Commit before attempting to add concurrency to loop

This commit is contained in:
2022-08-16 08:00:47 +01:00
parent 9e3097d681
commit 919a179283
12 changed files with 129 additions and 138 deletions
+59 -45
View File
@@ -1,77 +1,91 @@
--{-# LANGUAGE TupleSections #-}
{- |
Module : Loop
Description : Simple game loop
This module sets up an SDL window which may be updated using a simple game loop.
-}
module Loop
( setupLoop
) where
import qualified Data.Text as T
module Loop (
setupLoop,
) where
import Control.Concurrent
import Control.Exception
import Control.Monad
import System.Mem
import SDL
import qualified Data.Text as T
import qualified Graphics.Rendering.OpenGL as GL
import SDL
import System.Mem
-- | Create a game loop with an SDL window.
setupLoop
:: Int -- ^ Target seconds per frame
-> T.Text -- ^ Window title
-> WindowConfig
-> (world -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop.
-> IO world -- ^ Initial simulation state.
-> (world -> IO world) -- ^ update, called once per frame. Allows for side effects such as rendering.
-> (world -> Event -> IO (Maybe world))
-- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
-> IO ()
setupLoop spf title winconfig paramCleanup ioStartWorld sideEffects eventFn = do
setupLoop ::
-- | Target seconds per frame
Int ->
-- | Window title
T.Text ->
WindowConfig ->
-- | Function for cleaning up parameters, applied when exiting loop.
(world -> IO ()) ->
-- | Initial simulation state.
IO world ->
-- | update, called once per frame. Allows for side effects such as rendering.
(world -> IO world) ->
-- | SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
(world -> Event -> IO (Maybe world)) ->
IO ()
setupLoop spf title winconfig paramCleanup ioStartWorld sideEffects eventFn = do
initializeAll
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
( \con -> GL.finish >> glDeleteContext con)
$ \_ -> bracket
ioStartWorld
paramCleanup
(doLoop spf window sideEffects eventFn)
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
(\con -> GL.finish >> glDeleteContext con)
$ \_ ->
bracket
ioStartWorld
paramCleanup
(doLoop spf window sideEffects eventFn)
-- | The internal loop.
doLoop
:: Int -- ^ target msec per frame
-> Window -- ^ The SDL window.
-> (world -> IO world) -- ^ simulation update.
-> (world -> Event -> IO (Maybe world)) -- ^ SDL Event handling.
-> world -- ^ Current simulation state.
-> IO ()
doLoop ::
-- | target msec per frame
Int ->
-- | The SDL window.
Window ->
-- | simulation update.
(world -> IO world) ->
-- | SDL Event handling.
(world -> Event -> IO (Maybe world)) ->
-- | Current simulation state.
world ->
IO ()
doLoop spf window worldSideEffects eventFn startWorld = do
startTicks <- ticks
worldAfterSimStep <- worldSideEffects startWorld
glSwapWindow window
maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
case maybeUpdatedWorld of
Just updatedWorld -> do
Just updatedWorld -> do
performGC
endTicks <- ticks -- it might be better to use System.Clock (monotonic)
let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
threadDelay (theDelay * 1000 )
threadDelay (theDelay * 1000)
doLoop spf window worldSideEffects eventFn updatedWorld
Nothing -> return ()
-- | Handle quit events in a manner to exit the loop. Other events handled as
-- determined by the custom function, although resize events also change the viewport.
{- | Handle quit events in a manner to exit the loop. Other events handled as
determined by the custom function, although resize events also change the viewport.
-}
applyEventIO :: (world -> Event -> IO (Maybe world)) -> Maybe world -> Event -> IO (Maybe world)
applyEventIO fn mw e = case eventPayload e of
QuitEvent -> return Nothing
QuitEvent -> return Nothing
WindowClosedEvent _ -> return Nothing
WindowSizeChangedEvent WindowSizeChangedEventData {windowSizeChangedEventSize = V2 x y}
-> (GL.viewport $= (GL.Position 0 0,GL.Size x y)) >> mupdate
_ -> mupdate
WindowSizeChangedEvent WindowSizeChangedEventData{windowSizeChangedEventSize = V2 x y} ->
(GL.viewport $= (GL.Position 0 0, GL.Size x y)) >> mupdate
_ -> mupdate
where
mupdate = case mw of
Nothing -> return Nothing
Just w -> fn w e
Just w -> fn w e