vulkan-tutorial/src/Affection.hs

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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE ExplicitForAll #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE RankNTypes #-}
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{-# LANGUAGE TypeApplications #-}
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module Affection
( withAffection
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, get
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, put
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, liftIO
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, module A
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) where
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import SDL (($=))
import qualified SDL
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import qualified SDL.Raw.Video as SDL (glSetAttribute)
import qualified SDL.Raw.Enum as SDL
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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
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import System.Clock
import Control.Monad.Loops
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import Control.Monad.State.Strict
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-- internal imports
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import Affection.Types as A
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import Affection.Class as A
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import Affection.StateMachine 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
import Affection.Logging as A
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-- | Main function which bootstraps everything else.
withAffection
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:: forall us. (Affectionate us)
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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
liftIO $ logIO Debug "Affection starting"
liftIO $ logIO Debug "Initializing SDL"
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-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
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-- give SDL render quality
SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
-- just checking…
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
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(s)"
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windows <- zip3 (map (\(x,_,_) -> x) windowConfigs) <$>
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mapM
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(\wc -> SDL.createWindow windowTitle ((\(_,y,_) -> y) wc))
windowConfigs <*>
pure (map (\(_,_,z) -> z) windowConfigs)
mapM_ (SDL.showWindow . (\(_,y,_) -> y)) windows
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_ <- SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
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contexts <- zip (map (\(x,_,_) -> x) windows) <$>
mapM (SDL.glCreateContext . (\(_,y,_) -> y)) windows
mapM_ (\w -> flip SDL.setWindowMode ((\(_,_,z) -> z) w) ((\(_,y,_) -> y) w)) windows
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-- sync updates with monitor
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-- SDL.swapInterval $= SDL.SynchronizedUpdates -- <- causes Problems with windows
liftIO $ logIO Debug "Getting Time"
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-- print current used GL Version
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version <- peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
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print (B.pack version)
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-- get current time
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execTime <- getTime Monotonic
liftIO $ logIO Debug "Loading initial data container"
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-- construct game data object from provided Affectionate instance
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gameData <- loadState @us
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-- build state container
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let initContainer = AffectionData
{ drawWindows = windows
, glContext = contexts
, elapsedTime = 0
, deltaTime = 0
, sysTime = execTime
, pausedTime = False
}
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-- initialize and run state
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(_, _) <- runStateT
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(A.runState
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(do
liftIO $ logIO Debug "Running Pre-Loop stage"
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-- run preLoop function from Affectionate
preLoop gameData
liftIO $ logIO Debug "Starting Loop"
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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
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-- save new time
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ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
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)
)
) initContainer
liftIO $ logIO Debug "Loop ended. Cleaning"
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cleanUp gameData
liftIO $ logIO Debug "Destroying Window"
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mapM_ (SDL.glDeleteContext . snd) contexts
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mapM_ (SDL.destroyWindow . (\(_,y,_) -> y)) windows
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-- SDL.quit -- <- This causes segfaults depending on hardware
liftIO $ logIO Debug "This is the end"