Merge branch 'master' into iqm

Conflicts:
	src/Render/Types.hs
This commit is contained in:
Nicole Dresselhaus 2014-05-17 12:59:35 +02:00
commit 481a386e0e
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9 changed files with 117 additions and 120 deletions

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@ -12,8 +12,8 @@ import Control.Arrow ((***))
-- data consistency/conversion -- data consistency/conversion
import Control.Concurrent (threadDelay) import Control.Concurrent (threadDelay)
import Control.Concurrent.STM (TQueue, import Control.Concurrent.STM (TQueue, newTQueueIO, atomically)
newTQueueIO) import Control.Concurrent.STM.TVar (newTVarIO, writeTVar, readTVar)
import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify) import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
import Data.Functor ((<$>)) import Data.Functor ((<$>))
@ -94,16 +94,26 @@ main =
--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10 --font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
--TTF.setFontStyle font TTFNormal --TTF.setFontStyle font TTFNormal
--TTF.setFontHinting font TTFHNormal --TTF.setFontHinting font TTFHNormal
let
glHud' <- initHud
let zDistClosest' = 2
zDistFarthest' = zDistClosest' + 10
--TODO: Move near/far/fov to state for runtime-changability & central storage
fov = 90 --field of view fov = 90 --field of view
near = 1 --near plane near = 1 --near plane
far = 500 --far plane far = 500 --far plane
ratio = fromIntegral fbWidth / fromIntegral fbHeight ratio = fromIntegral fbWidth / fromIntegral fbHeight
frust = createFrustum fov near far ratio frust = createFrustum fov near far ratio
cam' <- newTVarIO CameraState
{ _xAngle = pi/6
, _yAngle = pi/2
, _zDist = 10
, _frustum = frust
, _camObject = createFlatCam 25 25 curMap
}
game' <- newTVarIO GameState
{ _currentMap = curMap
}
glHud' <- initHud
let zDistClosest' = 2
zDistFarthest' = zDistClosest' + 10
--TODO: Move near/far/fov to state for runtime-changability & central storage
(guiMap, guiRoots) = createGUI (guiMap, guiRoots) = createGUI
aks = ArrowKeyState { aks = ArrowKeyState {
_up = False _up = False
@ -123,17 +133,11 @@ main =
, _height = fbHeight , _height = fbHeight
, _shouldClose = False , _shouldClose = False
} }
, _camera = CameraState
{ _xAngle = pi/6
, _yAngle = pi/2
, _zDist = 10
, _frustum = frust
, _camObject = createFlatCam 25 25 curMap
}
, _io = IOState , _io = IOState
{ _clock = now { _clock = now
, _tessClockFactor = 0 , _tessClockFactor = 0
} }
, _camera = cam'
, _mouse = MouseState , _mouse = MouseState
{ _isDown = False { _isDown = False
, _isDragging = False , _isDragging = False
@ -155,9 +159,7 @@ main =
, _glRenderbuffer = renderBuffer , _glRenderbuffer = renderBuffer
, _glFramebuffer = frameBuffer , _glFramebuffer = frameBuffer
} }
, _game = GameState , _game = game'
{ _currentMap = curMap
}
, _ui = UIState , _ui = UIState
{ _uiHasChanged = True { _uiHasChanged = True
, _uiMap = guiMap , _uiMap = guiMap
@ -207,20 +209,26 @@ run = do
| otherwise = newYAngle' | otherwise = newYAngle'
newYAngle' = sodya + myrot/100 newYAngle' = sodya + myrot/100
modify $ ((camera.xAngle) .~ newXAngle) liftIO $ atomically $ do
. ((camera.yAngle) .~ newYAngle) cam <- readTVar (state ^. camera)
cam' <- return $ (xAngle .~ newXAngle) . (yAngle .~ newYAngle) $ cam
writeTVar (state ^. camera) cam'
-- get cursor-keys - if pressed -- get cursor-keys - if pressed
--TODO: Add sin/cos from stateYAngle --TODO: Add sin/cos from stateYAngle
(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement (kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
let liftIO $ atomically $ do
multc = cos $ state ^. camera.yAngle cam <- readTVar (state ^. camera)
mults = sin $ state ^. camera.yAngle game' <- readTVar (state ^. game)
modx x' = x' - 0.2 * kxrot * multc let
- 0.2 * kyrot * mults multc = cos $ cam ^. yAngle
mody y' = y' + 0.2 * kxrot * mults mults = sin $ cam ^. yAngle
- 0.2 * kyrot * multc modx x' = x' - 0.2 * kxrot * multc
modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (state ^. game.currentMap)) - 0.2 * kyrot * mults
mody y' = y' + 0.2 * kxrot * mults
- 0.2 * kyrot * multc
cam' <- return $ camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (game' ^. currentMap)) $ cam
writeTVar (state ^. camera) cam'
{- {-
--modify the state with all that happened in mt time. --modify the state with all that happened in mt time.
@ -290,7 +298,10 @@ adjustWindow = do
ratio = fromIntegral fbWidth / fromIntegral fbHeight ratio = fromIntegral fbWidth / fromIntegral fbHeight
frust = createFrustum fov near far ratio frust = createFrustum fov near far ratio
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight) liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
modify $ camera.frustum .~ frust liftIO $ atomically $ do
cam <- readTVar (state ^. camera)
cam' <- return $ frustum .~ frust $ cam
writeTVar (state ^. camera) cam'
rb <- liftIO $ do rb <- liftIO $ do
-- bind ints to CInt for lateron. -- bind ints to CInt for lateron.
let fbCWidth = (fromInteger.toInteger) fbWidth let fbCWidth = (fromInteger.toInteger) fbWidth

