Files
loop/appDodge/Main.hs
T

164 lines
4.9 KiB
Haskell

module Main (
main,
) where
import Control.Lens
import Control.Monad
import Control.Parallel
import qualified Data.Map.Strict as M
import Data.Preload.Render
import qualified Data.Text as T
import Dodge.Concurrent
import Dodge.Config.Load
import Dodge.Config.Update
import Dodge.Data
import Dodge.Event
import Dodge.Initialisation
import Dodge.LoadSeed
import Dodge.Menu
import Dodge.Render
import Dodge.SoundLogic.LoadSound
import Dodge.TestString
import Dodge.Update
import Graphics.Rendering.OpenGL hiding (color, rotate, scale, translate)
import qualified IntMapHelp as IM
import Loop
import Music
import Picture
import Preload
import Preload.Render
import Render
import qualified SDL
import qualified SDL.Mixer as Mix
import Sound
import System.Directory
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
setupConLoop
20
(T.pack "Simple Game Loop")
(winConfig sizex sizey (Just (posx, posy)))
theCleanup
(firstWorldLoad con)
conEffects
theUpdateStep
(flip handleEvent)
-- | Create an OpenGL SDL window configuration with a given x and y size.
winConfig :: Int -> Int -> Maybe (Int, Int) -> SDL.WindowConfig
winConfig x y winpos =
SDL.defaultWindow
{ SDL.windowGraphicsContext =
SDL.OpenGLContext $
SDL.defaultOpenGL
{ SDL.glProfile = SDL.Core SDL.Normal 4 3
, SDL.glColorPrecision = SDL.V4 8 8 8 8
}
, SDL.windowPosition = theWinPos
, SDL.windowInitialSize = SDL.V2 (fromIntegral x) (fromIntegral y)
, SDL.windowResizable = True
}
where
theWinPos = case winpos of
Just (px, py) -> SDL.Absolute (SDL.P (SDL.V2 (fromIntegral px) (fromIntegral py)))
Nothing -> SDL.Wherever
theCleanup :: Universe -> IO ()
theCleanup uv = SDL.cursorVisible $= True >> cleanUpPreload (_preloadData uv)
firstWorldLoad :: Configuration -> IO Universe
firstWorldLoad theConfig = do
SDL.cursorVisible $= False
pdata <- doPreload >>= applyWorldConfig theConfig
--return $ startNewGame $ Universe
cancontinue <- doesFileExist "saveSlot/0"
mseed <- loadSeed
return $
Universe
{ --{_uvWorld = initialWorld
_uvWorld = splashScreen
, _uvConfig = theConfig
, _preloadData = pdata
, _uvScreenLayers = [splashMenu]
, _uvIOEffects = return
, _uvTestString = testStringInit
, _uvSideEffects = mempty
, _uvCanContinue = cancontinue
, _uvMSeed = mseed
}
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 = case w ^. cWorld . timeFlow of
NormalTimeFlow -> playSoundAndUpdate (_soundData $ _preloadData u) (_playingSounds w) (_toPlaySounds w)
_ -> stopAllSounds >> return M.empty
where
w = _uvWorld u
doSideEffects :: Universe -> IO Universe
doSideEffects u = do
let preData = _preloadData u
newPlayingSounds <- playSoundUnlessRewinding u
u' <- _uvIOEffects u u
endTicks <- SDL.ticks
let lastFrameTicks = _frameTimer preData
when (debugOn Show_ms_frame $ _uvConfig u) $
void $
renderFoldable
(_pictureShaders $ _renderData preData)
( setDepth (-1)
. translate (-0.5) (-0.8)
. scale 0.0005 0.0005
$ fpsText (endTicks - lastFrameTicks)
)
return $
u'
& preloadData . frameTimer .~ endTicks
& uvWorld . playingSounds .~ newPlayingSounds
& uvWorld . toPlaySounds .~ M.empty
& uvIOEffects .~ return
fpsText :: (Show a, Ord a, Num a) => a -> Picture
fpsText x = color col $ text $ "ms/frame " ++ show x
where
col
| x < 22 = blue
| x < 30 = green
| x < 40 = yellow
| x < 50 = orange
| otherwise = red
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)