Attempt to fix some space leaks, general cleanup
This commit is contained in:
@@ -11,3 +11,6 @@ chainCreatureUpdates ::
|
||||
chainCreatureUpdates ls w cr = foldl' unf cr ls
|
||||
where
|
||||
unf cr' g = g w cr'
|
||||
--chainCreatureUpdates ls w cr = foldr unf cr ls
|
||||
-- where
|
||||
-- unf g cr' = g w cr'
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
module Dodge.Creature.Update where
|
||||
module Dodge.Creature.Update
|
||||
( updateCreature
|
||||
) where
|
||||
|
||||
import Dodge.Barreloid
|
||||
import Dodge.Creature.ChainUpdates
|
||||
import Dodge.Creature.Impulse
|
||||
import Dodge.Creature.State
|
||||
import Dodge.Data.World
|
||||
import Dodge.Humanoid
|
||||
import Dodge.Lampoid
|
||||
import LensHelp
|
||||
import System.Random
|
||||
|
||||
updateCreature :: Creature -> World -> World
|
||||
updateCreature cr = case _crType cr of
|
||||
@@ -16,15 +13,3 @@ updateCreature cr = case _crType cr of
|
||||
Humanoid{} -> updateHumanoid cr
|
||||
Barreloid{} -> updateBarreloid cr
|
||||
NonDrawnCreature -> id
|
||||
|
||||
-- bit of a hack to get new random generators after each creature's update
|
||||
defaultImpulsive ::
|
||||
[World -> Creature -> Creature] ->
|
||||
Creature ->
|
||||
World ->
|
||||
World
|
||||
defaultImpulsive = fmap (fmap updateRandGen) . stateUpdate . impulsiveAIBefore . chainCreatureUpdates
|
||||
where
|
||||
updateRandGen w =
|
||||
let (_, g) = randomR (0, 1 :: Int) (_randGen w)
|
||||
in w & randGen .~ g
|
||||
|
||||
@@ -3,5 +3,6 @@ module Dodge.Hammer where
|
||||
import Dodge.Data.Hammer
|
||||
|
||||
moveHammerUp :: HammerPosition -> HammerPosition
|
||||
{-# INLINE moveHammerUp #-}
|
||||
moveHammerUp HammerDown = HammerReleased
|
||||
moveHammerUp _ = HammerUp
|
||||
|
||||
@@ -187,7 +187,8 @@ defaultImpulsive ::
|
||||
Creature ->
|
||||
World ->
|
||||
World
|
||||
defaultImpulsive = fmap (fmap updateRandGen) . stateUpdate . impulsiveAIBefore . chainCreatureUpdates
|
||||
defaultImpulsive fs cr = updateRandGen -- . stateUpdate (const id) cr
|
||||
--fmap (fmap updateRandGen) . stateUpdate . impulsiveAIBefore . chainCreatureUpdates
|
||||
where
|
||||
updateRandGen w =
|
||||
let (_, g) = randomR (0, 1 :: Int) (_randGen w)
|
||||
|
||||
@@ -1,203 +0,0 @@
|
||||
{-# LANGUAGE FlexibleInstances #-}
|
||||
{-# LANGUAGE RankNTypes #-}
|
||||
-- | deals with placement of objects within the world
|
||||
-- after they have had their coordinates set by the layout
|
||||
module Dodge.Placement.PlaceSpot
|
||||
( placeSpot
|
||||
) where
|
||||
import Dodge.Placement.Shift
|
||||
import Dodge.Data
|
||||
import Dodge.Path
|
||||
import Dodge.Placement.PlaceSpot.Block
|
||||
import Dodge.Placement.PlaceSpot.TriggerDoor
|
||||
import Dodge.Default.Wall
|
||||
import Dodge.ShiftPoint
|
||||
import Dodge.Base.NewID
|
||||
import Geometry
|
||||
import qualified IntMapHelp as IM
|
||||
import Color
|
||||
|
||||
import Data.Foldable
|
||||
import Data.Maybe
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
import qualified Data.IntSet as IS
|
||||
import Data.Bifunctor
|
||||
|
||||
-- when placing a placement, we update the world and the room and assign an id
|
||||
