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, when, unless)
import Control.Monad.RWS.Strict (ask, get, modify)
import Control.Monad.Trans (liftIO)
import qualified Data.HashMap.Strict as Map
import Data.List (foldl')
import Data.Maybe
import Foreign.Marshal.Array (pokeArray)
import Foreign.Marshal.Alloc (allocaBytes)
import qualified Graphics.UI.SDL as SDL
import Render.Misc (curb,genColorData)
import Types
import UI.UIWidgets
import UI.UIOperations
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-- TODO: define GUI positions in a file
createGUI :: (Map.HashMap UIId (GUIWidget Pioneers), [UIId])
createGUI = (Map.fromList [ (UIId 0, createPanel (0, 0, 0, 0) [UIId 1, UIId 2] 0)
, (UIId 1, createContainer (30, 215, 100, 80) [] 1)
, (UIId 2, createPanel (50, 40, 0, 0) [UIId 3, UIId 4] 3)
, (UIId 3, createContainer (80, 15, 130, 90) [] 4 )
, (UIId 4, createButton (10, 40, 60, 130) 2 testMessage)
], [UIId 0])
getGUI :: Map.HashMap UIId (GUIWidget Pioneers) -> [GUIWidget Pioneers]
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getGUI = Map.elems
{-# INLINE getGUI #-}
getRootIds :: Pioneers [UIId]
getRootIds = do
state <- get
return $ state ^. ui.uiRoots
getRoots :: Pioneers [GUIWidget Pioneers]
getRoots = do
state <- get
rootIds <- getRootIds
let hMap = state ^. ui.uiMap
return $ toGUIAnys hMap rootIds
testMessage :: MouseButton -> w -> Pixel -> Pioneers w
testMessage btn w (x, y) = do
case btn of
LeftButton -> liftIO $ putStrLn ("\tleft click on " ++ show x ++ "," ++ show y)
RightButton -> liftIO $ putStrLn ("\tright click on " ++ show x ++ "," ++ show y)
MiddleButton -> liftIO $ putStrLn ("\tmiddle click on " ++ show x ++ "," ++ show y)
MouseX1 -> liftIO $ putStrLn ("\tX1 click on " ++ show x ++ "," ++ show y)
MouseX2 -> liftIO $ putStrLn ("\tX2 click on " ++ show x ++ "," ++ show y)
return w
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transformButton :: SDL.MouseButton -> Maybe MouseButton
transformButton SDL.LeftButton = Just LeftButton
transformButton SDL.RightButton = Just RightButton
transformButton SDL.MiddleButton = Just MiddleButton
transformButton SDL.MouseX1 = Just MouseX1
transformButton SDL.MouseX2 = Just MouseX2
transformButton _ = Nothing
eventCallback :: SDL.Event -> Pioneers ()
eventCallback e = do
env <- ask
case SDL.eventData e of
SDL.Window _ _ -> -- windowID event
-- TODO: resize GUI
return ()
SDL.Keyboard movement _ _ key -> -- keyMovement windowID keyRepeat keySym
-- need modifiers? use "keyModifiers key" to get them
let aks = keyboard.arrowsPressed in
case SDL.keyScancode key of
SDL.R ->
liftIO $ do
r <- SDL.getRenderer $ env ^. windowObject
putStrLn $ unwords ["Renderer: ",show r]
SDL.Escape ->
modify $ window.shouldClose .~ True
SDL.Left ->
modify $ aks.left .~ (movement == SDL.KeyDown)
SDL.Right ->
modify $ aks.right .~ (movement == SDL.KeyDown)
SDL.Up ->
modify $ aks.up .~ (movement == SDL.KeyDown)
SDL.Down ->
modify $ aks.down .~ (movement == SDL.KeyDown)
SDL.KeypadPlus ->
when (movement == SDL.KeyDown) $ do
modify $ gl.glMap.stateTessellationFactor %~ (min 5) . (+1)
state <- get
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
SDL.KeypadMinus ->
when (movement == SDL.KeyDown) $ do
modify $ gl.glMap.stateTessellationFactor %~ (max 1) . (+(-1))
state <- get
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
_ ->
return ()
SDL.MouseMotion _ _ _ (SDL.Position x y) _ _ -> -- windowID mouseID motionState motionPosition xrel yrel
do
state <- get
when (state ^. mouse.isDown && not (state ^. mouse.isDragging)) $
modify $ (mouse.isDragging .~ True)
. (mouse.dragStartX .~ fromIntegral x)
. (mouse.dragStartY .~ fromIntegral y)
. (mouse.dragStartXAngle .~ (state ^. camera.xAngle))
. (mouse.dragStartYAngle .~ (state ^. camera.yAngle))
modify $ (mouse.mousePosition. Types._x .~ fromIntegral x)
. (mouse.mousePosition. Types._y .~ fromIntegral y)
SDL.MouseButton _ _ button state (SDL.Position x y) -> -- windowID mouseID button buttonState buttonAt
case button of
SDL.LeftButton -> do
let pressed = state == SDL.Pressed
modify $ mouse.isDown .~ pressed
unless pressed $ do
st <- get
if st ^. mouse.isDragging then
modify $ mouse.isDragging .~ False
else
clickHandler LeftButton (x, y)
_ -> when (state == SDL.Released)
$ maybe (return ()) (`clickHandler` (x, y)) $ transformButton button
SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll
do
state <- get
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
modify $ camera.zDist .~ (curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist')
-- there is more (joystic, touchInterface, ...), but currently ignored
SDL.Quit -> modify $ window.shouldClose .~ True
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
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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 :: MouseButton -> Pixel -> Pioneers ()
clickHandler btn pos@(x,y) = do
state <- get
let hMap = state ^. ui.uiMap
roots <- getRootIds
hits <- liftM concat $ mapM (getInsideId hMap pos) roots
case hits of
[] -> liftIO $ putStrLn $ unwords [show btn ++ ":press on (",show x,",",show y,")"]
_ -> do
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changes <- mapM (\uid -> do
let w = toGUIAny hMap uid
short = w ^. baseProperties.shorthand
bound <- w ^. baseProperties.boundary
prio <- w ^. baseProperties.priority
liftIO $ putStrLn $ "hitting " ++ short ++ ": " ++ show bound ++ " " ++ show prio
++ " at [" ++ show x ++ "," ++ show y ++ "]"
case w ^. mouseActions of
Just ma -> do w' <- (ma ^. onMousePress) btn pos w
w'' <- (ma ^. onMouseRelease) btn pos w'
return $ Just (uid, w'')
Nothing -> return Nothing
) $ hits
let newMap :: Map.HashMap UIId (GUIWidget Pioneers)
newMap = foldl' (\hm (uid, w') -> Map.insert uid w' hm) hMap $ catMaybes changes
modify $ ui.uiMap .~ newMap
return ()
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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 (0, 0)) 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 -> Pixel -- ^current view's offset
-> GUIWidget Pioneers -- ^the widget to draw
-> Pioneers ()
copyGUI tex (vX, vY) widget = do
(xoff, yoff, wWidth, wHeight) <- widget ^. baseProperties.boundary
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 ^. baseProperties.shorthand of
"CNT" -> [255,0,0,128]
"BTN" -> [255,255,0,255]
"PNL" -> [128,128,128,128]
_ -> [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 (vX + xoff)) (int (vY + yoff)))
(GL.TextureSize2D (int wWidth) (int wHeight))
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
nextChildrenIds <- widget ^. baseProperties.children
mapM_ (copyGUI tex (vX+xoff, vY+yoff)) $ toGUIAnys hMap nextChildrenIds
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--TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc.
--TODO: Maybe queues are better?