2016-10-31 22:47:16 +00:00
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{-# LANGUAGE RecordWildCards #-}
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2021-01-03 17:21:12 +00:00
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{-# LANGUAGE Strict #-}
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2020-05-03 23:36:12 +00:00
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{-# LANGUAGE ScopedTypeVariables #-}
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{-# LANGUAGE RankNTypes #-}
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2020-05-04 03:17:44 +00:00
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{-# LANGUAGE TypeApplications #-}
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2016-03-25 08:41:22 +00:00
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module Affection
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2016-10-31 22:47:16 +00:00
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( withAffection
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2017-09-09 14:47:24 +00:00
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, get
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2017-11-04 17:35:09 +00:00
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, put
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2018-01-12 21:08:23 +00:00
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, liftIO
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2016-12-08 17:22:29 +00:00
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, module A
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2016-03-25 08:41:22 +00:00
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) where
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2017-10-03 10:47:18 +00:00
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import SDL (($=))
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2016-10-31 22:47:16 +00:00
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import qualified SDL
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2018-06-16 17:34:42 +00:00
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import qualified SDL.Raw.Video as SDL (glSetAttribute)
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import qualified SDL.Raw.Enum as SDL
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2016-10-31 22:47:16 +00:00
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2020-10-15 16:49:04 +00:00
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import qualified Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
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import qualified Graphics.GL as GLRaw
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import Foreign.Marshal.Array
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import qualified Data.ByteString as B
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2022-07-09 21:26:37 +00:00
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import Data.String (fromString)
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2020-10-15 16:49:04 +00:00
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2016-11-02 00:14:53 +00:00
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import System.Clock
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2016-10-31 22:47:16 +00:00
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import Control.Monad.Loops
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2018-06-03 00:41:49 +00:00
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import Control.Monad.State.Strict
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2022-07-10 02:18:22 +00:00
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import Control.Monad.Trans.Resource
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2016-12-11 16:38:03 +00:00
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2020-10-15 16:49:04 +00:00
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-- internal imports
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2016-12-08 17:22:29 +00:00
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import Affection.Types as A
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2020-05-03 23:36:12 +00:00
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import Affection.Class as A
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2017-03-05 15:39:37 +00:00
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import Affection.StateMachine as A
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2017-09-07 04:23:01 +00:00
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import Affection.Util as A
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2017-11-27 01:18:23 +00:00
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import Affection.MessageBus as A
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2017-12-13 14:19:53 +00:00
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import Affection.Subsystems as A
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import Affection.Logging as A
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2016-03-25 15:58:46 +00:00
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2016-11-06 04:02:06 +00:00
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-- | Main function which bootstraps everything else.
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withAffection
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2020-05-04 03:17:44 +00:00
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:: forall us. (Affectionate us)
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2020-05-03 23:36:12 +00:00
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=> AffectionConfig us -- ^ Configuration of the Game and its engine.
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2016-11-06 04:02:06 +00:00
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-> IO ()
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2022-07-10 02:18:22 +00:00
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withAffection AffectionConfig{..} = runResourceT $ do
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2017-12-19 20:53:47 +00:00
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liftIO $ logIO Debug "Affection starting"
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liftIO $ logIO Debug "Initializing SDL"
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2022-07-10 02:18:22 +00:00
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2017-02-23 21:54:26 +00:00
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-- intialiaze SDL
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2016-10-31 22:47:16 +00:00
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case initComponents of
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All ->
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SDL.initializeAll
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Only is ->
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SDL.initialize is
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2022-07-10 02:18:22 +00:00
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2017-02-23 21:54:26 +00:00
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-- give SDL render quality
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SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
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2022-07-10 02:18:22 +00:00
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2017-02-23 21:54:26 +00:00
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-- just checking…
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2022-07-10 02:18:22 +00:00
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renderQuality <- SDL.get SDL.HintRenderScaleQuality
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when (renderQuality /= SDL.ScaleLinear) $
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liftIO $ logIO Warn "Linear texture filtering not enabled!"
