mirror of
https://git.sr.ht/~magic_rb/haskell-games
synced 2024-11-22 07:44:20 +01:00
parent
afe32a1b0d
commit
c29607e1c3
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@ -35,13 +35,12 @@ getCamera eff (dimX, dimY) = do
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}
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playerMovement
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:: forall w es r
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:: forall w es
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. ( AE.ECS w :> es
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, AE.Get w VelocityComponent
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, Renderer (Eff es) r
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, Renderer :> es
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)
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=> r
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-> AE.Entity
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=> AE.Entity
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-> ( RL.KeyboardKey
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, RL.KeyboardKey
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, RL.KeyboardKey
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@ -49,14 +48,14 @@ playerMovement
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)
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-> Float
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-> Eff es ()
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playerMovement renderer player (left, right, up, down) speed = do
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playerMovement player (left, right, up, down) speed = do
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directions <-
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mapM
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(\tuple -> fst tuple <&> (,snd tuple))
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[ (isKeyDown renderer left, V2 (-1.0) 0)
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, (isKeyDown renderer right, V2 1.0 0)
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, (isKeyDown renderer down, V2 0 1.0)
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, (isKeyDown renderer up, V2 0 (-1.0))
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[ (isKeyDown left, V2 (-1.0) 0)
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, (isKeyDown right, V2 1.0 0)
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, (isKeyDown down, V2 0 1.0)
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, (isKeyDown up, V2 0 (-1.0))
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]
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let movement = foldl (+) (V2 0 0) $ map snd $ filter fst directions
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AE.set @w @VelocityComponent player (Velocity (normalize movement * pure speed))
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@ -54,6 +54,7 @@ instance EngineConstraints where
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, Reads camera RL.Camera2D :> es
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, Reads backgroundColor RL.Color :> es
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, IOE :> es
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, Renderer :> es
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, AE.ECS w :> es
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)
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@ -63,14 +64,11 @@ startEngine
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(backgroundColor :: Symbol)
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(w :: Type)
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es
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r
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. ( EngineConstraint camera backgroundColor es w
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, Game :> es
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, Renderer (Eff es) r
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)
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=> r
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-> Eff es ()
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startEngine renderer = do
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=> Eff es ()
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startEngine = do
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gameInput
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applyVelocity'' @w
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@ -82,12 +80,12 @@ startEngine renderer = do
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c <- readVal @camera @RL.Camera2D
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color <- readVal @backgroundColor @RL.Color
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beginFrame renderer c color
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beginFrame c color
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-- getFPS >>= unsafeEff_ . print
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AE.cmapM_ @w @(PositionComponent, BoxComponent)
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(drawSprite renderer)
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drawSprite
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-- AE.cmapM_
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-- @w
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-- @PositionComponent
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@ -95,7 +93,7 @@ startEngine renderer = do
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-- drawLine (V2 (x - 0.1) (y - 0.1)) (V2 (x + 0.1) (y + 0.1)) RL.red
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-- >> drawLine (V2 (x + 0.1) (y - 0.1)) (V2 (x - 0.1) (y + 0.1)) RL.red
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endFrame renderer
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endFrame
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-- renderBoundingBoxes @w
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-- renderCollision @w
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@ -116,7 +116,7 @@ readsCamera = do
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(pure camera)
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windowDimensions
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runGame :: forall es. (IOE :> es, AE.ECS World :> es, State GameState :> es) => Eff (Game : es) () -> Eff es ()
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runGame :: forall es. (IOE :> es, AE.ECS World :> es, State GameState :> es, Renderer :> es) => Eff (Game : es) () -> Eff es ()
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runGame = interpret \env eff ->
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case eff of
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GameInput -> do
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@ -183,7 +183,8 @@ runGame = interpret \env eff ->
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pure ()
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initialize
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:: Eff es ()
