("screens_count_label"));
        ui.horizontal(|ui| {
            for n in 1..=4 {
                let label = match n {
                    1 => t!("screens_1"),
                    2 => t!("screens_2"),
                    3 => t!("screens_3"),
                    _ => t!("screens_4"),
                };
                if ui.radio_value(&mut self.screen_count, n, label).changed() {
                    // Re-assign roles based on new screen count
                    for (i, display) in self.displays.iter_mut().enumerate() {
                        let roles = [
                            DisplayRole::Playfield,
                            DisplayRole::Backglass,
                            DisplayRole::Dmd,
                            DisplayRole::Topper,
                        ];
                        display.role = if i < self.screen_count {
                            roles.get(i).copied().unwrap_or(DisplayRole::Unused)
                        } else {
                            DisplayRole::Unused
                        };
                    }
                }
            }
        });

        ui.add_space(8.0);

        // View mode
        ui.label(t!("screens_display_mode"));
        ui.horizontal(|ui| {
            ui.radio_value(&mut self.view_mode, 0, "Desktop");
            ui.radio_value(&mut self.view_mode, 1, "Cabinet");
            ui.radio_value(&mut self.view_mode, 2, "Full Single Screen");
        });

        ui.add_space(8.0);

        ui.checkbox(&mut self.disable_touch, t!("screens_disable_touch"));

        ui.add_space(12.0);

        // Display table
        if self.displays.is_empty() {
            ui.label(t!("screens_no_displays"));
            return;
        }

        egui::Grid::new("displays_grid")
            .striped(true)
            .min_col_width(80.0)
            .show(ui, |ui| {
                ui.strong(t!("screens_col_screen"));
                ui.strong(t!("screens_col_resolution"));
                ui.strong(t!("screens_col_hz"));
                ui.strong(t!("screens_col_size"));
                ui.strong(t!("screens_col_role"));
                ui.end_row();

                let available_roles: Vec<DisplayRole> = DisplayRole::all()
                    .iter()
                    .copied()
                    .filter(|r| {
                        *r == DisplayRole::Unused
                            || match r {
                                DisplayRole::Playfield => self.screen_count >= 1,
                                DisplayRole::Backglass => self.screen_count >= 2,
                                DisplayRole::Dmd => self.screen_count >= 3,
                                DisplayRole::Topper => self.screen_count >= 4,
                                DisplayRole::Unused => true,
                            }
                    })
                    .collect();

                for display in &mut self.displays {
                    // Name + inches
                    let label = if let Some(inches) = display.size_inches {
                        format!("{} ({}\")", display.name, inches)
                    } else {
                        display.name.clone()
                    };
                    ui.label(&label);
                    ui.label(format!("{}x{}", display.width, display.height));
                    ui.label(format!("{:.0} Hz", display.refresh_rate));
                    // Physical size mm (editable)
                    ui.horizontal(|ui| {
                        ui.add(
                            egui::DragValue::new(&mut display.width_mm)
                                .speed(1)
                                .suffix(" mm"),
                        );
                        ui.label("x");
                        ui.add(
                            egui::DragValue::new(&mut display.height_mm)
                                .speed(1)
                                .suffix(" mm"),
                        );
                    });

                    egui::ComboBox::from_id_salt(format!("role_{}", display.name))
                        .selected_text(display.role.label())
                        .show_ui(ui, |ui| {
                            for role in &available_roles {
                                ui.selectable_value(&mut display.role, *role, role.label());
                            }
                        });
                    ui.end_row();
                }
            });

        // Only show cabinet dimensions in Cabinet mode
        if self.view_mode == 1 {
            ui.add_space(16.0);
            ui.strong(t!("cabinet_dimensions"));
            ui.add_space(4.0);
            ui.label(t!("cabinet_drag_hint"));
            ui.add_space(8.0);

            // Layout: schema on the left, values on the right
            ui.horizontal(|ui| {
                // === Interactive cabinet schema (side view) ===
                let schema_size = egui::vec2(450.0, 500.0);
                let (rect, response) =
                    ui.allocate_exact_size(schema_size, egui::Sense::click_and_drag());
                let painter = ui.painter_at(rect);

