pituicat/src/Affection.hs

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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
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module Affection
( withAffection
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, get
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, put
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, module A
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) where
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import SDL (($=))
import qualified SDL
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import System.Clock
import Control.Monad.Loops
import Control.Monad.State
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import Foreign.C.Types (CInt(..))
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import Debug.Trace
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import Affection.Types as A
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import Affection.StateMachine as A
import Affection.MouseInteractable as A
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import Affection.Util as A
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import Affection.MessageBus as A
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import Affection.Subsystems as A
import Affection.Logging as A
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import Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
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-- | Main function which bootstraps everything else.
withAffection
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:: AffectionConfig us -- ^ Configuration of the Game and its engine.
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-> IO ()
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withAffection AffectionConfig{..} = do
liftIO $ logIO Debug "Affection starting"
liftIO $ logIO Debug "Initializing SDL"
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-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
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-- give SDL render quality
SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
-- just checking…
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
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logIO Warn "Linear texture filtering not enabled!"
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-- construct window
liftIO $ logIO Debug "Creating Window"
window <- SDL.createWindow windowTitle windowConfig
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SDL.showWindow window
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-- renderer <- SDL.createRenderer
-- window (-1)
-- SDL.defaultRenderer
-- { SDL.rendererTargetTexture = True
-- }
-- surface <- SDL.createRGBSurface
-- (case canvasSize of
-- Just (cw, ch) -> SDL.V2
-- (CInt $ fromIntegral cw)
-- (CInt $ fromIntegral ch)
-- Nothing ->
-- SDL.windowInitialSize windowConfig
-- )
-- SDL.RGBA8888
-- texture <- SDL.createTexture
-- renderer
-- SDL.RGBA8888
-- SDL.TextureAccessTarget
-- (case canvasSize of
-- Just (cw, ch) -> SDL.V2
-- (CInt $ fromIntegral cw)
-- (CInt $ fromIntegral ch)
-- Nothing ->
-- SDL.windowInitialSize windowConfig
-- )
-- SDL.rendererRenderTarget renderer $= Just texture
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context <- SDL.glCreateContext window
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let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfig
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(w, h) = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (fromIntegral rw, fromIntegral rh)
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SDL.setWindowMode window initScreenMode
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SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
liftIO $ logIO Debug "Getting Time"
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-- get current time
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execTime <- getTime Monotonic
liftIO $ logIO Debug "Loading initial data container"
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initContainer <- (\x -> AffectionData
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{ quitEvent = False
, userState = x
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, drawWindow = window
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, glContext = context
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, drawDimensions = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (w, h)
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, screenMode = initScreenMode
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, elapsedTime = 0
, deltaTime = 0
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, sysTime = execTime
, pausedTime = False
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}) <$> loadState
(_, nState) <- runStateT ( A.runState $ do
liftIO $ logIO Debug "Starting Loop"
preLoop
whileM_ (do
current <- get
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return $ not $ A.quitEvent current
)
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(do
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-- get state
ad <- get
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-- Measure time difference form last run
now <- liftIO $ getTime Monotonic
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let lastTime = sysTime ad
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-- compute dt and update elapsedTime
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let !dt = fromIntegral
(toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ (9 :: Int))
!ne = elapsedTime ad + dt
put $ ad
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{ elapsedTime = ne
, deltaTime = dt
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}
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-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- mapM_ eventLoop evs
eventLoop evs
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-- execute user defined update loop
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unless (pausedTime ad) (updateLoop dt)
-- execute user defined draw loop
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liftIO $ GL.clear [ColorBuffer, DepthBuffer, StencilBuffer]
drawLoop
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liftIO flush
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-- handle all new draw requests
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ad2 <- get
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-- actual drawing
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SDL.glSwapWindow window
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-- SDL.copy renderer texture Nothing Nothing
-- SDL.present renderer
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-- save new time
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ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
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)
) initContainer
liftIO $ logIO Debug "Loop ended. Cleaning"
cleanUp $ userState nState
liftIO $ logIO Debug "Destroying Window"
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SDL.destroyWindow window
SDL.quit
liftIO $ logIO Debug "This is the end"