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@ -2,21 +2,10 @@ module Map.Creation
where where
import Map.Types import Map.Types
-- import Map.Map unused (for now)
import Data.Array import Data.Array
import System.Random import System.Random
-- preliminary
infix 5 ->-
(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
f ->- g = g . f
-- also preliminary
infix 5 -<-
(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
f -<- g = f . g
-- entirely empty map, only uses the minimal constructor -- entirely empty map, only uses the minimal constructor
mapEmpty :: PlayMap mapEmpty :: PlayMap
mapEmpty = array ((0,0), (199,199)) [((a,b), Node (a,b) (fromIntegral a, (if even b then (fromIntegral b) else(fromIntegral b) - 0.5), 1) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199]] mapEmpty = array ((0,0), (199,199)) [((a,b), Node (a,b) (fromIntegral a, (if even b then (fromIntegral b) else(fromIntegral b) - 0.5), 1) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199]]
@ -57,17 +46,6 @@ gauss3Dgeneral :: Floating q =>
-> q -- ^ elevation on coordinate in question -> q -- ^ elevation on coordinate in question
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Int)/(2 * sX^(2 :: Int)))+((z-z0)^(2 :: Int)/(2 * sZ^(2 :: Int))))) gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Int)/(2 * sX^(2 :: Int)))+((z-z0)^(2 :: Int)/(2 * sZ^(2 :: Int)))))
-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
gauss3D :: Floating q =>
q -- ^ X-Coordinate
-> q -- ^ Z-Coordinate
-> q -- ^ elevation on coordinate in quesion
gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
-- 2D Manhattan distance
mnh2D :: (Int,Int) -> (Int,Int) -> Int
mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome -- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
-- (like Deserts on Grass-Islands or Grass on Deserts) -- (like Deserts on Grass-Islands or Grass on Deserts)
-- --
@ -75,9 +53,9 @@ mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
heightToTerrain :: MapType -> YCoord -> TileType heightToTerrain :: MapType -> YCoord -> TileType
heightToTerrain GrassIslandMap y heightToTerrain GrassIslandMap y
| y < 0.1 = Ocean | y < 0.1 = Ocean
| y < 0.2 = Beach | y < 0.2 = Beach
| y < 1 = Grass | y < 1.5 = Grass
| y < 3 = Hill | y < 3 = Hill
| otherwise = Mountain | otherwise = Mountain
heightToTerrain _ _ = undefined heightToTerrain _ _ = undefined
@ -98,8 +76,8 @@ gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
where where
gs = map mkStdGen (map (*seed) [1..]) gs = map mkStdGen (map (*seed) [1..])
c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1)))) c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1))))
amp = head $ randomRs ((2.0, 5.0) :: (Float, Float)) (gs !! 2) amp = head $ randomRs ((2.0, 5.0) :: (Double, Double)) (gs !! 2)
sig = head $ randomRs ((1.0, 15.0) :: (Float, Float)) (gs !! 3) sig = head $ randomRs ((2.0, 8.0) :: (Double, Double)) (gs !! 3)
htt = heightToTerrain htt = heightToTerrain
-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map -- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map

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@ -30,9 +30,8 @@ import Linear
import Control.Arrow ((***)) import Control.Arrow ((***))
import Map.Types import Map.Types
import Map.Creation
type Height = Float type Height = Double
type MapEntry = ( type MapEntry = (
Height, Height,

