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