278 lines
10 KiB
Haskell
278 lines
10 KiB
Haskell
{-# LANGUAGE BangPatterns #-}
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--{-# LANGUAGE TupleSections #-}
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{- |
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Module : Loop
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Description : Simple game loop
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This module sets up an SDL window which may be updated using a simple game loop.
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-}
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module Loop (
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setupLoop,
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setupConLoop,
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setupConLoop',
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) where
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import Loop.Data
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import Control.Concurrent
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import Control.Exception
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import Control.Monad
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import qualified Data.Text as T
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import Graphics.GL.Core45
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import SDL
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import System.Mem
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import Data.Foldable
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-- the following can break if passed a window config not set up for opengl
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-- | Create a game loop with an SDL window.
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setupLoop ::
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-- | Target seconds per frame
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Int ->
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-- | Window title
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T.Text ->
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WindowConfig ->
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-- | Function for cleaning up parameters, applied when exiting loop.
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(world -> IO ()) ->
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-- | Initial simulation state.
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IO world ->
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-- | update, called once per frame. Allows for side effects such as rendering.
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(world -> IO world) ->
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-- | SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
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(world -> Event -> IO (Maybe world)) ->
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IO ()
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setupLoop spf title winconfig paramCleanup ioStartWorld sideEffects eventFn = do
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initializeAll
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bracket
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(createWindow title winconfig)
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destroyWindow
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$ \window -> bracket
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(glCreateContext window)
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(\con -> glFinish >> glDeleteContext con)
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$ \_ ->
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bracket
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ioStartWorld
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paramCleanup
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(doLoop spf window sideEffects eventFn)
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-- | The internal loop.
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doLoop ::
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-- | target msec per frame
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Int ->
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-- | The SDL window.
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Window ->
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-- | simulation update.
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(world -> IO world) ->
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-- | SDL Event handling.
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(world -> Event -> IO (Maybe world)) ->
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-- | Current simulation state.
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world ->
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IO ()
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doLoop spf window worldSideEffects eventFn startWorld = do
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startTicks <- ticks
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worldAfterSimStep <- worldSideEffects startWorld
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glSwapWindow window
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maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
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case maybeUpdatedWorld of
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Just updatedWorld -> do
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performGC -- potentially use performMinorGC
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-- https://stackoverflow.com/questions/30244139/how-to-keep-very-big-elements-on-memory-without-exhausting-the-garbage-collector
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endTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
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threadDelay (theDelay * 1000)
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doLoop spf window worldSideEffects eventFn updatedWorld
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Nothing -> return ()
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{- | Handle quit events in a manner to exit the loop. Other events handled as
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determined by the custom function, although resize events also change the viewport.
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-}
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applyEventIO :: (world -> Event -> IO (Maybe world)) -> Maybe world -> Event -> IO (Maybe world)
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applyEventIO fn mw e = case eventPayload e of
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QuitEvent -> return Nothing
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WindowClosedEvent _ -> return Nothing
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WindowSizeChangedEvent WindowSizeChangedEventData{windowSizeChangedEventSize = V2 x y} ->
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glViewport 0 0 x y >> mupdate
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_ -> mupdate
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where
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mupdate = case mw of
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Nothing -> return Nothing
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Just w -> fn w e
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-- | Create a game loop with an SDL window.
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setupConLoop ::
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-- | Target seconds per frame
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Int ->
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-- | Window title
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T.Text ->
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WindowConfig ->
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-- | Function for cleaning up parameters, applied when exiting loop.
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(world -> IO ()) ->
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-- | Initial simulation state.
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IO world ->
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---- | Concurrent effects. Evaluating 'Nothing' exits the loop
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--(world -> Maybe (world -> world, IO (world -> Maybe world))) ->
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(world -> ConcurrentEffect world) ->
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-- | update, called once per frame. Allows for side effects such as rendering.
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(world -> IO world) ->
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-- | SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
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(world -> Event -> IO (Maybe world)) ->
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IO ()
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setupConLoop spf title winconfig paramCleanup ioStartWorld coneffs sideEffects eventFn = do
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initializeAll
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themvar <- newEmptyMVar
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bracket
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(createWindow title winconfig)
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destroyWindow
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$ \window -> bracket
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(glCreateContext window)
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(\con -> glFinish >> glDeleteContext con)
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$ \_ ->
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bracket
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ioStartWorld
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paramCleanup
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(doConLoop themvar spf window coneffs sideEffects eventFn)
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-- | The internal loop.
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-- Note that ImmediateEffect from ConcurrentEffect does not work properly.
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doConLoop ::
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-- | The mvar for concurrency
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MVar (world -> Maybe world) ->
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-- | target msec per frame
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Int ->
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-- | The SDL window.
