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module GLX ( glxDriver
) where
import GLDriver
import Bindings.GLX
import Control.Monad (when, unless)
import Data.Bits ((.|.))
import Data.Maybe (isJust)
import Data.Ratio
import Graphics.Rendering.OpenGL.GL (($=), GLdouble, GLfloat, Vector3(..), Capability(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate)
import Graphics.X11.Types
import Graphics.X11.Xlib.Atom (internAtom)
import Graphics.X11.Xlib.Display (defaultScreen, openDisplay, rootWindow)
import Graphics.X11.Xlib.Event (XEventPtr, allocaXEvent, nextEvent, get_Window, get_EventType, pending)
import Graphics.X11.Xlib.Extras (ClassHint(..), getEvent, ev_event_type, ev_width, ev_height, ev_keycode, ev_data, ev_x, ev_y, getWindowAttributes, wa_width, wa_height)
import Graphics.X11.Xlib.Misc (keycodeToKeysym, setWMProtocols)
import Graphics.X11.Xlib.Types
import Graphics.X11.Xlib.Window (destroyWindow, mapWindow, storeName)
import Foreign.Marshal.Utils (with)
import Foreign.Ptr
import Foreign.Storable
data GLX = GLX
{ glxDisplay :: !Display
, glxWindow :: !Window
, glxContext :: !Context
, glxDeleteWindow :: !Atom
, glxScale :: !Rational
, glxLevelWidth :: !Int
, glxLevelHeight :: !Int
}
glxDriver :: Int -> Int -> GLX
glxDriver w h = GLX
{ glxDisplay = Display nullPtr
, glxWindow = 0
, glxContext = Context nullPtr
, glxDeleteWindow = 0
, glxScale = 1
, glxLevelWidth = w
, glxLevelHeight = h
}
instance Driver GLX where
initialized glx = ((glxContext glx) /= (Context nullPtr))
initGL glx = do
when (initialized glx) $ fail "GLX already initialized"
disp <- openDisplay ""
delwnd <- internAtom disp "WM_DELETE_WINDOW" False
fbconfigs <- chooseFBConfig disp (fromIntegral . defaultScreen $ disp)
[ (renderType, rgbaBit)
, (drawableType, windowBit)
, (doublebuffer, 1)
, (xRenderable, 1)
, (depthSize, 1)
, (stencilSize, 1)
]
visualinfo <- getVisualFromFBConfig disp (head fbconfigs)
rootwindow <- rootWindow disp (fromIntegral $ viScreen visualinfo)
cmap <- createColormap disp rootwindow (viVisual visualinfo) allocNone
let swa = nullSetWindowAttributes {swaColormap = cmap, swaEventMask = structureNotifyMask .|. keyPressMask .|. keyReleaseMask .|. pointerMotionMask .|. buttonPressMask}
wnd <- with swa $ \swaptr ->
createWindow disp rootwindow 0 0 800 600 0 (fromIntegral $ viDepth visualinfo) inputOutput (viVisual visualinfo) (cWBorderPixel.|.cWColormap.|.cWEventMask) swaptr
setClassHint disp wnd (ClassHint "HTanks" "htanks")
setWMProtocols disp wnd [delwnd]
storeName disp wnd "HTanks"
mapWindow disp wnd
waitForMapNotify disp wnd
ctx <- with visualinfo $ \vi -> createContext disp vi (Context nullPtr) True
makeCurrent disp wnd ctx
wa <- getWindowAttributes disp wnd
s <- resize (glxLevelWidth glx) (glxLevelHeight glx) (fromIntegral . wa_width $ wa) (fromIntegral . wa_height $ wa)
return glx
{ glxDisplay = disp
, glxWindow = wnd
, glxContext = ctx
, glxDeleteWindow = delwnd
, glxScale = s
}
deinitGL glx = do
destroyWindow (glxDisplay glx) (glxWindow glx)
destroyContext (glxDisplay glx) (glxContext glx)
swapBuffers glx = Bindings.GLX.swapBuffers (glxDisplay glx) (glxWindow glx)
nextEvent glx = allocaXEvent $ nextEvent' glx
nextEvent' :: GLX -> XEventPtr -> IO (GLX, Maybe SomeEvent)
nextEvent' glx xevent = do
p <- pending $ glxDisplay glx
if (p > 0) then do
Graphics.X11.Xlib.Event.nextEvent (glxDisplay glx) xevent
(newglx, ev) <- handleEvent glx xevent
if isJust ev then
return (newglx, ev)
else
nextEvent' newglx xevent
else
return (glx, Nothing)
handleEvent :: GLX -> XEventPtr -> IO (GLX, Maybe SomeEvent)
handleEvent glx xevent = do
event <- getEvent xevent
let evtype = ev_event_type event
case () of
_ | evtype == configureNotify -> do
