affection/src/Affection/Actor.hs

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{-# LANGUAGE RecordWildCards #-}
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-- | This module implements the Actor, a Datastructure binding a 'G.GeglNode'
-- to a game asset
module Affection.Actor
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( Actor(..)
, ActorProperty(..)
, updateProperties
, applyProperties
, getProperty
) where
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import qualified GEGL as G
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import qualified Data.Map.Strict as M
import Data.List
import qualified Control.Monad.Parallel as MP
import Affection.Types
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data (Show a, Ord a) => Actor a = Actor
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{ actorProperties :: [ActorProperty a]
, actorNodes :: M.Map a G.GeglNode
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, actorFlange :: G.GeglNode
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} deriving (Show, Eq)
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data (Show a, Ord a) => ActorProperty a = ActorProperty
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{ apName :: String
, apValue :: G.PropertyValue
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, apMapping :: Maybe (a, String)
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} deriving (Show, Eq)
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updateProperties :: (Show a, Ord a) => [G.Property] -> Actor a -> Actor a
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updateProperties ps act@Actor{..} =
act
{ actorProperties =
foldl (\acc (G.Property name val) -> newProp name val acc) actorProperties ps
}
where
newProp name val acc = nubBy (\a b -> apName a == apName b) $ (getProp name)
{ apValue = val
} : acc
getProp n = getProp' n actorProperties
getProp' n [] = error $ "no ActorProperty found: " ++ n
getProp' n (p:ps)
| apName p == n = p
| otherwise = getProp' n ps
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applyProperties :: (Show a, Ord a) => Actor a -> Affection us ()
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applyProperties Actor{..} =
MP.mapM_ (\(ActorProperty{..}) ->
maybe (return ()) (\m ->
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liftIO $ G.gegl_node_set (actorNodes M.! fst m) $ G.Operation "" $
(G.Property (snd m) apValue) : []
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) apMapping
) actorProperties
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getProperty :: (Show a, Ord a) => String -> Actor a -> Maybe G.PropertyValue
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getProperty name act =
case find (\a -> name == apName a) $ actorProperties act of
Just p -> Just $ apValue p
Nothing -> Nothing