module UI.Callbacks where import qualified Graphics.Rendering.OpenGL.GL as GL import Control.Lens ((^.), (.~)) import Control.Monad (liftM) import Control.Monad.RWS.Strict (get, modify) import Control.Monad.Trans (liftIO) import qualified Data.HashMap.Strict as Map import Data.List (foldl') import Data.Maybe import Foreign.Marshal.Array (pokeArray) import Foreign.Marshal.Alloc (allocaBytes) import Render.Misc (genColorData) import Types import UI.UIBaseData import UI.UIClasses import UI.UIOperations data Pixel = Pixel Int Int createGUI :: (Map.HashMap UIId (GUIAny Pioneers), [UIId]) createGUI = (Map.fromList [ (UIId 0, GUIAnyP $ GUIPanel $ GUIContainer 0 0 0 0 [UIId 1, UIId 2] 0) , (UIId 1, GUIAnyC $ GUIContainer 20 50 120 80 [] 1) , (UIId 2, GUIAnyP $ GUIPanel $ GUIContainer 100 140 0 0 [UIId 3, UIId 4] 3) , (UIId 3, GUIAnyC $ GUIContainer 100 140 130 200 [] 4 ) , (UIId 4, GUIAnyB (GUIButton 30 200 60 175 2 defaultUIState ) (ButtonHandler testMessage)) ], [UIId 0]) getGUI :: Map.HashMap UIId (GUIAny Pioneers) -> [GUIAny Pioneers] getGUI hmap = Map.elems hmap getRootIds :: Pioneers [UIId] getRootIds = do state <- get return $ state ^. ui.uiRoots getRoots :: Pioneers [GUIAny Pioneers] getRoots = do state <- get rootIds <- getRootIds let hMap = state ^. ui.uiMap return $ toGUIAnys hMap rootIds testMessage :: w -> ScreenUnit -> ScreenUnit -> Pioneers w testMessage w x y = do liftIO $ putStrLn ("\tclick on " ++ show x ++ "," ++ show y) return w -- | Handler for UI-Inputs. -- Indicates a primary click on something (e.g. left-click, touch on Touchpad, fire on Gamepad, ... clickHandler :: Pixel -> Pioneers () clickHandler (Pixel x y) = do state <- get let hMap = state ^. ui.uiMap roots <- getRootIds hits <- liftM concat $ mapM (getInsideId hMap x y) roots case hits of [] -> liftIO $ putStrLn $ unwords ["button press on (",show x,",",show y,")"] _ -> do changes <- sequence $ map (\uid -> do let w = toGUIAny hMap uid short <- getShorthand w bound <- getBoundary w prio <- getPriority w liftIO $ putStrLn $ "hitting " ++ short ++ ": " ++ show bound ++ " " ++ show prio ++ " at [" ++ show x ++ "," ++ show y ++ "]" case w of (GUIAnyB b h) -> do (b', h') <- onMousePressed x y b h (b'', h'') <- onMouseReleased x y b' h' return $ Just (uid, GUIAnyB b'' h'') _ -> return Nothing ) $ hits let newMap :: Map.HashMap UIId (GUIAny Pioneers) newMap = foldl' (\hm (uid, w') -> Map.insert uid w' hm) hMap $ catMaybes changes modify $ ui.uiMap .~ newMap return () -- | Handler for UI-Inputs. -- Indicates an alternate click on something (e.g. right-click, touch&hold on Touchpad, ... alternateClickHandler :: Pixel -> Pioneers () alternateClickHandler (Pixel x y) = liftIO $ putStrLn $ unwords ["alternate press on (",show x,",",show y,")"] -- | informs the GUI to prepare a blitting of state ^. gl.glHud.hudTexture -- --TODO: should be done asynchronously at one point. -- -> can't. if 2 Threads bind Textures its not sure -- on which one the GPU will work. -- "GL.textureBinding GL.Texture2D" is a State set -- to the texture all following works on. -- -- https://www.opengl.org/wiki/GLAPI/glTexSubImage2D for copy prepareGUI :: Pioneers () prepareGUI = do state <- get roots <- getRoots let tex = (state ^. gl.glHud.hudTexture) liftIO $ do -- bind texture - all later calls work on this one. GL.textureBinding GL.Texture2D GL.$= Just tex mapM_ (copyGUI tex) roots modify $ ui.uiHasChanged .~ False --TODO: Perform border-checking ... is xoff + width and yoff+height inside the screen-coordinates.. copyGUI :: GL.TextureObject -> GUIAny Pioneers -> Pioneers () copyGUI tex widget = do (xoff, yoff, wWidth, wHeight) <- getBoundary widget state <- get let hMap = state ^. ui.uiMap int = fromInteger.toInteger --conversion between Int8, GLInt, Int, ... --temporary color here. lateron better some getData-function to --get a list of pixel-data or a texture. color = case widget of (GUIAnyC _) -> [255,0,0,128] (GUIAnyB _ _) -> [255,255,0,255] (GUIAnyP _) -> [128,128,128,128] _ -> [255,0,255,255] liftIO $ allocaBytes (wWidth*wHeight*4) $ \ptr -> do --copy data into C-Array pokeArray ptr (genColorData (wWidth*wHeight) color) GL.texSubImage2D GL.Texture2D 0 (GL.TexturePosition2D (int xoff) (int yoff)) (GL.TextureSize2D (int wWidth) (int wHeight)) (GL.PixelData GL.RGBA GL.UnsignedByte ptr) nextChildrenIds <- getChildren widget mapM_ (copyGUI tex) $ toGUIAnys hMap $ nextChildrenIds --TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc. --TODO: Maybe queues are better?