{-# LANGUAGE TemplateHaskell #-} module Types where import Control.Concurrent.STM (TQueue) import qualified Graphics.Rendering.OpenGL.GL as GL import Graphics.UI.SDL as SDL (Event, Window) import Foreign.C (CFloat) import qualified Data.HashMap.Strict as Map import Data.Time (UTCTime) import Linear.Matrix (M44) import Control.Monad.RWS.Strict (RWST) import Control.Lens import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject) import Render.Types import UI.UIBaseData --Static Read-Only-State data Env = Env { _eventsChan :: TQueue Event , _windowObject :: !Window , _zDistClosest :: !Double , _zDistFarthest :: !Double --, envGLContext :: !GLContext --, envFont :: TTF.TTFFont -- , _renderer :: !Renderer } --Mutable State data Position = Position { __x :: !Double , __y :: !Double } data WindowState = WindowState { _width :: !Int , _height :: !Int , _shouldClose :: !Bool } data CameraState = CameraState { _xAngle :: !Double , _yAngle :: !Double , _zDist :: !Double , _frustum :: !(M44 CFloat) , _camObject :: !Camera } data IOState = IOState { _clock :: !UTCTime } data GameState = GameState { } data MouseState = MouseState { _isDown :: !Bool , _isDragging :: !Bool , _dragStartX :: !Double , _dragStartY :: !Double , _dragStartXAngle :: !Double , _dragStartYAngle :: !Double , _mousePosition :: !Position --TODO: Get rid of mouse-prefix } data ArrowKeyState = ArrowKeyState { _up :: !Bool ,_down :: !Bool ,_left :: !Bool ,_right :: !Bool } data KeyboardState = KeyboardState { _arrowsPressed :: !ArrowKeyState } -- | State in which all map-related Data is stored -- -- The map itself is rendered with mapProgram and the shaders given here directly -- This does not include any objects on the map - only the map itself -- -- _mapTextures must contain the following Textures (in this ordering) after initialisation: -- -- 1. Grass -- -- 2. Sand -- -- 3. Water -- -- 4. Stone -- -- 5. Snow -- -- 6. Dirt (blended on grass) data GLMapState = GLMapState { _shdrVertexIndex :: !GL.AttribLocation , _shdrColorIndex :: !GL.AttribLocation , _shdrNormalIndex :: !GL.AttribLocation , _shdrProjMatIndex :: !GL.UniformLocation , _shdrViewMatIndex :: !GL.UniformLocation , _shdrModelMatIndex :: !GL.UniformLocation , _shdrNormalMatIndex :: !GL.UniformLocation , _shdrTessInnerIndex :: !GL.UniformLocation , _shdrTessOuterIndex :: !GL.UniformLocation , _stateTessellationFactor :: !Int , _stateMap :: !GL.BufferObject , _mapVert :: !GL.NumArrayIndices , _mapProgram :: !GL.Program , _renderedMapTexture :: !TextureObject --TODO: Probably move to UI? , _overviewTexture :: !TextureObject , _mapTextures :: ![TextureObject] --TODO: Fix size on list? } data GLHud = GLHud { _hudTexture :: !TextureObject -- ^ HUD-Texture itself , _hudTexIndex :: !GL.UniformLocation -- ^ Position of Overlay-Texture in Shader , _hudBackIndex :: !GL.UniformLocation -- ^ Position of Background-Texture in Shader , _hudVertexIndex :: !GL.AttribLocation -- ^ Position of Vertices in Shader , _hudVert :: !GL.NumArrayIndices -- ^ Number of Vertices to draw , _hudVBO :: !GL.BufferObject -- ^ Vertex-Buffer-Object , _hudEBO :: !GL.BufferObject -- ^ Element-Buffer-Object , _hudProgram :: !GL.Program -- ^ Program for rendering HUD } data GLState = GLState { _glMap :: !GLMapState , _glHud :: !GLHud , _glRenderbuffer :: !GL.RenderbufferObject , _glFramebuffer :: !GL.FramebufferObject } data UIState = UIState { _uiHasChanged :: !Bool , _uiMap :: Map.HashMap UIId (GUIWidget Pioneers) , _uiRoots :: [UIId] } data State = State { _window :: !WindowState , _camera :: !CameraState , _io :: !IOState , _mouse :: !MouseState , _keyboard :: !KeyboardState , _gl :: !GLState , _game :: !GameState , _ui :: !UIState } type Pioneers = RWST Env () State IO -- when using TemplateHaskell order of declaration matters $(makeLenses ''State) $(makeLenses ''GLState) $(makeLenses ''GLMapState) $(makeLenses ''GLHud) $(makeLenses ''KeyboardState) $(makeLenses ''ArrowKeyState) $(makeLenses ''MouseState) $(makeLenses ''GameState) $(makeLenses ''IOState) $(makeLenses ''CameraState) $(makeLenses ''WindowState) $(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"