-- to the placement
|
||||
placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] )
|
||||
placeSpot (w,rm) plmnt = case plmnt of
|
||||
Placement{_plSpot = PSRoomRand i f} -> placeSpotRoomRand rm i f plmnt w
|
||||
Placement{_plSpot = PSPos extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback
|
||||
Placement{} -> placePlainPSSpot w rm plmnt shift
|
||||
PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
|
||||
RandomPlacement rplmnt -> placeRandomPlacement rplmnt w rm
|
||||
PickOnePlacement i pl -> ((placePickOne i pl rm w, rm), [])
|
||||
where
|
||||
shift = _rmShift rm
|
||||
|
||||
placePickOne :: Int -> Placement -> Room -> World -> World
|
||||
placePickOne i pl rm w = w & genPlacements %~ IM.insertWith (++) i [(pl, fromJust (_rmMID rm))]
|
||||
|
||||
placeRandomPlacement :: State StdGen Placement -> World -> Room -> ((World,Room),[Placement])
|
||||
placeRandomPlacement rplmnt w rm = placeSpot (w & randGen .~ g,rm) plmnt'
|
||||
where
|
||||
(plmnt', g) = runState rplmnt (_randGen w)
|
||||
|
||||
placePlainPSSpot :: World -> Room -> Placement -> DPoint2 -> ((World,Room),[Placement])
|
||||
placePlainPSSpot w rm plmnt shift =
|
||||
let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
|
||||
newplmnt = plmnt & plMID ?~ i
|
||||
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt w' newplmnt)
|
||||
where
|
||||
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
|
||||
in (wr,newplmnt:newplmnts)
|
||||
|
||||
-- this should be tidied up
|
||||
placeSpotUsingLink :: World
|
||||
-> Room
|
||||
-> Placement
|
||||
-> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
|
||||
-> (RoomPos -> Room -> Room)
|
||||
-> Maybe Placement
|
||||
-> ((World, Room), [Placement])
|
||||
placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of
|
||||
Just (ps,rmposs) -> placeSpot (w, eff (head rmposs) $ rm & rmPos .~ rmposs) (plmnt & plSpot .~ ps)
|
||||
Nothing -> case fallback of
|
||||
Nothing -> ((w,rm),[plmnt])
|
||||
Just plmnt' -> placeSpot (w,rm) plmnt'
|
||||
where
|
||||
searchedPoss [] = Nothing
|
||||
searchedPoss (pos:poss) = case extract pos rm of
|
||||
Nothing -> second (pos:) <$> searchedPoss poss
|
||||
Just (ps,rmpos) -> Just ( ps,rmpos:poss)
|
||||
|
||||
placeSpotRoomRand :: Room -> Int -> (DPoint2 -> PlacementSpot)
|
||||
-> Placement -> World -> ((World,Room),[Placement])
|
||||
placeSpotRoomRand rm i f plmnt w =
|
||||
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
|
||||
in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ f ps)
|
||||
|
||||
-- the Int here is some id that is assigned when the placement is placed
|
||||
placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
|
||||
placeSpotID ps pt w = case pt of
|
||||
PutTrigger cnd -> plNewID triggers cnd w
|
||||
PutMod mdi -> plNewUpID modifications mdID mdi w
|
||||
PutProp prp -> plNewUpID props pjID (mvProp p rot prp) w
|
||||
PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
|
||||
PutTerminal tm -> plNewUpID terminals tmID tm w
|
||||
PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
|
||||
PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
|
||||
PutForeground fs -> plNewUpID shapes fsID (mvFS p rot fs) w
