start with Affectionate
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3 changed files with 48 additions and 77 deletions
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@ -1,5 +1,8 @@
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{-# LANGUAGE RecordWildCards #-}
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{-# LANGUAGE RecordWildCards #-}
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{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE ExplicitForAll #-}
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{-# LANGUAGE ScopedTypeVariables #-}
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{-# LANGUAGE RankNTypes #-}
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module Affection
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module Affection
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( withAffection
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( withAffection
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, get
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, get
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@ -22,6 +25,7 @@ import Control.Monad.IO.Class (liftIO)
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import Foreign.C.Types (CInt(..))
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import Foreign.C.Types (CInt(..))
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import Affection.Types as A
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import Affection.Types as A
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import Affection.Class as A
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import Affection.StateMachine as A
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import Affection.StateMachine as A
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import Affection.Util as A
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import Affection.Util as A
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import Affection.MessageBus as A
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import Affection.MessageBus as A
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@ -34,7 +38,8 @@ import qualified Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
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-- | Main function which bootstraps everything else.
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-- | Main function which bootstraps everything else.
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withAffection
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withAffection
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:: AffectionConfig us -- ^ Configuration of the Game and its engine.
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:: (Affectionate us)
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=> AffectionConfig us -- ^ Configuration of the Game and its engine.
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-> IO ()
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-> IO ()
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withAffection AffectionConfig{..} = do
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withAffection AffectionConfig{..} = do
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liftIO $ logIO Debug "Affection starting"
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liftIO $ logIO Debug "Affection starting"
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@ -54,38 +59,39 @@ withAffection AffectionConfig{..} = do
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logIO Warn "Linear texture filtering not enabled!"
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logIO Warn "Linear texture filtering not enabled!"
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-- construct window
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-- construct window
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liftIO $ logIO Debug "Creating Window(s)"
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liftIO $ logIO Debug "Creating Window(s)"
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windows <- zip (map fst windowConfigs) <$>
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windows <- zip3 (map (\(x,_,_) -> x) windowConfigs) <$>
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mapM
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mapM
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(\wc -> SDL.createWindow windowTitle (snd wc))
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(\wc -> SDL.createWindow windowTitle ((\(_,y,_) -> y) wc))
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windowConfigs
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windowConfigs <*>
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mapM_ (SDL.showWindow . snd) windows
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pure (map (\(_,_,z) -> z) windowConfigs)
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mapM_ (SDL.showWindow . (\(_,y,_) -> y)) windows
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_ <- SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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_ <- SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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contexts <- zip (map fst windows) <$> mapM (SDL.glCreateContext . snd) windows
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contexts <- zip (map (\(x,_,_) -> x) windows) <$>
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mapM (SDL.glCreateContext . (\(_,y,_) -> y)) windows
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-- let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfigs
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-- let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfigs
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-- (w, h) = case canvasSize of
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-- (w, h) = case canvasSize of
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-- Just (cw, ch) -> (cw, ch)
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-- Just (cw, ch) -> (cw, ch)
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-- Nothing -> (fromIntegral rw, fromIntegral rh)
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-- Nothing -> (fromIntegral rw, fromIntegral rh)
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mapM_ (flip SDL.setWindowMode initScreenMode . snd) windows
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mapM_ (\w -> flip SDL.setWindowMode ((\(_,_,z) -> z) w) ((\(_,y,_) -> y) w)) windows
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-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
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-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
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liftIO $ logIO Debug "Getting Time"
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liftIO $ logIO Debug "Getting Time"
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-- get current time
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-- get current time
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execTime <- getTime Monotonic
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execTime <- getTime Monotonic
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liftIO $ logIO Debug "Loading initial data container"
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liftIO $ logIO Debug "Loading initial data container"
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initContainer <- (\x -> AffectionData
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gameData <- loadState :: forall us. IO (Data us)
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{ quitEvent = False
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let initContainer = AffectionData
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, userState = x
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{ drawWindows = windows
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, drawWindows = windows
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, glContext = contexts
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, glContext = contexts
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, screenMode = initScreenMode
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, elapsedTime = 0
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, elapsedTime = 0
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, deltaTime = 0
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, deltaTime = 0
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, sysTime = execTime
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, sysTime = execTime
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, pausedTime = False
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, pausedTime = False
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}) <$> loadState
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}