                // Scale: 1cm = 2.0px
                let scale = 2.0_f32;
                // Ground line at bottom of the schema
                let ground_y = rect.bottom() - 25.0;
                // Cabinet front (lockbar) X position
                let cab_x = rect.left() + 220.0;

                // Colors
                let col_cab = egui::Color32::from_rgb(120, 80, 50); // brown cabinet
                let col_screen = egui::Color32::from_rgb(60, 120, 200); // blue screen
                let col_player = egui::Color32::from_rgb(80, 180, 80); // green player
                let col_dim = egui::Color32::from_rgb(200, 60, 60); // red dimensions
                let col_ground = egui::Color32::GRAY;
                let col_handle = egui::Color32::from_rgb(255, 200, 0); // yellow handles

                // Ground
                painter.line_segment(
                    [
                        egui::pos2(rect.left() + 10.0, ground_y),
                        egui::pos2(rect.right() - 10.0, ground_y),
                    ],
                    egui::Stroke::new(2.0, col_ground),
                );
                painter.text(
                    egui::pos2(rect.right() - 30.0, ground_y + 8.0),
                    egui::Align2::CENTER_CENTER,
                    "Sol",
                    egui::FontId::proportional(10.0),
                    col_ground,
                );

                // Cabinet body (side view: front=lockbar side, back=backglass side)
                let lockbar_y = ground_y - self.lockbar_height * scale;
                let font_label = egui::FontId::proportional(12.0);
                let font_dim = egui::FontId::proportional(11.0);

                // Screen (inclined from lockbar toward backglass)
                let screen_len_px = 150.0;
                let incl_rad = self.screen_inclination.to_radians();
                let screen_end_x = cab_x + screen_len_px * incl_rad.cos();
                let screen_end_y = lockbar_y - screen_len_px * incl_rad.sin();

                // Cabinet legs: front leg under lockbar, back leg under screen end
                let front_leg_x = cab_x;
                let back_leg_x = screen_end_x;
                painter.line_segment(
                    [
                        egui::pos2(front_leg_x, ground_y),
                        egui::pos2(front_leg_x, lockbar_y),
                    ],
                    egui::Stroke::new(3.0, col_cab),
                );
                painter.line_segment(
                    [
                        egui::pos2(back_leg_x, ground_y),
                        egui::pos2(back_leg_x, screen_end_y),
                    ],
                    egui::Stroke::new(3.0, col_cab),
                );

                // Lockbar (horizontal bar at front)
                painter.line_segment(
                    [
                        egui::pos2(cab_x - 15.0, lockbar_y),
                        egui::pos2(cab_x + 15.0, lockbar_y),
                    ],
                    egui::Stroke::new(5.0, col_cab),
                );
                painter.text(
                    egui::pos2(cab_x, lockbar_y + 12.0),
                    egui::Align2::CENTER_TOP,
                    "Lockbar",
                    font_label.clone(),
                    col_cab,
                );

                // Playfield screen (on top of the cab frame)
                painter.line_segment(
                    [
                        egui::pos2(cab_x, lockbar_y),
                        egui::pos2(screen_end_x, screen_end_y),
                    ],
                    egui::Stroke::new(6.0, col_screen),
                );
                painter.text(
                    egui::pos2(
                        (cab_x + screen_end_x) / 2.0,
                        (lockbar_y + screen_end_y) / 2.0 - 14.0,
                    ),
                    egui::Align2::CENTER_CENTER,
                    "Playfield",
                    font_label.clone(),
                    col_screen,
                );

                // Backglass (vertical from end of screen)
                let bg_height = 80.0;
                painter.line_segment(
                    [
                        egui::pos2(screen_end_x, screen_end_y),
                        egui::pos2(screen_end_x, screen_end_y - bg_height),
                    ],
                    egui::Stroke::new(4.0, col_screen.linear_multiply(0.6)),
                );
                painter.text(
                    egui::pos2(screen_end_x + 8.0, screen_end_y - bg_height / 2.0),
                    egui::Align2::LEFT_CENTER,
                    "BG",
                    font_label,
                    col_screen,
                );