|
||||
PutMachine pps mc -> plMachine (map doShift pps) mc p rot w
|
||||
PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
|
||||
PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
|
||||
RandPS rgn -> evaluateRandPS rgn ps w
|
||||
PutDoor col f pss -> plDoor col f (map (bimap doShift doShift) pss) w
|
||||
PutCoord cp -> plNewID coordinates (doShift cp) w
|
||||
PutSlideDr wl dr off a b
|
||||
-> plSlideDoor wl dr off (doShift a) (doShift b) w
|
||||
PutBlock bl wl ps' -> plBlock (map doShift ps') (bl & blPos %~ doShift & blDir .~ rot)
|
||||
wl w
|
||||
PutLineBlock wl wdth a b -> plLineBlock wl wdth (doShift a) (doShift b) w
|
||||
PutWall qs wl -> (0,placeWallPoly (map doShift qs) wl w)
|
||||
PutNothing -> (0,w)
|
||||
PutID i -> (i, w)
|
||||
PutWorldUpdate f -> (0, w & f ps)
|
||||
PutUsingGenParams f -> let (w',pt') = f w
|
||||
in placeSpotID ps pt' w'
|
||||
where
|
||||
p@(V2 px py) = _psPos ps
|
||||
p' = V3 px py 0
|
||||
rot = _psRot ps
|
||||
doShift = shiftPointBy (p,rot)
|
||||
|
||||
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
|
||||
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
|
||||
where
|
||||
(evaluatedType, g) = runState rgen (_randGen w)
|
||||
|
||||
placeWallPoly :: [Point2] -> Wall -> World -> World
|
||||
<<<<<<< HEAD
|
||||
--placeWallPoly ps wl = over walls (placeWalls ps wl)
|
||||
placeWallPoly ps wl = rmCrossPaths . over walls (placeWalls ps wl)
|
||||
where
|
||||
rmCrossPaths w = foldr (uncurry (addObstacleCrossing' WallObstacle)) w $ loopPairs ps
|
||||
=======
|
||||
placeWallPoly ps wl = -- rmCrossPaths .
|
||||
over walls (placeWalls ps wl)
|
||||
-- where
|
||||
-- rmCrossPaths w = foldr (uncurry obstructPathsCrossing) w $ loopPairs ps
|
||||
>>>>>>> efficientRuntime
|
||||
|
||||
placeWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
placeWalls qs wl wls = foldl' (addPane wl) wls pairs
|
||||
where
|
||||
(p:ps) = orderPolygon qs
|
||||
pairs = zip (ps ++ [p]) (p:ps)
|
||||
|
||||
addPane :: Wall -> IM.IntMap Wall -> (Point2,Point2) -> IM.IntMap Wall
|
||||
addPane wl wls l = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
|
||||
where
|
||||
wlid = IM.newKey wls
|
||||
|
||||
---- | place an new object into an intmap and update its id
|
||||
--plNewUpID :: ALens' World (IM.IntMap a)
|
||||
-- -> ALens' a Int
|
||||
-- -> a
|
||||
-- -> World
|
||||
-- -> (Int,World)
|
||||
--plNewUpID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i))
|
||||
-- where
|
||||
-- i = IM.newKey $ w ^# l
|
||||
|
||||
mvProp :: Point2 -> Float -> Prop -> Prop
|
||||
mvProp p a = (pjRot +~ a) . (prPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
mvButton :: Point2 -> Float -> Button -> Button
|
||||
mvButton p a = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
{- Creates a floor item at a given point.-}
|
||||
createFlIt :: Point2 -> Float -> Item -> FloorItem
|
||||
createFlIt p rot itm = FlIt { _flItPos = p , _flItRot = rot , _flItID = 0 , _flIt = itm }
|
||||
|
||||
mvPP :: Point2 -> Float -> PressPlate -> PressPlate
|
||||
mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
|
||||
|
||||
mvCr :: Point2 -> Float -> Creature -> Creature
|
||||
mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
|
||||
|
||||
mvFS :: Point2 -> Float -> ForegroundShape -> ForegroundShape
|
||||
mvFS p a = (fsDir +~ a) . (fsPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
plMachine :: [Point2] -> Machine -> Point2 -> Float -> World -> (Int,World)
|
||||
plMachine wallpoly mc p rot gw = (mcid
|
||||
, gw & machines %~ addMc
|
||||
& walls %~ placeMachineWalls color wallpoly mcid wlid
|
||||
)
|
||||
where
|
||||
color = _mcColor mc
|
||||
w' = gw
|
||||
mcid = IM.newKey $ _machines w'
|
||||
wlid = IM.newKey $ _walls w'
|
||||
wlids = IS.fromList [wlid .. wlid + length wallpoly - 1]
|
||||
--addMc = IM.insert mcid (mc {_mcPos = centroid wallpoly,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids})
|
||||
addMc = IM.insert mcid (mc {_mcPos = p,_mcDir = rot,_mcID = mcid, _mcWallIDs = wlids})
|
||||
|
||||
-- TODO correctly remove/shift pathfinding lines (removePathsCrossing)
|
||||
placeMachineWalls :: Color -> [Point2] -> Int -> Int -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
placeMachineWalls col poly mcid wlid = flip (foldr f) $ zip [wlid..] $ loopPairs poly
|
||||
where
|
||||
f (wid,l) = IM.insert wid baseWall{_wlID = wid, _wlLine = l}
|
||||
baseWall = defaultMachineWall
|
||||
& wlColor .~ col
|
||||
& wlStructure . wsMachine .~ mcid
|
||||
& wlTouchThrough .~ True
|
||||
|
||||
mvLS :: Point3 -> Float -> LightSource -> LightSource
|
||||
mvLS (V3 x y z) rot ls = ls & lsParam . lsPos .~ V3 x y z +.+.+ startPos
|
||||
& lsDir .~ rot
|
||||
where
|
||||
startPos = onXY (rotateV rot) $ _lsPos (_lsParam ls)
|
||||
@@ -3,6 +3,7 @@ module Dodge.Tesla.Arc
|
||||
, moveTeslaArc
|
||||
) where
|
||||
|
||||
import Data.Foldable
|
||||
import Dodge.Data.CrWlID
|
||||
import Dodge.Data.ArcStep
|
||||
import Data.Maybe
|
||||
@@ -30,7 +31,7 @@ moveTeslaArc ::
|
||||
TeslaArc ->
|
||||
(World, Maybe TeslaArc)
|
||||
moveTeslaArc w pt
|
||||
| _taTimer pt == 2 = (makesparks $ foldr damthings w thearc, Just $ pt & taTimer -~ 1)
|
||||
| _taTimer pt == 2 = (makesparks $ foldl' (flip damthings) w thearc, Just $ pt & taTimer -~ 1)
|
||||
| _taTimer pt < 1 = (w, Nothing)
|
||||
| otherwise = (w, Just $ pt & taTimer -~ 1)
|
||||
where
|
||||
|
||||
+15
-2
@@ -90,7 +90,10 @@ functionalUpdate w =
|
||||
. over uvWorld (cWorld . cwTime . worldClock +~ 1)
|
||||
. over uvWorld updateWorldSelect
|
||||
. over uvWorld doRewind
|
||||
. over uvWorld (hammers . each %~ moveHammerUp)
|
||||
-- . over uvWorld (hammers . each %~ moveHammerUp)
|
||||
-- . over (uvWorld . hammers . each) moveHammerUp
|
||||
-- . over uvWorld (hammers %~ fmap moveHammerUp)
|
||||
. moveHammersUp
|
||||
. over uvWorld updateDistortions
|
||||
. over uvWorld updateCreatureSoundPositions
|
||||
. over uvWorld ppEvents
|
||||
@@ -138,8 +141,18 @@ functionalUpdate w =
|
||||
. updateBounds -- where should this go? next to update camera?
|
||||
$ over uvWorld updateCloseObjects w
|
||||
|
||||
moveHammersUp :: Universe -> Universe
|
||||
--moveHammersUp = uvWorld . hammers .~ M.empty
|
||||
moveHammersUp = uvWorld . hammers %~ M.map moveHammerUp
|
||||
--moveHammersUp = uvWorld . hammers . each %~ (moveHammerUp $!)