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Window ->
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---- | Concurrent effects, the first function in the pair is applied
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---- immediately
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--(world -> Maybe (world -> world, IO (world -> Maybe world))) ->
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(world -> ConcurrentEffect world) ->
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-- | simulation update.
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(world -> IO world) ->
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-- | SDL Event handling.
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(world -> Event -> IO (Maybe world)) ->
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-- | Current simulation state.
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world ->
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IO ()
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doConLoop themvar spf window coneffs worldSideEffects eventFn !startWorld = go startWorld
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where
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go sw = do
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startTicks <- ticks
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let mconeff = coneffs sw
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case mconeff of
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NoConcurrentEffect -> return ()
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ImmediateEffect _ -> return ()
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ConcurrentEffect _ acc -> do
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_ <- forkIO $ do
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up <- acc
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putMVar themvar up
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return ()
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let startWorld'' = case mconeff of
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NoConcurrentEffect -> sw
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ImmediateEffect _ -> sw
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ConcurrentEffect immediatef _ -> immediatef
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mconupdate <- tryTakeMVar themvar
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let mstartWorld' = case mconupdate of
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Just conupdate -> conupdate startWorld''
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Nothing -> Just startWorld''
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case mstartWorld' of
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Nothing -> return ()
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Just startWorld' -> do
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worldAfterSimStep <- worldSideEffects startWorld'
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glSwapWindow window
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maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
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case maybeUpdatedWorld of
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Just updatedWorld -> do
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performGC
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endTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
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threadDelay (theDelay * 1000)
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go $! updatedWorld
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Nothing -> return ()
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-- | Create a game loop with an SDL window.
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setupConLoop' ::
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-- | Target seconds per frame
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Int ->
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-- | Window title
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T.Text ->
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WindowConfig ->
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-- | Function for cleaning up parameters, applied when exiting loop.
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(world -> IO ()) ->
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-- | Initial simulation state.
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IO world ->
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---- | Concurrent effects. Evaluating 'Nothing' exits the loop
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(world -> ConcurrentEffect world) ->
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-- | update, called once per frame. Allows for side effects such as rendering.
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-- passes the window to allow buffer swapping
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(Window -> world -> IO world) ->
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-- | SDL Event handling, once per frame. Note no side effects.
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(world -> Event -> world) ->
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IO ()
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setupConLoop' spf title winconfig paramCleanup ioStartWorld coneffs sideEffects eventFn = do
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bracket_
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initializeAll
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(putStrLn "Quit SDL" >> quit)
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$ do
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themvar <- newEmptyMVar
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bracket
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(createWindow title winconfig)
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destroyWindow
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$ \window -> bracket
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(glCreateContext window)
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(\con -> glFinish >> glDeleteContext con)
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$ \_ ->
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bracket
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ioStartWorld
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paramCleanup
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(doConLoop' themvar spf window coneffs sideEffects eventFn)
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-- | The internal loop.
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doConLoop' ::
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-- | The mvar for concurrency
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MVar (world -> Maybe world) ->
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-- | target msec per frame
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Int ->
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-- | The SDL window.
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Window ->
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---- | Concurrent effects, the first function in the pair is applied
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---- immediately
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(world -> ConcurrentEffect world) ->
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-- | simulation update. Allows for side effects such as rendering.
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-- passes the window to allow buffer swapping at different times
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(Window -> world -> IO world) ->
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-- | SDL Event handling. Note no side effects.
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(world -> Event -> world) ->
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-- | Current simulation state.
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world ->
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IO ()
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--doConLoop' themvar spf window coneffs worldSideEffects eventFn !startWorld = go startWorld
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doConLoop' themvar spf window coneffs worldSideEffects eventFn = go
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where
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worldSideEffectsWindow = worldSideEffects window
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go sw = do
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startTicks <- ticks
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es <- pollEvents
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mworldAfterCon <- case coneffs sw of
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NoConcurrentEffect -> return $ Just sw
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ImmediateEffect msw -> msw
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ConcurrentEffect sw' acc -> do
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_ <- forkIO $ do
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up <- acc
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putMVar themvar up
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return $ Just sw'
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mconupdate <- tryTakeMVar themvar
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let mstartWorld' = case mconupdate of
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Just conupdate -> conupdate =<< mworldAfterCon
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Nothing -> mworldAfterCon
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case mstartWorld' of
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Nothing -> return ()
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Just startWorld' -> do
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worldAfterSimStep <- worldSideEffectsWindow startWorld'
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-- glSwapWindow window
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let updatedWorld = foldl' eventFn worldAfterSimStep es
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performGC
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endTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
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threadDelay (theDelay * 1000)
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go $! updatedWorld
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