introduce resourcet
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5 changed files with 133 additions and 75 deletions
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@ -117,6 +117,7 @@ library
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, stm
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, uuid
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, vector
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, resourcet
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-- This example shows the message system. only makes sense when compiling with
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-- verbose flag.
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@ -1,4 +1,4 @@
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constraints: affection +verbose
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constraints: affection +verbose +examples
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profiling: true
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packages:
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./.
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103
src/Affection.hs
103
src/Affection.hs
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@ -1,6 +1,5 @@
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{-# LANGUAGE RecordWildCards #-}
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{-# LANGUAGE Strict #-}
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{-# LANGUAGE ExplicitForAll #-}
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{-# LANGUAGE ScopedTypeVariables #-}
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{-# LANGUAGE RankNTypes #-}
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{-# LANGUAGE TypeApplications #-}
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@ -30,6 +29,7 @@ import System.Clock
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import Control.Monad.Loops
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import Control.Monad.State.Strict
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import Control.Monad.Trans.Resource
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-- internal imports
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@ -47,47 +47,83 @@ withAffection
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:: forall us. (Affectionate us)
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=> AffectionConfig us -- ^ Configuration of the Game and its engine.
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-> IO ()
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withAffection AffectionConfig{..} = do
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withAffection AffectionConfig{..} = runResourceT $ do
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liftIO $ logIO Debug "Affection starting"
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liftIO $ logIO Debug "Initializing SDL"
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-- intialiaze SDL
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case initComponents of
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All ->
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SDL.initializeAll
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Only is ->
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SDL.initialize is
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-- give SDL render quality
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SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
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-- just checking…
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do
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renderQuality <- SDL.get SDL.HintRenderScaleQuality
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when (renderQuality /= SDL.ScaleLinear) $
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logIO Warn "Linear texture filtering not enabled!"
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liftIO $ logIO Warn "Linear texture filtering not enabled!"
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void $ liftIO (logIO Debug . fromString . show <$> (SDL.version :: IO (Integer, Integer, Integer)))
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-- construct window
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liftIO $ logIO Debug "Creating Window(s)"
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windows <- zip3 (map (\(x,_,_) -> x) windowConfigs) <$>
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windows <-
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mapM
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(SDL.createWindow windowTitle . (\(_,y,_) -> y))
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windowConfigs <*>
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pure (map (\(_,_,z) -> z) windowConfigs)
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(\(_, sdlWindowConfig, mode) -> do
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(windowKey, window) <-
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allocate
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(SDL.createWindow windowTitle sdlWindowConfig)
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(\window -> do
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logIO Debug "Destroying Window"
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SDL.destroyWindow window
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)
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return $ AffectionWindow window windowKey mode
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)
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windowConfigs
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-- Show windows
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mapM_ (SDL.showWindow . awWindow) windows
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-- set modes of windows
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mapM_ (\(AffectionWindow window _ mode) -> SDL.setWindowMode window mode) windows
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-- Make GL context shareable
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void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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-- Create OpenGL contexts
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contexts <-
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mapM
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(\(AffectionWindow window _ _) -> do
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(contextKey, context) <-
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allocate
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(SDL.glCreateContext window)
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(\context -> do
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logIO Debug "Destroying context"
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SDL.glDeleteContext context
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)
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return $ AffectionContext context contextKey
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)
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windows
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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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contexts <- zip (map (\(x,_,_) -> x) windows) <$>
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mapM (SDL.glCreateContext . (\(_,y,_) -> y)) windows
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mapM_ (\w -> SDL.setWindowMode ((\(_,y,_) -> y) w) ((\(_,_,z) -> z) w)) windows
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-- sync updates with monitor
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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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-- print current used GL Version
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version <- peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
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print (B.pack version)
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version <- liftIO $ peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
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liftIO $ print (B.pack version)
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-- get current time
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execTime <- getTime Monotonic
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liftIO $ logIO Debug "Getting Time"
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execTime <- liftIO $ getTime Monotonic
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liftIO $ logIO Debug "Loading initial data container"
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-- construct game data object from provided Affectionate instance
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gameData <- loadState @us
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(gameDataKey, gameData) <-
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allocate
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(liftIO $ loadState @us)
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(liftIO . cleanUp)
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-- build state container
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let initContainer = AffectionData
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{ drawWindows = windows
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@ -97,11 +133,12 @@ withAffection AffectionConfig{..} = do
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, sysTime = execTime
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, pausedTime = False
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}
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-- initialize and run state
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(_, _) <- runStateT
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(A.runState
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void $ liftIO $ runAffection initContainer
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(do
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liftIO $ logIO Debug "Running Pre-Loop stage"
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-- run preLoop function from Affectionate
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preLoop gameData
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liftIO $ logIO Debug "Starting Loop"
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@ -109,31 +146,40 @@ withAffection AffectionConfig{..} = do
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(do
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-- get state
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ad <- get
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-- Measure time difference form last run
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now <- liftIO $ getTime Monotonic
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let lastTime = sysTime ad
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-- compute dt and update elapsedTime
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let dt = fromIntegral
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(toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ (9 :: Int))
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ne = elapsedTime ad + dt
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-- update state data object with new time values
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put $ ad
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{ elapsedTime = ne
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, deltaTime = dt
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}
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-- poll events
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liftIO SDL.pumpEvents
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- handle events
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handleEvents gameData evs
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-- execute user defined update loop
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unless (pausedTime ad) (update gameData dt)
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-- clear GL buffer >> execute user defined draw loop >> flush GL buffer
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liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer, GL.StencilBuffer]
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draw gameData
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liftIO GL.flush
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-- actual displaying of newly drawn frame
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mapM_ (SDL.glSwapWindow . (\(_,y,_) -> y)) windows
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mapM_ (SDL.glSwapWindow . awWindow) windows
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-- save new time
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ad3 <- get
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when (sysTime ad == sysTime ad3) (
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@ -143,11 +189,16 @@ withAffection AffectionConfig{..} = do
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)
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)
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)
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) initContainer
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-- Cleanup works
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liftIO $ logIO Debug "Loop ended. Cleaning"
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cleanUp gameData
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liftIO $ logIO Debug "Destroying Window"
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mapM_ (SDL.glDeleteContext . snd) contexts
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mapM_ (SDL.destroyWindow . (\(_,y,_) -> y)) windows
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release gameDataKey
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-- mapM_ (SDL.glDeleteContext . snd) contexts
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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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liftIO $ logIO Debug "This is the end"
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runAffection
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:: AffectionData
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-> AffectionState AffectionData ResIO a
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-> IO (a, AffectionData)
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runAffection initialState a = runResourceT $ runStateT (A.runState a) initialState
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@ -5,6 +5,8 @@ module Affection.Types
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, AffectionData(..)