|
||||
--moveHammersUp = uvWorld %~ ( (hammers . each %~ (moveHammerUp $!)) $!)
|
||||
--moveHammersUp uv = uv { _uvWorld = w' }
|
||||
-- where
|
||||
-- w = _uvWorld uv
|
||||
-- w' = w {_hammers = fmap moveHammerUp (_hammers w)}
|
||||
|
||||
doWorldEvents :: World -> World
|
||||
doWorldEvents w = foldr doWdWd (w & cWorld . worldEvents .~ []) (_worldEvents (_cWorld w))
|
||||
doWorldEvents w = foldl' (flip doWdWd) (w & cWorld . worldEvents .~ []) (_worldEvents (_cWorld w))
|
||||
|
||||
updateLasers :: World -> World
|
||||
updateLasers w =
|
||||
|
||||
@@ -79,7 +79,7 @@ moveZoomCamera uv =
|
||||
wallZoom = min4 (w ^. cWorld . cwCam . cwcBoundDist)
|
||||
min4 (a, b, c, d) = minimum [hh / maxd a, hh / maxd (- b), hw / maxd c, hw / maxd (- d)]
|
||||
maxd = max distFromEqmnt
|
||||
distFromEqmnt = foldr max 1 $ IM.mapMaybe (_eeViewDist . _equipEffect . _itUse) $ getCrEquipment $ you w
|
||||
distFromEqmnt = foldl' max 1 $ IM.mapMaybe (_eeViewDist . _equipEffect . _itUse) $ getCrEquipment $ you w
|
||||
hw = halfWidth cfig
|
||||
hh = halfHeight cfig
|
||||
-- = maybe clipZoom zoomFromItem (yourItem w ^? itZoom) wallZoom
|
||||
|
||||
@@ -5,13 +5,14 @@ import Data.Maybe
|
||||
import Dodge.Data.World
|
||||
import Dodge.Wall.Damage
|
||||
import qualified IntMapHelp as IM
|
||||
import Data.Foldable
|
||||
|
||||
updateWallDamages :: World -> World
|
||||
updateWallDamages w =
|
||||
w
|
||||
& cWorld . wallDamages .~ IM.empty
|
||||
& flip (IM.foldrWithKey f) (_wallDamages (_cWorld w))
|
||||
& flip (IM.foldlWithKey' f) (_wallDamages (_cWorld w))
|
||||
where
|
||||
f k dams w' = fromMaybe w' $ do
|
||||
f w' k dams = fromMaybe w' $ do
|
||||
wl <- w' ^? cWorld . walls . ix k
|
||||
return $ foldr (`damageWall` wl) w' dams
|
||||
return $ foldl' (flip (`damageWall` wl)) w' dams
|
||||
|
||||
@@ -3,6 +3,7 @@ module Dodge.Wall.Delete (
|
||||
deleteWallID,
|
||||
) where
|
||||
|
||||
import Data.Foldable
|
||||
import Control.Lens
|
||||
import qualified Data.IntSet as IS
|
||||
import Dodge.Data.World
|
||||
@@ -24,4 +25,4 @@ deleteWall wl =
|
||||
i = _wlID wl
|
||||
|
||||
deleteWallIDs :: IS.IntSet -> World -> World
|
||||
deleteWallIDs is w = foldr deleteWall w $ IM.restrictKeys (_walls (_cWorld w)) is
|
||||
deleteWallIDs is w = foldl' (flip deleteWall) w $ IM.restrictKeys (_walls (_cWorld w)) is
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
module Dodge.Wall.Dust where
|
||||
|
||||
import Data.Foldable
|
||||
import Control.Lens
|
||||
import Dodge.Data.World
|
||||
import Dodge.WorldEvent.Cloud
|
||||
@@ -12,9 +13,9 @@ wlDustAt wl = smokeCloudAt dustcol 20 200 1 . addZ 20
|
||||
dustcol = _wlColor wl & _4 .~ 1
|
||||
|
||||
muchWlDustAt :: Wall -> Point2 -> World -> World
|
||||
muchWlDustAt wl p = flip (foldr f) [10, 20 .. 100]
|
||||
muchWlDustAt wl p = flip (foldl' f) [10, 20 .. 100]
|
||||
where
|
||||
f h w =
|
||||
f w h =
|
||||
w
|
||||
& smokeCloudAt dustcol 20 200 1 (addZ h (p +.+ off))
|
||||
& randGen .~ g
|
||||
|
||||
+35
-31
@@ -1,3 +1,5 @@
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
|
||||
{- |
|
||||
@@ -103,7 +105,7 @@ setupConLoop ::
|
||||
-- | Initial simulation state.