                // Player (stick figure, side view — facing right toward cabinet)
                let player_base_x = cab_x - (-self.player_y) * scale;
                let player_feet_y = ground_y;
                let player_head_y = ground_y - self.player_height * scale;
                let player_hip_y = ground_y - self.player_height * scale * 0.45;
                let player_shoulder_y = ground_y - self.player_height * scale * 0.72;
                let player_neck_y = ground_y - self.player_height * scale * 0.82;
                let head_radius = 10.0;
                let head_center_y = player_head_y + head_radius;
                let leg_spread = 14.0; // feet spread front/back for side view
                let stroke = egui::Stroke::new(3.0, col_player);

                // Legs (spread front/back, side view)
                let front_foot_x = player_base_x + leg_spread;
                let back_foot_x = player_base_x - leg_spread;
                // Front leg
                painter.line_segment(
                    [
                        egui::pos2(front_foot_x, player_feet_y),
                        egui::pos2(player_base_x + 2.0, player_hip_y),
                    ],
                    stroke,
                );
                // Back leg
                painter.line_segment(
                    [
                        egui::pos2(back_foot_x, player_feet_y),
                        egui::pos2(player_base_x - 2.0, player_hip_y),
                    ],
                    stroke,
                );
                // Torso (hip to neck, slight lean forward)
                painter.line_segment(
                    [
                        egui::pos2(player_base_x, player_hip_y),
                        egui::pos2(player_base_x + 3.0, player_neck_y),
                    ],
                    stroke,
                );
                // Head
                painter.circle_filled(
                    egui::pos2(player_base_x + 3.0, head_center_y),
                    head_radius,
                    col_player,
                );
                // Eye (facing right toward cab)
                painter.circle_filled(
                    egui::pos2(player_base_x + 7.0, head_center_y - 2.0),
                    2.0,
                    egui::Color32::WHITE,
                );
                // Arms (reaching toward lockbar)
                let hand_x = player_base_x + 20.0; // hands forward toward cab
                let hand_y = player_shoulder_y + 15.0; // hands at lockbar height-ish
                painter.line_segment(
                    [
                        egui::pos2(player_base_x + 3.0, player_shoulder_y),
                        egui::pos2(hand_x, hand_y),
                    ],
                    stroke,
                );

                // === Dimension arrows ===

                // Lockbar height (sol -> lockbar)
                let arrow_x = cab_x + 50.0;
                painter.line_segment(
                    [
                        egui::pos2(arrow_x, ground_y),
                        egui::pos2(arrow_x, lockbar_y),
                    ],
                    egui::Stroke::new(1.5, col_dim),
                );
                painter.text(
                    egui::pos2(arrow_x + 5.0, (ground_y + lockbar_y) / 2.0),
                    egui::Align2::LEFT_CENTER,
                    format!("{:.0} cm", self.lockbar_height),
                    font_dim.clone(),
                    col_dim,
                );

                // Player height
                let parrow_x = player_base_x - 25.0;
                painter.line_segment(
                    [
                        egui::pos2(parrow_x, player_feet_y),
                        egui::pos2(parrow_x, player_head_y),
                    ],
                    egui::Stroke::new(1.5, col_player),
                );
                painter.text(
                    egui::pos2(parrow_x - 5.0, (player_feet_y + player_head_y) / 2.0),
                    egui::Align2::RIGHT_CENTER,
                    format!("{:.0} cm", self.player_height),
                    font_dim.clone(),
                    col_player,
                );

                // Player Y distance
                painter.line_segment(
                    [
                        egui::pos2(player_base_x, lockbar_y + 12.0),
                        egui::pos2(cab_x, lockbar_y + 12.0),
                    ],
                    egui::Stroke::new(1.0, col_dim),
                );
                painter.text(
                    egui::pos2((player_base_x + cab_x) / 2.0, lockbar_y + 24.0),
                    egui::Align2::CENTER_CENTER,
                    format!("Y={:.0} cm", self.player_y),
                    font_dim.clone(),
                    col_dim,
                );

                // Screen inclination arc
                if self.screen_inclination.abs() > 0.5 {
                    painter.text(
                        egui::pos2(cab_x + 30.0, lockbar_y - 12.0),
                        egui::Align2::LEFT_CENTER,
                        format!("{:.0} deg", self.screen_inclination),
                        font_dim,
                        col_screen,
                    );
                }

                // === Drag handles ===
                let handle_radius = 6.0;

