2020-09-23 23:26:47 +00:00
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{-# LANGUAGE OverloadedStrings #-}
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2020-08-30 15:36:32 +00:00
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module Main where
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2020-09-23 23:26:47 +00:00
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import Affection
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2020-12-06 07:14:50 +00:00
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import SDL (($=), get)
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2020-09-23 23:26:47 +00:00
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import qualified SDL
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2020-12-06 07:14:50 +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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2020-09-23 23:26:47 +00:00
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2020-10-28 10:48:58 +00:00
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import qualified Graphics.Rendering.OpenGL as GL
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2020-12-06 07:14:50 +00:00
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import Control.Monad (when, void)
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2020-09-23 23:26:47 +00:00
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import Control.Concurrent.STM
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import qualified Data.Map.Strict as M
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2020-12-06 07:14:50 +00:00
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import Data.String (fromString)
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2020-09-23 23:26:47 +00:00
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import Linear
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-- internal imports
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2020-12-14 02:12:33 +00:00
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import StateMachine()
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import Types
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2020-10-28 10:48:58 +00:00
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import Classes
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import Scenes.Test
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2020-09-23 23:26:47 +00:00
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instance Affectionate GameData where
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preLoop = preLoad
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handleEvents = handle
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update = Main.update
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draw = Main.draw
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loadState = Main.init
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cleanUp _ = return ()
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hasNextStep = liftIO . atomically . readTVar . gameRunning
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main :: IO ()
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main = do
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let config = AffectionConfig
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{ initComponents = All
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, windowTitle = "Pituicat"
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, windowConfigs =
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[ ( 0
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, SDL.defaultWindow
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{ SDL.windowInitialSize = V2 800 600
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, SDL.windowResizable = True
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, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
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2021-01-03 09:14:36 +00:00
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{ SDL.glProfile = SDL.Core SDL.Normal 4 0
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}
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}
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, SDL.Windowed
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)
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]
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} :: AffectionConfig GameData
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withAffection config
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preLoad :: GameData -> Affection ()
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preLoad _ = return ()
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handle :: GameData -> [SDL.EventPayload] -> Affection ()
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handle gd evs = do
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state <- liftIO (atomically $ readTVar $ gameState gd)
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smEvent state gd evs
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update :: GameData -> Double -> Affection ()
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update gd dt = do
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liftIO ((logIO Verbose) =<< (atomically $
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(("Progress: " <>) . snd) <$> (readTMVar $ gameStateLoadProgress gd)))
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2020-10-25 18:33:18 +00:00
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state <- liftIO $ atomically $ readTVar $ gameState gd
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isStagePresent <- liftIO $ atomically $ fmap not $ isEmptyTMVar $ gameScene gd
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if isStagePresent
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then do
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liftIO $ logIO Verbose "Stage is present"
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(Stage sceneContainer) <- liftIO $ atomically $ readTMVar $ gameScene gd
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sceneLoaded <- isSceneLoaded sceneContainer
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if not sceneLoaded
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then do
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liftIO $ logIO Verbose "Loading scene"
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smLoad state gd
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else
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smUpdate state gd dt
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else
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liftIO $ logIO Error "No Stage to play on"
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draw :: GameData -> Affection ()
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draw gd = do
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state <- liftIO (atomically $ readTVar $ gameState gd)
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liftIO $ logIO Verbose (fromString $ "now drawing: " <> show state)
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GL.clearColor $= GL.Color4 0 0 0 1
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smDraw state gd
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err <- SDL.get GL.errors
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when (not $ null err) (liftIO $ logIO Error ("loop errors: " <> fromString (show err)))
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init :: IO GameData
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init = do
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GL.blend $= GL.Enabled
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GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
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void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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GameData
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<$> (newTMVarIO =<< (Stage <$> (initScene :: IO Test)))
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<*> newTVarIO Loading
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<*> newTMVarIO (0, "Ohai!")
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<*> (Subsystems
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<$> (SubWindow <$> newTVarIO [])
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<*> (SubMouse <$> newTVarIO [])
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<*> (SubKeyboard <$> newTVarIO [])
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<*> (SubTranslator <$> newTVarIO [])
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)
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<*> newTVarIO (M.fromList [])
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<*> newTVarIO True
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<*> newTVarIO Nothing
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<*> newTVarIO Nothing
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