|
||||
IO world ->
|
||||
-- | Concurrent effects. Evaluating 'Nothing' exits the loop
|
||||
(world -> Maybe (world -> world,IO (world -> Maybe world))) ->
|
||||
(world -> Maybe (world -> world, IO (world -> Maybe 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.
|
||||
@@ -134,7 +136,7 @@ doConLoop ::
|
||||
Window ->
|
||||
-- | Concurrent effects, the first function in the pair is applied
|
||||
-- immediately
|
||||
(world -> Maybe (world->world,IO (world -> Maybe world))) ->
|
||||
(world -> Maybe (world -> world, IO (world -> Maybe world))) ->
|
||||
-- | simulation update.
|
||||
(world -> IO world) ->
|
||||
-- | SDL Event handling.
|
||||
@@ -142,32 +144,34 @@ doConLoop ::
|
||||
-- | Current simulation state.
|
||||
world ->
|
||||
IO ()
|
||||
doConLoop themvar spf window coneffs worldSideEffects eventFn startWorld = do
|
||||
startTicks <- ticks
|
||||
let mconeff = coneffs startWorld
|
||||
case mconeff of
|
||||
Nothing -> return ()
|
||||
Just (_,acc) -> do
|
||||
_ <- forkIO $ do
|
||||
up <- acc
|
||||
putMVar themvar up
|
||||
return ()
|
||||
let startWorld'' = maybe id fst mconeff startWorld
|
||||
mconupdate <- tryTakeMVar themvar
|
||||
let mstartWorld' = case mconupdate of
|
||||
Just conupdate -> conupdate startWorld''
|
||||
Nothing -> Just startWorld''
|
||||
case mstartWorld' of
|
||||
Nothing -> return ()
|
||||
Just startWorld' -> do
|
||||
worldAfterSimStep <- worldSideEffects startWorld'
|
||||
glSwapWindow window
|
||||
maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
|
||||
case maybeUpdatedWorld of
|
||||
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)
|
||||
doConLoop themvar spf window coneffs worldSideEffects eventFn updatedWorld
|
||||
Nothing -> return ()
|
||||
doConLoop themvar spf window coneffs worldSideEffects eventFn !startWorld = go startWorld
|
||||
where
|
||||
go sw = do
|
||||
startTicks <- ticks
|
||||
let mconeff = coneffs sw
|
||||
case mconeff of
|
||||
Nothing -> return ()
|
||||
Just (_, acc) -> do
|
||||
_ <- forkIO $ do
|
||||
up <- acc
|
||||
putMVar themvar up
|
||||
return ()
|
||||
let startWorld'' = maybe id fst mconeff sw
|
||||
mconupdate <- tryTakeMVar themvar
|
||||
let mstartWorld' = case mconupdate of
|
||||
Just conupdate -> conupdate startWorld''
|
||||
Nothing -> Just startWorld''
|
||||
case mstartWorld' of
|
||||
Nothing -> return ()
|
||||
Just startWorld' -> do
|
||||
worldAfterSimStep <- worldSideEffects startWorld'
|
||||
glSwapWindow window
|
||||
maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
|
||||
case maybeUpdatedWorld of
|
||||
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)
|
||||
go $! updatedWorld
|
||||
Nothing -> return ()
|
||||
|
||||
Reference in New Issue
Block a user