Refactor, remove dependency of Loop on Preload
This commit is contained in:
+52
-84
@@ -1,6 +1,5 @@
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module Loop
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( setupLoop
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-- , withExits
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) where
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import SDL
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import qualified Data.Text as T
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@@ -11,8 +10,6 @@ import Control.Monad
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import System.Mem
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import Foreign.C
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import Preload
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import Control.Lens ((.~),(&),(+~))
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winConfig :: Int -> Int -> WindowConfig
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@@ -26,101 +23,72 @@ winConfig x y = defaultWindow
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, windowResizable =True
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}
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setupLoop :: String
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-> Int
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-> Int
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-> IO (PreloadData a)
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-> (PreloadData a -> IO ())
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-> IO world
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-> (PreloadData a -> world -> IO (PreloadData a))
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-> (world -> Event -> Maybe world)
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-> (world -> Maybe world)
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-> IO ()
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setupLoop wName xSize ySize
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customInit initCleanup ioStartWorld sideEffects eventFn worldFn = do
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startWorld <- ioStartWorld
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initializeAll
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bracket (createWindow (T.pack wName) (winConfig xSize ySize)) destroyWindow
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(\window ->
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do bracket (glCreateContext window) (\con -> GL.finish >> glDeleteContext con)
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(\_ -> bracket customInit initCleanup $ \setup -> do -- setup <- customInit
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-- swapInterval $= ImmediateUpdates
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GL.blend $= GL.Enabled
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-- GL.depthMask $= GL.Enabled
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GL.blendEquation $= GL.FuncAdd
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GL.blendFunc $= (GL.SrcAlpha,GL.OneMinusSrcAlpha)
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GL.clearColor $= GL.Color4 0 0.5 0 1
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GL.clearDepth $= (200)
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swapInterval $= ImmediateUpdates
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GL.lineSmooth $= GL.Enabled
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doLoop setup window startWorld
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sideEffects eventFn worldFn
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)
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)
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setupLoop
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:: (Int,Int)
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-> IO params
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-> (params -> IO ())
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-> IO world
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-> (params -> world -> IO params)
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-> (world -> Event -> Maybe world)
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-> (world -> Maybe world)
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-> IO ()
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setupLoop
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(xSize,ySize)
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initParams
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paramCleanup
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ioStartWorld
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sideEffects
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eventFn
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worldFn = do
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startWorld <- ioStartWorld
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initializeAll
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bracket
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(createWindow (T.pack "A Minimal Game Loop") (winConfig xSize ySize))
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destroyWindow
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$ \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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initParams
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paramCleanup
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$ \setup -> doLoop setup window startWorld sideEffects eventFn worldFn
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--doLoop :: setupParams -> Window -> WorldView world0
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-- -> (setupParams -> WorldView world0 -> IO ())
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-- -> (world0 -> Event -> Maybe world0)
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-- -> (world0 -> Maybe world0)
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-- -> IO ()
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doLoop setup window startWorld
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worldSideEffects
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eventFn
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worldUpdate
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doLoop
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:: params
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-> Window
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-> world
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-> (params -> world -> IO params)
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-> (world -> Event -> Maybe world)
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-> (world -> Maybe world)
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-> IO ()
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doLoop
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setup
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window
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startWorld
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worldSideEffects
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eventFn
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worldUpdate
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= do
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errs <- GL.errors
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if length errs > 0 then putStrLn $ "GLerror during doLoop: " ++ (unwords $ map show errs)
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else return ()
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startLoopTicks <- ticks
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GL.clear [GL.ColorBuffer,GL.DepthBuffer]
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newParams <- worldSideEffects (setup & currentTime .~ startLoopTicks) startWorld
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newParams <- worldSideEffects setup startWorld
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glSwapWindow window
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endSideTicks <- ticks
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events <- pollEvents
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maybeUpdatedWorld <- applyEventsIO eventFn startWorld events
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maybeUpdatedWorld <- foldM (applyEventIO eventFn) (Just startWorld) events
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case maybeUpdatedWorld >>= worldUpdate of
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Just updatedWorld -> do
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endSimTicks <- ticks
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performGC
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endLoopTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let delay = max 0 (20 + fromIntegral startLoopTicks - fromIntegral endLoopTicks)
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threadDelay (delay * 1000 )
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endTime <- ticks
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let newNewParams = newParams & idleTime +~ (endTime - endLoopTicks)
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& gcTime +~ (endLoopTicks - endSimTicks)
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& simTime +~ (endSimTicks - endSideTicks)
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doLoop newNewParams window updatedWorld worldSideEffects eventFn worldUpdate
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Nothing -> showTiming setup
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applyEvents :: (world0 -> Event -> Maybe world0)
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-> world0
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-> [Event]
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-> (world0 -> Maybe world0)
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-> Maybe world0
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applyEvents eventFn startWorld events worldUpdate =
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case foldM (applyH eventFn) startWorld events of
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Just w -> fmap (\w' -> w') $ worldUpdate w
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Nothing -> Nothing
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where
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applyH :: (world0 -> Event -> Maybe world0) -> world0 -> Event -> Maybe world0
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applyH f w e
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= case eventPayload e of
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QuitEvent -> Nothing
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WindowClosedEvent _ -> Nothing
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_ -> f w e
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doLoop newParams window updatedWorld worldSideEffects eventFn worldUpdate
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Nothing -> return ()
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applyEventIO :: (world -> Event -> Maybe world) -> Maybe world -> Event -> IO (Maybe world)
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applyEventIO fn mw e = case eventPayload e of
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QuitEvent -> return Nothing
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QuitEvent -> return Nothing
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WindowClosedEvent _ -> return Nothing
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WindowSizeChangedEvent
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(WindowSizeChangedEventData {windowSizeChangedEventSize = V2 x y})
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-> GL.viewport $= (GL.Position 0 0,GL.Size x y) >> return (mw >>= \w -> fn w e)
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_ -> return $ mw >>= flip fn e
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WindowSizeChangedEvent (WindowSizeChangedEventData {windowSizeChangedEventSize = V2 x y})
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-> GL.viewport $= (GL.Position 0 0,GL.Size x y) >> return (mw >>= \w -> fn w e)
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_ -> return $ mw >>= flip fn e
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applyEventsIO :: (world0 -> Event -> Maybe world0)
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-> world0
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-> [Event]
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-> IO (Maybe world0)
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applyEventsIO fn w es = foldM (applyEventIO fn) (Just w) es
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@@ -92,6 +92,16 @@ preloadRender = do
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, _fboRenderbufferObject = fboRBO
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}
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-- potential drawing setup
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---- swapInterval $= ImmediateUpdates
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-- GL.blend $= GL.Enabled
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---- GL.depthMask $= GL.Enabled
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-- GL.blendEquation $= GL.FuncAdd
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-- GL.blendFunc $= (GL.SrcAlpha,GL.OneMinusSrcAlpha)
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-- GL.clearColor $= GL.Color4 0 0.5 0 1
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-- GL.clearDepth $= (200)
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-- swapInterval $= ImmediateUpdates
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-- GL.lineSmooth $= GL.Enabled
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--------------------end preloadRender
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