{-# 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 Data.Time (UTCTime) import Linear.Matrix (M44) import Control.Monad.RWS.Strict (RWST) import Control.Lens import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject) --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) , _camPosition :: !Position --TODO: Get rid of cam-prefix } 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 } 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 , _mapTexture :: !TextureObject } 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 } data State = State { _window :: !WindowState , _camera :: !CameraState , _io :: !IOState , _mouse :: !MouseState , _keyboard :: !KeyboardState , _gl :: !GLState , _game :: !GameState , _ui :: !UIState } $(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) type Pioneers = RWST Env () State IO