bump module Load to affection 0.0.0.10
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1 changed files with 31 additions and 37 deletions
68
src/Load.hs
68
src/Load.hs
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@ -7,7 +7,7 @@ import Graphics.Rendering.OpenGL.GL.FlushFinish (finish)
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import Control.Concurrent (forkIO)
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import Control.Concurrent (forkIO)
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import Control.Concurrent.MVar
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import Control.Concurrent.MVar
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import Control.Monad (when)
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import Control.Monad
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import qualified Data.Map as M
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import qualified Data.Map as M
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import qualified Data.Text as T
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import qualified Data.Text as T
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@ -25,39 +25,39 @@ import Menu.Connect
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import Types
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import Types
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import Util
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import Util
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loadLoad :: Affection UserData ()
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loadLoad :: UserData -> Affection ()
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loadLoad = do
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loadLoad ud = do
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ad <- A.get
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ad <- A.get
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ud <- getAffection
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wState <- liftIO $ readMVar (worldState ud)
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progress <- liftIO $ newMVar (0, "Starting up")
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curWin <- liftIO $ readMVar (window ud)
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future <- liftIO newEmptyMVar
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tContext <- liftIO $ readMVar (threadContext ud)
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let progress = (0, "Starting up")
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void $ liftIO $ swapMVar (stateProgress ud) progress
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void $ liftIO $ tryReadMVar (stateMVar ud)
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_ <- liftIO $ createFont (nano ud) "bedstead"
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_ <- liftIO $ createFont (nano ud) "bedstead"
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(FileName "assets/font/Bedstead-Semicondensed.ttf")
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(FileName "assets/font/Bedstead-Semicondensed.ttf")
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_ <- liftIO $ forkIO $
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_ <- liftIO $ forkIO $
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loadFork
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loadFork
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(worldState ud)
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wState
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(fromJust $ window ud)
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(fromJust curWin)
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(fromJust $ threadContext ud)
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(fromJust tContext)
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(nano ud)
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(nano ud)
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future
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(stateMVar ud)
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progress
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(stateProgress ud)
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SDL.glMakeCurrent (fromJust $ window ud) (snd $ head $ glContext ad)
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SDL.glMakeCurrent (fromJust curWin) (snd $ head $ glContext ad)
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putAffection ud
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void $ liftIO $ swapMVar (state ud) Load
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{ stateMVar = future
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void $ liftIO $ swapMVar (assetFonts ud) (M.fromList
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, stateProgress = progress
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[ (FontBedstead, "bedstead")
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, state = Load
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]
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, assetFonts = M.fromList
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)
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[ (FontBedstead, "bedstead")
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]
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}
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loadFork
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loadFork
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:: SystemState Entity (AffectionState (AffectionData UserData) IO)
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:: SystemState Entity (AffectionState (AffectionData) IO)
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-> SDL.Window
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-> SDL.Window
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-> SDL.GLContext
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-> SDL.GLContext
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-> Context
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-> Context
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-> MVar
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-> MVar
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( SystemState Entity (AffectionState (AffectionData UserData) IO)
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( SystemState Entity (AffectionState (AffectionData) IO)
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, StateData
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, StateData
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)
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)
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-> MVar (Float, T.Text)
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-> MVar (Float, T.Text)
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@ -525,30 +525,24 @@ loadFork ws win glc nvg future progress = do
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}
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}
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)
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)
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drawLoad :: Affection UserData ()
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drawLoad :: UserData -> Affection ()
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drawLoad = do
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drawLoad ud = do
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ud <- getAffection
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progress <- liftIO $ readMVar (stateProgress ud)
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progress <- liftIO $ readMVar (stateProgress ud)
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liftIO $ do
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liftIO $ do
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logIO A.Verbose ("LoadProgress: " <> fromString (show progress))
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logIO A.Verbose ("LoadProgress: " <> fromString (show progress))
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drawLoadScreen ud progress
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drawLoadScreen ud progress
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updateLoad :: Double -> Affection UserData ()
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updateLoad :: UserData -> Double -> Affection ()
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updateLoad _ = do
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updateLoad ud _ = do
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ud <- getAffection
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mwsld <- liftIO $ tryTakeMVar (stateMVar ud)
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mwsld <- liftIO $ tryTakeMVar (stateMVar ud)
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case mwsld of
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case mwsld of
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Just (_, ld) -> do
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Just (_, ld) -> do
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liftIO $ logIO A.Debug "loaded assets, entering menu"
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liftIO $ logIO A.Debug "loaded assets, entering menu"
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putAffection ud
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void $ liftIO $ swapMVar (assetImages ud) (loadAssetImages ld)
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{ assetImages = loadAssetImages ld
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void $ liftIO $ swapMVar (assetAnimations ud) (loadAssetAnims ld)
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, assetAnimations = loadAssetAnims ld
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void $ liftIO $ swapMVar (assetIcons ud) (loadAssetIcons ld)
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, assetIcons = loadAssetIcons ld
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void $ liftIO $ swapMVar (stateData ud) None
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-- , state = Main WorldMap
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-- , state = Menu Connect
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, stateData = None
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}
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-- loadMap
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-- loadMap
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loadMenu
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loadMenu ud
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Nothing ->
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Nothing ->
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return ()
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return ()
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