pituicat/src/Affection.hs

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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
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module Affection
( withAffection
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, getAffection
, putAffection
-- , withWindow
-- , withDefaultWindow
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, delaySec
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, get
, put
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, module A
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) where
import qualified SDL
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import qualified SDL.Internal.Numbered as SDL (toNumber)
import qualified SDL.Raw as Raw
import qualified GEGL as G
import Data.Maybe
import Data.IORef
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import System.Clock
import Control.Monad.Loops
import Control.Monad.State
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import Foreign.C.Types (CInt(..))
import Foreign.Storable (peek)
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import Debug.Trace
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import Affection.Types as A
import Affection.Draw as A
import Affection.Particle as A
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import qualified BABL as B
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-- | Main function which bootstraps everything else.
withAffection
:: AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
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withAffection AffectionConfig{..} = do
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-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
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G.gegl_init
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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) $
putStrLn "Warning: Linear texture filtering not enabled!"
-- get current time
execTime <- newIORef =<< getTime Monotonic
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-- construct window
window <- SDL.createWindow windowTitle windowConfig
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SDL.showWindow window
-- create renderer
renderer <- SDL.createRenderer
window
(-1)
SDL.defaultRenderer
-- make draw surface
surface <- SDL.createRGBSurface
(SDL.windowInitialSize windowConfig)
SDL.ABGR8888
let (SDL.Surface ptr _) = surface
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pixelFormat <- liftIO $ peek . Raw.surfaceFormat =<< peek ptr
SDL.V2 (CInt rw) (CInt rh) <- liftIO $ SDL.surfaceDimensions surface
let (w, h) = (fromIntegral rw, fromIntegral rh)
stride = (fromIntegral $ Raw.pixelFormatBytesPerPixel pixelFormat) * w
pixels <- SDL.surfacePixels $ surface
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let bablFormat = B.PixelFormat B.RGBA B.CFu8
cpp = B.babl_components_per_pixel bablFormat
format <- B.babl_format bablFormat
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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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, windowRenderer = renderer
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, drawSurface = surface
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, drawFormat = format
, drawPixels = pixels
, drawDimensions = (w, h)
, drawStride = stride
, drawCPP = cpp
, drawStack = []
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, elapsedTime = 0
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}) <$> loadState surface
(_, nState) <- runStateT ( A.runState $ do
preLoop
whileM_ (do
current <- get
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return $ not $ A.quitEvent current
)
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(do
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-- Measure time difference form last run
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now <- liftIO $ getTime Monotonic
lastTime <- liftIO $ readIORef execTime
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-- get state
ad <- get
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-- clean draw requests from last run
mapM_ (invalidateDrawRequest (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad)
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-- clean the renderer form last time
SDL.clear renderer
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-- compute dt and update elapsedTime
let !dt = (fromIntegral $ toNanoSecs $ diffTimeSpec lastTime now) / (fromIntegral 10 ^ 9)
!ne = elapsedTime ad + dt
put $ ad
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{ drawStack = []
, elapsedTime = ne
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}
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-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- execute user defined update loop
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updateLoop dt evs
-- execute user defined draw loop
drawLoop
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-- handle all new draw requests
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ad2 <- get
clear <- catMaybes <$>
mapM (handleDrawRequest (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad2)
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-- save all draw requests to clear in next run
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put $ ad2
{ drawStack = clear }
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-- get texture from surface
texture <- SDL.createTextureFromSurface (windowRenderer ad2) (drawSurface ad2)
-- actual drawing
SDL.copy (windowRenderer ad2) texture Nothing Nothing
SDL.present (windowRenderer ad2)
-- clean the texture
SDL.destroyTexture texture
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-- save new time
liftIO $ writeIORef execTime $ now
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)
) initContainer
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G.gegl_exit
cleanUp $ userState nState
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SDL.destroyWindow window
SDL.quit
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getSurfaces :: SDL.Window -> IO (SDL.Surface, SDL.Surface)
getSurfaces window = do
oldSurf@(SDL.Surface ptr _) <- SDL.getWindowSurface window
rawSurfacePtr <- Raw.convertSurfaceFormat ptr (SDL.toNumber SDL.ABGR8888) 0
let surface = (flip SDL.Surface Nothing) rawSurfacePtr
return (oldSurf, surface)
-- Prehandle SDL events in case any window events occur
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preHandleEvents :: [SDL.Event] -> Affection us [SDL.Event]
preHandleEvents evs =
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mapM handle evs
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where
handle e =
case SDL.eventPayload e of
SDL.WindowMovedEvent _ -> do
liftIO $ traceIO "I was moved"
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return e
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_ ->
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return e
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-- | Return the userstate to the user
getAffection :: Affection us us
getAffection = do
ad <- get
return $ userState ad
-- | Put altered user state back
putAffection
:: us -- User state
-> Affection us ()
putAffection us = do
ad <- get
put $ ad
{ userState = us }
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-- | block a thread for a specified amount of time
delaySec
:: Int -- ^ Number of seconds
-> IO ()
delaySec dur = SDL.delay (fromIntegral $ dur * 1000)