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, AffectionStateInner
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, AffectionState(..)
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, AffectionWindow(..)
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, AffectionContext(..)
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, InitComponents(..)
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, Angle
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-- | SDL reexports
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@ -23,6 +25,7 @@ import qualified Data.Text as T
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import Control.Monad.IO.Class
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import Control.Monad.State.Strict
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import Control.Monad.Trans.Resource
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import qualified Control.Monad.Parallel as MP
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import System.Clock (TimeSpec)
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@ -50,19 +53,8 @@ data InitComponents
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-- | Main type for defining the look, feel and action of the whole application.
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data AffectionData = AffectionData
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{ drawWindows ::
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[
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( Word -- --^ Window 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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] -- ^ SDL windows
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, glContext ::
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[
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( Word -- --^ Window identifier
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, SDL.GLContext -- --^ Associated OpenGL context
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)
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] -- ^ OpenGL rendering contexts
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{ drawWindows :: [ AffectionWindow ] -- ^ SDL windows
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, glContext :: [ AffectionContext ] -- ^ OpenGL rendering contexts
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, elapsedTime :: Double -- ^ Elapsed time in seconds
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, deltaTime :: Double -- ^ Elapsed time in seconds since last tick
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, sysTime :: TimeSpec -- ^ System time (NOT the time on the clock)
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@ -70,15 +62,26 @@ data AffectionData = AffectionData
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}
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-- | Inner 'StateT' monad for the update state
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type AffectionStateInner sd a = StateT sd a
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type AffectionStateInner sd m = StateT sd m
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-- | Affection's state monad
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newtype AffectionState sd m a = AffectionState
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{ runState :: AffectionStateInner sd m a }
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deriving (Functor, Applicative, Monad, MonadIO, MonadState sd)
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deriving (Functor, Applicative, Monad, MonadIO, MonadState sd, MonadResource)
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instance MP.MonadParallel m => MP.MonadParallel (AffectionState sd m)
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type Affection a = AffectionState AffectionData IO a
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type Affection a = AffectionState AffectionData ResIO a
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type Angle = Double
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data AffectionWindow = AffectionWindow
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{ awWindow :: SDL.Window
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, awReleaseKey :: ReleaseKey
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, awMode :: SDL.WindowMode
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}
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data AffectionContext = AffectionContext
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{ acContext :: SDL.GLContext
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, acReleaseKey :: ReleaseKey
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}
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@ -39,31 +39,34 @@ getDelta = gets deltaTime
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toggleScreen :: Word -> Affection ()
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toggleScreen windowIdent = do
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ad <- get
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let mwindow = find (\(ident, _, _) -> ident == windowIdent) (drawWindows ad)
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case mwindow of
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Just (ident, window, mode) -> do
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(stop, alteredWindowList) <- foldM
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(\(stop, resWindows) (num, aw@(AffectionWindow window _ mode)) -> do
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if stop || num == windowIdent
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then do
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newMode <- case mode of
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SDL.FullscreenDesktop -> do
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SDL.setWindowMode window SDL.Windowed
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liftIO $ SDL.setWindowMode window SDL.Windowed
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return SDL.Windowed
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SDL.Windowed -> do
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SDL.setWindowMode window SDL.FullscreenDesktop
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liftIO $ SDL.setWindowMode window SDL.FullscreenDesktop
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return SDL.FullscreenDesktop
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x -> do
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liftIO $ logIO Warn ("Unexpected window mode: " <> fromString (show x))
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return x
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return (True, resWindows ++ [aw { awMode = newMode }])
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else
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return (stop, resWindows ++ [aw])
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)
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(False, [])
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(zip [0..] (drawWindows ad))
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if stop
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then do
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now <- liftIO $ getTime Monotonic
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put ad
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{ sysTime = now
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, drawWindows = map
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(\e@(lid, win, _) ->
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if lid == ident
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then (lid, win, newMode)
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else e
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)
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(drawWindows ad)
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, drawWindows = alteredWindowList
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}
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Nothing -> do
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else
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liftIO $ logIO Warn ("No window found with ident " <> fromString (show windowIdent))
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-- | Fit the GL Viewport to Window size
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