Files
loop/src/Loop.hs
T

215 lines
7.9 KiB
Haskell

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