converted to lenses

This commit is contained in:
Nicole Dresselhaus 2014-03-05 14:42:26 +01:00
parent 82e9b4d826
commit 5a70a22da6
2 changed files with 106 additions and 135 deletions

View File

@ -20,11 +20,12 @@ import Foreign (Ptr, castPtr, with)
import Foreign.C (CFloat)
-- Math
import Control.Lens ((^.))
import Control.Lens ((^.), (.~), (%~))
import Linear as L
-- GUI
import Graphics.UI.SDL as SDL hiding (Position)
import qualified Graphics.UI.SDL as SDL (Position)
import Graphics.UI.SDL as SDL
--import Graphics.UI.SDL.TTF as TTF
--import Graphics.UI.SDL.TTF.Types
@ -50,7 +51,7 @@ import qualified Debug.Trace as D (trace)
main :: IO ()
main = do
SDL.withInit [InitVideo, InitAudio] $ do --also: InitNoParachute -> faster, without parachute!
SDL.withWindow "Pioneers" (Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
,WindowShown -- window should be visible
,WindowResizable -- and resizable
,WindowInputFocus -- focused (=> active)
@ -119,7 +120,7 @@ main = do
, _yAngle = pi/2
, _zDist = 10
, _frustum = frust
, _camPosition = Position
, _camPosition = Types.Position
{ Types._x = 5
, Types._y = 5
}
@ -134,7 +135,7 @@ main = do
, _dragStartY = 0
, _dragStartXAngle = 0
, _dragStartYAngle = 0
, _mousePosition = Position
, _mousePosition = Types.Position
{ Types._x = 5
, Types._y = 5
}
@ -160,23 +161,23 @@ main = do
draw :: Pioneers ()
draw = do
state <- get
let xa = get (camera . xAngle) state --stateXAngle state
ya = stateYAngle state
(GL.UniformLocation proj) = shdrProjMatIndex state
(GL.UniformLocation nmat) = shdrNormalMatIndex state
(GL.UniformLocation vmat) = shdrViewMatIndex state
(GL.UniformLocation tli) = shdrTessInnerIndex state
(GL.UniformLocation tlo) = shdrTessOuterIndex state
vi = shdrVertexIndex state
ni = shdrNormalIndex state
ci = shdrColorIndex state
numVert = mapVert state
map' = stateMap state
frust = stateFrustum state
camX = statePositionX state
camY = statePositionY state
zDist = stateZDist state
tessFac = stateTessellationFactor state
let xa = state ^. camera.xAngle
ya = state ^. camera.yAngle
(GL.UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
(GL.UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
(GL.UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
(GL.UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
(GL.UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
vi = state ^. gl.glMap.shdrVertexIndex
ni = state ^. gl.glMap.shdrNormalIndex
ci = state ^. gl.glMap.shdrColorIndex
numVert = state ^. gl.glMap.mapVert
map' = state ^. gl.glMap.stateMap
frust = state ^. camera.frustum
camX = state ^. camera.camPosition.x
camY = state ^. camera.camPosition.y
zDist' = state ^. camera.zDist
tessFac = state ^. gl.glMap.stateTessellationFactor
liftIO $ do
--(vi,GL.UniformLocation proj) <- initShader
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
@ -187,7 +188,7 @@ draw = do
checkError "foo"
--set up camera
let ! cam = getCam (camX,camY) zDist xa ya
let ! cam = getCam (camX,camY) zDist' xa ya
with (distribute cam) $ \ptr ->
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
checkError "foo"
@ -226,11 +227,11 @@ draw = do
run :: Pioneers ()
run = do
win <- asks envWindow
env <- ask
-- draw Scene
draw
liftIO $ glSwapWindow win
liftIO $ glSwapWindow (env ^. windowObject)
-- getEvents & process
processEvents
@ -238,15 +239,15 @@ run = do
state <- get
-- change in camera-angle
when (stateDragging state) $ do
let sodx = stateDragStartX state
sody = stateDragStartY state
sodxa = stateDragStartXAngle state
sodya = stateDragStartYAngle state
x = stateCursorPosX state
y = stateCursorPosY state
let myrot = (x - sodx) / 2
mxrot = (y - sody) / 2
when (state ^. mouse.isDragging) $ do
let sodx = state ^. mouse.dragStartX
