Quick hack to make window rendering passable
Before windows drew even on black backgrounds
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@@ -14,13 +14,7 @@ import Dodge.LevelGen.PlacementHelper
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import Geometry
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import Linear
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putDoubleDoor ::
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Wall ->
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WdBl ->
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Point2 ->
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Point2 ->
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Float ->
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Placement
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putDoubleDoor :: Wall -> WdBl -> Point2 -> Point2 -> Float -> Placement
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putDoubleDoor wl cond a b speed =
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putDoubleDoorThen wl cond 1 a b speed (const $ const Nothing)
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@@ -6,7 +6,6 @@
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-}
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module Dodge.Placement.PlaceSpot (placeSpot) where
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import Dodge.Placement.PlaceSpot.Block
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import Control.Monad.State
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import Data.Bifunctor
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import Data.Foldable
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@@ -17,6 +16,7 @@ import Dodge.Base.NewID
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import Dodge.Data.GenWorld
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import Dodge.Default.Wall
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import Dodge.Path
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import Dodge.Placement.PlaceSpot.Block
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import Dodge.Placement.PlaceSpot.TriggerDoor
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import Dodge.Placement.Shift
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import Dodge.ShiftPoint
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@@ -32,11 +32,10 @@ import NewInt
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-- to the placement. This id should be associated with the type of placement and
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-- match up with the created id for the object (creature id, flitid id, etc)
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placeSpot :: Int -> GenWorld -> Placement -> GenWorld
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placeSpot rid w plmnt = case plmnt of
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Placement{_plSpot = PSRoomRand i f} -> placeSpotRoomRand rid i f plmnt w
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Placement{_plSpot = PSPos extract eff fallback} ->
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placeSpotUsingLink w rid plmnt extract eff fallback
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Placement{} -> placePlainPSSpot w rid plmnt shift
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placeSpot rid w plmnt = case plmnt ^. plSpot of
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PSRoomRand i f -> placeSpotRoomRand rid i f plmnt w
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PSPos extract eff fallback -> placeSpotUsingLink w rid plmnt extract eff fallback
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_ -> placePlainPSSpot w rid plmnt shift
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where
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shift = _rmShift $ w ^?! genRooms . ix rid
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@@ -126,7 +125,7 @@ placeSpotID rid ps pt w = case pt of
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)
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PutCrit cr -> plNewUpID (gwWorld . cWorld . lWorld . creatures) crID (mvCr p rot cr) w
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PutForeground fs ->
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(0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs)
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(0, w & gwWorld . cWorld . lWorld . foreShapes .:~ mvFS p rot fs)
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PutMachine pps mc mitm -> plMachine (map doShift pps) mc mitm p rot w
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PutLS ls -> plNewUpID (gwWorld . cWorld . lWorld . lightSources) lsID (mvLS p' rot ls) w
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RandPS _ -> error "RandPS should not be reachable here" --evaluateRandPS rid rgn ps w
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@@ -161,15 +160,8 @@ placeChasm gw rid ps shiftps =
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f w = foldl' g w (loopPairs shiftps)
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g w (x, y) = obstructPathsCrossing (S.singleton ChasmObstacle) x y w
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--evaluateRandPS
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-- :: Int -> State StdGen PSType -> PlacementSpot -> GenWorld -> (Int, GenWorld)
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--evaluateRandPS rid rgen ps w = placeSpotID rid ps evaluatedType
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-- $ set (gwWorld . randGen) g w
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-- where
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-- (evaluatedType, g) = runState rgen (_randGen $ _gwWorld w)
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placeWallPoly :: [Point2] -> Wall -> World -> World
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placeWallPoly qs wl w
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placeWallPoly qs wl w
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| (p : ps) <- orderPolygon qs = foldl' (addPane wl) w $ zip (ps ++ [p]) (p : ps)
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| otherwise = error "tried to place wall poly with too few points"
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@@ -185,11 +177,10 @@ mvButton :: Point2 -> Float -> Button -> Button
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mvButton p a = (btRot +~ a) . (btPos %~ ((p +.+) . rotateV a))
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mvCr :: Point2 -> Float -> Creature -> Creature
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mvCr p rot cr =
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cr
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& crPos . _xy .~ p
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& crOldPos . _xy .~ p
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& crDir .~ rot
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mvCr p rot =
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(crPos . _xy .~ p)
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. (crOldPos . _xy .~ p)
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. (crDir .~ rot)
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mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
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mvFS p a = (fsDir +~ a) . (fsPos %~ ((p +.+) . rotateV a))
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@@ -227,6 +218,6 @@ placeMachineWalls poly mcid = insertStructureWalls MachinePart baseWall poly mci
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baseWall = defaultMachineWall & wlStructure . wsMachine .~ mcid
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mvLS :: Point3 -> Float -> LightSource -> LightSource
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mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z +.+.+ startPos
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mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z + startPos
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where
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startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)
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