changed SDL to qualified import

This commit is contained in:
Nicole Dresselhaus 2014-05-10 20:22:49 +02:00
parent e4fec7c3de
commit a57cada945
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@ -27,7 +27,7 @@ import Foreign.Marshal.Alloc (allocaBytes)
import Control.Lens ((^.), (.~), (%~)) import Control.Lens ((^.), (.~), (%~))
-- GUI -- GUI
import Graphics.UI.SDL as SDL import qualified Graphics.UI.SDL as SDL
-- Render -- Render
import qualified Graphics.Rendering.OpenGL.GL as GL import qualified Graphics.Rendering.OpenGL.GL as GL
@ -65,15 +65,15 @@ testParser a = putStrLn . show =<< parseIQM a
main :: IO () main :: IO ()
main = main =
SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ --also: InitNoParachute -> faster, without parachute! SDL.withInit [SDL.InitVideo, SDL.InitAudio, SDL.InitEvents, SDL.InitTimer] $ --also: InitNoParachute -> faster, without parachute!
SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL SDL.withWindow "Pioneers" (SDL.Position 100 100) (SDL.Size 1024 600) [SDL.WindowOpengl -- we want openGL
,WindowShown -- window should be visible ,SDL.WindowShown -- window should be visible
,WindowResizable -- and resizable ,SDL.WindowResizable -- and resizable
,WindowInputFocus -- focused (=> active) ,SDL.WindowInputFocus -- focused (=> active)
,WindowMouseFocus -- Mouse into it ,SDL.WindowMouseFocus -- Mouse into it
--,WindowInputGrabbed-- never let go of input (KB/Mouse) --,WindowInputGrabbed-- never let go of input (KB/Mouse)
] $ \window' -> do ] $ \window' -> do
withOpenGL window' $ do SDL.withOpenGL window' $ do
--Create Renderbuffer & Framebuffer --Create Renderbuffer & Framebuffer
-- We will render to this buffer to copy the result into textures -- We will render to this buffer to copy the result into textures
@ -82,12 +82,12 @@ main =
GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
(Size fbWidth fbHeight) <- glGetDrawableSize window' (SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
initRendering initRendering
--generate map vertices --generate map vertices
glMap' <- initMapShader 4 =<< getMapBufferObject glMap' <- initMapShader 4 =<< getMapBufferObject
print window' print window'
eventQueue <- newTQueueIO :: IO (TQueue Event) eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
putStrLn "foo" putStrLn "foo"
now <- getCurrentTime now <- getCurrentTime
putStrLn "foo" putStrLn "foo"
@ -181,7 +181,7 @@ run = do
-- draw Scene -- draw Scene
draw draw
liftIO $ glSwapWindow (env ^. windowObject) liftIO $ SDL.glSwapWindow (env ^. windowObject)
-- getEvents & process -- getEvents & process
processEvents processEvents
@ -237,7 +237,7 @@ run = do
now <- getCurrentTime now <- getCurrentTime
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"] title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
setWindowTitle (env ^. windowObject) title SDL.setWindowTitle (env ^. windowObject) title
let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
clockFactor = (state ^. io.tessClockFactor) clockFactor = (state ^. io.tessClockFactor)
tessChange tessChange
@ -327,14 +327,14 @@ adjustWindow = do
processEvents :: Pioneers () processEvents :: Pioneers ()
processEvents = do processEvents = do
me <- liftIO pollEvent me <- liftIO SDL.pollEvent
case me of case me of
Just e -> do Just e -> do
processEvent e processEvent e
processEvents processEvents
Nothing -> return () Nothing -> return ()
processEvent :: Event -> Pioneers () processEvent :: SDL.Event -> Pioneers ()
processEvent e = do processEvent e = do
eventCallback e eventCallback e
-- env <- ask -- env <- ask
@ -343,7 +343,7 @@ processEvent e = do
case winEvent of case winEvent of
SDL.Closing -> SDL.Closing ->
modify $ window.shouldClose .~ True modify $ window.shouldClose .~ True
SDL.Resized {windowResizedTo=size} -> do SDL.Resized {SDL.windowResizedTo=size} -> do
modify $ (window . width .~ SDL.sizeWidth size) modify $ (window . width .~ SDL.sizeWidth size)
. (window . height .~ SDL.sizeHeight size) . (window . height .~ SDL.sizeHeight size)
adjustWindow adjustWindow