vulkan-tutorial/src/Affection.hs

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{-# LANGUAGE RecordWildCards #-}
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module Affection
( withAffection
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, withWindow
, withDefaultWindow
, delaySec
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, get
, put
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, module Affection.Render
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, module Types
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) where
import qualified SDL
import qualified SDL.Raw as Raw
import qualified GEGL as G
import qualified Data.Text as T
import Data.Maybe
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import System.Clock
import Control.Monad.Loops
import Control.Monad.State
import Control.Concurrent.MVar
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import Affection.Render
import Affection.Types as Types
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-- | Main function which bootstraps everything else.
withAffection
:: AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
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withAffection AffectionConfig{..} = do
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
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G.gegl_init
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execTime <- newMVar =<< getTime Monotonic
window <- SDL.createWindow windowTitle windowConfig
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oldSurf@(SDL.Surface ptr _) <- SDL.getWindowSurface window
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surface <- (\x -> return $ SDL.Surface x Nothing) =<<
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Raw.convertSurfaceFormat ptr (SDL.toNumber SDL.ABGR8888) 0
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initContainer <- return . (\x -> AffectionData
{ quitEvent = False
, userState = x
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, drawWindow = window
, drawSurface = surface
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}) =<< loadState surface
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(_, _) <- runStateT ( Types.runState $
whileM_ (do
current <- get
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return $ not $ Types.quitEvent current
)
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(do
liftIO $ SDL.surfaceBlit surface Nothing oldSurf Nothing
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now <- liftIO $ getTime Monotonic
lastTime <- liftIO $ fromMaybe now <$> tryReadMVar execTime
drawLoop
updateLoop $ (fromIntegral $ toNanoSecs $ diffTimeSpec lastTime now) /
(fromIntegral 10 ^ 9)
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_ <- liftIO $ swapMVar execTime $ now
return ()
)
) initContainer
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G.gegl_exit
SDL.quit
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-- | DEPRECATED!
-- Function for bootstraping a window.
withWindow :: Monad m => T.Text -> WindowConfig -> SDL.RendererConfig -> RenderT m a -> IO ()
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withWindow title wconf rconf ops = do
window <- SDL.createWindow title wconf
-- I don't need a renderer here, i need a surface
renderer <- SDL.createRenderer window (-1) rconf
surface <- SDL.getWindowSurface window
G.gegl_init
-- I think I need some AffectionT or someting similar here and not a RenderT
-- from SDL.
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inRender renderer $ ops
G.gegl_exit
SDL.destroyWindow window
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-- | DEPRECATED!
-- Bootstrap a default window.
withDefaultWindow :: Monad m => T.Text -> (RenderT m a) -> IO ()
withDefaultWindow title ops = withWindow title defaultWindow SDL.defaultRenderer ops
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-- | block a thread for a specified amount of time
delaySec
:: Int -- ^ Number of seconds
-> IO ()
delaySec dur = SDL.delay (fromIntegral $ dur * 1000)