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:: (Renderer :> es)
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=> Eff es ()
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initialize = do
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pure ()
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@ -196,11 +197,11 @@ main' = do
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. runGameState
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. runGameConfig
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$ gets @GameState (\s -> (s ^. windowDimensions . _x, s ^. windowDimensions . _y)) >>= \(dimX, dimY) ->
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runGame $
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withRaylibRenderer dimX dimY "App" \renderer ->
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initialize >> whileM do
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engineEnv $ startEngine @"state.camera" @"config.backgroundColor" @World renderer
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not <$> windowShouldClose renderer
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runRaylibRenderer dimX dimY "App"
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. runGame
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$ initialize >> whileM do
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engineEnv $ startEngine @"state.camera" @"config.backgroundColor" @World
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not <$> windowShouldClose
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where
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readsBackgroundColor
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:: (Reader GameConfig :> es)
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@ -64,23 +64,22 @@ makeLensesFor
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''GameConfig
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playerMovement
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:: forall w es r
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. ( Renderer (Eff es) r
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:: forall w es
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. ( Renderer :> es
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, AE.Get w PositionComponent
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, AE.Set w VelocityComponent
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, AE.ECS w :> es
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, Reader GameConfig :> es
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)
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=> r
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-> (RL.KeyboardKey, Float)
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=> (RL.KeyboardKey, Float)
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-> (RL.KeyboardKey, Float)
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-> Eff es AE.Entity
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-> Eff es ()
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playerMovement renderer (up, upSpeed) (down, downSpeed) entity = do
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playerMovement (up, upSpeed) (down, downSpeed) entity = do
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entity' <- entity
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down <- isKeyDown renderer down
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up <- isKeyDown renderer up
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down <- isKeyDown down
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up <- isKeyDown up
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AE.set @w entity' $
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case (down, up) of
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(True, False) -> Velocity $ V2 0 downSpeed
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@ -112,14 +111,13 @@ ballRespawn goal1 goal2 ball = do
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ret
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initialise
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:: ( State GameState :> es
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:: ( Renderer :> es
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, State GameState :> es
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, Reader GameConfig :> es
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, AE.ECS World :> es
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, Renderer (Eff es) r
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)
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=> r
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-> Eff es ()
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initialise renderere = do
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=> Eff es ()
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initialise = do
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-- setTargetFPS 60
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playArea <- asks @GameConfig (\s -> s.playArea)
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@ -237,53 +235,50 @@ pongGame = do
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{ playArea = 20
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}
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-- RL.setTraceLogLevel RL.LogWarning
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withRaylibRenderer gameState.dimX gameState.dimY "App" $ \renderer ->
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runEff . AE.runECS initWorld . evalState gameState . runReader gameConfig $
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initialise renderer >> whileM do
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playerMovement @World
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renderer
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(RL.KeyW, -0.2)
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(RL.KeyS, 0.2)
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(gets @GameState (\s -> s.player1))
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runEff . AE.runECS initWorld . evalState gameState . runReader gameConfig . runRaylibRenderer gameState.dimX gameState.dimY "App" $
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initialise >> whileM do
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playerMovement @World
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(RL.KeyW, -0.2)
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(RL.KeyS, 0.2)
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(gets @GameState (\s -> s.player1))
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playerMovement @World
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renderer
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(RL.KeyUp, -0.2)
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(RL.KeyDown, 0.2)
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(gets @GameState (\s -> s.player2))
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playerMovement @World
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(RL.KeyUp, -0.2)
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(RL.KeyDown, 0.2)
