Use state monad to hold main loop state
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366eb711dd
commit
9036ac3105
3 changed files with 62 additions and 25 deletions
10
GLDriver.hs
10
GLDriver.hs
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@ -1,6 +1,7 @@
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{-# LANGUAGE ExistentialQuantification, DeriveDataTypeable #-}
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module GLDriver ( Driver(..)
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, SomeDriver(..)
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, Event
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, SomeEvent(..)
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, QuitEvent(..)
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@ -21,6 +22,15 @@ class Driver a where
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nextEvent :: a -> IO (Maybe SomeEvent)
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data SomeDriver = forall d. Driver d => SomeDriver d
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instance Driver SomeDriver where
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initialized (SomeDriver d) = initialized d
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initGL (SomeDriver d) = initGL d >>= return . SomeDriver
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deinitGL (SomeDriver d) = deinitGL d
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swapBuffers (SomeDriver d) = swapBuffers d
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nextEvent (SomeDriver d) = nextEvent d
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class Typeable a => Event a
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55
HTanks.hs
55
HTanks.hs
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@ -1,4 +1,4 @@
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{-# LANGUAGE PatternGuards #-}
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{-# LANGUAGE PatternGuards, GeneralizedNewtypeDeriving #-}
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import Game
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import Level
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@ -14,45 +14,66 @@ import Data.Maybe
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import System.Time
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data MainState = MainState
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{ driver :: !SomeDriver
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, time :: !ClockTime
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}
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newtype MainT m a = MainT (StateT MainState m a)
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deriving (Monad, MonadState MainState, MonadIO, MonadTrans)
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type Main = MainT Game
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runMain :: MainState -> Main a -> Game (a, MainState)
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runMain st (MainT a) = runStateT a st
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main :: IO ()
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main = do
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gl <- initGL glxDriver
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let gameState = GameState {level = testLevel, tanks = [Tank 0.5 0.5 0]}
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when (initialized gl) $ do
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time <- getClockTime
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clockTime <- getClockTime
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let mainState = MainState {driver = SomeDriver gl, time = clockTime}
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gameState = GameState {level = testLevel, tanks = [Tank 0.0 0.0 0]}
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setup 800 600
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runGame gameState $ mainLoop gl time
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runGame gameState $ runMain mainState $ mainLoop
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deinitGL gl
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minFrameTime :: Integer
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minFrameTime = 10000
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minFrameTime = 10
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mainLoop :: Driver a => a -> ClockTime -> Game ()
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mainLoop gl time = do
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mainLoop :: Main ()
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mainLoop = do
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gl <- gets driver
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t <- gets time
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run <- liftIO $ handleEvents gl
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render
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lift render
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liftIO $ swapBuffers gl
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newTime <- liftIO getClockTime
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let td = timeDiff newTime time
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let td = timeDiff newTime t
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when (td < minFrameTime) $
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liftIO $ threadDelay $ fromIntegral (minFrameTime - td)
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liftIO $ threadDelay $ fromIntegral $ 1000*(minFrameTime - td)
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newTime <- liftIO getClockTime
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let td = timeDiff newTime t
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--liftIO $ print $ timeDiff newTime time
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lift $ modify $ \state -> state {tanks = (Tank ((posx . head . tanks $ state)+0.0001*(fromIntegral td)) 0.0 0):(tail . tanks $ state)}
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when run $ mainLoop gl newTime
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--liftIO $ print $ timeDiff newTime t
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modify $ \state -> state {time = newTime}
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when run $ mainLoop
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timeDiff :: ClockTime -> ClockTime -> Integer
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timeDiff (TOD s1 ps1) (TOD s2 ps2) = (s1-s2)*1000000 + (ps1-ps2)`div`1000000
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timeDiff (TOD s1 ps1) (TOD s2 ps2) = (s1-s2)*1000 + (ps1-ps2)`div`1000000000
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handleEvents :: Driver a => a -> IO Bool
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@ -66,8 +87,8 @@ handleEvents gl = do
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handleEvent :: SomeEvent -> IO Bool
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handleEvent ev
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| Just QuitEvent <- fromEvent ev = return False
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| Just (ResizeEvent w h) <- fromEvent ev = do
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resize w h
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return True
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resize w h
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return True
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| Just QuitEvent <- fromEvent ev = return False
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| otherwise = return True
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18
Render.hs
18
Render.hs
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@ -5,6 +5,7 @@ module Render ( setup
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import Game
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import Tank
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import Control.Monad.State
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@ -16,7 +17,8 @@ import Graphics.Rendering.OpenGL.GL.VertexSpec
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setup :: Int -> Int -> IO ()
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setup = resize
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setup w h = do
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resize w h
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resize :: Int -> Int -> IO ()
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resize w h = do
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@ -34,11 +36,15 @@ resize w h = do
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render :: Game ()
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render = liftIO $ do
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render = do
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tank <- liftM head $ gets tanks
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let x = posx tank
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y = posy tank
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liftIO $ do
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clear [ColorBuffer]
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renderPrimitive Triangles $ do
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vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
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vertex $ Vertex2 (x-0.5 :: GLfloat) (y+0.5 :: GLfloat)
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vertex $ Vertex2 (x+0.5 :: GLfloat) (y+0.5 :: GLfloat)
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vertex $ Vertex2 (x+0.5 :: GLfloat) (y-0.5 :: GLfloat)
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