Commit before attempting to simplify main loop
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+51
@@ -52,6 +52,57 @@ setupLoop
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initParams
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paramCleanup
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$ doLoop window startWorld sideEffects eventFn worldFn
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-- | Create a game loop with an SDL window.
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setupLoop'
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:: (Int,Int) -- ^ The window size.
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-> (world -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop.
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-> IO world -- ^ Initial simulation state.
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-> (world -> IO world) -- ^ update, called once per frame. Allows for side effects such as rendering.
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-> (world -> Event -> Maybe world)
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-- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
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-> IO ()
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setupLoop' (xSize,ySize) paramCleanup ioStartWorld sideEffects eventFn = do
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initializeAll
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bracket
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(createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize))
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destroyWindow
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$ \window -> bracket
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(glCreateContext window)
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( \con -> GL.finish >> glDeleteContext con)
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$ \_ -> bracket
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ioStartWorld
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paramCleanup
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$ doLoop' window sideEffects eventFn
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-- | The internal loop.
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doLoop'
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:: Window -- ^ The SDL window.
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-> (world -> IO world) -- ^ simulation update.
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-> (world -> Event -> Maybe world) -- ^ SDL Event handling.
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-> world -- ^ Current simulation state.
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-> IO ()
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doLoop'
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window
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worldSideEffects
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eventFn
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startWorld
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= do
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startTicks <- ticks
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worldAfterSimStep <- worldSideEffects startWorld
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glSwapWindow window
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events <- pollEvents
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maybeUpdatedWorld <- foldM (applyEventIO eventFn) (Just worldAfterSimStep) events
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case maybeUpdatedWorld of
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Just updatedWorld -> do
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performGC
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endTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let theDelay = max 0 (20 + fromIntegral startTicks - fromIntegral endTicks)
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threadDelay (theDelay * 1000 )
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doLoop' window worldSideEffects eventFn updatedWorld
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Nothing -> return ()
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-- | The internal loop.
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doLoop
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:: Window -- ^ The SDL window.
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