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(gets @GameState (\s -> s.player2))
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-- ballMovement
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-- (gets @GameState (\s -> s.player1))
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-- (gets @GameState (\s -> s.player2))
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-- (gets @GameState (\s -> s.ball))
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-- (gets @GameState (\s -> s.bottom))
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-- (gets @GameState (\s -> s.top))
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-- ballMovement
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-- (gets @GameState (\s -> s.player1))
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-- (gets @GameState (\s -> s.player2))
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-- (gets @GameState (\s -> s.ball))
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-- (gets @GameState (\s -> s.bottom))
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-- (gets @GameState (\s -> s.top))
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ballRespawn
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(gets @GameState (\s -> s.goal2))
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(gets @GameState (\s -> s.goal1))
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(gets @GameState (\s -> s.ball))
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ballRespawn
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(gets @GameState (\s -> s.goal2))
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(gets @GameState (\s -> s.goal1))
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(gets @GameState (\s -> s.ball))
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collisionAABB @World
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applyVelocity'' @World
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resolveAABB @World
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collisionAABB @World
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applyVelocity'' @World
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resolveAABB @World
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-- AE.cmapM_ @World @(AE.Entity, PositionComponent, CollisionComponent) \(entity, position, collision) ->
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-- when (collision.colliders /= []) $ liftIO $ print (show entity <> " with " <> show collision.colliders <> " at " <> show position)
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-- AE.cmapM_ @World @(AE.Entity, PositionComponent, CollisionComponent) \(entity, position, collision) ->
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-- when (collision.colliders /= []) $ liftIO $ print (show entity <> " with " <> show collision.colliders <> " at " <> show position)
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score' <- gets @GameState (\s -> s.score)
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-- gets @GameState (\s -> s.separator) >>= flip (AE.modify @World @TextBoxComponent) \textBox ->
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-- textBox{text = T.pack $ show score'}
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score' <- gets @GameState (\s -> s.score)
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-- gets @GameState (\s -> s.separator) >>= flip (AE.modify @World @TextBoxComponent) \textBox ->
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-- textBox{text = T.pack $ show score'}
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dims <- gets @GameState (\s -> (s.dimX, s.dimY))
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camera <- getCamera @World (gets @GameState (\s -> s.camera)) dims
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-- getFPS >>= unsafeEff_ . print
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beginFrame renderer camera RL.white
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AE.cmapM_ @World @(PositionComponent, BoxComponent) (drawSprite renderer)
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dims <- gets @GameState (\s -> (s.dimX, s.dimY))
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camera <- getCamera @World (gets @GameState (\s -> s.camera)) dims
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-- getFPS >>= unsafeEff_ . print
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beginFrame camera RL.white
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AE.cmapM_ @World @(PositionComponent, BoxComponent) drawSprite
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-- (gets @GameState (\s -> s.score)) >>= liftIO . print
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-- (gets @GameState (\s -> s.score)) >>= liftIO . print
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-- render @World
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-- renderOrigins @World
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-- renderBoundingBoxes @World
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not <$> windowShouldClose renderer
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-- render @World
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-- renderOrigins @World
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-- renderBoundingBoxes @World
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not <$> windowShouldClose
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@ -152,15 +152,14 @@ initialise = do
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pure ()
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runGame
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:: forall es r
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:: forall es
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. ( AE.ECS LocalWorld :> es
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, Renderer :> es
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, State GameState :> es
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, Renderer (Eff es) r
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)
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=> r
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-> Eff (Game : es) ()
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=> Eff (Game : es) ()
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-> Eff es ()
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runGame renderer = interpret \_ eff ->
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runGame = interpret \_ eff ->
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case eff of
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GameInput -> do
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playerEntity <- gets @GameState (\s -> s.playerEntity)
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@ -169,7 +168,6 @@ runGame renderer = interpret \_ eff ->
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-- Nothing -> Tag 0
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-- AE.get @LocalWorld @(TagComponent Int) playerEntity >>= unsafeEff_ . print
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playerMovement @LocalWorld