s <- resize (glxLevelWidth glx) (glxLevelHeight glx) (fromIntegral . ev_width $ event) (fromIntegral . ev_height $ event)
return (glx {glxScale = s}, Nothing)
| evtype == keyPress -> do
keysym <- keycodeToKeysym (glxDisplay glx) (ev_keycode event) 0
case () of
_ | keysym == xK_Escape -> return (glx, Just $ SomeEvent QuitEvent)
| keysym == xK_Up -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyUp)
| keysym == xK_Down -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyDown)
| keysym == xK_Left -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyLeft)
| keysym == xK_Right -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyRight)
| keysym == xK_w -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyUp)
| keysym == xK_s -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyDown)
| keysym == xK_a -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyLeft)
| keysym == xK_d -> return (glx, Just $ SomeEvent $ KeyPressEvent KeyRight)
| otherwise -> return (glx, Nothing)
| evtype == keyRelease -> do
keysym <- keycodeToKeysym (glxDisplay glx) (ev_keycode event) 0
case () of
_ | keysym == xK_Up -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyUp)
| keysym == xK_Down -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyDown)
| keysym == xK_Left -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyLeft)
| keysym == xK_Right -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyRight)
| keysym == xK_w -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyUp)
| keysym == xK_s -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyDown)
| keysym == xK_a -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyLeft)
| keysym == xK_d -> return (glx, Just $ SomeEvent $ KeyReleaseEvent KeyRight)
| otherwise -> return (glx, Nothing)
| evtype == clientMessage -> do
if ((glxDeleteWindow glx) == (fromIntegral . head . ev_data $ event))
then
return (glx, Just $ SomeEvent QuitEvent)
else
return (glx, Nothing)
| evtype == motionNotify -> do
(x, y) <- windowToGameCoords glx (ev_x event) (ev_y event)
wa <- getWindowAttributes (glxDisplay glx) (glxWindow glx)
return (glx, Just $ SomeEvent $ MouseMotionEvent x y)
| evtype == buttonPress -> do
(x, y) <- windowToGameCoords glx (ev_x event) (ev_y event)
wa <- getWindowAttributes (glxDisplay glx) (glxWindow glx)
return (glx, Just $ SomeEvent $ MousePressEvent x y)
| otherwise -> return (glx, Nothing)
windowToGameCoords :: Integral a => GLX -> a -> a -> IO (Float, Float)
windowToGameCoords glx x y = getWindowAttributes (glxDisplay glx) (glxWindow glx) >>= \wa ->
let w = fromIntegral . wa_width $ wa
h = fromIntegral . wa_height $ wa
in return (((-w/2 + wx)/s + lw/2), ((h/2 - wy)/s + lh/2))
where s = fromRational . glxScale $ glx
lw = fromIntegral . glxLevelWidth $ glx
lh = fromIntegral . glxLevelHeight $ glx
wx = fromIntegral x
wy = fromIntegral y
resize :: Int -> Int -> Int -> Int -> IO Rational
resize lw lh w h = do
let aspect = (fromIntegral w)%(fromIntegral h)
s = (max ((fromIntegral lw)/aspect) (fromIntegral lh))/2
sf = fromRational s
aspectf = fromRational aspect
matrixMode $= Projection
loadIdentity
ortho (-sf*aspectf) (sf*aspectf) (-sf) sf (-1) 1
translate $ Vector3 (-(fromIntegral lw)/2) (-(fromIntegral lh)/2) (0 :: GLfloat)
matrixMode $= Modelview 0
viewport $= ((Position 0 0), (Size (fromIntegral w) (fromIntegral h)))
return $ (fromIntegral h)/(2*s)
waitForMapNotify :: Display -> Window -> IO ()
waitForMapNotify disp wnd = allocaXEvent waitForMapNotify'
where
waitForMapNotify' event = do
Graphics.X11.Xlib.Event.nextEvent disp event
window <- get_Window event
eventType <- get_EventType event
unless (window == wnd && eventType == mapNotify) $
waitForMapNotify' event
|