deleting obsolete files
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module State.Loading
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( module L
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) where
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import State.Loading.Load as L
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import State.Loading.Update as L
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import State.Loading.Draw as L
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module State.Loading.Draw where
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import Affection
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-- internal imports
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import Types
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initLoadDraw :: GameData -> Affection ()
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initLoadDraw gd = return ()
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module State.Loading.Load where
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import Affection
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import SDL (($=), get)
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL
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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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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GL as GLRaw
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import Foreign.Marshal.Array
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import qualified Data.ByteString as B
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import qualified Data.ByteString.Char8 as B8
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import Control.Concurrent (forkIO)
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import Control.Concurrent.STM
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-- internal imports
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import Types
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import Classes
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import Map
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initLoad
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:: GameData
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-> Affection ()
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initLoad gd = do
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(Stage scene) <- liftIO $ atomically $ readTMVar $ gameScene gd
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tid <- liftIO $ forkIO $ loadScene scene (gameStateLoadProgress gd)
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liftIO $ atomically $ writeTVar (gameLoadThread gd) (Just tid)
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module State.Loading.Update where
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import Affection
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-- internal imports
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import Types
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initLoadUpdate :: GameData -> Double -> Affection ()
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initLoadUpdate gd dt = return ()
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module State.MainGame
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( module L
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) where
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import State.MainGame.Load as L
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import State.MainGame.Update as L
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import State.MainGame.Draw as L
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module State.MainGame.Draw where
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import Affection
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-- internal imports
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import Types
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mainGameDraw :: GameData -> Affection ()
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mainGameDraw gd = return ()
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{-# LANGUAGE OverloadedStrings #-}
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module State.MainGame.Load where
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import Affection
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import Control.Concurrent (forkIO)
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import Control.Concurrent.STM
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import Control.Monad (void)
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-- internal imports
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import Types
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import Map
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import Classes.Scene
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mainGameLoad
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:: GameData
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-> Affection ()
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mainGameLoad gd = do
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liftIO $ atomically $ do
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_ <- takeTMVar (gameStateLoadProgress gd)
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putTMVar (gameStateLoadProgress gd) (0, "Ohai!")
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liftIO $ logIO Verbose "Entering main Game"
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tid <- liftIO $ forkIO $ loadFork (gameScene gd) (gameStateLoadProgress gd)
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liftIO $ atomically $ writeTVar (gameLoadThread gd) (Just tid)
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loadFork
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:: TMVar Stage
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-> TMVar Progress
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-> IO ()
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loadFork stage progress = do
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(Stage sceneContainer) <- atomically $ readTMVar stage
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loadScene sceneContainer progress
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void $ atomically $ swapTMVar stage (Stage sceneContainer)
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-- atomically $ do
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-- _ <- takeTMVar progress
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-- putTMVar progress (0, "Loading test level...")
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-- testData <- TestData <$> constructMap testLevelDesc 0
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-- print testData
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-- atomically $ do
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-- _ <- takeTMVar dataContainer
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-- putTMVar dataContainer testData
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-- _ <- takeTMVar progress
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-- putTMVar progress (1, "Loaded test level!")
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{-# LANGUAGE OverloadedStrings #-}
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module State.MainGame.Update where
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import Affection
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import Control.Monad (when)
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import Control.Concurrent.STM
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-- internal imports
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import Types
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mainGameUpdate :: GameData -> Double -> Affection ()
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mainGameUpdate gd dt = do
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progress <- liftIO $ atomically $ readTMVar (gameStateLoadProgress gd)
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when (fst progress < 1) $ liftIO $ logIO Verbose (snd progress)
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