fixed indentation
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5077bfd793
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15
src/Main.hs
15
src/Main.hs
@ -68,24 +68,15 @@ import qualified Debug.Trace as D (trace)
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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main :: IO ()
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main :: IO ()
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main = do
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main = do
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SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ do --also: InitNoParachute -> faster, without parachute!
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SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ do --also: InitNoParachute -> faster, without parachute!
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{- (window, renderer) <- SDL.createWindowAndRenderer (Size 1024 600) [WindowOpengl -- we want openGL
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SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
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,WindowShown -- window should be visible
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,WindowResizable -- and resizable
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,WindowInputFocus -- focused (=> active)
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,WindowMouseFocus -- Mouse into it
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--,WindowInputGrabbed-- never let go of input (KB/Mouse)
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] -}
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SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
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,WindowShown -- window should be visible
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,WindowShown -- window should be visible
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,WindowResizable -- and resizable
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,WindowResizable -- and resizable
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,WindowInputFocus -- focused (=> active)
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,WindowInputFocus -- focused (=> active)
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,WindowMouseFocus -- Mouse into it
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,WindowMouseFocus -- Mouse into it
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--,WindowInputGrabbed-- never let go of input (KB/Mouse)
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--,WindowInputGrabbed-- never let go of input (KB/Mouse)
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] $ \window -> do
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] $ \window -> do
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--mainGlContext <- SDL.glCreateContext window
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withOpenGL window $ do
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withOpenGL window $ do
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--TTF.withInit $ do
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--Create Renderbuffer & Framebuffer
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--Create Renderbuffer & Framebuffer
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-- We will render to this buffer to copy the result into textures
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-- We will render to this buffer to copy the result into textures
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