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(_, nState) <- runStateT ( A.runState $ do
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(_, nState) <- runStateT ( A.runState $ do
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liftIO $ logIO Debug "Starting Loop"
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liftIO $ logIO Debug "Starting Loop"
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preLoop
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preLoop gameData
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whileM_ (not . A.quitEvent <$> get)
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whileM_ (hasNextStep gameData)
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(do
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(do
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-- get state
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-- get state
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ad <- get
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ad <- get
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@ -103,15 +109,15 @@ withAffection AffectionConfig{..} = do
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-- poll events
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-- poll events
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- handle events
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-- handle events
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eventLoop evs
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handleEvents gameData evs
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-- execute user defined update loop
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-- execute user defined update loop
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unless (pausedTime ad) (updateLoop dt)
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unless (pausedTime ad) (update gameData dt)
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-- execute user defined draw loop
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-- execute user defined draw loop
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liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer, GL.StencilBuffer]
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liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer, GL.StencilBuffer]
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drawLoop
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draw gameData
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liftIO GL.flush
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liftIO GL.flush
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-- actual displaying of newly drawn frame
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-- actual displaying of newly drawn frame
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mapM_ (SDL.glSwapWindow . snd) windows
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mapM_ (SDL.glSwapWindow . (\(_,y,_) -> y)) windows
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-- save new time
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-- save new time
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ad3 <- get
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ad3 <- get
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when (sysTime ad == sysTime ad3) (
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when (sysTime ad == sysTime ad3) (
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@ -122,9 +128,9 @@ withAffection AffectionConfig{..} = do
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)
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)
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) initContainer
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) initContainer
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liftIO $ logIO Debug "Loop ended. Cleaning"
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liftIO $ logIO Debug "Loop ended. Cleaning"
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cleanUp $ userState nState
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cleanUp gameData
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liftIO $ logIO Debug "Destroying Window"
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liftIO $ logIO Debug "Destroying Window"
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mapM_ (SDL.glDeleteContext . snd) contexts
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mapM_ (SDL.glDeleteContext . snd) contexts
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mapM_ (SDL.destroyWindow . snd) windows
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mapM_ (SDL.destroyWindow . (\(_,y,_) -> y)) windows
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-- SDL.quit -- <- This causes segfaults depending on hardware
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-- SDL.quit -- <- This causes segfaults depending on hardware
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liftIO $ logIO Debug "This is the end"
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liftIO $ logIO Debug "This is the end"
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@ -35,27 +35,12 @@ data AffectionConfig us = AffectionConfig
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-- ^ Window title
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-- ^ Window title
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, windowConfigs ::
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, windowConfigs ::
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[
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[
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( Word -- ^ Window identifier
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( Word -- --^ Window identifier
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, SDL.WindowConfig -- ^ Window config for given window
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, SDL.WindowConfig -- --^ Window config for given window
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, SDL.WindowMode -- -- ^ Window mode to start in
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)
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)
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]
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]
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-- ^ Window configurations
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-- ^ Window configurations
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, canvasSize :: Maybe (Int, Int)
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-- ^ size of the texture canvas
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, initScreenMode :: SDL.WindowMode
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-- ^ Window mode to start in
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, loadState :: IO us
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-- ^ Provide your own load function to create this data.
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, preLoop :: Affection us ()
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-- ^ Actions to be performed, before loop starts
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, eventLoop :: [SDL.EventPayload] -> Affection us ()
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-- ^ Main update function. Takes fractions of a second as input.
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, updateLoop :: Double -> Affection us ()
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-- ^ Main update function. Takes fractions of a second as input.
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, drawLoop :: Affection us ()
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-- ^ Function for updating graphics.
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, cleanUp :: us -> IO ()
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-- ^ Provide your own finisher function to clean your data.
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}
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}
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-- | Components to initialize in SDL.
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-- | Components to initialize in SDL.
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@ -65,18 +50,17 @@ data InitComponents
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-- | Main type for defining the look, feel and action of the whole application.
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-- | Main type for defining the look, feel and action of the whole application.
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data AffectionData us = AffectionData
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data AffectionData us = AffectionData
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{ quitEvent :: Bool -- ^ Loop breaker.
