Files
loop/src/Loop.hs
T

78 lines
3.0 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
) where
import qualified Data.Text as T
import Control.Concurrent
import Control.Exception
import Control.Monad
import System.Mem
import SDL
import qualified Graphics.Rendering.OpenGL as GL
-- | Create a game loop with an SDL window.
setupLoop
:: Int -- ^ Target seconds per frame
-> T.Text -- ^ Window title
-> WindowConfig
-> (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 -> IO (Maybe world))
-- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
-> IO ()
setupLoop spf title winconfig paramCleanup ioStartWorld sideEffects eventFn = do
initializeAll
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
( \con -> GL.finish >> glDeleteContext con)
$ \_ -> bracket
ioStartWorld
paramCleanup
(doLoop spf window sideEffects eventFn)
-- | The internal loop.
doLoop
:: Int -- ^ target msec per frame
-> Window -- ^ The SDL window.
-> (world -> IO world) -- ^ simulation update.
-> (world -> Event -> IO (Maybe world)) -- ^ SDL Event handling.
-> world -- ^ Current simulation state.
-> IO ()
doLoop spf window worldSideEffects eventFn startWorld = do
startTicks <- ticks
worldAfterSimStep <- worldSideEffects startWorld
glSwapWindow window
maybeUpdatedWorld <- pollEvents >>= foldM (applyEventIO eventFn) (Just worldAfterSimStep)
case maybeUpdatedWorld of
Just updatedWorld -> do
performGC
endTicks <- ticks -- it might be better to use System.Clock (monotonic)
let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
threadDelay (theDelay * 1000 )
doLoop spf window worldSideEffects eventFn updatedWorld
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 -> IO (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)) >> mupdate
_ -> mupdate
where
mupdate = case mw of
Nothing -> return Nothing
Just w -> fn w e