                // Handle: lockbar height (drag vertically on the lockbar)
                let h_lockbar = egui::pos2(cab_x, lockbar_y);
                painter.circle_filled(h_lockbar, handle_radius, col_handle);

                // Handle: player height (drag on head)
                let h_head = egui::pos2(player_base_x, player_head_y);
                painter.circle_filled(h_head, handle_radius, col_handle);

                // Handle: player Y (drag on waist)
                let h_waist = egui::pos2(player_base_x, player_hip_y);
                painter.circle_filled(h_waist, handle_radius, col_handle);

                // Handle: screen inclination (drag on screen end)
                let h_screen = egui::pos2(screen_end_x, screen_end_y);
                painter.circle_filled(h_screen, handle_radius, col_handle);

                // Handle dragging logic
                if response.dragged() {
                    if let Some(pos) = response.interact_pointer_pos() {
                        let dist =
                            |p: egui::Pos2| ((pos.x - p.x).powi(2) + (pos.y - p.y).powi(2)).sqrt();

                        if dist(h_lockbar) < 30.0 {
                            // Drag lockbar height
                            let new_h = (ground_y - pos.y) / scale;
                            self.lockbar_height = new_h.clamp(0.0, 250.0);
                        } else if dist(h_head) < 30.0 {
                            // Drag player height
                            let new_h = (ground_y - pos.y) / scale;
                            self.player_height = new_h.clamp(75.0, 250.0);
                        } else if dist(h_waist) < 30.0 {
                            // Drag player Y (horizontal movement)
                            let new_y = -(cab_x - pos.x) / scale;
                            self.player_y = new_y.clamp(-70.0, 30.0);
                        } else if dist(h_screen) < 30.0 {
                            // Drag screen inclination
                            let dx = pos.x - cab_x;
                            let dy = lockbar_y - pos.y;
                            let angle = dy.atan2(dx).to_degrees();
                            self.screen_inclination = angle.clamp(-30.0, 30.0);
                        }
                    }
                }

                // Recompute player_z from height
                self.player_z = (self.player_height - 12.0 - self.lockbar_height).max(0.0);

                // === Values panel on the right ===
                ui.vertical(|ui| {
                    ui.add_space(8.0);
                    ui.strong(t!("cabinet_values"));
                    ui.add_space(8.0);

                    ui.label(t!("cabinet_lockbar_width"));
                    ui.add(
                        egui::DragValue::new(&mut self.lockbar_width)
                            .range(10.0..=150.0)
                            .speed(1.0)
                            .suffix(" cm"),
                    );
                    ui.add_space(4.0);

                    ui.label(t!("cabinet_lockbar_height"));
                    ui.add(
                        egui::DragValue::new(&mut self.lockbar_height)
                            .range(0.0..=250.0)
                            .speed(1.0)
                            .suffix(" cm"),
                    );
                    ui.add_space(4.0);

                    ui.label(t!("cabinet_screen_inclination"));
                    ui.add(
                        egui::DragValue::new(&mut self.screen_inclination)
                            .range(-30.0..=30.0)
                            .speed(0.5)
                            .suffix(" deg"),
                    );
                    ui.add_space(4.0);

                    ui.label(t!("cabinet_player_height"));
                    ui.add(
                        egui::DragValue::new(&mut self.player_height)
                            .range(75.0..=250.0)
                            .speed(1.0)
                            .suffix(" cm"),
                    );
                    ui.add_space(4.0);

                    ui.label(t!("cabinet_player_distance"));
                    ui.add(
                        egui::DragValue::new(&mut self.player_y)
                            .range(-70.0..=30.0)
                            .speed(1.0)
                            .suffix(" cm"),
                    );
                    ui.add_space(4.0);

                    ui.label(t!("cabinet_player_offset"));
                    ui.add(
                        egui::DragValue::new(&mut self.player_x)
                            .range(-30.0..=30.0)
                            .speed(1.0)
                            .suffix(" cm"),
                    );
                    ui.add_space(12.0);

                    ui.separator();
                    ui.label(t!(
                        "cabinet_eye_height",
                        value = format!("{:.0}", self.player_z)
                    ));
                    ui.label(t!("cabinet_eye_formula"));
                });
            });
        }
    }
}