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renderer
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playerEntity
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( RL.KeyA
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, RL.KeyD
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@ -180,8 +178,8 @@ runGame renderer = interpret \_ eff ->
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cameraEntity <- gets @GameState (\s -> s.cameraEntity)
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isKeyDown renderer RL.KeyKpAdd >>= flip when (AE.modify @LocalWorld @CameraComponent @CameraComponent cameraEntity (\c -> c{zoom = c.zoom + 1}))
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isKeyDown renderer RL.KeyKpSubtract >>= flip when (AE.modify @LocalWorld @CameraComponent @CameraComponent cameraEntity (\c -> c{zoom = c.zoom - 1}))
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isKeyDown RL.KeyKpAdd >>= flip when (AE.modify @LocalWorld @CameraComponent @CameraComponent cameraEntity (\c -> c{zoom = c.zoom + 1}))
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isKeyDown RL.KeyKpSubtract >>= flip when (AE.modify @LocalWorld @CameraComponent @CameraComponent cameraEntity (\c -> c{zoom = c.zoom - 1}))
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pure ()
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GamePhysics -> pure ()
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GameRendering _ -> do
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@ -209,18 +207,18 @@ main' = do
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print $ perlin 0 0
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-- RL.setTraceLogLevel RL.LogWarning
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withRaylibRenderer gameState.dimX gameState.dimY "App" \renderer ->
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runEff
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. AE.runECS initWorld
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. evalState gameState
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. runReader gameConfig
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. runReads @"config.camera" @RL.Camera2D do
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dims <- gets @GameState (\s -> (s.dimX, s.dimY))
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getCamera @LocalWorld (gets @GameState (\s -> s.cameraEntity)) dims
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. runReads @"config.backgroundColor" @RL.Color (pure RL.white)
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. runGame renderer
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$ initialise >> whileM do
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startEngine @"config.camera" @"config.backgroundColor" @LocalWorld renderer
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not <$> windowShouldClose renderer
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runEff
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. AE.runECS initWorld
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. evalState gameState
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. runReader gameConfig
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. runRaylibRenderer gameState.dimX gameState.dimY "App"
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. runReads @"config.camera" @RL.Camera2D do
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dims <- gets @GameState (\s -> (s.dimX, s.dimY))
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getCamera @LocalWorld (gets @GameState (\s -> s.cameraEntity)) dims
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. runReads @"config.backgroundColor" @RL.Color (pure RL.white)
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. runGame
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$ initialise >> whileM do
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startEngine @"config.camera" @"config.backgroundColor" @LocalWorld
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not <$> windowShouldClose
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pure ()
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@ -7,15 +7,14 @@
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{-# OPTIONS_GHC -fplugin-opt=Foreign.Storable.Generic.Plugin:-v1 #-}
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{-# OPTIONS_GHC -fplugin=Foreign.Storable.Generic.Plugin #-}
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module System.Renderer (Renderer (..), withRaylibRenderer, beginFrame, drawSprite, drawLine, isKeyDown, windowShouldClose, endFrame) where
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module System.Renderer (Renderer (..), runRaylibRenderer, beginFrame, drawSprite, drawLine, isKeyDown, windowShouldClose, endFrame) where
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import Apecs.Effectful qualified as AE
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import Control.Lens
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import Control.Monad
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import Control.Monad.Primitive
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import Control.Monad.Primitive (PrimState)
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import Data.IORef
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import Data.Text (Text)
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import Data.Text qualified as T
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import Data.Vector.Storable qualified as VS hiding (unsafeToForeignPtr)
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import Data.Vector.Storable.Mutable qualified as VS
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import Effectful
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@ -34,59 +33,77 @@ import Raylib.Types qualified as RL
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import Raylib.Util.Colors qualified as RL
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import World
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class Renderer m a where
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beginFrame :: a -> RL.Camera2D -> RL.Color -> m ()
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drawSprite :: a -> (PositionComponent, BoxComponent) -> m ()
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drawLine :: a -> V2 Float -> V2 Float -> RL.Color -> m ()
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windowShouldClose :: a -> m Bool
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isKeyDown :: a -> RL.KeyboardKey -> m Bool
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endFrame :: a -> m ()
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data Renderer :: Effect where
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BeginFrame :: RL.Camera2D -> RL.Color -> Renderer (Eff es) ()
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DrawSprite :: (PositionComponent, BoxComponent) -> Renderer (Eff es) ()
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DrawLine :: V2 Float -> V2 Float -> RL.Color -> Renderer (Eff es) ()
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WindowShouldClose :: Renderer (Eff es) Bool
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IsKeyDown :: RL.KeyboardKey -> Renderer (Eff es) Bool
