reworked Types to support STM
- deadlocks somewhere...
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src/Main.hs
67
src/Main.hs
@ -12,8 +12,8 @@ import Control.Arrow ((***))
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-- data consistency/conversion
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import Control.Concurrent (threadDelay)
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import Control.Concurrent.STM (TQueue,
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newTQueueIO)
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import Control.Concurrent.STM (TQueue, newTQueueIO, atomically)
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import Control.Concurrent.STM.TMVar (newTMVarIO, takeTMVar, putTMVar, readTMVar)
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import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
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import Data.Functor ((<$>))
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@ -94,16 +94,26 @@ main =
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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--TTF.setFontStyle font TTFNormal
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--TTF.setFontHinting font TTFHNormal
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glHud' <- initHud
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let zDistClosest' = 2
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zDistFarthest' = zDistClosest' + 10
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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let
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fov = 90 --field of view
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near = 1 --near plane
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far = 500 --far plane
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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cam' <- newTMVarIO CameraState
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{ _xAngle = pi/6
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25 curMap
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}
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game' <- newTMVarIO GameState
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{ _currentMap = curMap
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}
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glHud' <- initHud
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let zDistClosest' = 2
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zDistFarthest' = zDistClosest' + 10
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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(guiMap, guiRoots) = createGUI
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aks = ArrowKeyState {
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_up = False
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@ -123,17 +133,11 @@ main =
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, _height = fbHeight
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, _shouldClose = False
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}
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, _camera = CameraState
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{ _xAngle = pi/6
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25 curMap
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}
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, _io = IOState
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{ _clock = now
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, _tessClockFactor = 0
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}
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, _camera = cam'
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, _mouse = MouseState
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{ _isDown = False
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, _isDragging = False
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@ -155,9 +159,7 @@ main =
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, _glRenderbuffer = renderBuffer
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, _glFramebuffer = frameBuffer
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}
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, _game = GameState
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{ _currentMap = curMap
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}
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, _game = game'
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, _ui = UIState
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{ _uiHasChanged = True
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, _uiMap = guiMap
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@ -207,20 +209,26 @@ run = do
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| otherwise = newYAngle'
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newYAngle' = sodya + myrot/100
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modify $ ((camera.xAngle) .~ newXAngle)
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. ((camera.yAngle) .~ newYAngle)
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liftIO $ atomically $ do
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cam <- takeTMVar (state ^. camera)
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cam' <- return $ (xAngle .~ newXAngle) . (yAngle .~ newYAngle) $ cam
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putTMVar (state ^. camera) cam'
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-- get cursor-keys - if pressed
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--TODO: Add sin/cos from stateYAngle
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(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
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let
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multc = cos $ state ^. camera.yAngle
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mults = sin $ state ^. camera.yAngle
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modx x' = x' - 0.2 * kxrot * multc
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- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (state ^. game.currentMap))
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liftIO $ atomically $ do
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cam <- takeTMVar (state ^. camera)
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game' <- readTMVar (state ^. game)
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let
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multc = cos $ cam ^. yAngle
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mults = sin $ cam ^. yAngle
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modx x' = x' - 0.2 * kxrot * multc
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- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
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cam' <- return $ camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (game' ^. currentMap)) $ cam
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putTMVar (state ^. camera) cam'
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{-
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--modify the state with all that happened in mt time.
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@ -290,7 +298,10 @@ adjustWindow = do
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
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modify $ camera.frustum .~ frust
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liftIO $ atomically $ do
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cam <- readTMVar (state ^. camera)
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cam' <- return $ frustum .~ frust $ cam
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putTMVar (state ^. camera) cam'
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rb <- liftIO $ do
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-- bind ints to CInt for lateron.
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let fbCWidth = (fromInteger.toInteger) fbWidth
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@ -12,6 +12,8 @@ import qualified Linear as L
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import Control.Lens ((^.))
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import Control.Monad.RWS.Strict (liftIO)
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import qualified Control.Monad.RWS.Strict as RWS (get)
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import Control.Concurrent.STM.TMVar (readTMVar)
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import Control.Concurrent.STM (atomically)
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import Data.Distributive (distribute, collect)
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-- FFI
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import Foreign (Ptr, castPtr, with)
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@ -364,11 +366,12 @@ drawMap = do
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render :: Pioneers ()
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render = do
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state <- RWS.get
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let xa = state ^. camera.xAngle
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ya = state ^. camera.yAngle
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frust = state ^. camera.Types.frustum
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camPos = state ^. camera.camObject
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zDist' = state ^. camera.zDist
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cam <- liftIO $ atomically $ readTMVar (state ^. camera)
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let xa = cam ^. xAngle
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ya = cam ^. yAngle
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frust = cam ^. Types.frustum
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camPos = cam ^. camObject
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zDist' = cam ^. zDist
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d = state ^. gl.glMap.mapShaderData
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(UniformLocation proj) = shdrProjMatIndex d
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(UniformLocation nmat) = shdrNormalMatIndex d
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@ -1,7 +1,7 @@
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{-# LANGUAGE TemplateHaskell #-}
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module Types where
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import Control.Concurrent.STM (TQueue)
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import Control.Concurrent.STM (TQueue, TMVar)
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import Graphics.UI.SDL as SDL (Event, Window)
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import Foreign.C (CFloat)
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@ -161,12 +161,12 @@ data UIState = UIState
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data State = State
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{ _window :: !WindowState
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, _camera :: !CameraState
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, _camera :: TMVar CameraState
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, _io :: !IOState
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, _mouse :: !MouseState
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, _keyboard :: !KeyboardState
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, _gl :: !GLState
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, _game :: !GameState
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, _game :: TMVar GameState
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, _ui :: !UIState
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}
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@ -13,6 +13,8 @@ import Data.Maybe
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import Foreign.Marshal.Array (pokeArray)
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import Foreign.Marshal.Alloc (allocaBytes)
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import qualified Graphics.UI.SDL as SDL
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import Control.Concurrent.STM.TMVar (readTMVar, takeTMVar, putTMVar)
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import Control.Concurrent.STM (atomically)
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import Render.Misc (curb,genColorData)
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@ -105,11 +107,13 @@ eventCallback e = do
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state <- get
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if state ^. mouse.isDown && not (state ^. mouse.isDragging)
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then
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do
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cam <- liftIO $ atomically $ readTMVar (state ^. camera)
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modify $ (mouse.isDragging .~ True)
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. (mouse.dragStartX .~ fromIntegral x)
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. (mouse.dragStartY .~ fromIntegral y)
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. (mouse.dragStartXAngle .~ (state ^. camera.xAngle))
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. (mouse.dragStartYAngle .~ (state ^. camera.yAngle))
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. (mouse.dragStartXAngle .~ (cam ^. xAngle))
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. (mouse.dragStartYAngle .~ (cam ^. yAngle))
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else mouseMoveHandler (x, y)
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modify $ (mouse.mousePosition. Types._x .~ fromIntegral x)
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. (mouse.mousePosition. Types._y .~ fromIntegral y)
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@ -134,8 +138,13 @@ eventCallback e = do
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SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll
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do
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state <- get
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let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
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modify $ camera.zDist .~ curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
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liftIO $ atomically $ do
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cam <- takeTMVar (state ^. camera)
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let zDist' = (cam ^. zDist) + realToFrac (negate vscroll)
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zDist'' = curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
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cam' <- return $ zDist .~ zDist'' $ cam
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putTMVar (state ^. camera) cam'
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-- there is more (joystic, touchInterface, ...), but currently ignored
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SDL.Quit -> modify $ window.shouldClose .~ True
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_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
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