--{-# 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 import Control.Concurrent import Control.Exception import Control.Monad import System.Mem import SDL import qualified Graphics.Rendering.OpenGL as GL -- | 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 initializeAll 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 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 performGC endTicks <- ticks -- it might be better to use System.Clock (monotonic) let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks) 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. applyEventIO :: (world -> Event -> IO (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)) >> mupdate _ -> mupdate where mupdate = case mw of Nothing -> return Nothing Just w -> fn w e