linted
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26e6825d0e
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1 changed files with 15 additions and 16 deletions
25
src/Main.hs
25
src/Main.hs
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@ -10,7 +10,7 @@ import qualified SDL.Raw.Enum as SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import Control.Monad (when, void)
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import Control.Monad (when, void, unless)
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import Control.Concurrent.STM
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@ -35,7 +35,7 @@ instance Affectionate GameData where
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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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hasNextStep = liftIO . readTVarIO . gameRunning
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main :: IO ()
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main = do
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@ -63,14 +63,13 @@ preLoad gd = do
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(subKeyboard $ gameSubsystems gd)
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(\mesg ->
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case mesg of
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(MsgKeyboardEvent time win motion False keysym) -> do
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translator <- liftIO $ atomically $ readTVar (gameActionTranslation gd)
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(MsgKeyboardEvent time _ motion False keysym) -> do
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translator <- liftIO $ readTVarIO (gameActionTranslation gd)
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case
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(
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( SDL.keysymScancode keysym
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, translateSDLModifiers (SDL.keysymModifier keysym)
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) `M.lookup`
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translator)
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translator
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of
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Just action ->
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partEmit
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@ -84,9 +83,9 @@ preLoad gd = do
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windowCloseUUID <- partSubscribe
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(subWindow $ gameSubsystems gd)
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(\mesg -> case mesg of
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MsgWindowClose time win ->
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MsgWindowClose _ _ ->
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liftIO $ atomically $ writeTVar (gameRunning gd) False
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MsgWindowResize _ _ _ ->
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MsgWindowResize {} ->
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fitViewport (800 / 600) mesg
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_ ->
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return ()
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@ -97,7 +96,7 @@ preLoad gd = do
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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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state <- liftIO (readTVarIO $ gameState gd)
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smEvent state gd evs
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update :: GameData -> Double -> Affection ()
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@ -105,7 +104,7 @@ update gd dt = do
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loadProgress <- liftIO $ atomically $ readTMVar $ gameStateLoadProgress gd
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when (fst loadProgress < 1) $
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liftIO (logIO Verbose ("Progress: " <> snd loadProgress))
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state <- liftIO $ atomically $ readTVar $ gameState gd
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state <- liftIO $ readTVarIO $ 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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@ -127,12 +126,12 @@ update gd dt = do
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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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state <- liftIO (readTVarIO $ 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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unless (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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@ -140,7 +139,7 @@ init = do
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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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<$> (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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