160 lines
4.6 KiB
Haskell
160 lines
4.6 KiB
Haskell
{-# LANGUAGE RecordWildCards #-}
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{-# LANGUAGE BangPatterns #-}
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module Affection
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( 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 (($=))
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import qualified SDL
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import System.Clock
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import Control.Monad.Loops
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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
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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
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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.
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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
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liftIO $ logIO Debug "Affection starting"
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liftIO $ logIO Debug "Initializing SDL"
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-- intialiaze SDL
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case initComponents of
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All ->
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SDL.initializeAll
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Only is ->
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SDL.initialize is
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-- give SDL render quality
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SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
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-- just checking…
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do
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renderQuality <- SDL.get SDL.HintRenderScaleQuality
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when (renderQuality /= SDL.ScaleLinear) $
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logIO Warn "Linear texture filtering not enabled!"
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-- construct window
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liftIO $ logIO Debug "Creating Window"
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window <- SDL.createWindow windowTitle windowConfig
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SDL.showWindow window
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-- renderer <- SDL.createRenderer
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-- window (-1)
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-- SDL.defaultRenderer
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-- { SDL.rendererTargetTexture = True
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-- }
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-- surface <- SDL.createRGBSurface
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-- (case canvasSize of
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-- Just (cw, ch) -> SDL.V2
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-- (CInt $ fromIntegral cw)
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-- (CInt $ fromIntegral ch)
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-- Nothing ->
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-- SDL.windowInitialSize windowConfig
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-- )
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-- SDL.RGBA8888
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-- texture <- SDL.createTexture
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-- renderer
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-- SDL.RGBA8888
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-- SDL.TextureAccessTarget
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-- (case canvasSize of
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-- Just (cw, ch) -> SDL.V2
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-- (CInt $ fromIntegral cw)
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-- (CInt $ fromIntegral ch)
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-- Nothing ->
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-- SDL.windowInitialSize windowConfig
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-- )
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-- 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
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Just (cw, ch) -> (cw, ch)
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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
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liftIO $ logIO Debug "Getting Time"
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-- get current time
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execTime <- getTime Monotonic
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liftIO $ logIO Debug "Loading initial data container"
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initContainer <- (\x -> AffectionData
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{ quitEvent = False
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, userState = x
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, drawWindow = window
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, glContext = context
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, drawDimensions = case canvasSize of
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Just (cw, ch) -> (cw, ch)
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Nothing -> (w, h)
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, screenMode = initScreenMode
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, elapsedTime = 0
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, deltaTime = 0
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, sysTime = execTime
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, pausedTime = False
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}) <$> loadState
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(_, nState) <- runStateT ( A.runState $ do
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liftIO $ logIO Debug "Starting Loop"
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preLoop
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whileM_ (do
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current <- get
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return $ not $ A.quitEvent current
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)
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(do
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-- get state
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ad <- get
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-- Measure time difference form last run
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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
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(toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ (9 :: Int))
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!ne = elapsedTime ad + dt
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put $ ad
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{ elapsedTime = ne
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, deltaTime = dt
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}
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-- poll events
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- mapM_ eventLoop evs
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eventLoop evs
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-- execute user defined update loop
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unless (pausedTime ad) (updateLoop dt)
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-- execute user defined draw loop
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liftIO $ GL.clear [ColorBuffer, DepthBuffer, StencilBuffer]
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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
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-- SDL.present renderer
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-- save new time
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ad3 <- get
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when (sysTime ad == sysTime ad3) (
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put ad3
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{ sysTime = now
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}
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)
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)
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) initContainer
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liftIO $ logIO Debug "Loop ended. Cleaning"
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cleanUp $ userState nState
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liftIO $ logIO Debug "Destroying Window"
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SDL.destroyWindow window
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SDL.quit
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liftIO $ logIO Debug "This is the end"
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