pioneers/src/UI/Callbacks.hs

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module UI.Callbacks where
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import qualified Graphics.Rendering.OpenGL.GL as GL
import Control.Lens ((^.), (.~))
import Control.Monad (liftM)
import Control.Monad.RWS.Strict (get, modify)
import Control.Monad.Trans (liftIO)
import qualified Data.HashMap.Strict as Map
import Data.List (foldl')
import Data.Maybe
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import Foreign.Marshal.Array (pokeArray)
import Foreign.Marshal.Alloc (allocaBytes)
import Render.Misc (genColorData)
import Types
import UI.UIBaseData
import UI.UIClasses
import UI.UIOperations
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data Pixel = Pixel Int Int
createGUI :: (Map.HashMap UIId (GUIAny Pioneers), [UIId])
createGUI = (Map.fromList [ (UIId 0, GUIAnyP $ GUIPanel $ GUIContainer 0 0 0 0 [UIId 1, UIId 2] 0)
, (UIId 1, GUIAnyC $ GUIContainer 20 50 120 80 [] 1)
, (UIId 2, GUIAnyP $ GUIPanel $ GUIContainer 100 140 0 0 [UIId 3, UIId 4] 3)
, (UIId 3, GUIAnyC $ GUIContainer 100 140 130 200 [] 4 )
, (UIId 4, GUIAnyB (GUIButton 30 200 60 175 2 defaultUIState ) (ButtonHandler testMessage))
], [UIId 0])
getGUI :: Map.HashMap UIId (GUIAny Pioneers) -> [GUIAny Pioneers]
getGUI hmap = Map.elems hmap
getRootIds :: Pioneers [UIId]
getRootIds = do
state <- get
return $ state ^. ui.uiRoots
getRoots :: Pioneers [GUIAny Pioneers]
getRoots = do
state <- get
rootIds <- getRootIds
let hMap = state ^. ui.uiMap
return $ toGUIAnys hMap rootIds
testMessage :: w -> ScreenUnit -> ScreenUnit -> Pioneers w
testMessage w x y = do
liftIO $ putStrLn ("\tclick on " ++ show x ++ "," ++ show y)
return w
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-- | Handler for UI-Inputs.
-- Indicates a primary click on something (e.g. left-click, touch on Touchpad, fire on Gamepad, ...
clickHandler :: Pixel -> Pioneers ()
clickHandler (Pixel x y) = do
state <- get
let hMap = state ^. ui.uiMap
roots <- getRootIds
hits <- liftM concat $ mapM (getInsideId hMap x y) roots
case hits of
[] -> liftIO $ putStrLn $ unwords ["button press on (",show x,",",show y,")"]
_ -> do
changes <- sequence $ map (\uid -> do
let w = toGUIAny hMap uid
short <- getShorthand w
bound <- getBoundary w
prio <- getPriority w
liftIO $ putStrLn $ "hitting " ++ short ++ ": " ++ show bound ++ " " ++ show prio
++ " at [" ++ show x ++ "," ++ show y ++ "]"
case w of
(GUIAnyB b h) -> do
(b', h') <- onMousePressed x y b h
(b'', h'') <- onMouseReleased x y b' h'
return $ Just (uid, GUIAnyB b'' h'')
_ -> return Nothing
) $ hits
let newMap :: Map.HashMap UIId (GUIAny Pioneers)
newMap = foldl' (\hm (uid, w') -> Map.insert uid w' hm) hMap $ catMaybes changes
modify $ ui.uiMap .~ newMap
return ()
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-- | Handler for UI-Inputs.
-- Indicates an alternate click on something (e.g. right-click, touch&hold on Touchpad, ...
alternateClickHandler :: Pixel -> Pioneers ()
alternateClickHandler (Pixel x y) = liftIO $ putStrLn $ unwords ["alternate press on (",show x,",",show y,")"]
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-- | informs the GUI to prepare a blitting of state ^. gl.glHud.hudTexture
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--
--TODO: should be done asynchronously at one point.
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-- -> can't. if 2 Threads bind Textures its not sure
-- on which one the GPU will work.
-- "GL.textureBinding GL.Texture2D" is a State set
-- to the texture all following works on.
--
-- https://www.opengl.org/wiki/GLAPI/glTexSubImage2D for copy
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prepareGUI :: Pioneers ()
prepareGUI = do
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state <- get
roots <- getRoots
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let tex = (state ^. gl.glHud.hudTexture)
liftIO $ do
-- bind texture - all later calls work on this one.
GL.textureBinding GL.Texture2D GL.$= Just tex
mapM_ (copyGUI tex) roots
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modify $ ui.uiHasChanged .~ False
--TODO: Perform border-checking ... is xoff + width and yoff+height inside the screen-coordinates..
copyGUI :: GL.TextureObject -> GUIAny Pioneers -> Pioneers ()
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copyGUI tex widget = do
(xoff, yoff, wWidth, wHeight) <- getBoundary widget
state <- get
let
hMap = state ^. ui.uiMap
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int = fromInteger.toInteger --conversion between Int8, GLInt, Int, ...
--temporary color here. lateron better some getData-function to
--get a list of pixel-data or a texture.
color = case widget of
(GUIAnyC _) -> [255,0,0,128]
(GUIAnyB _ _) -> [255,255,0,255]
(GUIAnyP _) -> [128,128,128,128]
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_ -> [255,0,255,255]
liftIO $ allocaBytes (wWidth*wHeight*4) $ \ptr -> do
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--copy data into C-Array
pokeArray ptr (genColorData (wWidth*wHeight) color)
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GL.texSubImage2D
GL.Texture2D
0
(GL.TexturePosition2D (int xoff) (int yoff))
(GL.TextureSize2D (int wWidth) (int wHeight))
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
nextChildrenIds <- getChildren widget
mapM_ (copyGUI tex) $ toGUIAnys hMap $ nextChildrenIds
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--TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc.
--TODO: Maybe queues are better?