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2022-07-09 21:26:37 +00:00
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void $ liftIO (logIO Debug . fromString . show <$> (SDL.version :: IO (Integer, Integer, Integer)))
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2022-07-10 02:18:22 +00:00
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2017-02-23 21:54:26 +00:00
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-- construct window
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2019-01-30 11:00:28 +00:00
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liftIO $ logIO Debug "Creating Window(s)"
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2022-07-10 02:18:22 +00:00
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windows <-
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mapM
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(\(_, sdlWindowConfig, mode) -> do
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(windowKey, window) <-
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allocate
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(SDL.createWindow windowTitle sdlWindowConfig)
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(\window -> do
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logIO Debug "Destroying Window"
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SDL.destroyWindow window
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)
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return $ AffectionWindow window windowKey mode
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)
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windowConfigs
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-- Show windows
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mapM_ (SDL.showWindow . awWindow) windows
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-- set modes of windows
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mapM_ (\(AffectionWindow window _ mode) -> SDL.setWindowMode window mode) windows
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-- Make GL context shareable
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void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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-- Create OpenGL contexts
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contexts <-
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2019-01-30 11:00:28 +00:00
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mapM
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2022-07-10 02:18:22 +00:00
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(\(AffectionWindow window _ _) -> do
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(contextKey, context) <-
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allocate
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(SDL.glCreateContext window)
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(\context -> do
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logIO Debug "Destroying context"
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SDL.glDeleteContext context
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)
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return $ AffectionContext context contextKey
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)
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windows
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2020-10-16 04:06:39 +00:00
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-- sync updates with monitor
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2018-09-25 05:02:33 +00:00
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-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
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2022-07-10 02:18:22 +00:00
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2020-10-15 16:49:04 +00:00
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-- print current used GL Version
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2022-07-10 02:18:22 +00:00
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version <- liftIO $ peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
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liftIO $ print (B.pack version)
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2017-11-27 01:18:23 +00:00
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-- get current time
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2022-07-10 02:18:22 +00:00
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liftIO $ logIO Debug "Getting Time"
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execTime <- liftIO $ getTime Monotonic
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2017-12-19 20:53:47 +00:00
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liftIO $ logIO Debug "Loading initial data container"
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- construct game data object from provided Affectionate instance
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2022-07-10 02:18:22 +00:00
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(gameDataKey, gameData) <-
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allocate
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(liftIO $ loadState @us)
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(liftIO . cleanUp)
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2020-05-04 03:26:49 +00:00
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-- build state container
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2020-05-03 23:36:12 +00:00
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let initContainer = AffectionData
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{ drawWindows = windows
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, glContext = contexts
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, elapsedTime = 0
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, deltaTime = 0
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, sysTime = execTime
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, pausedTime = False
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}
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- initialize and run state
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2022-07-10 02:18:22 +00:00
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void $ liftIO $ runAffection initContainer
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2016-11-04 15:06:16 +00:00
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(do
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2020-12-05 13:28:57 +00:00
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liftIO $ logIO Debug "Running Pre-Loop stage"
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- run preLoop function from Affectionate
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preLoop gameData
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2020-12-05 13:28:57 +00:00
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liftIO $ logIO Debug "Starting Loop"
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2020-05-04 03:26:49 +00:00
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whileM_ (hasNextStep gameData)
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(do
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-- get state
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ad <- get
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- Measure time difference form last run
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now <- liftIO $ getTime Monotonic
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let lastTime = sysTime ad
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- compute dt and update elapsedTime
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2021-01-03 17:21:12 +00:00
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let dt = fromIntegral
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2020-05-04 03:26:49 +00:00
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(toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ (9 :: Int))
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2021-01-03 17:21:12 +00:00
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ne = elapsedTime ad + dt
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- update state data object with new time values
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put $ ad
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{ elapsedTime = ne
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, deltaTime = dt
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}
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- poll events
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2022-05-13 14:13:12 +00:00
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liftIO SDL.pumpEvents
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2020-05-04 03:26:49 +00:00
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- handle events
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handleEvents gameData evs
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- execute user defined update loop
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unless (pausedTime ad) (update gameData dt)
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- clear GL buffer >> execute user defined draw loop >> flush GL buffer
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liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer, GL.StencilBuffer]
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draw gameData
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liftIO GL.flush
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2022-07-10 02:18:22 +00:00
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2020-05-04 03:26:49 +00:00
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-- actual displaying of newly drawn frame
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2022-07-10 02:18:22 +00:00
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mapM_ (SDL.glSwapWindow . awWindow) windows
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2020-05-04 11:40:57 +00:00
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-- save new time
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2020-05-04 06:23:03 +00:00
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ad3 <- get
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when (sysTime ad == sysTime ad3) (
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put ad3
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{ sysTime = now
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}
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)
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2020-05-04 03:26:49 +00:00
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)
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)
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2022-07-10 02:18:22 +00:00
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-- Cleanup works
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2017-12-19 20:53:47 +00:00
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liftIO $ logIO Debug "Loop ended. Cleaning"
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2022-07-10 02:18:22 +00:00
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release gameDataKey
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-- mapM_ (SDL.glDeleteContext . snd) contexts
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-- mapM_ (SDL.destroyWindow . (\(_,y,_) -> y)) windows
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2018-09-25 05:02:33 +00:00
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-- SDL.quit -- <- This causes segfaults depending on hardware
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2017-12-19 20:53:47 +00:00
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liftIO $ logIO Debug "This is the end"
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2022-07-10 02:18:22 +00:00
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runAffection
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:: AffectionData
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-> AffectionState AffectionData ResIO a
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-> IO (a, AffectionData)
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runAffection initialState a = runResourceT $ runStateT (A.runState a) initialState
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