sody = state ^. mouse.dragStartY
sodxa = state ^. mouse.dragStartXAngle
sodya = state ^. mouse.dragStartYAngle
x' = state ^. mouse.mousePosition.x
y' = state ^. mouse.mousePosition.y
myrot = (x' - sodx) / 2
mxrot = (y' - sody) / 2
newXAngle = curb (pi/12) (0.45*pi) newXAngle'
newXAngle' = sodxa + mxrot/100
newYAngle
@ -254,25 +255,22 @@ run = do
| newYAngle' < (-pi) = newYAngle' + 2 * pi
| otherwise = newYAngle'
newYAngle' = sodya + myrot/100
put $ state
{ stateXAngle = newXAngle
, stateYAngle = newYAngle
}
modify $ ((camera.xAngle) .~ newXAngle)
. ((camera.yAngle) .~ newYAngle)
-- get cursor-keys - if pressed
--TODO: Add sin/cos from stateYAngle
(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
modify $ \s ->
let
multc = cos $ stateYAngle s
mults = sin $ stateYAngle s
in
s {
statePositionX = statePositionX s - 0.2 * kxrot * multc
multc = cos $ state ^. camera.yAngle
mults = sin $ state ^. camera.yAngle
modx x' = x' - 0.2 * kxrot * multc
- 0.2 * kyrot * mults
, statePositionY = statePositionY s + 0.2 * kxrot * mults
mody y' = y' - 0.2 * kxrot * mults
- 0.2 * kyrot * multc
}
modify $ (camera.camPosition.x %~ modx)
. (camera.camPosition.y %~ mody)
{-
--modify the state with all that happened in mt time.
@ -281,49 +279,45 @@ run = do
{
}
-}
mt <- liftIO $ do
now <- getCurrentTime
diff <- return $ diffUTCTime now (stateClock state) -- get time-diffs
diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
title <- return $ unwords ["Pioneers @ ",show ((round .fromRational.toRational $ 1.0/diff)::Int),"fps"]
setWindowTitle win title
setWindowTitle (env ^. windowObject) title
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
threadDelay sleepAmount
return now
-- set state with new clock-time
modify $ \s -> s
{
stateClock = mt
}
shouldClose <- return $ stateWinClose state
modify $ io.clock .~ mt
shouldClose <- return $ state ^. window.shouldClose
unless shouldClose run
getArrowMovement :: Pioneers (Int, Int)
getArrowMovement = do
state <- get
aks <- return $ stateArrowsPressed state
aks <- return $ state ^. (keyboard.arrowsPressed)
let
horz = left' + right'
vert = up'+down'
left' = if arrowLeft aks then -1 else 0
right' = if arrowRight aks then 1 else 0
up' = if arrowUp aks then -1 else 0
down' = if arrowDown aks then 1 else 0
left' = if aks ^. left then -1 else 0
right' = if aks ^. right then 1 else 0
up' = if aks ^. up then -1 else 0
down' = if aks ^. down then 1 else 0
return (horz,vert)
adjustWindow :: Pioneers ()
adjustWindow = do
state <- get
let fbWidth = stateWindowWidth state
fbHeight = stateWindowHeight state
let fbWidth = state ^. window.width
fbHeight = state ^. window.height
fov = 90 --field of view
near = 1 --near plane
far = 100 --far plane
ratio = fromIntegral fbWidth / fromIntegral fbHeight
frust = createFrustum fov near far ratio
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
put $ state {
stateFrustum = frust
}
modify $ camera.frustum .~ frust
processEvents :: Pioneers ()
@ -337,18 +331,15 @@ processEvents = do
processEvent :: Event -> Pioneers ()
processEvent e = do
return ()
case eventData e of
Window _ winEvent ->
case winEvent of
Closing ->
modify $ \s -> s {
stateWinClose = True
}
modify $ window.shouldClose .~ True
Resized {windowResizedTo=size} -> do
modify $ \s -> s {
stateWindowWidth = sizeWidth size
,stateWindowHeight = sizeHeight size
}
modify $ (window.width .~ (sizeWidth size))
. (window.height .~ (sizeHeight size))
adjustWindow
SizeChanged ->
adjustWindow
@ -357,78 +348,50 @@ processEvent e = do
--liftIO $ putStrLn $ unwords ["Unhandled Window-Event:",show e]
Keyboard movement _ isRepeated key -> --up/down window(ignored) true/false actualKey
-- need modifiers? use "keyModifiers key" to get them