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@ -1,11 +1,9 @@
module Map.Map where module Map.Map where
import Map.Types import Map.Types
import Map.Creation
import Data.Function (on)
import Data.Array (bounds, (!)) import Data.Array (bounds, (!))
import Data.List (sort, sortBy, group) import Data.List (sort, group)
-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet. -- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates
@ -40,54 +38,54 @@ giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
-- | Calculates the height of any given point on the map. -- | Calculates the height of any given point on the map.
-- Does not add camera distance to ground to that. -- Does not add camera distance to ground to that.
--
-- This ueses barycentric coordinate stuff. Wanna read more?
-- http://en.wikipedia.org/wiki/Barycentric_coordinate_system_%28mathematics%29
-- http://www.alecjacobson.com/weblog/?p=1596
--
giveMapHeight :: PlayMap giveMapHeight :: PlayMap
-> (Float, Float) -- ^ Coordinates on X/Z-axes -> (Double, Double)
-> Float -- ^ Terrain Height at that position -> Double
giveMapHeight mp (x,z) = let [a,b,c] = getTrianglePoints [tff,tfc,tcf,tcc] giveMapHeight mop (x, z)
ar = area (fi a) (fi b) (fi c) | outsideMap (x,z') = 0.0
λa = area (fi b) (fi c) (x, z) / ar | otherwise = sum $ map (\(p,d) -> (hlu p) * (1 - (d / totald))) tups
λb = area (fi a) (fi c) (x, z) / ar
λc = area (fi a) (fi b) (x, z) / ar
in (λa * hlu a) + (λb * hlu b) + (λc * hlu c)
where where
z' = z * 2/(sqrt 3)
fi :: (Int, Int) -> (Float, Float) outsideMap :: (Double, Double) -> Bool
fi (m, n) = (fromIntegral m, fromIntegral n) outsideMap (mx, mz) = let ((a,b),(c,d)) = bounds mop
fr = fromIntegral
in mx < (fr a) || mx > (fr c) || mz < (fr b) || mz > (fr d)
-- Height LookUp -- Height LookUp on PlayMap
hlu :: (Int, Int) -> Float hlu :: (Int, Int) -> Double
hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mp ! (k,j) in y hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mop ! (k,j) in y
ff = (floor x, floor z) :: (Int, Int) -- reference Points
fc = (floor x, ceiling z) :: (Int, Int) refs :: [(Int, Int)]
cf = (ceiling x, floor z) :: (Int, Int) refs = remdups $ map clmp $ map (tadd (floor x, floor z')) mods
cc = (ceiling x, ceiling z) :: (Int, Int) where
mods = [(-1,-1),(-1,2),(0,0),(0,1),(1,0),(1,1),(2,-1),(2,2)]
tadd (a,b) (c,d) = (a+b,c+d)
tff = (ff, dist (x,z) ff) -- tupels with reference point and distance
tfc = (fc, dist (x,z) fc) tups = map (\t -> (t, dist (x,z') t)) refs
tcf = (cf, dist (x,z) cf)
tcc = (cc, dist (x,z) cc)
getTrianglePoints :: [((Int,Int), Float)] -> [(Int,Int)] -- total distance of all for reference point from the point in question
getTrianglePoints = ((take 3) . (map fst) . (sortBy (compare `on` snd))) totald = sum $ map (\(_,d) -> d) tups
dist :: (Float, Float) -> (Int, Int) -> Float -- clamp, as she is programmed
dist (x1,z1) (x2,z2) = let x' = x1 - fromIntegral x2 clamp :: (Ord a) => a -> a -> a -> a
z' = z1 - fromIntegral z2 clamp mn mx = max mn . min mx
in sqrt $ x'*x' + z'*z'
-- Heron's Formula: http://en.wikipedia.org/wiki/Heron%27s_formula -- clamp for tupels
area :: (Float, Float) -> (Float, Float) -> (Float, Float) -> Float clmp :: (Int, Int) -> (Int, Int)
area (x1,z1) (x2,z2) (x3,z3) = let a = sqrt $ (x1-x2)*(x1-x2) + (z1-z2)*(z1-z2) clmp (a,b) = let ((xmin,zmin),(xmax,zmax)) = bounds mop
b = sqrt $ (x2-x3)*(x2-x3) + (z2-z3)*(z2-z3) in ((clamp (xmin+2) (xmax-2) a),(clamp (zmin+2) (zmax-2) b))
c = sqrt $ (x1-x3)*(x1-x3) + (z1-z3)*(z1-z3)
s = (a+b+c)/2 -- Real distance on PlayMap
in sqrt $ s * (s-a) * (s-b) * (s-c) dist :: (Double, Double) -> (Int, Int) -> Double
dist (x1,z1) pmp = let xf = x1 - realx
zf = z1 - realz
in sqrt $ xf*xf + zf*zf
where
realx = (\(Node _ (nx,_,_) _ _ _ _ _ _) -> nx) (mop ! pmp)
realz = (\(Node _ (_,nz,_) _ _ _ _ _ _) -> nz) (mop ! pmp)
-- removing duplicates in O(n log n), losing order and adding Ord requirement -- removing duplicates in O(n log n), losing order and adding Ord requirement
remdups :: Ord a => [a] -> [a] remdups :: Ord a => [a] -> [a]

