pituicat/src/Affection.hs

150 lines
4.9 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 qualified Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
import qualified Graphics.GL as GLRaw
import Foreign.Marshal.Array
import qualified Data.ByteString as B
import qualified Data.ByteString.Char8 as B8
import System.Clock
import Control.Monad.Loops
import Control.Monad.State.Strict
-- internal imports
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
-- | 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
mapM_ (\w -> flip SDL.setWindowMode ((\(_,_,z) -> z) w) ((\(_,y,_) -> y) w)) windows
-- sync updates with monitor
-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
liftIO $ logIO Debug "Getting Time"
-- print current used GL Version
version <- peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
print (B.pack version)
-- get current time
execTime <- getTime Monotonic
liftIO $ logIO Debug "Loading initial data container"
-- construct game data object from provided Affectionate instance
gameData <- loadState @us
-- build state container
let initContainer = AffectionData
{ drawWindows = windows
, glContext = contexts
, elapsedTime = 0
, deltaTime = 0
, sysTime = execTime
, pausedTime = False
}
-- initialize and run state
(_, _) <- runStateT
(A.runState
(do
liftIO $ logIO Debug "Running Pre-Loop stage"
-- run preLoop function from Affectionate
preLoop gameData
liftIO $ logIO Debug "Starting Loop"
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
-- update state data object with new time values
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)
-- clear GL buffer >> execute user defined draw loop >> flush GL buffer
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"