canvas/app/Main.hs

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{-# LANGUAGE OverloadedStrings #-}
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module Main where
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import Affection
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import SDL (($=))
import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import Codec.Picture
import Control.Monad (void)
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import Control.Monad.IO.Class (liftIO)
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import Control.Concurrent.STM
import qualified Data.Map.Strict as M
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-- internal imports
import Types
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import Types.Sprite
import Renderer
import Classes.Renderable as CR
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main :: IO ()
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main =
withAffection AffectionConfig
{ initComponents = All
, windowTitle = "canvas"
, windowConfigs =
[ ( 0
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, SDL.defaultWindow
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{ SDL.windowInitialSize = SDL.V2 1600 900
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, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
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{ SDL.glProfile = SDL.Core SDL.Normal 3 3
}
}
)
]
, initScreenMode = SDL.FullscreenDesktop
, preLoop = return ()
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, eventLoop = mapM_ handle
, updateLoop = updateLoopImpl
, drawLoop = drawLoopImpl
, loadState = loadStateImpl
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, cleanUp = (\_ -> return ())
, canvasSize = Nothing
}
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loadStateImpl :: IO UserData
loadStateImpl = do
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void $ SDL.setMouseLocationMode SDL.RelativeLocation
GL.depthFunc $= Just GL.Less
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subs <- Subsystems
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<$> (SubWindow <$> newTVarIO [])
<*> (SubMouse <$> newTVarIO [])
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spriteDetails <- loadSprites
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return UserData
{ udSubsystems = subs
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, udRenderAssets = RenderAssets
{ assetSprites = spriteDetails
}
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}
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handle event = return ()
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updateLoopImpl dt = return ()
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drawLoopImpl = do
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ud@(UserData subs rassets) <- getAffection
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let (RenderAssets sDetails@(AssetDetails svo sso sdo)) = rassets
liftIO $ do
CR.init
(svo :: VertexObjects Sprite)
(sso :: ShaderObjects Sprite)
(head $ M.elems sdo)
mapM_ (draw (svo :: VertexObjects Sprite) (sso :: ShaderObjects Sprite)) (M.elems sdo)
clean (head $ M.elems sdo)