it works. what do you want more?
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4c7918d9df
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538f5c0f7e
4 changed files with 145 additions and 126 deletions
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@ -10,6 +10,8 @@ import Data.Maybe (fromJust)
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import Control.Monad (when)
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import qualified Control.Monad.Parallel as MP
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import Foreign.C.Types
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import Debug.Trace
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main :: IO ()
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@ -32,8 +34,9 @@ data UserData = UserData
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{ nodeGraph :: M.Map String G.GeglNode
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, actors :: M.Map String (Actor String)
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, foreground :: G.GeglBuffer
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, lastTick :: Double
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, updateActors :: [Actor String]
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, keyDown :: Maybe SDL.Keycode
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, cameraX :: Int
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}
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load :: IO UserData
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@ -56,7 +59,7 @@ load = do
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traceM "background"
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over <- G.gegl_node_new_child root G.defaultOverOperation
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traceM "over"
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buffer <- G.gegl_buffer_new (Just $ G.GeglRectangle 0 0 800 600) =<<
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buffer <- G.gegl_buffer_new (Just $ G.GeglRectangle 0 0 3289 600) =<<
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B.babl_format (B.PixelFormat B.RGBA B.CFfloat)
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sink <- G.gegl_node_new_child root $ G.Operation "gegl:copy-buffer" $
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props $
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@ -72,8 +75,8 @@ load = do
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traceM "rect"
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crop <- G.gegl_node_new_child root $ G.Operation "gegl:crop" $
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props $ do
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prop "width" (800::Double)
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prop "height" (600::Double)
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prop "width" (3289 :: Double)
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prop "height" (600 :: Double)
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G.gegl_node_link_many [bg, bgTrans, bgScale, over, crop, sink]
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_ <- G.gegl_node_connect_to rect "output" over "aux"
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rectActor <- return $ Actor (map
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@ -122,14 +125,17 @@ load = do
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{ nodeGraph = myMap
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, actors = actorMap
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, foreground = buffer
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, lastTick = 0
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, updateActors = []
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, keyDown = Nothing
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, cameraX = 0
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}
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-- drawInit :: Affection UserData ()
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-- drawInit = do
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-- UserData{..} <- getAffection
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-- present (GeglRectangle 0 0 800 600) foreground True
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drawInit :: Affection UserData ()
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drawInit = do
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ad <- get
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ud <- getAffection
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process (nodeGraph ud M.! "sink")
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present (GeglRectangle 0 0 3289 600) (foreground ud) True
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draw :: Affection UserData ()
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draw = do
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@ -139,34 +145,36 @@ draw = do
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{ updateActors = []
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}
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process (nodeGraph M.! "sink")
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present (GeglRectangle 0 0 800 600) foreground True
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present (GeglRectangle cameraX 0 800 600) foreground True
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render
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(Just $ G.GeglRectangle cameraX 0 800 600)
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Nothing
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update :: Affection UserData ()
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update = do
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update :: Double -> Affection UserData ()
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update dt = do
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traceM "updating"
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tick <- getElapsedTime
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ud <- getAffection
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putAffection $ ud { lastTick = tick }
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let dt = tick - lastTick ud
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return ()
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traceM $ show (1 / dt) ++ " FPS"
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handle :: SDL.EventPayload -> Affection UserData ()
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handle (SDL.KeyboardEvent dat) =
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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $ do
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ud <- getAffection
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maybe (return ()) (\code -> do
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let vel = 400 -- velocity in Pixels per second
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leg = floor (vel * dt)
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(G.PropertyDouble xpos) <-
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return $ apValue $ fromJust $ L.find (\a -> "x" == apName a) $
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actorProperties $ actors ud M.! "rect"
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if xpos >= 40 && xpos <= 760
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then do
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nmap <- return $ M.adjust
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(updateProperties $ props $ prop "x" $
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case SDL.keysymKeycode $ SDL.keyboardEventKeysym dat of
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SDL.KeycodeLeft -> xpos - 20
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SDL.KeycodeRight -> xpos + 20
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case code of
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SDL.KeycodeLeft ->
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if xpos > 0
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then xpos - fromIntegral leg
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else xpos
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SDL.KeycodeRight ->
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if xpos < 3269
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then xpos + fromIntegral leg
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else xpos
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_ -> xpos
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)
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"rect"
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@ -175,52 +183,41 @@ handle (SDL.KeyboardEvent dat) =
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{ actors = nmap
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, updateActors = (nmap M.! "rect") : updateActors ud
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}
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else do
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(G.PropertyDouble bgPos) <-
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ud2 <- getAffection
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(G.PropertyDouble xpos2) <-
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return $ apValue $ fromJust $ L.find (\a -> "x" == apName a) $
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actorProperties $ actors ud M.! "background"
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nmap <- return $ M.adjust
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(updateProperties $ props $ prop "x" $
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if xpos < 40
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then
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case SDL.keysymKeycode $ SDL.keyboardEventKeysym dat of
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SDL.KeycodeLeft ->
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if bgPos <= 0 then bgPos + 20 else bgPos
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SDL.KeycodeRight ->
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bgPos
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_ -> bgPos
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actorProperties $ actors ud M.! "rect"
