WIP, does not compile.
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commit
e37832371c
@ -16,7 +16,6 @@ executable Pioneers
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Map.Types,
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Map.Graphics,
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Map.Creation,
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Map.StaticMaps,
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Importer.IQM.Types,
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Importer.IQM.Parser,
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Render.Misc,
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14
src/Main.hs
14
src/Main.hs
@ -43,7 +43,9 @@ import Render.Render (initRendering,
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import Render.Types
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import UI.Callbacks
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import Map.Graphics
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import Map.Creation (exportedMap)
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import Types
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import qualified UI.UIBase as UI
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import Importer.IQM.Parser
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--import Data.Attoparsec.Char8 (parseTest)
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--import qualified Data.ByteString as B
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@ -53,7 +55,7 @@ import Importer.IQM.Parser
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--------------------------------------------------------------------------------
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testParser :: String -> IO ()
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testParser a = putStrLn . show =<< parseIQM a
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testParser a = print =<< parseIQM a
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{-do
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f <- B.readFile a
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putStrLn "reading in:"
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@ -85,7 +87,8 @@ main =
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(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
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initRendering
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--generate map vertices
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glMap' <- initMapShader 4 =<< getMapBufferObject
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curMap <- exportedMap
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glMap' <- initMapShader 4 =<< getMapBufferObject curMap
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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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now <- getCurrentTime
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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@ -125,7 +128,7 @@ main =
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25
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, _camObject = createFlatCam 25 25 curMap
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}
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, _io = IOState
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{ _clock = now
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@ -153,12 +156,13 @@ main =
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, _glFramebuffer = frameBuffer
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}
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, _game = GameState
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{
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{ _currentMap = curMap
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}
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, _ui = UIState
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{ _uiHasChanged = True
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, _uiMap = guiMap
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, _uiRoots = guiRoots
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, _uiButtonState = UI.UIButtonState 0 Nothing
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}
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}
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@ -216,7 +220,7 @@ run = do
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- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)))
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (state ^. game.currentMap))
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{-
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--modify the state with all that happened in mt time.
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@ -2,7 +2,6 @@ module Map.Creation
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where
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import Map.Types
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import Map.StaticMaps
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-- import Map.Map unused (for now)
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import Data.Array
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@ -18,6 +17,10 @@ infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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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]]
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exportedMap :: IO PlayMap
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exportedMap = do mounts <- mnt
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return $ aplAll mounts mapEmpty
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@ -52,7 +55,7 @@ gauss3Dgeneral :: Floating q =>
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-> q -- ^ Coordinate in question on X
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-> q -- ^ Coordinate in question on Z
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-> q -- ^ elevation on coordinate in question
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gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
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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)))))
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-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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gauss3D :: Floating q =>
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@ -93,20 +96,17 @@ mnt = do g <- newStdGen
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
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amp = head $ randomRs (2.0, 5.0) g
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sig = head $ randomRs (1.0, 5.0) g
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fi = fromIntegral
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gs = map mkStdGen (map (*seed) [1..])
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1))))
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amp = head $ randomRs ((2.0, 5.0) :: (Float, Float)) (gs !! 2)
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sig = head $ randomRs ((1.0, 15.0) :: (Float, Float)) (gs !! 3)
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx,gz) (Node (x,z) (rx,rz,y) _ b pl pa r s) = let y_neu = max y e
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in Node (x,z) (rx, rz, y_neu) (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fromIntegral gx) (fromIntegral gz) sig sig rx rz
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-- | Makes sure the edges of the Map are mountain-free
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makeIsland :: PlayMap -> PlayMap
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@ -50,16 +50,14 @@ stripify :: (Int,Int) -> (Int,Int)
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stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
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strp :: Node -> Node
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strp (Full xz y tt bi pli p ri si) = Full (stripify xz) y tt bi pli p ri si
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strp (Minimal xz ) = Minimal (stripify xz)
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strp (Node i (x,z,y) tt bi pli p ri si) = Node (stripify i) (x,z,y) tt bi pli p ri si
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-- extract graphics information from Playmap
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convertToGraphicsMap :: PlayMap -> GraphicsMap
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convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
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where
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graphicsyfy :: Node -> MapEntry
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graphicsyfy (Minimal _ ) = (1.0, Grass)
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graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
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graphicsyfy (Node _ (_,_,y) t _ _ _ _ _ ) = (y, t)
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lineHeight :: GLfloat
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lineHeight = 0.8660254
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@ -87,9 +85,8 @@ fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color
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fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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eMap <- exportedMap
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getMapBufferObject :: PlayMap -> IO (BufferObject, NumArrayIndices)
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getMapBufferObject eMap = do
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
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! myMap <- return $ generateTriangles myMap'
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len <- return $ fromIntegral $ P.length myMap `div` numComponents
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@ -203,8 +200,8 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
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Beach -> (0.90, 0.85, 0.70)
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Desert -> (1.00, 0.87, 0.39)
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Grass -> (0.30, 0.90, 0.10)
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Hill -> (0.80, 0.80, 0.80)
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Mountain -> (0.50, 0.50, 0.50)
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Mountain -> (0.80, 0.80, 0.80)
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Hill -> (0.50, 0.50, 0.50)
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coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
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coordLookup (x,z) y =
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@ -1,9 +1,11 @@
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module Map.Map where
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import Map.Types
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import Map.Creation
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import Data.Array (bounds)
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import Data.List (sort, group)
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import Data.Function (on)
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import Data.Array (bounds, (!))
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import Data.List (sort, sortBy, group)
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-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
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unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates
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@ -36,6 +38,57 @@ giveNeighbourhood _ 0 (a,b) = [(a,b)]
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giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
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remdups . concat $ ns : map (giveNeighbourhood mp (n-1)) ns
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-- | Calculates the height of any given point on the map.
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-- Does not add camera distance to ground to that.
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--
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-- This ueses barycentric coordinate stuff. Wanna read more?
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-- http://en.wikipedia.org/wiki/Barycentric_coordinate_system_%28mathematics%29
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-- http://www.alecjacobson.com/weblog/?p=1596
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--
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giveMapHeight :: PlayMap
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-> (Float, Float) -- ^ Coordinates on X/Z-axes
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-> Float -- ^ Terrain Height at that position
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giveMapHeight mp (x,z) = let [a,b,c] = getTrianglePoints [tff,tfc,tcf,tcc]
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ar = area (fi a) (fi b) (fi c)
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λa = area (fi b) (fi c) (x, z) / ar
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λb = area (fi a) (fi c) (x, z) / ar
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λc = area (fi a) (fi b) (x, z) / ar
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in (λa * hlu a) + (λb * hlu b) + (λc * hlu c)
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where
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fi :: (Int, Int) -> (Float, Float)
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fi (m, n) = (fromIntegral m, fromIntegral n)
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-- Height LookUp
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hlu :: (Int, Int) -> Float
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hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mp ! (k,j) in y
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ff = (floor x, floor z) :: (Int, Int)
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fc = (floor x, ceiling z) :: (Int, Int)
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cf = (ceiling x, floor z) :: (Int, Int)
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cc = (ceiling x, ceiling z) :: (Int, Int)
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tff = (ff, dist (x,z) ff)
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tfc = (fc, dist (x,z) fc)
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tcf = (cf, dist (x,z) cf)
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tcc = (cc, dist (x,z) cc)
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getTrianglePoints :: [((Int,Int), Float)] -> [(Int,Int)]
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getTrianglePoints = ((take 3) . (map fst) . (sortBy (compare `on` snd)))
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dist :: (Float, Float) -> (Int, Int) -> Float
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dist (x1,z1) (x2,z2) = let x' = x1 - fromIntegral x2
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z' = z1 - fromIntegral z2
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in sqrt $ x'*x' + z'*z'
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-- Heron's Formula: http://en.wikipedia.org/wiki/Heron%27s_formula
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area :: (Float, Float) -> (Float, Float) -> (Float, Float) -> Float
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area (x1,z1) (x2,z2) (x3,z3) = let a = sqrt $ (x1-x2)*(x1-x2) + (z1-z2)*(z1-z2)
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b = sqrt $ (x2-x3)*(x2-x3) + (z2-z3)*(z2-z3)
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c = sqrt $ (x1-x3)*(x1-x3) + (z1-z3)*(z1-z3)
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s = (a+b+c)/2
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in sqrt $ s * (s-a) * (s-b) * (s-c)
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-- removing duplicates in O(n log n), losing order and adding Ord requirement
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remdups :: Ord a => [a] -> [a]
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remdups = map head . group . sort
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@ -1,49 +0,0 @@
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module Map.StaticMaps
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where
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import Map.Types
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import Data.Array
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-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
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--mapCenterMountain :: PlayMap
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--mapCenterMountain = array ((0,0),(199,199)) nodes
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-- where
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-- nodes = water ++ beach ++ grass ++ hill ++ mountain
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-- water = [((a,b), Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) > 95]
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-- beach = [((a,b), Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 95, m2d (a,b) > 75]
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-- grass = [((a,b), Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 75, m2d (a,b) > 25]
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-- hill = [((a,b), Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 25, m2d (a,b) > 10]
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-- mountain = [((a,b), Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 10]
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-- g2d :: Int -> Int -> Float
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-- g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
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-- m2d :: (Int,Int) -> Int
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-- m2d (x,y) = mnh2D (x,y) (100,100)
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-- small helper for some hills. Should be replaced by multi-layer perlin-noise
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-- TODO: Replace as given in comment.
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--_noisyMap :: (Floating q) => q -> q -> q
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--_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
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-- + gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y
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-- + gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y
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-- + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y
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-- generates a noisy map
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-- TODO: add real noise to a simple pattern
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--mapNoise :: PlayMap
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--mapNoise = array ((0,0),(199,199)) nodes
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-- where
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-- nodes = [((a,b), Full (a,b)
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-- (height a b)
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-- (heightToTerrain GrassIslandMap $ height a b)
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-- BNothing
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-- NoPlayer
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-- NoPath
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-- Plain
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-- []) | a <- [0..199], b <- [0..199]]
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-- where
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-- height a b = _noisyMap (fromIntegral a) (fromIntegral b)
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@ -1,14 +1,14 @@
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module Map.Types
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where
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import Types
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import Data.Array
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type PlayMap = Array (XCoord, ZCoord) Node
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type PlayMap = Array (Xindex, Zindex) Node
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type XCoord = Int
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type ZCoord = Int
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type Xindex = Int
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type Zindex = Int
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type XCoord = Float
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type ZCoord = Float
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type YCoord = Float
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data MapType = GrassIslandMap
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@ -66,7 +66,67 @@ data TileType = Ocean
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| Mountain -- ^ Not accessible
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deriving (Show, Eq)
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-- TODO: Record Syntax
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data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
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| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
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-- TODO: Record Syntax?
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data Node = Node (Xindex, Zindex) (XCoord, ZCoord, YCoord) TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
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deriving (Show)
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data Structure = Flag -- Flag
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| Woodcutter -- Huts
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| Forester
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| Stonemason
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| Fisher
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| Hunter
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| Barracks
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| Guardhouse
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| LookoutTower
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| Well
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| Sawmill -- Houses
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| Slaughterhouse
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| Mill
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| Bakery
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| IronSmelter
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| Metalworks
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| Armory
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| Mint
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| Shipyard
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| Brewery
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| Storehouse
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| Watchtower
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| Catapult
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| GoldMine -- Mines
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| IronMine
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| GraniteMine
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| CoalMine
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| Farm -- Castles
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| PigFarm
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| DonkeyBreeder
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| Harbor
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| Fortress
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deriving (Show, Eq)
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data Amount = Infinite -- Neverending supply
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| Finite Int -- Finite supply
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-- Extremely preliminary, expand when needed
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data Commodity = WoodPlank
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| Sword
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| Fish
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deriving Eq
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data Resource = Coal
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| Iron
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| Gold
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| Granite
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| Water
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| Fishes
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deriving (Show, Eq)
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instance Show Amount where
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show (Infinite) = "inexhaustable supply"
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show (Finite n) = show n ++ " left"
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instance Show Commodity where
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show WoodPlank = "wooden plank"
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show Sword = "sword"
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show Fish = "fish"
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|
@ -24,6 +24,7 @@ import Render.Types
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import Graphics.GLUtil.BufferObjects (makeBuffer)
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import Importer.IQM.Parser
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import Importer.IQM.Types
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import Map.Map (giveMapHeight)
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mapVertexShaderFile :: String
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mapVertexShaderFile = "shaders/map/vertex.shader"
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|
@ -4,6 +4,10 @@ module Render.Types (createFlatCam, createSphereCam, Camera, GLCamera(..)) where
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import Linear
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import Foreign.C (CFloat)
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import Render.Misc (lookAt)
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import Map.Map (giveMapHeight)
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import Map.Types (PlayMap)
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import GHC.Float
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import qualified Debug.Trace as D
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type Distance = Double
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type Pitch = Double
|
||||
@ -11,27 +15,29 @@ type Yaw = Double
|
||||
|
||||
class GLCamera a where
|
||||
getCam :: a -> Distance -> Pitch -> Yaw -> M44 CFloat
|
||||
moveBy :: a -> (Position -> Position) -> a
|
||||
move :: a -> Position -> a
|
||||
moveBy :: a -> (Position -> Position) -> PlayMap -> a
|
||||
move :: a -> Position -> PlayMap -> a
|
||||
|
||||
type Position = (Double, Double)
|
||||
|
||||
type Radius = Double
|
||||
|
||||
data Camera = Flat Position
|
||||
type Height = Double
|
||||
|
||||
data Camera = Flat Position Height
|
||||
| Sphere Position Radius
|
||||
|
||||
-- | create a Flatcam-Camera starting at given x/z-Coordinates
|
||||
createFlatCam :: Double -> Double -> Camera
|
||||
createFlatCam x z = Flat (x,z)
|
||||
createFlatCam :: Double -> Double -> PlayMap -> Camera
|
||||
createFlatCam x z map' = Flat (x,z) (float2Double $ giveMapHeight map' (double2Float x,double2Float z))
|
||||
|
||||
-- | create a Flatcam-Camera starting at given pitch/azimuth/radius
|
||||
createSphereCam :: Double -> Double -> Double -> Camera
|
||||
createSphereCam p a r = Sphere (p,a) r
|
||||
createSphereCam p a = Sphere (p,a)
|
||||
|
||||
|
||||
instance GLCamera Camera where
|
||||
getCam (Flat (x',z')) dist' xa' ya' =
|
||||
getCam (Flat (x',z') y') dist' xa' ya' =
|
||||
lookAt (cpos ^+^ at') at' up
|
||||
where
|
||||
at' = V3 x (y+1) z
|
||||
@ -44,6 +50,7 @@ instance GLCamera Camera where
|
||||
upmap = ((fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat)) :: M33 CFloat)
|
||||
!* (V3 1 0 0)
|
||||
x = realToFrac x'
|
||||
y = realToFrac y'
|
||||
z = realToFrac z'
|
||||
dist = realToFrac dist'
|
||||
xa = realToFrac xa'
|
||||
@ -68,9 +75,13 @@ instance GLCamera Camera where
|
||||
dist = realToFrac dist'
|
||||
xa = realToFrac xa'
|
||||
ya = realToFrac ya'
|
||||
moveBy (Sphere (inc, az) r) f = undefined
|
||||
moveBy (Flat (x', z')) f = Flat (f (x',z'))
|
||||
move c (x', z') = moveBy c (\(x,z) -> (x+x',z+z'))
|
||||
moveBy (Sphere (inc, az) r) f map = undefined
|
||||
moveBy (Flat (x', z') y) f map = Flat (x,z) (float2Double y)
|
||||
where
|
||||
(x,z) = f (x', z')
|
||||
y = giveMapHeight map (fc x,fc z)
|
||||
fc = double2Float
|
||||
move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
|
||||
|
||||
sphereToCart :: (Floating a) => a -> a -> a -> V3 a
|
||||
sphereToCart r inc az = V3
|
||||
|
64
src/Types.hs
64
src/Types.hs
@ -15,6 +15,7 @@ import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
||||
import Render.Types
|
||||
import Importer.IQM.Types
|
||||
import UI.UIBase
|
||||
import Map.Types (PlayMap)
|
||||
|
||||
data Coord3D a = Coord3D a a a
|
||||
|
||||
@ -56,7 +57,7 @@ data IOState = IOState
|
||||
}
|
||||
|
||||
data GameState = GameState
|
||||
{
|
||||
{ _currentMap :: !PlayMap
|
||||
}
|
||||
|
||||
data MouseState = MouseState
|
||||
@ -155,6 +156,7 @@ data UIState = UIState
|
||||
{ _uiHasChanged :: !Bool
|
||||
, _uiMap :: Map.HashMap UIId (GUIWidget Pioneers)
|
||||
, _uiRoots :: [UIId]
|
||||
, _uiButtonState :: UIButtonState
|
||||
}
|
||||
|
||||
data State = State
|
||||
@ -186,63 +188,3 @@ $(makeLenses ''Position)
|
||||
$(makeLenses ''Env)
|
||||
$(makeLenses ''UIState)
|
||||
|
||||
data Structure = Flag -- Flag
|
||||
| Woodcutter -- Huts
|
||||
| Forester
|
||||
| Stonemason
|
||||
| Fisher
|
||||
| Hunter
|
||||
| Barracks
|
||||
| Guardhouse
|
||||
| LookoutTower
|
||||
| Well
|
||||
| Sawmill -- Houses
|
||||
| Slaughterhouse
|
||||
| Mill
|
||||
| Bakery
|
||||
| IronSmelter
|
||||
| Metalworks
|
||||
| Armory
|
||||
| Mint
|
||||
| Shipyard
|
||||
| Brewery
|
||||
| Storehouse
|
||||
| Watchtower
|
||||
| Catapult
|
||||
| GoldMine -- Mines
|
||||
| IronMine
|
||||
| GraniteMine
|
||||
| CoalMine
|
||||
| Farm -- Castles
|
||||
| PigFarm
|
||||
| DonkeyBreeder
|
||||
| Harbor
|
||||
| Fortress
|
||||
deriving (Show, Eq)
|
||||
|
||||
data Amount = Infinite -- Neverending supply
|
||||
| Finite Int -- Finite supply
|
||||
|
||||
-- Extremely preliminary, expand when needed
|
||||
data Commodity = WoodPlank
|
||||
| Sword
|
||||
| Fish
|
||||
deriving Eq
|
||||
|
||||
data Resource = Coal
|
||||
| Iron
|
||||
| Gold
|
||||
| Granite
|
||||
| Water
|
||||
| Fishes
|
||||
deriving (Show, Eq)
|
||||
|
||||
instance Show Amount where
|
||||
show (Infinite) = "inexhaustable supply"
|
||||
show (Finite n) = show n ++ " left"
|
||||
|
||||
instance Show Commodity where
|
||||
show WoodPlank = "wooden plank"
|
||||
show Sword = "sword"
|
||||
show Fish = "fish"
|
||||
|
||||
|
@ -134,6 +134,37 @@ eventCallback e = do
|
||||
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
|
||||
|
||||
|
||||
mouseButtonHandler :: (EventHandler Pioneers -> MouseButton -> Pixel -> GUIWidget Pioneers -> Pioneers (GUIWidget Pioneers))
|
||||
-> MouseButton -> Pixel -> Pioneers ()
|
||||
mouseButtonHandler transFunc btn px = do
|
||||
modify $ ui.uiButtonState %~ (mousePressed %~ (+1)) -- TODO: what happens if released outside window? not reset properly?
|
||||
state <- get
|
||||
let hMap = state ^. ui.uiMap
|
||||
currentWidget = state ^. ui.uiButtonState.mouseCurrentWidget
|
||||
case currentWidget of
|
||||
Just (wui, px') -> do
|
||||
let target = toGUIAny hMap wui
|
||||
target' <- case target ^. eventHandlers.(at MouseEvent) of
|
||||
Just ma -> transFunc ma btn (px -: px') target -- TODO unsafe fromJust
|
||||
Nothing -> return target
|
||||
modify $ ui.uiMap %~ Map.insert wui target'
|
||||
return ()
|
||||
Nothing -> return ()
|
||||
|
||||
mousePressHandler :: MouseButton -> Pixel -> Pioneers ()
|
||||
mousePressHandler btn px = do
|
||||
modify $ ui.uiButtonState %~ (mousePressed %~ (+1)) -- TODO: what happens if released outside window? not reset properly?
|
||||
mouseButtonHandler (\ma -> fromJust (ma ^? onMousePress)) btn px
|
||||
|
||||
mouseReleaseHandler :: MouseButton -> Pixel -> Pioneers ()
|
||||
mouseReleaseHandler btn px = do
|
||||
modify $ ui.uiButtonState %~ (mousePressed %~ flip (-) 1) -- TODO: what happens if pressed outside window? not set properly?
|
||||
mouseButtonHandler (\ma -> fromJust (ma ^? onMouseRelease)) btn px
|
||||
-- TODO: trigger move/enter/leave
|
||||
|
||||
mouseMoveHandler :: Pixel -> Pioneers ()
|
||||
mouseMoveHandler px = undefined
|
||||
|
||||
-- | Handler for UI-Inputs.
|
||||
-- Indicates a primary click on something (e.g. left-click, touch on Touchpad, fire on Gamepad, ...
|
||||
clickHandler :: MouseButton -> Pixel -> Pioneers ()
|
||||
@ -154,7 +185,7 @@ clickHandler btn pos@(x,y) = do
|
||||
++ show prio ++ " at [" ++ show x ++ "," ++ show y ++ "]"
|
||||
case w ^. eventHandlers.(at MouseEvent) of
|
||||
Just ma -> do w' <- fromJust (ma ^? onMousePress) btn pos' w -- TODO unsafe fromJust
|
||||
w'' <- fromJust (ma ^? onMouseRelease) btn pos' True w' -- TODO unsafe fromJust
|
||||
w'' <- fromJust (ma ^? onMouseRelease) btn pos' w' -- TODO unsafe fromJust
|
||||
return $ Just (uid, w'')
|
||||
Nothing -> return Nothing
|
||||
) hits
|
||||
|
@ -70,6 +70,15 @@ instance Hashable WidgetStateKey where -- TODO: generic deriving creates functio
|
||||
hash = fromEnum
|
||||
hashWithSalt salt x = (salt * 16777619) `xor` hash x
|
||||
|
||||
-- |Global tracking of mouse actions to determine event handling.
|
||||
data UIButtonState = UIButtonState
|
||||
{ _mousePressed :: Int -- ^amount of currently pressed buttons
|
||||
, _mouseCurrentWidget :: Maybe (UIId, Pixel)
|
||||
-- ^the current mouse-active widget and its global coordinates.
|
||||
-- If @_mousePressed == 0@: widget the mouse is hovering over,
|
||||
-- otherwise: widget the first button has been pressed on.
|
||||
} deriving (Show, Eq)
|
||||
|
||||
-- |The button dependant state of a 'MouseState'.
|
||||
data MouseButtonState = MouseButtonState
|
||||
{ _mouseIsDragging :: Bool -- ^firing if pressed but not confirmed
|
||||
@ -107,19 +116,22 @@ data EventHandler m =
|
||||
MouseHandler
|
||||
{
|
||||
-- |The function 'onMousePressed' is called when a button is pressed
|
||||
-- while inside a screen coordinate within the widget ('isInside').
|
||||
-- while the widget is mouse-active.
|
||||
--
|
||||
-- A widget becomes mouse-active if no other button is currently pressed and the mouse
|
||||
-- coordinates are within the widget's extent ('isInside') until no button is pressed any
|
||||
-- more.
|
||||
_onMousePress :: MouseButton -- ^the pressed button
|
||||
-> Pixel -- ^screen position
|
||||
-> GUIWidget m -- ^widget the event is invoked on
|
||||
-> m (GUIWidget m) -- ^widget after the event and the possibly altered mouse handler
|
||||
,
|
||||
-- |The function 'onMouseReleased' is called when a button is released
|
||||
-- while the pressing event occured within the widget ('isInside').
|
||||
-- while the widget is mouse-active.
|
||||
--
|
||||
-- Thus, the mouse is either within the widget or outside while still dragging.
|
||||
_onMouseRelease :: MouseButton -- ^the released button
|
||||
-> Pixel -- ^screen position
|
||||
-> Bool -- ^@True@ if the event occured inside the widget
|
||||
-> GUIWidget m -- ^widget the event is invoked on
|
||||
-> m (GUIWidget m) -- ^widget after the event and the altered handler
|
||||
}
|
||||
@ -128,19 +140,22 @@ data EventHandler m =
|
||||
MouseMotionHandler
|
||||
{
|
||||
-- |The function 'onMouseMove' is invoked when the mouse is moved inside the
|
||||
-- widget's space ('isInside').
|
||||
-- widget's extent ('isInside') while no button is pressed or when the mouse is inside the
|
||||
-- widget's extent while another button loses its mouse-active state. Triggered after
|
||||
-- '_onMouseEnter'.
|
||||
_onMouseMove :: Pixel -- ^screen position
|
||||
-> GUIWidget m -- ^widget the event is invoked on
|
||||
-> m (GUIWidget m) -- ^widget after the event and the altered handler
|
||||
,
|
||||
-- |The function 'onMouseMove' is invoked when the mouse enters the
|
||||
-- widget's space ('isInside').
|
||||
-- widget's extent ('isInside') or when the mouse is inside the
|
||||
-- widget's extent while another button loses its mouse-active state..
|
||||
_onMouseEnter :: Pixel -- ^screen position
|
||||
-> GUIWidget m -- ^widget the event is invoked on
|
||||
-> m (GUIWidget m) -- ^widget after the event and the altered handler
|
||||
,
|
||||
-- |The function 'onMouseMove' is invoked when the mouse leaves the
|
||||
-- widget's space ('isInside').
|
||||
-- |The function 'onMouseLeave' is invoked when the mouse leaves the
|
||||
-- widget's extent ('isInside') while no other widget is mouse-active.
|
||||
_onMouseLeave :: Pixel -- ^screen position
|
||||
-> GUIWidget m -- ^widget the event is invoked on
|
||||
-> m (GUIWidget m) -- ^widget after the event and the altered handler
|
||||
@ -199,10 +214,9 @@ data GUIBaseProperties m = BaseProperties
|
||||
data GUIGraphics m = Graphics
|
||||
{temp :: m Int}
|
||||
|
||||
$(makeLenses ''WidgetStateKey)
|
||||
$(makeLenses ''UIButtonState)
|
||||
$(makeLenses ''WidgetState)
|
||||
$(makeLenses ''MouseButtonState)
|
||||
$(makeLenses ''EventKey)
|
||||
$(makeLenses ''EventHandler)
|
||||
$(makeLenses ''GUIWidget)
|
||||
$(makeLenses ''GUIBaseProperties)
|
||||
@ -221,6 +235,7 @@ initialMouseState = MouseState (array (minBound, maxBound) [(i, initialButtonSta
|
||||
|
||||
-- TODO: combined mouse handler
|
||||
|
||||
-- TODO? breaks if button array not of sufficient size -- will be avoided by excluding constructor export
|
||||
-- |Creates a 'MouseHandler' that sets a widget's 'MouseButtonState' properties if present,
|
||||
-- only fully functional in conjunction with 'setMouseMotionStateActions'.
|
||||
setMouseStateActions :: (Monad m) => EventHandler m
|
||||
@ -231,7 +246,7 @@ setMouseStateActions = MouseHandler press' release'
|
||||
return $ w & widgetStates.(ix MouseStateKey).mouseStates.(ix b).mouseIsDragging .~ True
|
||||
|
||||
-- |Change 'MouseButtonState's '_mouseIsDragging' and '_mouseIsDeferred' to @False@.
|
||||
release' b _ _ w =
|
||||
release' b _ w =
|
||||
return $ w & widgetStates.(ix MouseStateKey).mouseStates.(ix b) %~
|
||||
(mouseIsDragging .~ False) . (mouseIsDeferred .~ False)
|
||||
|
||||
@ -260,8 +275,7 @@ setMouseMotionStateActions = MouseMotionHandler move' enter' leave'
|
||||
-- following line executed BEFORE above line
|
||||
. (\sState -> sState & mouseIsDeferred .~ not (sState ^. mouseIsDragging)))
|
||||
|
||||
|
||||
-- TODO? breaks if array not of sufficient size -- will be avoided by excluding constructor export
|
||||
-- TODO: make only fire if press started within widget
|
||||
-- |Creates a MouseHandler that reacts on mouse clicks.
|
||||
--
|
||||
-- Does /not/ update 'WidgetState MouseState'!
|
||||
@ -271,10 +285,21 @@ buttonMouseActions a = MouseHandler press' release'
|
||||
where
|
||||
press' _ _ = return
|
||||
|
||||
release' b p isIn w =
|
||||
if isIn
|
||||
then a b w p
|
||||
else return w
|
||||
release' b p w = do fire <- (w ^. baseProperties.isInside) w p
|
||||
if fire then a b w p else return w
|
||||
|
||||
-- TODO: make only fire if press started within widget
|
||||
-- |Creates a MouseHandler that reacts on mouse clicks.
|
||||
--
|
||||
-- Does /not/ update 'WidgetState MouseState'!
|
||||
buttonSingleMouseActions :: (Monad m) => (GUIWidget m -> Pixel -> m (GUIWidget m)) -- ^action on button press
|
||||
-> MouseButton -> EventHandler m
|
||||
buttonSingleMouseActions a btn = MouseHandler press' release'
|
||||
where
|
||||
press' _ _ = return
|
||||
|
||||
release' b p w = do fire <- liftM (b == btn &&) $ (w ^. baseProperties.isInside) w p
|
||||
if fire then a w p else return w
|
||||
|
||||
emptyGraphics :: (Monad m) => GUIGraphics m
|
||||
emptyGraphics = Graphics (return 3)
|
||||
|
@ -10,7 +10,7 @@ import UI.UIBase
|
||||
|
||||
-- TODO: test GUI function to scan for overlapping widgets
|
||||
|
||||
toGUIAny :: Map.HashMap UIId (GUIWidget m) -> UIId -> GUIWidget m
|
||||
toGUIAny :: Map.HashMap UIId (GUIWidget m) -> UIId -> GUIWidget m -- TODO: what to do if widget not inside map -> inconsistent state
|
||||
toGUIAny m uid = fromMaybe (error "map does not contain requested key") (Map.lookup uid m)
|
||||
{-# INLINABLE toGUIAny #-}
|
||||
|
||||
@ -46,4 +46,8 @@ getInsideId hMap px uid = do
|
||||
else return []
|
||||
--TODO: Priority queue?
|
||||
|
||||
getLeadingWidget :: [(UIId, Pixel)] -- ^widgets and their screen positions
|
||||
-> Pioneers (Maybe (UIId, Pixel)) -- ^the leading widget
|
||||
getLeadingWidget [] = return Nothing
|
||||
getLeadingWidget (x:_) = return $ Just x
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user