affection/src/Affection.hs
2017-11-04 20:37:49 +01:00

171 lines
4.8 KiB
Haskell

{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
module Affection
( withAffection
, getAffection
, putAffection
-- , withWindow
-- , withDefaultWindow
, delaySec
, get
, put
, module A
) where
import qualified SDL
import qualified SDL.Internal.Numbered as SDL (toNumber)
import qualified SDL.Raw as Raw
import qualified GEGL as G
import Data.Maybe
import Data.IORef
import System.Clock
import Control.Monad.Loops
import Control.Monad.State
import Foreign.C.Types (CInt(..))
import Foreign.Storable (peek)
import Debug.Trace
import Affection.Types as A
import Affection.Draw as A
import Affection.Particle as A
import Affection.StateMachine as A
import Affection.MouseInteractable as A
import Affection.Property as A
import Affection.Actor as A
import Affection.Animation as A
import Affection.Util as A
import qualified BABL as B
-- | Main function which bootstraps everything else.
withAffection
:: AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
withAffection AffectionConfig{..} = do
-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
G.gegl_init
-- 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
SDL.showWindow 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
let SDL.V2 (CInt rw) (CInt rh) = windowInitialSize windowConfig
(w, h) = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (fromIntegral rw, fromIntegral rh)
-- 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
-- get current time
SDL.setWindowMode window initScreenMode
execTime <- getTime Monotonic
initContainer <- (\x -> AffectionData
{ quitEvent = False
, userState = x
, drawWindow = window
, windowRenderer = renderer
, drawTexture = texture
, drawFormat = format
, drawDimensions = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (w, h)
, screenMode = initScreenMode
, drawStride = stride
, drawCPP = cpp
, drawStack = []
, elapsedTime = 0
, deltaTime = 0
, sysTime = execTime
, pausedTime = False
}) <$> loadState
(_, nState) <- runStateT ( A.runState $ do
preLoop
whileM_ (do
current <- get
return $ not $ A.quitEvent current
)
(do
-- get state
ad <- get
-- Measure time difference form last run
now <- liftIO $ getTime Monotonic
let lastTime = sysTime ad
-- clean draw requests from last run
mapM_ (invalidateDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad)
-- clean the renderer form last time
-- SDL.clear renderer
-- compute dt and update elapsedTime
let !dt = fromIntegral (toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ 9)
!ne = elapsedTime ad + dt
put $ ad
{ drawStack = []
, elapsedTime = ne
, deltaTime = dt
}
-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
mapM_ eventLoop evs
-- execute user defined update loop
unless (pausedTime ad) (updateLoop dt)
-- execute user defined draw loop
drawLoop
-- handle all new draw requests
ad2 <- get
clear <- catMaybes <$>
mapM (handleDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad2)
-- save all draw requests to clear in next run
put $ ad2
{ drawStack = clear }
-- actual drawing
SDL.present (windowRenderer ad2)
-- save new time
ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
)
) initContainer
G.gegl_exit
cleanUp $ userState nState
SDL.destroyWindow window
SDL.quit