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EndFrame :: Renderer (Eff es) ()
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type instance DispatchOf Renderer = Dynamic
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beginFrame :: (HasCallStack, Renderer :> es) => RL.Camera2D -> RL.Color -> Eff es ()
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beginFrame camera color = send (BeginFrame camera color)
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drawSprite :: (HasCallStack, Renderer :> es) => (PositionComponent, BoxComponent) -> Eff es ()
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drawSprite d = send (DrawSprite d)
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drawLine :: (HasCallStack, Renderer :> es) => V2 Float -> V2 Float -> RL.Color -> Eff es ()
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drawLine start end color = send (DrawLine start end color)
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windowShouldClose :: (HasCallStack, Renderer :> es) => Eff es Bool
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windowShouldClose = send WindowShouldClose
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isKeyDown :: (HasCallStack, Renderer :> es) => RL.KeyboardKey -> Eff es Bool
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isKeyDown key = send (IsKeyDown key)
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endFrame :: (HasCallStack, Renderer :> es) => Eff es ()
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endFrame = send EndFrame
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data RectangleInfo = RectangleInfo {position :: V2 Float, size :: V2 Float, color :: RL.Color}
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deriving (Generic, GStorable)
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foreign import capi safe "raylib_batch.h" draw_rectangles_batch :: Ptr RectangleInfo -> CSize -> IO ()
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data RaylibRenderer = RaylibRenderer {indexRef :: IORef Int, vectorRef :: IORef (VS.MVector (PrimState IO) RectangleInfo)}
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withRaylibRenderer :: forall m a. (MonadIO m) => Int -> Int -> Text -> (RaylibRenderer -> m a) -> m a
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withRaylibRenderer dimX dimY title go = do
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winRes <- liftIO $ RL.initWindow dimX dimY (T.unpack title)
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vectorRef <- liftIO (VS.new @_ @RectangleInfo 4279) >>= liftIO . newIORef
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runRaylibRenderer :: (IOE :> es) => Int -> Int -> Text -> Eff (Renderer : es) a -> Eff es a
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runRaylibRenderer dimX dimY title go = do
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vectorRef <- liftIO $ VS.new @_ @RectangleInfo 4279 >>= newIORef
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indexRef <-
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liftIO $
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newIORef
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(0 :: Int)
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go (RaylibRenderer indexRef vectorRef)
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reinterpret
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(runRaylibWindow dimX dimY title)
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( \_ -> \case
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BeginFrame camera color -> do
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liftIO $ RL.getFPS >>= liftIO . print
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liftIO $ writeIORef indexRef 0
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liftIO $ RL.beginDrawing
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liftIO $ RL.clearBackground color
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liftIO $ RL.beginMode2D camera
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DrawSprite (Position position, Box{color, offset, size}) -> do
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vector <- liftIO $ readIORef vectorRef
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index <- liftIO $ readIORef indexRef
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liftIO $ VS.write vector index (RectangleInfo position (V2 (size ^. _1) (size ^. _2)) color)
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liftIO $ writeIORef indexRef (index + 1)
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where
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-- liftIO $ RL.drawRectangleV rlPosition rlSize color
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|
||||
instance (MonadIO m) => Renderer m RaylibRenderer where
|
||||
beginFrame (RaylibRenderer{indexRef}) camera color = do
|
||||
liftIO $ RL.getFPS >>= liftIO . print
|
||||
liftIO $ writeIORef indexRef 0
|
||||
liftIO $ RL.beginDrawing
|
||||
liftIO $ RL.clearBackground color
|
||||
liftIO $ RL.beginMode2D camera
|
||||
drawSprite (RaylibRenderer{indexRef, vectorRef}) (Position position, Box{color, offset, size}) = do
|
||||
vector <- liftIO $ readIORef vectorRef
|
||||
index <- liftIO $ readIORef indexRef
|
||||
liftIO $ VS.write vector index (RectangleInfo position (V2 (size ^. _1) (size ^. _2)) color)
|
||||
liftIO $ writeIORef indexRef (index + 1)
|
||||
where
|
||||
-- liftIO $ RL.drawRectangleV rlPosition rlSize color
|
||||
|
||||
rlPosition = RL.Vector2 (position ^. _x + fst offset - (size ^. _1) / 2) (position ^. _y + snd offset - size ^. _2 / 2)
|
||||
rlSize = RL.Vector2 (size ^. _1) (size ^. _2)
|
||||
drawLine (RaylibRenderer{}) start end color =
|
||||
liftIO $ RL.drawLineV (RL.Vector2 (start ^. _x) (start ^. _y)) (RL.Vector2 (end ^. _x) (end ^. _y)) color
|
||||
windowShouldClose _ = liftIO RL.windowShouldClose
|
||||
isKeyDown _ key = liftIO $ RL.isKeyDown key
|
||||
endFrame (RaylibRenderer{vectorRef, indexRef}) = do
|
||||
vector <- liftIO $ readIORef vectorRef
|
||||
index <- liftIO $ readIORef indexRef
|
||||
let (fptr, offset, length) = (VS.unsafeToForeignPtr vector)
|
||||
liftIO $ withForeignPtr fptr \ptr -> draw_rectangles_batch (plusPtr ptr offset) (fromIntegral length)
|
||||
liftIO RL.endMode2D
|
||||
liftIO RL.endDrawing
|
||||
rlPosition = RL.Vector2 (position ^. _x + fst offset - (size ^. _1) / 2) (position ^. _y + snd offset - size ^. _2 / 2)
|
||||
rlSize = RL.Vector2 (size ^. _1) (size ^. _2)
|
||||
DrawLine start end color ->
|
||||
liftIO $ RL.drawLineV (RL.Vector2 (start ^. _x) (start ^. _y)) (RL.Vector2 (end ^. _x) (end ^. _y)) color
|
||||
WindowShouldClose -> liftIO RL.windowShouldClose
|
||||
IsKeyDown key -> liftIO $ RL.isKeyDown key
|
||||
EndFrame -> do
|
||||
vector <- liftIO $ readIORef vectorRef
|
||||
index <- liftIO $ readIORef indexRef
|
||||
let (fptr, offset, length) = (VS.unsafeToForeignPtr vector)
|
||||
liftIO $ withForeignPtr fptr \ptr -> draw_rectangles_batch (plusPtr ptr offset) (fromIntegral length)
|
||||
liftIO RL.endMode2D
|
||||
liftIO RL.endDrawing
|
||||
)
|
||||
go
|
||||
|
||||
-- render
|
||||
-- :: forall w es
|
||||
|
|
Loading…
Reference in a new issue