{-# LANGUAGE ForeignFunctionInterface #-} module Init where import Affection as A import SDL (($=)) import qualified SDL import qualified Data.Set as S import Data.Maybe import Control.Monad (when) import Control.Monad.IO.Class (liftIO) import Control.Concurrent.STM import System.Random import System.Exit (exitFailure) import Linear import NanoVG hiding (V2) import Foreign.C.Types (CInt(..)) -- Internal imports import Types foreign import ccall unsafe "glewInit" glewInit :: IO CInt load :: IO UserData load = do liftIO $ logIO A.Debug "init GLEW" _ <- glewInit liftIO $ logIO A.Debug "loading state" liftIO $ logIO A.Debug "create context" nvgCtx <- createGL3 (S.fromList [Antialias, StencilStrokes, NanoVG.Debug]) liftIO $ logIO A.Debug "load ship image" mshipImage <- createImage nvgCtx (FileName "assets/ship.png") 0 when (isNothing mshipImage) $ do logIO Error "Failed loading image assets" exitFailure mfont <- createFont nvgCtx "modulo" (FileName "assets/Modulo.ttf") when (isNothing mfont) $ do logIO Error "Failed to load font" exitFailure liftIO $ logIO A.Debug "Initializing subsystems" subs <- Subsystems <$> (return . Window =<< newTVarIO []) <*> (return . Keyboard =<< newTVarIO []) return UserData { ship = Ship { sPos = V2 400 300 , sVel = V2 0 0 , sRot = 0 , sImg = fromJust mshipImage } , haskelloids = [] , wonlost = Nothing , state = Menu , fade = FadeIn 1 , nano = nvgCtx , font = fromJust mfont , subsystems = subs } -- _ <- SDL.setMouseLocationMode SDL.RelativeLocation -- GL.depthFunc $= ust GL.Less -- pane <- GL.genObjectName -- GL.BindVertexArrayObject $= Just pane -- verts <- GL.genObejctName -- let vertCoord = -- [ (-1), (-1), 0 -- , 1 , (-1), 0 -- , (-1), 1 , 0 -- , 1 , 1 , 0 -- , (-1), 1 , 0 -- , 1 , (-1), 0 -- ] -- withArray vertCoord $ \ptr -- GL.bufferData GL.ArrayBuffer $= -- ( fromIntegral $ length vertCoord * 3 * sizeOf (0 :: Double) -- , ptr -- , GL.StaticDraw -- ) -- GL.vertexAttribPointer (GL.AttribLocation 0) $= -- ( GL.ToFloat -- , GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0) -- ) -- GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled