converted Types to Labels
- Types is converted to Lebles (monomorphic lenses) - Main initializes type now - All other stuff in Main still calls old syntax. refs #467 @3h
This commit is contained in:
118
src/Main.hs
118
src/Main.hs
@ -24,9 +24,9 @@ import Control.Lens ((^.))
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import Linear as L
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-- GUI
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import Graphics.UI.SDL as SDL
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import Graphics.UI.SDL.TTF as TTF
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import Graphics.UI.SDL.TTF.Types
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import Graphics.UI.SDL as SDL hiding (Position)
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--import Graphics.UI.SDL.TTF as TTF
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--import Graphics.UI.SDL.TTF.Types
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-- Render
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import qualified Graphics.Rendering.OpenGL.GL as GL
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@ -58,7 +58,7 @@ main = do
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,WindowInputGrabbed-- never let go of input (KB/Mouse)
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] $ \window -> do
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withOpenGL window $ do
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TTF.withInit $ do
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--TTF.withInit $ do
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(Size fbWidth fbHeight) <- glGetDrawableSize window
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initRendering
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--generate map vertices
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@ -69,9 +69,9 @@ main = do
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putStrLn "foo"
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now <- getCurrentTime
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putStrLn "foo"
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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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--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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let zDistClosest = 1
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zDistFarthest = zDistClosest + 30
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@ -82,50 +82,72 @@ main = do
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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aks = ArrowKeyState {
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arrowUp = False
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,arrowDown = False
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,arrowLeft = False
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,arrowRight = False
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_up = False
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, _down = False
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, _left = False
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, _right = False
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}
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glMap = GLMapState
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{ _shdrVertexIndex = vi
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, _shdrNormalIndex = ni
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, _shdrColorIndex = ci
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, _shdrProjMatIndex = pri
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, _shdrViewMatIndex = vii
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, _shdrModelMatIndex = mi
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, _shdrNormalMatIndex = nmi
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, _shdrTessInnerIndex = tli
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, _shdrTessOuterIndex = tlo
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, _stateTessellationFactor = 4
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, _stateMap = mapBuffer
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, _mapVert = vert
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}
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env = Env
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{ envEventsChan = eventQueue
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, envWindow = window
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, envZDistClosest = zDistClosest
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, envZDistFarthest = zDistFarthest
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, envFont = font
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{ _eventsChan = eventQueue
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, _windowObject = window
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, _zDistClosest = zDistClosest
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, _zDistFarthest = zDistFarthest
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--, envFont = font
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}
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state = State
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{ stateWindowWidth = fbWidth
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, stateWindowHeight = fbHeight
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, stateXAngle = pi/6
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, stateYAngle = pi/2
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, stateZDist = 10
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, statePositionX = 5
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, statePositionY = 5
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, stateCursorPosX = 0
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, stateCursorPosY = 0
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, stateMouseDown = False
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, stateDragging = False
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, stateDragStartX = 0
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, stateDragStartY = 0
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, stateDragStartXAngle = 0
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, stateDragStartYAngle = 0
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, shdrVertexIndex = vi
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, shdrNormalIndex = ni
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, shdrColorIndex = ci
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, shdrProjMatIndex = pri
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, shdrViewMatIndex = vii
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, shdrModelMatIndex = mi
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, shdrNormalMatIndex = nmi
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, shdrTessInnerIndex = tli
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, shdrTessOuterIndex = tlo
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, stateMap = mapBuffer
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, mapVert = vert
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, stateFrustum = frust
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, stateWinClose = False
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, stateClock = now
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, stateArrowsPressed = aks
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, stateTessellationFactor = 4
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{ _window = WindowState
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{ _width = fbWidth
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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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, _camPosition = Position
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{ Types._x = 5
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, Types._y = 5
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}
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}
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, _io = IOState
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{ _clock = now
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}
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, _mouse = MouseState
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{ _isDown = False
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, _isDragging = False
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, _dragStartX = 0
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, _dragStartY = 0
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, _dragStartXAngle = 0
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, _dragStartYAngle = 0
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, _mousePosition = Position
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{ Types._x = 5
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, Types._y = 5
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}
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}
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, _keyboard = KeyboardState
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{ _arrowsPressed = aks
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}
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, _gl = GLState
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{ _glMap = glMap
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}
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, _game = GameState
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{
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}
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}
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putStrLn "init done."
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@ -138,7 +160,7 @@ main = do
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draw :: Pioneers ()
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draw = do
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state <- get
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let xa = stateXAngle state
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let xa = get (camera . xAngle) state --stateXAngle state
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ya = stateYAngle state
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(GL.UniformLocation proj) = shdrProjMatIndex state
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(GL.UniformLocation nmat) = shdrNormalMatIndex state
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