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@ -7,9 +7,9 @@ type PlayMap = Array (Xindex, Zindex) Node
type Xindex = Int type Xindex = Int
type Zindex = Int type Zindex = Int
type XCoord = Float type XCoord = Double
type ZCoord = Float type ZCoord = Double
type YCoord = Float type YCoord = Double
data MapType = GrassIslandMap data MapType = GrassIslandMap
| DesertMap | DesertMap

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@ -12,6 +12,8 @@ import qualified Linear as L
import Control.Lens ((^.)) import Control.Lens ((^.))
import Control.Monad.RWS.Strict (liftIO) import Control.Monad.RWS.Strict (liftIO)
import qualified Control.Monad.RWS.Strict as RWS (get) import qualified Control.Monad.RWS.Strict as RWS (get)
import Control.Concurrent.STM.TVar (readTVarIO)
import Control.Concurrent.STM (atomically)
import Data.Distributive (distribute, collect) import Data.Distributive (distribute, collect)
-- FFI -- FFI
import Foreign (Ptr, castPtr, with) import Foreign (Ptr, castPtr, with)
@ -384,11 +386,12 @@ drawMap = do
render :: Pioneers () render :: Pioneers ()
render = do render = do
state <- RWS.get state <- RWS.get
let xa = state ^. camera.xAngle cam <- liftIO $ readTVarIO (state ^. camera)
ya = state ^. camera.yAngle let xa = cam ^. xAngle
frust = state ^. camera.Types.frustum ya = cam ^. yAngle
camPos = state ^. camera.camObject frust = cam ^. Types.frustum
zDist' = state ^. camera.zDist camPos = cam ^. camObject
zDist' = cam ^. zDist
d = state ^. gl.glMap.mapShaderData d = state ^. gl.glMap.mapShaderData
(UniformLocation proj) = shdrProjMatIndex d (UniformLocation proj) = shdrProjMatIndex d
(UniformLocation nmat) = shdrNormalMatIndex d (UniformLocation nmat) = shdrNormalMatIndex d

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@ -29,7 +29,7 @@ data Camera = Flat Position Height
-- | create a Flatcam-Camera starting at given x/z-Coordinates -- | create a Flatcam-Camera starting at given x/z-Coordinates
createFlatCam :: Double -> Double -> PlayMap -> Camera createFlatCam :: Double -> Double -> PlayMap -> Camera
createFlatCam x z map' = Flat (x,z) (float2Double $ giveMapHeight map' (double2Float x,double2Float z)) createFlatCam x z map' = Flat (x,z) (giveMapHeight map' (x, z))
-- | create a Flatcam-Camera starting at given pitch/azimuth/radius -- | create a Flatcam-Camera starting at given pitch/azimuth/radius
createSphereCam :: Double -> Double -> Double -> Camera createSphereCam :: Double -> Double -> Double -> Camera
@ -40,7 +40,7 @@ instance GLCamera Camera where
getCam (Flat (x',z') y') dist' xa' ya' = getCam (Flat (x',z') y') dist' xa' ya' =
lookAt (cpos ^+^ at') at' up lookAt (cpos ^+^ at') at' up
where where
at' = V3 x (y+1) z at' = V3 x (y+2) z
cpos = crot !* (V3 0 0 (-dist)) cpos = crot !* (V3 0 0 (-dist))
crot = ( crot = (
(fromQuaternion $ axisAngle upmap (xa::CFloat)) (fromQuaternion $ axisAngle upmap (xa::CFloat))
@ -76,11 +76,10 @@ instance GLCamera Camera where
xa = realToFrac xa' xa = realToFrac xa'
ya = realToFrac ya' ya = realToFrac ya'
moveBy (Sphere (inc, az) r) f map = undefined moveBy (Sphere (inc, az) r) f map = undefined
moveBy (Flat (x', z') y) f map = Flat (x,z) (float2Double y) moveBy (Flat (x', z') y) f map = Flat (x,z) y
where where
(x,z) = f (x', z') (x,z) = f (x', z')
y = giveMapHeight map (fc x,fc z) y = giveMapHeight map (x,z)
fc = double2Float
move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
sphereToCart :: (Floating a) => a -> a -> a -> V3 a sphereToCart :: (Floating a) => a -> a -> a -> V3 a

