module Main ( main ) where import Loop import Dodge.Data import Dodge.StartNewGame import Dodge.Initialisation --import Dodge.LevelGen import Dodge.Update import Dodge.Event import Dodge.Render import Dodge.Config.KeyConfig import Dodge.Config.Load import Dodge.Config.Update import Dodge.SoundLogic.LoadSound import Picture import Render import Preload.Render import Sound import Preload import Sound.Data import Music import Data.Preload import Data.Preload.Render import Control.Lens import Control.Monad import qualified Data.IntMap as IM import Graphics.Rendering.OpenGL hiding (color, rotate, scale, translate) import qualified SDL import qualified SDL.Mixer as Mix import Control.Parallel import qualified Data.Map.Strict as M main :: IO () main = do -- load the config to get the window size and position con <- loadDodgeConfig let sizex = floor $ _windowX con sizey = floor $ _windowY con posx = _windowPosX con posy = _windowPosY con setupLoop 20 (sizex,sizey) (Just (posx,posy)) theCleanup (firstWorldLoad con) theUpdateStep (flip handleEvent) theCleanup :: Universe -> IO () theCleanup uv = SDL.cursorVisible $= True >> cleanUpPreload (_preloadData uv) firstWorldLoad :: Configuration -> IO Universe firstWorldLoad theConfig = do SDL.cursorVisible $= False theKeyConfig <- loadKeyConfig pdata <- doPreload >>= applyWorldConfig theConfig -- w <- generateWorldFromSeed 0 return $ startNewGame $ Universe {_uvWorld = initialWorld ,_config = theConfig ,_preloadData = pdata ,_menuLayers = [] ,_savedWorlds = M.empty ,_keyConfig = theKeyConfig } theUpdateStep :: Universe -> IO Universe theUpdateStep = doSideEffects <=< updateRenderSplit updateRenderSplit :: Universe -> IO Universe updateRenderSplit u = do let preData = _preloadData u updateUniverse u `par` void (doDrawing (_renderData preData) u) return $ updateUniverse u playSoundUnlessRewinding :: Universe -> IO (M.Map SoundOrigin Sound) playSoundUnlessRewinding u | _rewinding w = return M.empty | otherwise = playSoundAndUpdate (_soundData $ _preloadData u) (_playingSounds w) (_toPlaySounds w) where w = _uvWorld u doSideEffects :: Universe -> IO Universe doSideEffects u = do let w = _uvWorld u let preData = _preloadData u --newPlayingSounds <- playSoundAndUpdate (_soundData preData) (_playingSounds w) (_toPlaySounds w) newPlayingSounds <- playSoundUnlessRewinding u u' <- _sideEffects w u endTicks <- SDL.ticks let lastFrameTicks = _frameTimer preData when (_debug_seconds_frame $ _config u) $ void $ renderFoldable (_pictureShaders $ _renderData preData) (setDepth (-1) . translate (-0.5) (-0.8) . scale 0.0005 0.0005 . text $ "ms/frame " ++ show (endTicks - lastFrameTicks) ) return $ u' & preloadData . frameTimer .~ endTicks & uvWorld . playingSounds .~ newPlayingSounds & uvWorld . toPlaySounds .~ M.empty & uvWorld . sideEffects .~ return & uvWorld . rewinding .~ False -- this is probably not the best place for this doPreload :: IO PreloadData doPreload = do rData <- preloadRender lChunks <- loadSounds lMusic <- loadMusic Mix.playMusic Mix.Forever (lMusic IM.! 0) return PreloadData { _renderData = rData , _soundData = SoundData {_loadedChunks = lChunks} , _musicData = MusicData {_loadedMusic = lMusic} , _frameTimer = 0 } --checkForGlErrors :: IO () --checkForGlErrors = do -- errs <- errors -- unless (null errs) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)