module Main where import Loop import Shader import LoadConfig import Dodge.Default import Dodge.Data import Dodge.Initialisation import Dodge.Rooms import Dodge.Layout import Dodge.Update import Dodge.Event import Dodge.Render import Dodge.Menu import Dodge.Floor import Dodge.LoadConfig import Dodge.LoadSound import Picture import Picture.Render import Picture.Preload import Sound import Preload import Sound.Data import Music import Control.Concurrent import Control.Lens import Foreign (Word32) import Control.Monad (when,void) import System.Random <<<<<<< HEAD import qualified Data.Map as M import qualified Data.IntMap as IM ======= import System.Random import qualified Data.Map as M import Graphics.Rendering.OpenGL hiding (color, rotate, scale, translate) >>>>>>> testing import qualified SDL import qualified SDL.Mixer as Mix doPreload' :: IO (PreloadData a) doPreload' = do lChunks <- loadSounds lMusic <- loadMusic let sData = SoundData {_loadedChunks = lChunks, _playingSounds = M.empty} mData = MusicData {_loadedMusic = lMusic} Mix.playMusic Mix.Forever (lMusic IM.! 0) rData <- preloadRender return $ PreloadData { _renderData = rData , _soundData = sData , _musicData = mData , _frameTimer = 0 } main :: IO () main = do (sizex,sizey) <- loadConfig keyConfig <- loadKeyConfig setupLoop (sizex,sizey) (SDL.cursorVisible $= False >> doPreload' >>= resizeSpareFBO sizex sizey) (\x -> (SDL.cursorVisible $= True) >> cleanUpPreload x) (fmap (setWindowSize sizex sizey keyConfig) firstWorld) ( \preData w -> do startTicks <- SDL.ticks void $ doDrawing (_renderData preData) w playPositionalSoundQueue (_loadedChunks $ _soundData preData) (_soundQueue w) newPlayingSounds <- playAndUpdate (_soundData preData) (_sounds w) endTicks <- SDL.ticks let lastFrameTicks = _frameTimer preData when (_debugMode w) $ void $ renderFoldable (_renderData preData) (picToLTree Nothing . setLayer 1 . setDepth (-1) . translate (-0.5) (-0.8) . scale 0.0005 0.0005 . text $ "ms/frame " ++ show (endTicks - lastFrameTicks) ) return $ preData & soundData . playingSounds .~ newPlayingSounds & frameTimer .~ endTicks ) (flip $ menuEvents handleEvent) (Just . update) Mix.closeAudio checkForGlErrors :: IO () checkForGlErrors = do errs <- errors when (length errs > 0) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs) setWindowSize :: Int -> Int -> KeyConfigSDL-> World -> World setWindowSize x y z w = w & windowX .~ fromIntegral x & windowY .~ fromIntegral y & keyConfig .~ z