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@ -1,7 +1,7 @@
{-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE TemplateHaskell #-}
module Types where module Types where
import Control.Concurrent.STM (TQueue) import Control.Concurrent.STM (TQueue, TVar)
import qualified Graphics.Rendering.OpenGL.GL as GL import qualified Graphics.Rendering.OpenGL.GL as GL
import Graphics.UI.SDL as SDL (Event, Window) import Graphics.UI.SDL as SDL (Event, Window)
import Foreign.C (CFloat) import Foreign.C (CFloat)
@ -161,12 +161,12 @@ data UIState = UIState
data State = State data State = State
{ _window :: !WindowState { _window :: !WindowState
, _camera :: !CameraState , _camera :: TVar CameraState
, _io :: !IOState , _io :: !IOState
, _mouse :: !MouseState , _mouse :: !MouseState
, _keyboard :: !KeyboardState , _keyboard :: !KeyboardState
, _gl :: !GLState , _gl :: !GLState
, _game :: !GameState , _game :: TVar GameState
, _ui :: !UIState , _ui :: !UIState
} }

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@ -13,6 +13,8 @@ import Data.Maybe
import Foreign.Marshal.Array (pokeArray) import Foreign.Marshal.Array (pokeArray)
import Foreign.Marshal.Alloc (allocaBytes) import Foreign.Marshal.Alloc (allocaBytes)
import qualified Graphics.UI.SDL as SDL import qualified Graphics.UI.SDL as SDL
import Control.Concurrent.STM.TVar (readTVar, readTVarIO, writeTVar)
import Control.Concurrent.STM (atomically)
import Render.Misc (curb,genColorData) import Render.Misc (curb,genColorData)
@ -105,11 +107,13 @@ eventCallback e = do
state <- get state <- get
if state ^. mouse.isDown && not (state ^. mouse.isDragging) if state ^. mouse.isDown && not (state ^. mouse.isDragging)
then then
do
cam <- liftIO $ readTVarIO (state ^. camera)
modify $ (mouse.isDragging .~ True) modify $ (mouse.isDragging .~ True)
. (mouse.dragStartX .~ fromIntegral x) . (mouse.dragStartX .~ fromIntegral x)
. (mouse.dragStartY .~ fromIntegral y) . (mouse.dragStartY .~ fromIntegral y)
. (mouse.dragStartXAngle .~ (state ^. camera.xAngle)) . (mouse.dragStartXAngle .~ (cam ^. xAngle))
. (mouse.dragStartYAngle .~ (state ^. camera.yAngle)) . (mouse.dragStartYAngle .~ (cam ^. yAngle))
else mouseMoveHandler (x, y) else mouseMoveHandler (x, y)
modify $ (mouse.mousePosition. Types._x .~ fromIntegral x) modify $ (mouse.mousePosition. Types._x .~ fromIntegral x)
. (mouse.mousePosition. Types._y .~ fromIntegral y) . (mouse.mousePosition. Types._y .~ fromIntegral y)
@ -134,8 +138,13 @@ eventCallback e = do
SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll
do do
state <- get state <- get
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in liftIO $ atomically $ do
modify $ camera.zDist .~ curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist' cam <- readTVar (state ^. camera)
let zDist' = (cam ^. zDist) + realToFrac (negate vscroll)
zDist'' = curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
cam' <- return $ zDist .~ zDist'' $ cam
writeTVar (state ^. camera) cam'
-- there is more (joystic, touchInterface, ...), but currently ignored -- there is more (joystic, touchInterface, ...), but currently ignored
SDL.Quit -> modify $ window.shouldClose .~ True SDL.Quit -> modify $ window.shouldClose .~ True
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e] _ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
@ -340,4 +349,4 @@ copyGUI tex (vX, vY) widget = do
mapM_ (copyGUI tex (vX+xoff, vY+yoff)) $ toGUIAnys hMap nextChildrenIds mapM_ (copyGUI tex (vX+xoff, vY+yoff)) $ toGUIAnys hMap nextChildrenIds
--TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc. --TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc.
--TODO: Maybe queues are better? --TODO: Maybe queues are better?