{-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE FlexibleContexts #-} {-# LANGUAGE ScopedTypeVariables #-} {-# LANGUAGE RecursiveDo #-} {-# LANGUAGE TypeFamilies #-} module Main where import qualified SDL import qualified SDL.Raw.Video as SDL (glSetAttribute) import qualified SDL.Raw.Enum as SDL import SDL (($=)) import Graphics.GPipe import Linear import Control.Monad import Control.Concurrent import Reactive.Banana.Frameworks as RBF import Reactive.Banana as RB -- internal imports import Types main :: IO () main = do SDL.initializeAll -- window <- SDL.createWindow "frpball" $ SDL.defaultWindow -- { SDL.windowInitialSize = V2 800 600 -- , SDL.windowResizable = True -- , SDL.windowOpenGL = Just SDL.defaultOpenGL -- { SDL.glProfile = SDL.Core SDL.Normal 3 3 -- } -- } void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1 -- context <- SDL.glCreateContext window listen@(_, fire) <- newAddHandler network <- compile (networkDescription listen) runContextT FRPBallCtxConfig $ do win <- newWindow (WindowFormatColor RGB8) ("frpball", SDL.defaultWindow { SDL.windowInitialSize = V2 800 600 , SDL.windowResizable = True , SDL.windowOpenGL = Just SDL.defaultOpenGL { SDL.glProfile = SDL.Core SDL.Normal 3 3 } } ) vertexBuffer :: Buffer os (B4 Float, B3 Float) <- newBuffer 3 writeBuffer vertexBuffer 0 [ (V4 (-1) 1 0 1, V3 1 0 0) , (V4 0 (-1) 0 1, V3 0 1 0) , (V4 1 1 0 1, V3 0 0 1) ] shader <- compileShader $ do primitiveStream <- toPrimitiveStream id fragmentStream <- rasterize (const ( FrontAndBack , ViewPort (V2 0 0) (V2 800 600) , DepthRange 0 1 ) ) primitiveStream drawWindowColor (const ( win , ContextColorOption NoBlending (V3 True True True) ) ) fragmentStream -- SDL.showWindow window liftIO $ do actuate network forever $ do evs <- SDL.pollEvents fire evs threadDelay $ 23 * 10 ^ 6 networkDescription :: (AddHandler [SDL.Event], b) -> MomentIO () networkDescription (listenerah, listenerfire) = mdo (mouseah, mousefire) <- liftIO $ newAddHandler blistener <- fromChanges [] =<< registerListenerEvent listenerah mousefire eventChanged <- changes blistener emouse <- fromAddHandler =<< registerMouseEvent mouseah let reaction = fmap print emouse let -- eventChangedReaction :: RB.Event (Future (IO ())) eventChangedReaction = fmap (\(x :: Future [SDL.Event]) -> fmap (\y -> if null y then return () else print y) x) eventChanged -- liftIO $ mousefire "Hello!" reactimate reaction -- reactimate' eventChanged registerListenerEvent :: (MonadIO m, Foldable t) => AddHandler (t a) -> (t a -> IO ()) -> m (AddHandler (t a)) registerListenerEvent listenerah mousefire = do _ <- liftIO $ do register listenerah $ \evs -> do if null evs then return () else mousefire evs return listenerah registerMouseEvent :: (MonadIO m, Show a) => AddHandler a -> m (AddHandler a) registerMouseEvent mouseah = do _ <- liftIO $ register mouseah print return mouseah