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{ drawWindows ::
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, userState :: us -- ^ State data provided by user
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, drawWindows ::
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[
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[
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( Word -- ^ Window identifier
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( Word -- --^ Window identifier
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, SDL.Window -- ^ Window linked with identifier
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, SDL.Window -- --^ Window linked with identifier
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, SDL.WindowMode -- -- ^ current screen mode
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)
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)
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] -- ^ SDL windows
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] -- ^ SDL windows
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, glContext ::
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, glContext ::
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[
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[
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( Word -- ^ Window identifier
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( Word -- --^ Window identifier
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, SDL.GLContext -- ^ Associated OpenGL context
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, SDL.GLContext -- --^ Associated OpenGL context
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)
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)
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] -- ^ OpenGL rendering contexts
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] -- ^ OpenGL rendering contexts
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, screenMode :: SDL.WindowMode -- ^ current screen mode
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, screenMode :: SDL.WindowMode -- ^ current screen mode
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@ -87,14 +71,14 @@ data AffectionData us = AffectionData
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}
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}
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-- | Inner 'StateT' monad for the update state
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-- | Inner 'StateT' monad for the update state
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type AffectionStateInner us a = StateT us a
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type AffectionStateInner sd a = StateT sd a
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-- | Affection's state monad
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-- | Affection's state monad
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newtype AffectionState us m a = AffectionState
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newtype AffectionState sd m a = AffectionState
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{ runState :: AffectionStateInner us m a }
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{ runState :: AffectionStateInner sd m a }
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deriving (Functor, Applicative, Monad, MonadIO, MonadState us)
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deriving (Functor, Applicative, Monad, MonadIO, MonadState sd)
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instance MP.MonadParallel m => MP.MonadParallel (AffectionState us m)
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instance MP.MonadParallel m => MP.MonadParallel (AffectionState sd m)
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type Affection us a = AffectionState (AffectionData us) IO a
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type Affection us a = AffectionState (AffectionData us) IO a
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@ -19,19 +19,6 @@ preHandleEvents :: [SDL.Event] -> Affection us [SDL.EventPayload]
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preHandleEvents evs =
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preHandleEvents evs =
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return $ map SDL.eventPayload evs
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return $ map SDL.eventPayload evs
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-- | Return the userstate to the user
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getAffection :: Affection us us
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getAffection = gets userState
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-- | Put altered user state back
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putAffection
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:: us -- User state
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-> Affection us ()
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putAffection us = do
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ad <- get
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put $ ad
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{ userState = us }
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-- | block a thread for a specified amount of time
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-- | block a thread for a specified amount of time
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delaySec
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delaySec
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:: Int -- ^ Number of seconds
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:: Int -- ^ Number of seconds
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getDelta :: Affection us Double
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getDelta :: Affection us Double
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getDelta = gets deltaTime
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getDelta = gets deltaTime
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-- | Quit the engine loop
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quit :: Affection us ()
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quit = do
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ad <- get
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put $ ad { quitEvent = True }
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-- | Toggle the Screen mode between 'SDL.Windowed' and 'SDL.FullscreenDesktop'.
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-- | Toggle the Screen mode between 'SDL.Windowed' and 'SDL.FullscreenDesktop'.
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-- Pauses the Engine in the process.
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-- Pauses the Engine in the process.
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toggleScreen :: Affection us ()
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toggleScreen :: Affection us ()
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ad <- get
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ad <- get
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newMode <- case screenMode ad of
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newMode <- case screenMode ad of
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SDL.Windowed -> do
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SDL.Windowed -> do
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mapM_ (flip SDL.setWindowMode SDL.FullscreenDesktop . snd) (drawWindows ad)
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mapM_ (flip SDL.setWindowMode SDL.FullscreenDesktop . (\(_,y,_) -> y)) (drawWindows ad)
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return SDL.FullscreenDesktop
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return SDL.FullscreenDesktop
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SDL.FullscreenDesktop -> do
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SDL.FullscreenDesktop -> do
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mapM_ (flip SDL.setWindowMode SDL.Windowed . snd) (drawWindows ad)
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mapM_ (flip SDL.setWindowMode SDL.Windowed . (\(_,y,_) -> y)) (drawWindows ad)
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return SDL.Windowed
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return SDL.Windowed
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x -> do
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x -> do
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liftIO $ logIO Warn ("Unexpected Screen mode: " <> fromString (show x))
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liftIO $ logIO Warn ("Unexpected Screen mode: " <> fromString (show x))
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