let aks = keyboard.arrowsPressed in
case keyScancode key of
Escape ->
modify $ \s -> s {
stateWinClose = True
}
modify $ window.shouldClose .~ True
SDL.Left ->
modify $ \s -> s {
stateArrowsPressed = (stateArrowsPressed s) {
arrowLeft = movement == KeyDown
}
}
modify $ aks.left .~ (movement == KeyDown)
SDL.Right ->
modify $ \s -> s {
stateArrowsPressed = (stateArrowsPressed s) {
arrowRight = movement == KeyDown
}
}
modify $ aks.right .~ (movement == KeyDown)
SDL.Up ->
modify $ \s -> s {
stateArrowsPressed = (stateArrowsPressed s) {
arrowUp = movement == KeyDown
}
}
modify $ aks.up .~ (movement == KeyDown)
SDL.Down ->
modify $ \s -> s {
stateArrowsPressed = (stateArrowsPressed s) {
arrowDown = movement == KeyDown
}
}
modify $ aks.down .~ (movement == KeyDown)
SDL.KeypadPlus ->
when (movement == KeyDown) $ do
modify $ \s -> s {
stateTessellationFactor = min (stateTessellationFactor s + 1) 5
}
modify $ (gl.glMap.stateTessellationFactor) %~ ((min 5) . (+1))
state <- get
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ stateTessellationFactor state]
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
SDL.KeypadMinus ->
when (movement == KeyDown) $ do
modify $ \s -> s {
stateTessellationFactor = max (stateTessellationFactor s - 1) 1
}
modify $ (gl.glMap.stateTessellationFactor) %~ ((max 1) . (+(-1)))
state <- get
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ stateTessellationFactor state]
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
_ ->
return ()
MouseMotion _ mouseId st (Position x y) xrel yrel -> do
MouseMotion _ mouseId st (SDL.Position x y) xrel yrel -> do
state <- get
when (stateMouseDown state && not (stateDragging state)) $
put $ state
{ stateDragging = True
, stateDragStartX = fromIntegral x
, stateDragStartY = fromIntegral y
, stateDragStartXAngle = stateXAngle state
, stateDragStartYAngle = stateYAngle state
}
modify $ \s -> s {
stateCursorPosX = fromIntegral x
, stateCursorPosY = fromIntegral y
}
MouseButton _ mouseId button state (Position x y) ->
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))
MouseButton _ mouseId button state (SDL.Position x y) ->
case button of
LeftButton -> do
let pressed = state == Pressed
modify $ \s -> s {
stateMouseDown = pressed
}
modify $ mouse.isDown .~ pressed
unless pressed $ do
st <- get
if stateDragging st then
modify $ \s -> s {
stateDragging = False
}
if st ^. mouse.isDragging then
modify $ mouse.isDragging .~ False
else
clickHandler (UI.Callbacks.Pixel x y)
RightButton -> do
@ -437,11 +400,9 @@ processEvent e = do
return ()
MouseWheel _ mouseId hscroll vscroll -> do
env <- ask
modify $ \s -> s
{ stateZDist =
let zDist' = stateZDist s + realToFrac (negate vscroll)
in curb (envZDistClosest env) (envZDistFarthest env) zDist'
}
Quit -> modify $ \s -> s {stateWinClose = True}
state <- get
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
modify $ camera.zDist .~ (curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist')
Quit -> modify $ window.shouldClose .~ True
-- there is more (joystic, touchInterface, ...), but currently ignored
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]

View File

@ -101,8 +101,18 @@ data State = State
, _game :: !GameState
}
$(mkLabels [''State, ''GLState, ''GLMapState, ''KeyboardState, ''ArrowKeyState,
''MouseState, ''GameState, ''IOState, ''CameraState, ''WindowState,
''Position, ''Env])
$(makeLenses ''State)
$(makeLenses ''GLState)
$(makeLenses ''GLMapState)
$(makeLenses ''KeyboardState)
$(makeLenses ''ArrowKeyState)
$(makeLenses ''MouseState)
$(makeLenses ''GameState)
$(makeLenses ''IOState)
$(makeLenses ''CameraState)
$(makeLenses ''WindowState)
$(makeLenses ''Position)
$(makeLenses ''Env)
type Pioneers = RWST Env () State IO