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ncx <-
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if xpos2 - fromIntegral (cameraX ud2) > 750
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then return $
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if cameraX ud2 + leg > 2489 && code == SDL.KeycodeRight
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then cameraX ud2
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else cameraX ud2 + leg
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else
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case SDL.keysymKeycode $ SDL.keyboardEventKeysym dat of
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SDL.KeycodeLeft ->
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bgPos
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SDL.KeycodeRight ->
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if bgPos >= -2489 then bgPos - 20 else bgPos
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_ -> bgPos
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)
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"background"
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(actors ud)
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nmap2 <- return $ M.adjust
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(updateProperties $ props $ prop "x" $
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case SDL.keysymKeycode $ SDL.keyboardEventKeysym dat of
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SDL.KeycodeLeft ->
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if xpos < 40
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then
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xpos
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if xpos2 - fromIntegral (cameraX ud2) < 50
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then return $
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if cameraX ud2 - leg < 0 && code == SDL.KeycodeLeft
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then cameraX ud2
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else cameraX ud2 - leg
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else
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xpos - 20
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SDL.KeycodeRight ->
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if xpos < 40
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return $ cameraX ud2
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putAffection ud2
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{ cameraX = ncx
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}
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) (keyDown ud)
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handle :: SDL.EventPayload -> Affection UserData ()
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handle (SDL.KeyboardEvent dat) =
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when (not (SDL.keyboardEventRepeat dat)) $ do
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ud <- getAffection
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if (SDL.keyboardEventKeyMotion dat == SDL.Pressed)
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then
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xpos + 20
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else
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xpos
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_ -> xpos
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)
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"rect"
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nmap
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putAffection ud
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{ actors = nmap2
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, updateActors = (nmap2 M.! "background") : (nmap2 M.! "rect") : updateActors ud
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{ keyDown = Just $ SDL.keysymKeycode $ SDL.keyboardEventKeysym dat
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}
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else
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putAffection ud
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{ keyDown = Nothing
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}
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handle (SDL.WindowClosedEvent _) = do
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@ -114,7 +114,7 @@ withAffection AffectionConfig{..} = do
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, drawStack = []
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, elapsedTime = 0
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, dt = 0
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}) <$> loadState surface
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}) <$> loadState
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(_, nState) <- runStateT ( A.runState $ do
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preLoop
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whileM_ (do
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@ -128,7 +128,7 @@ withAffection AffectionConfig{..} = do
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-- get state
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ad <- get
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-- clean draw requests from last run
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mapM_ (invalidateDrawRequest (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad)
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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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@ -143,23 +143,19 @@ withAffection AffectionConfig{..} = do
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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MP.mapM_ eventLoop evs
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-- execute user defined update loop
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updateLoop
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updateLoop dt
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-- execute user defined draw loop
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drawLoop
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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 (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad2)
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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
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put $ ad2
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{ drawStack = clear }
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-- get texture from surface
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-- texture <- SDL.createTextureFromSurface (windowRenderer ad2) (drawSurface ad2)
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-- actual drawing
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SDL.copy (windowRenderer ad2) texture Nothing Nothing
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-- SDL.copy (windowRenderer ad2) texture Nothing Nothing
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SDL.present (windowRenderer ad2)
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-- clean the texture
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-- SDL.destroyTexture texture
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-- save new time
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liftIO $ writeIORef execTime now
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)
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@ -6,8 +6,9 @@ module Affection.Draw
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, clear
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, handleDrawRequest
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, invalidateDrawRequest
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, present
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, process
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, present
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, render
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, clearArea
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) where
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{ drawStack = DrawRequest rect buf (Kill (Just tempRoot)) : drawStack ad
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}
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-- | Force update of a specific region on screen
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-- | Process a node graph
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process
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:: G.GeglNode
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-> Affection us ()
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process = liftIO . G.gegl_node_process
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-- | Update of a specific region on the texture
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present
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:: G.GeglRectangle -- ^ Area to be updated
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-> G.GeglBuffer -- ^ Target buffer
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{ drawStack = DrawRequest rect buf k : drawStack ad
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}
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process
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:: G.GeglNode
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-- | Render the Texture or a clipping thereof. The clipping will be stretched
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-- to fit the render target.
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render
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:: Maybe G.GeglRectangle
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-- ^ Area of the texture to render.
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-- Pass 'Nothing' to render the whole texture.
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-> Maybe G.GeglRectangle
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-- ^ Area of render target to draw to.
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-- Pass 'Nothing' to render to the whole render target.
