{-# 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 , setupMiniLoop , setupLoop' ) where import qualified Data.Text as T import Control.Concurrent import Control.Exception import Control.Monad import Control.Monad.Trans.Maybe import System.Mem --import Foreign.C import SDL import qualified Graphics.Rendering.OpenGL as GL import qualified Data.Vector.Fusion.Stream.Monadic as VS --import Control.Lens ((.~),(&),(+~)) -- | Create a game loop with an SDL window. setupLoop :: (Int,Int) -- ^ The window size. -> IO params -- ^ Initial parameters. -> (params -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop. -> IO world -- ^ Initial simulation state. -> (params -> world -> IO params) -- ^ Parameter update, called once per frame. Allows for side effects such as rendering. -> (world -> Event -> Maybe world) -- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop. -> (world -> Maybe world) -- ^ Simulation update, once per frame. 'Nothing' exits the loop. -> IO () setupLoop (xSize,ySize) initParams paramCleanup ioStartWorld sideEffects eventFn worldFn = do startWorld <- ioStartWorld initializeAll bracket (createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize)) destroyWindow $ \window -> bracket (glCreateContext window) ( \con -> GL.finish >> glDeleteContext con) $ \_ -> bracket initParams paramCleanup $ doLoop window startWorld sideEffects eventFn worldFn -- | Create a game loop with an SDL window. setupLoop' :: (Int,Int) -- ^ The window size. -> (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 -> Maybe world) -- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop. -> IO () setupLoop' (xSize,ySize) paramCleanup ioStartWorld sideEffects eventFn = do initializeAll bracket (createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize)) destroyWindow $ \window -> bracket (glCreateContext window) ( \con -> GL.finish >> glDeleteContext con) $ \_ -> bracket ioStartWorld paramCleanup $ doLoop' window sideEffects eventFn -- | The internal loop. doLoop' :: Window -- ^ The SDL window. -> (world -> IO world) -- ^ simulation update. -> (world -> Event -> Maybe world) -- ^ SDL Event handling. -> world -- ^ Current simulation state. -> IO () doLoop' window worldSideEffects eventFn startWorld = do startTicks <- ticks worldAfterSimStep <- worldSideEffects startWorld glSwapWindow window events <- pollEvents maybeUpdatedWorld <- foldM (applyEventIO eventFn) (Just worldAfterSimStep) events case maybeUpdatedWorld of Just updatedWorld -> do performGC endTicks <- ticks -- it might be better to use System.Clock (monotonic) let theDelay = max 0 (20 + fromIntegral startTicks - fromIntegral endTicks) threadDelay (theDelay * 1000 ) doLoop' window worldSideEffects eventFn updatedWorld Nothing -> return () -- | The internal loop. doLoop :: Window -- ^ The SDL window. -> world -- ^ Current simulation state. -> (params -> world -> IO params) -- ^ Parameter update. -> (world -> Event -> Maybe world) -- ^ SDL Event handling. -> (world -> Maybe world) -- ^ Simulation update -> params -- ^ Current parameters. -> IO () doLoop window startWorld worldSideEffects eventFn worldUpdate startParams = do startTicks <- ticks newParams <- worldSideEffects startParams startWorld glSwapWindow window events <- pollEvents maybeUpdatedWorld <- foldM (applyEventIO eventFn) (Just startWorld) events case maybeUpdatedWorld >>= worldUpdate of Just updatedWorld -> do performGC endTicks <- ticks -- it might be better to use System.Clock (monotonic) let theDelay = max 0 (20 + fromIntegral startTicks - fromIntegral endTicks) threadDelay (theDelay * 1000 ) doLoop window updatedWorld worldSideEffects eventFn worldUpdate newParams 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. applyEventIO :: (world -> Event -> Maybe world) -> Maybe world -> Event -> IO (Maybe world) applyEventIO fn mw e = case eventPayload e of QuitEvent -> return Nothing WindowClosedEvent _ -> return Nothing WindowSizeChangedEvent WindowSizeChangedEventData {windowSizeChangedEventSize = V2 x y} -> GL.viewport $= (GL.Position 0 0,GL.Size x y) >> return (mw >>= \w -> fn w e) _ -> return $ mw >>= flip fn e -- | Create an OpenGL SDL window configuration with a given x and y size. winConfig :: Int -> Int -> WindowConfig winConfig x y = defaultWindow { windowGraphicsContext = OpenGLContext $ defaultOpenGL { glProfile = Core Normal 4 3 , glColorPrecision = V4 8 8 8 8 } , windowInitialSize = V2 (fromIntegral x) (fromIntegral y) , windowResizable =True } setupMiniLoop :: (Int,Int) -- ^ The window size. -> IO world -- ^ Initial simulation state. -> (world -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop. -> (world -> Event -> MaybeT IO world) -- ^ Event handling -> (world -> MaybeT IO world) -- ^ Simulation update -> IO () setupMiniLoop (xsize,ysize) initWorld cleanup eventUpdate simUpdate = do bracket (createWindow (T.pack "Mini Loop") (winConfig xsize ysize)) destroyWindow $ \window -> bracket (glCreateContext window) (\con -> GL.finish >> glDeleteContext con) $ \_ -> bracket initWorld cleanup (doMiniLoop window eventUpdate simUpdate) doMiniLoop :: Window -> (world -> Event -> MaybeT IO world) -> (world -> MaybeT IO world) -> world -> IO () doMiniLoop window eventUpdate simUpdate startWorld = do startTicks <- ticks glSwapWindow window mayWorld <- runMaybeT $ foldEventsT (plungeMaybe eventUpdate) startWorld >>= simUpdate case mayWorld of Just w -> do performGC endTicks <- ticks -- it might be better to use System.Clock (monotonic) let theDelay = max 0 (20 + fromIntegral startTicks - fromIntegral endTicks) threadDelay (theDelay * 1000 ) doMiniLoop window eventUpdate simUpdate w Nothing -> return () plungeMaybe :: (a -> b -> MaybeT IO a) -> Maybe a -> b -> IO (Maybe a) plungeMaybe f a b = runMaybeT $ MaybeT (pure a) >>= flip f b foldEventsT :: (Maybe world -> Event -> IO (Maybe world)) -> world -> MaybeT IO world foldEventsT f w = MaybeT $ foldEvents f w foldEvents :: (Maybe world -> Event -> IO (Maybe world)) -> world -> IO (Maybe world) foldEvents f w = VS.foldlM' f (Just w) streamEvents streamEvents :: VS.Stream IO Event streamEvents = VS.unfoldrM pollEventSeed () pollEventSeed :: () -> IO (Maybe (Event,())) pollEventSeed _ = fmap (fmap (,())) pollEvent