pituicat/src/Affection.hs

137 lines
4.4 KiB
Haskell

{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE ExplicitForAll #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE RankNTypes #-}
{-# LANGUAGE TypeApplications #-}
module Affection
( withAffection
, get
, put
, liftIO
, module A
) where
import SDL (($=))
import qualified SDL
import qualified SDL.Raw.Video as SDL (glSetAttribute)
import qualified SDL.Raw.Enum as SDL
import System.Clock
import Control.Monad.Loops
import Control.Monad.State.Strict
import Control.Monad.IO.Class (liftIO)
import Foreign.C.Types (CInt(..))
import Affection.Types as A
import Affection.Class as A
import Affection.StateMachine as A
import Affection.Util as A
import Affection.MessageBus as A
import Affection.Subsystems as A
import Affection.Logging as A
import qualified Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
-- | Main function which bootstraps everything else.
withAffection
:: forall us. (Affectionate us)
=> AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
withAffection AffectionConfig{..} = do
liftIO $ logIO Debug "Affection starting"
liftIO $ logIO Debug "Initializing SDL"
-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
-- give SDL render quality
SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
-- just checking…
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
logIO Warn "Linear texture filtering not enabled!"
-- construct window
liftIO $ logIO Debug "Creating Window(s)"
windows <- zip3 (map (\(x,_,_) -> x) windowConfigs) <$>
mapM
(\wc -> SDL.createWindow windowTitle ((\(_,y,_) -> y) wc))
windowConfigs <*>
pure (map (\(_,_,z) -> z) windowConfigs)
mapM_ (SDL.showWindow . (\(_,y,_) -> y)) windows
_ <- SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
contexts <- zip (map (\(x,_,_) -> x) windows) <$>
mapM (SDL.glCreateContext . (\(_,y,_) -> y)) windows
-- let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfigs
-- (w, h) = case canvasSize of
-- Just (cw, ch) -> (cw, ch)
-- Nothing -> (fromIntegral rw, fromIntegral rh)
mapM_ (\w -> flip SDL.setWindowMode ((\(_,_,z) -> z) w) ((\(_,y,_) -> y) w)) windows
-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
liftIO $ logIO Debug "Getting Time"
-- get current time
execTime <- getTime Monotonic
liftIO $ logIO Debug "Loading initial data container"
gameData <- loadState @us
let initContainer = AffectionData
{ drawWindows = windows
, glContext = contexts
, elapsedTime = 0
, deltaTime = 0
, sysTime = execTime
, pausedTime = False
}
(_, nState) <- runStateT ( A.runState $ do
liftIO $ logIO Debug "Starting Loop"
preLoop gameData
whileM_ (hasNextStep gameData)
(do
-- get state
ad <- get
-- Measure time difference form last run
now <- liftIO $ getTime Monotonic
let lastTime = sysTime ad
-- compute dt and update elapsedTime
let !dt = fromIntegral
(toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ (9 :: Int))
!ne = elapsedTime ad + dt
put $ ad
{ elapsedTime = ne
, deltaTime = dt
}
-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
-- handle events
handleEvents gameData evs
-- execute user defined update loop
unless (pausedTime ad) (update gameData dt)
-- execute user defined draw loop
liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer, GL.StencilBuffer]
draw gameData
liftIO GL.flush
-- actual displaying of newly drawn frame
mapM_ (SDL.glSwapWindow . (\(_,y,_) -> y)) windows
-- save new time
ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
)
) initContainer
liftIO $ logIO Debug "Loop ended. Cleaning"
cleanUp gameData
liftIO $ logIO Debug "Destroying Window"
mapM_ (SDL.glDeleteContext . snd) contexts
mapM_ (SDL.destroyWindow . (\(_,y,_) -> y)) windows
-- SDL.quit -- <- This causes segfaults depending on hardware
liftIO $ logIO Debug "This is the end"