Files
loop/src/Loop.hs
T
2023-03-09 21:28:22 +00:00

271 lines
9.5 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
--{-# 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,
setupConLoop,
setupConLoop',
) where
import Loop.Data
import Control.Concurrent
import Control.Exception
import Control.Monad
import qualified Data.Text as T
import Graphics.GL.Core45
import SDL
import System.Mem
import Data.Foldable
-- | Create a game loop with an SDL window.
setupLoop ::
-- | Target seconds per frame
Int ->
-- | Window title
T.Text ->
WindowConfig ->
-- | Function for cleaning up parameters, applied when exiting loop.
(world -> IO ()) ->
-- | Initial simulation state.
IO world ->
-- | update, called once per frame. Allows for side effects such as rendering.
(world -> IO world) ->
-- | SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
(world -> Event -> IO (Maybe world)) ->
IO ()
setupLoop spf title winconfig paramCleanup ioStartWorld sideEffects eventFn = do
initializeAll
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
(\con -> glFinish >> glDeleteContext con)
$ \_ ->
bracket
ioStartWorld
paramCleanup
(doLoop spf window sideEffects eventFn)
-- | The internal loop.
doLoop ::
-- | target msec per frame
Int ->
-- | The SDL window.
Window ->
-- | simulation update.
(world -> IO world) ->
-- | SDL Event handling.
(world -> Event -> IO (Maybe world)) ->
-- | Current simulation state.
world ->
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} ->
glViewport 0 0 x y >> mupdate
_ -> mupdate
where
mupdate = case mw of
Nothing -> return Nothing
Just w -> fn w e
-- | Create a game loop with an SDL window.
setupConLoop ::
-- | Target seconds per frame
Int ->
-- | Window title
T.Text ->
WindowConfig ->
-- | Function for cleaning up parameters, applied when exiting loop.
(world -> IO ()) ->
-- | Initial simulation state.
IO world ->
---- | Concurrent effects. Evaluating 'Nothing' exits the loop
--(world -> Maybe (world -> world, IO (world -> Maybe world))) ->
(world -> ConcurrentEffect world) ->
-- | update, called once per frame. Allows for side effects such as rendering.
(world -> IO world) ->
-- | SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
(world -> Event -> IO (Maybe world)) ->
IO ()
setupConLoop spf title winconfig paramCleanup ioStartWorld coneffs sideEffects eventFn = do
initializeAll
themvar <- newEmptyMVar
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
(\con -> glFinish >> glDeleteContext con)
$ \_ ->
bracket
ioStartWorld
paramCleanup
(doConLoop themvar spf window coneffs sideEffects eventFn)
-- | The internal loop.
-- Note that ImmediateEffect from ConcurrentEffect does not work properly.
doConLoop ::
-- | The mvar for concurrency
MVar (world -> Maybe world) ->
-- | target msec per frame
Int ->
-- | The SDL window.
Window ->
---- | Concurrent effects, the first function in the pair is applied
---- immediately
--(world -> Maybe (world -> world, IO (world -> Maybe world))) ->
(world -> ConcurrentEffect world) ->
-- | simulation update.
(world -> IO world) ->
-- | SDL Event handling.
(world -> Event -> IO (Maybe world)) ->
-- | Current simulation state.
world ->
IO ()
doConLoop themvar spf window coneffs worldSideEffects eventFn !startWorld = go startWorld
where
go sw = do
startTicks <- ticks
let mconeff = coneffs sw
case mconeff of
NoConcurrentEffect -> return ()
ImmediateEffect _ -> return ()
ConcurrentEffect _ acc -> do
_ <- forkIO $ do
up <- acc
putMVar themvar up
return ()
let startWorld'' = case mconeff of
NoConcurrentEffect -> sw
ImmediateEffect _ -> sw
ConcurrentEffect immediatef _ -> immediatef
mconupdate <- tryTakeMVar themvar
let mstartWorld' = case mconupdate of
Just conupdate -> conupdate startWorld''
Nothing -> Just startWorld''
case mstartWorld' of
Nothing -> return ()
Just startWorld' -> do
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)
go $! updatedWorld
Nothing -> return ()
-- | Create a game loop with an SDL window.
setupConLoop' ::
-- | Target seconds per frame
Int ->
-- | Window title
T.Text ->
WindowConfig ->
-- | Function for cleaning up parameters, applied when exiting loop.
(world -> IO ()) ->
-- | Initial simulation state.
IO world ->
---- | Concurrent effects. Evaluating 'Nothing' exits the loop
(world -> ConcurrentEffect world) ->
-- | update, called once per frame. Allows for side effects such as rendering.
-- passes the window to allow buffer swapping
(Window -> world -> IO world) ->
-- | SDL Event handling, once per frame. Note no side effects.
(world -> Event -> world) ->
IO ()
setupConLoop' spf title winconfig paramCleanup ioStartWorld coneffs sideEffects eventFn = do
initializeAll
themvar <- newEmptyMVar
bracket
(createWindow title winconfig)
destroyWindow
$ \window -> bracket
(glCreateContext window)
(\con -> glFinish >> glDeleteContext con)
$ \_ ->
bracket
ioStartWorld
paramCleanup
(doConLoop' themvar spf window coneffs sideEffects eventFn)
-- | The internal loop.
doConLoop' ::
-- | The mvar for concurrency
MVar (world -> Maybe world) ->
-- | target msec per frame
Int ->
-- | The SDL window.
Window ->
---- | Concurrent effects, the first function in the pair is applied
---- immediately
(world -> ConcurrentEffect world) ->
-- | simulation update. Allows for side effects such as rendering.
-- passes the window to allow buffer swapping at different times
(Window -> world -> IO world) ->
-- | SDL Event handling. Note no side effects.
(world -> Event -> world) ->
-- | Current simulation state.
world ->
IO ()
doConLoop' themvar spf window coneffs worldSideEffects eventFn !startWorld = go startWorld
where
worldSideEffectsWindow = worldSideEffects window
go sw = do
startTicks <- ticks
es <- pollEvents
mworldAfterCon <- case coneffs sw of
NoConcurrentEffect -> return $ Just sw
ImmediateEffect msw -> msw
ConcurrentEffect sw' acc -> do
_ <- forkIO $ do
up <- acc
putMVar themvar up
return $ Just sw'
mconupdate <- tryTakeMVar themvar
let mstartWorld' = case mconupdate of
Just conupdate -> conupdate =<< mworldAfterCon
Nothing -> mworldAfterCon
case mstartWorld' of
Nothing -> return ()
Just startWorld' -> do
worldAfterSimStep <- worldSideEffectsWindow startWorld'
-- glSwapWindow window
let updatedWorld = foldl' eventFn worldAfterSimStep es
performGC
endTicks <- ticks -- it might be better to use System.Clock (monotonic)
let theDelay = max 0 (spf + fromIntegral startTicks - fromIntegral endTicks)
threadDelay (theDelay * 1000)
go $! updatedWorld