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-> Affection us ()
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process = liftIO . G.gegl_node_process
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render msrc mtgt =
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do
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AffectionData{..} <- get
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SDL.copy
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windowRenderer
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drawTexture
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src
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tgt
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where
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toSdlRect (G.GeglRectangle x y w h) = SDL.Rectangle
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(SDL.P $ SDL.V2 (CInt $ fromIntegral x) (CInt $ fromIntegral y))
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(SDL.V2 (CInt $ fromIntegral w) (CInt $ fromIntegral h))
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src = maybe Nothing (Just . toSdlRect) msrc
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tgt = maybe Nothing (Just . toSdlRect) mtgt
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putToSurface
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:: Ptr a
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-> G.GeglRectangle
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-> Int
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-> Int
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-> DrawRequest
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-> Affection us ()
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putToSurface pixels realRect stride cpp DrawRequest{..} = do
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ad <- get
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liftIO $ SDL.lockSurface $ drawSurface ad
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liftIO $ G.gegl_buffer_get
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requestBuffer
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(Just realRect)
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1
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(Just $ drawFormat ad)
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(pixels `plusPtr`
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(rectangleX realRect * cpp + rectangleY realRect * stride))
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stride
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G.GeglAbyssNone
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liftIO $ SDL.unlockSurface $ drawSurface ad
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-- putToSurface
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-- :: Ptr a
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-- -> G.GeglRectangle
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-- -> Int
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-- -> Int
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-- -> DrawRequest
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-- -> Affection us ()
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-- putToSurface pixels realRect stride cpp DrawRequest{..} = do
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-- ad <- get
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-- liftIO $ SDL.lockSurface $ drawSurface ad
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-- liftIO $ G.gegl_buffer_get
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-- requestBuffer
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-- (Just realRect)
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-- 1
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-- (Just $ drawFormat ad)
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-- (pixels `plusPtr`
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-- (rectangleX realRect * cpp + rectangleY realRect * stride))
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-- stride
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-- G.GeglAbyssNone
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-- liftIO $ SDL.unlockSurface $ drawSurface ad
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putToTexture
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:: G.GeglRectangle
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-- | function for handling 'DrawRequest's and updating the output
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handleDrawRequest
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:: Ptr a -- ^ Pixel buffer to blit to
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-- :: Ptr a -- ^ Pixel buffer to blit to
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-- -> B.BablFormatPtr -- ^ format to blit in
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-> Int -- ^ Stride
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:: Int -- ^ Stride
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-> Int -- ^ Components per Pixel
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-> DrawRequest -- ^ 'DrawRequest' to handle
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-> Affection us (Maybe DrawRequest)
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handleDrawRequest pixels stride cpp dr@DrawRequest{..} = do
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handleDrawRequest stride cpp dr@DrawRequest{..} = do
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ad <- get
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let surf = drawSurface ad
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-- let surf = drawSurface ad
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mrealRect <- liftIO $ G.gegl_rectangle_intersect
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requestArea
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(uncurry (G.GeglRectangle 0 0) (drawDimensions ad))
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-- | clear a previously drawn area
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invalidateDrawRequest
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:: Ptr a -- ^ Pixel buffer to blit to
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-- :: Ptr a -- ^ Pixel buffer to blit to
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-- -> B.BablFormatPtr -- ^ format to blit in
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-> Int -- ^ Stride
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:: Int -- ^ Stride
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-> Int -- ^ Components per Pixel
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-> DrawRequest -- ^ Drawrequest to invalidate
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-> Affection us ()
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invalidateDrawRequest pixels stride cpp dr@DrawRequest{..} = do
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invalidateDrawRequest stride cpp dr@DrawRequest{..} = do
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ad <- get
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mrealRect <- liftIO $ G.gegl_rectangle_intersect
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requestArea
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clear :: G.GeglBuffer -> Affection us ()
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clear buffer = do
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ad <- get
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SDL.V2 (CInt rw) (CInt rh) <- SDL.surfaceDimensions $ drawSurface ad
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let (w, h) = (fromIntegral rw, fromIntegral rh)
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let (w, h) = drawDimensions ad
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liftIO $ clearArea buffer (GeglRectangle 0 0 w h)
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@ -65,7 +65,7 @@ data AffectionConfig us = AffectionConfig
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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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, loadState :: SDL.Surface -> IO us
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, loadState :: IO us
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-- ^ Provide your own load function to create this data.
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, cleanUp :: us -> IO ()
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-- ^ Provide your own finisher function to clean your data.
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@ -83,11 +83,11 @@ data AffectionData us = AffectionData
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, userState :: us -- ^ State data provided by user
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, drawWindow :: SDL.Window -- ^ SDL window
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, windowRenderer :: SDL.Renderer -- ^ Internal renderer of window
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, drawSurface :: SDL.Surface -- ^ SDL surface
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-- , drawSurface :: SDL.Surface -- ^ SDL surface
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, drawTexture :: SDL.Texture -- ^ SDL Texture to draw to
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, drawFormat :: B.BablFormatPtr -- ^ Target format
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, drawStack :: [DrawRequest] -- ^ Stack of 'DrawRequest's to be processed
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, drawPixels :: Ptr () -- ^ Destination Pixel buffer
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-- , drawPixels :: Ptr () -- ^ Destination Pixel buffer
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, drawDimensions :: (Int, Int) -- ^ Dimensions of target surface
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, drawStride :: Int -- ^ Stride of target buffer
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, drawCPP :: Int -- ^ Number of components per pixel
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