movable_objects2
nek0 1 year ago
parent 26e6825d0e
commit 5567b515e8
  1. 31
      src/Main.hs

@ -10,7 +10,7 @@ import qualified SDL.Raw.Enum as SDL
import qualified Graphics.Rendering.OpenGL as GL
import Control.Monad (when, void)
import Control.Monad (when, void, unless)
import Control.Concurrent.STM
@ -35,7 +35,7 @@ instance Affectionate GameData where
draw = Main.draw
loadState = Main.init
cleanUp _ = return ()
hasNextStep = liftIO . atomically . readTVar . gameRunning
hasNextStep = liftIO . readTVarIO . gameRunning
main :: IO ()
main = do
@ -63,14 +63,13 @@ preLoad gd = do
(subKeyboard $ gameSubsystems gd)
(\mesg ->
case mesg of
(MsgKeyboardEvent time win motion False keysym) -> do
translator <- liftIO $ atomically $ readTVar (gameActionTranslation gd)
(MsgKeyboardEvent time _ motion False keysym) -> do
translator <- liftIO $ readTVarIO (gameActionTranslation gd)
case
(
( SDL.keysymScancode keysym
, translateSDLModifiers (SDL.keysymModifier keysym)
) `M.lookup`
translator)
( SDL.keysymScancode keysym
, translateSDLModifiers (SDL.keysymModifier keysym)
) `M.lookup`
translator
of
Just action ->
partEmit
@ -84,9 +83,9 @@ preLoad gd = do
windowCloseUUID <- partSubscribe
(subWindow $ gameSubsystems gd)
(\mesg -> case mesg of
MsgWindowClose time win ->
MsgWindowClose _ _ ->
liftIO $ atomically $ writeTVar (gameRunning gd) False
MsgWindowResize _ _ _ ->
MsgWindowResize {} ->
fitViewport (800 / 600) mesg
_ ->
return ()
@ -97,7 +96,7 @@ preLoad gd = do
handle :: GameData -> [SDL.EventPayload] -> Affection ()
handle gd evs = do
state <- liftIO (atomically $ readTVar $ gameState gd)
state <- liftIO (readTVarIO $ gameState gd)
smEvent state gd evs
update :: GameData -> Double -> Affection ()
@ -105,7 +104,7 @@ update gd dt = do
loadProgress <- liftIO $ atomically $ readTMVar $ gameStateLoadProgress gd
when (fst loadProgress < 1) $
liftIO (logIO Verbose ("Progress: " <> snd loadProgress))
state <- liftIO $ atomically $ readTVar $ gameState gd
state <- liftIO $ readTVarIO $ gameState gd
isStagePresent <- liftIO $ atomically $ fmap not $ isEmptyTMVar $ gameScene gd
if isStagePresent
then do
@ -127,12 +126,12 @@ update gd dt = do
draw :: GameData -> Affection ()
draw gd = do
state <- liftIO (atomically $ readTVar $ gameState gd)
state <- liftIO (readTVarIO $ gameState gd)
liftIO $ logIO Verbose (fromString $ "now drawing: " <> show state)
GL.clearColor $= GL.Color4 0 0 0 1
smDraw state gd
err <- SDL.get GL.errors
when (not $ null err) (liftIO $ logIO Error ("loop errors: " <> fromString (show err)))
unless (null err) (liftIO $ logIO Error ("loop errors: " <> fromString (show err)))
init :: IO GameData
init = do
@ -140,7 +139,7 @@ init = do
GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
GameData
<$> (newTMVarIO =<< (Stage <$> (initScene :: IO Test)))
<$> (newTMVarIO . Stage =<< (initScene :: IO Test))
<*> newTVarIO Loading
<*> newTMVarIO (0, "Ohai!")
<*> (Subsystems

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