affection/src/Affection.hs

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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
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module Affection
( withAffection
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, get
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, getAffection
, putAffection
-- , withWindow
-- , withDefaultWindow
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, delaySec
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, get
, put
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, module A
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) where
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import SDL (($=))
import qualified SDL
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import qualified SDL.Internal.Numbered as SDL (toNumber)
import qualified SDL.Raw as Raw
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-- import qualified GEGL as G
import Data.Maybe
import Data.IORef
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import System.Clock
import Control.Monad.Loops
import Control.Monad.State
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import Foreign.C.Types (CInt(..))
import Foreign.Storable (peek)
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import Debug.Trace
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import Affection.Types as A
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-- import Affection.Draw as A
-- import Affection.Particle as A
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import Affection.StateMachine as A
import Affection.MouseInteractable as A
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-- import Affection.Property as A
-- import Affection.Actor as A
-- import Affection.Animation as A
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import Affection.Util as A
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import Affection.MessageBus.Class as A
import Affection.MessageBus.Message as A
import Affection.MessageBus.Engine as A
import Affection.MessageBus.Util as A
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import Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
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-- import qualified BABL as B
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-- | Main function which bootstraps everything else.
withAffection
:: AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
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withAffection AffectionConfig{..} = do
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-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
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-- G.gegl_init
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-- give SDL render quality
SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
-- just checking…
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
putStrLn "Warning: Linear texture filtering not enabled!"
-- construct window
window <- SDL.createWindow windowTitle windowConfig
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SDL.showWindow window
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context <- SDL.glCreateContext(window)
-- -- create renderer
-- renderer <- SDL.createRenderer
-- window
-- (-1)
-- SDL.defaultRenderer
-- -- make draw texture
-- texture <- SDL.createTexture
-- renderer
-- SDL.ABGR8888
-- SDL.TextureAccessStreaming
-- (case canvasSize of
-- Just (cw, ch) -> (SDL.V2
-- (CInt $ fromIntegral cw)
-- (CInt $ fromIntegral ch)
-- )
-- Nothing ->
-- SDL.windowInitialSize windowConfig
-- )
-- -- make draw surface
-- -- pixelFormat <- liftIO $ peek . Raw.surfaceFormat =<< peek ptr
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let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfig
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(w, h) = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (fromIntegral rw, fromIntegral rh)
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-- -- stride = fromIntegral (Raw.pixelFormatBytesPerPixel pixelFormat) * w
-- bablFormat = B.PixelFormat B.RGBA B.CFu8
-- cpp = B.babl_components_per_pixel bablFormat
-- !stride = cpp * w
-- format <- B.babl_format bablFormat
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-- get current time
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SDL.setWindowMode window initScreenMode
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SDL.swapInterval $= SDL.SynchronizedUpdates
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execTime <- getTime Monotonic
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initContainer <- (\x -> AffectionData
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{ quitEvent = False
, userState = x
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, drawWindow = window
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, glContext = context
-- , windowRenderer = renderer
-- , drawTexture = texture
-- , drawFormat = format
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, drawDimensions = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (w, h)
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, screenMode = initScreenMode
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-- , drawStride = stride
-- , drawCPP = cpp
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-- , drawStack = []
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, elapsedTime = 0
, deltaTime = 0
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, sysTime = execTime
, pausedTime = False
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}) <$> loadState
(_, nState) <- runStateT ( A.runState $ do
preLoop
whileM_ (do
current <- get
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return $ not $ A.quitEvent current
)
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(do
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-- get state
ad <- get
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-- Measure time difference form last run
now <- liftIO $ getTime Monotonic
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let lastTime = sysTime ad
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-- -- clean draw requests from last run
-- MP.mapM_ (invalidateDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad)
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-- clean the renderer form last time
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-- SDL.clear renderer
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-- compute dt and update elapsedTime
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let !dt = fromIntegral (toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ 9)
!ne = elapsedTime ad + dt
put $ ad
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-- { drawStack = []
{ elapsedTime = ne
, deltaTime = dt
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}
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-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
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mapM_ eventLoop evs
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-- execute user defined update loop
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unless (pausedTime ad) (updateLoop dt)
-- execute user defined draw loop
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liftIO $ GL.clear [ColorBuffer, DepthBuffer]
drawLoop
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liftIO $ flush
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-- handle all new draw requests
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ad2 <- get
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-- clear <- catMaybes <$>
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-- mapM (handleDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad2)
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-- -- save all draw requests to clear in next run
-- put $ ad2
-- { drawStack = clear }
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-- actual drawing
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SDL.glSwapWindow window
-- SDL.present (windowRenderer ad2)
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-- save new time
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ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
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)
) initContainer
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-- G.gegl_exit
cleanUp $ userState nState
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SDL.destroyWindow window
SDL.quit