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https://github.com/ilyakooo0/urbit.git
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95 lines
2.2 KiB
Haskell
95 lines
2.2 KiB
Haskell
module Vere.Isle.Util where
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import Prelude
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import Control.Monad (void)
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import Control.Monad.IO.Class (MonadIO)
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import Data.Text (Text)
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import SDL (($=))
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import qualified SDL
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import qualified SDL.Image
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--------------------------------------------------------------------------------
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withSDL :: (MonadIO m) => m a -> m ()
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withSDL op = do
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SDL.initialize []
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void op
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SDL.quit
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withSDLImage :: (MonadIO m) => m a -> m ()
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withSDLImage op = do
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SDL.Image.initialize []
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void op
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SDL.Image.quit
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withWindow :: (MonadIO m) => Text -> (Int, Int) -> (SDL.Window -> m a) -> m ()
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withWindow title (x, y) op = do
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w <- SDL.createWindow title p
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SDL.showWindow w
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void $ op w
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SDL.destroyWindow w
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where
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p = SDL.defaultWindow { SDL.windowInitialSize = z }
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z = SDL.V2 (fromIntegral x) (fromIntegral y)
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withRenderer :: (MonadIO m) => SDL.Window -> (SDL.Renderer -> m a) -> m ()
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withRenderer w op = do
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r <- SDL.createRenderer w (-1) rendererConfig
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void $ op r
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SDL.destroyRenderer r
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rendererConfig :: SDL.RendererConfig
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rendererConfig = SDL.RendererConfig
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{ SDL.rendererType = SDL.AcceleratedVSyncRenderer
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, SDL.rendererTargetTexture = False
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}
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renderSurfaceToWindow :: (MonadIO m) => SDL.Window -> SDL.Surface -> SDL.Surface -> m ()
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renderSurfaceToWindow w s i
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= SDL.surfaceBlit i Nothing s Nothing
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>> SDL.updateWindowSurface w
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isContinue :: Maybe SDL.Event -> Bool
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isContinue = maybe True (not . isQuitEvent)
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conditionallyRun :: (Monad m) => m a -> Bool -> m Bool
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conditionallyRun f True = True <$ f
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conditionallyRun _ False = pure False
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isQuitEvent :: SDL.Event -> Bool
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isQuitEvent (SDL.Event _t SDL.QuitEvent) = True
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isQuitEvent _ = False
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setHintQuality :: (MonadIO m) => m ()
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setHintQuality = SDL.HintRenderScaleQuality $= SDL.ScaleNearest
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loadTextureWithInfo :: (MonadIO m) => SDL.Renderer -> FilePath -> m (SDL.Texture, SDL.TextureInfo)
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loadTextureWithInfo r p = do
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t <- SDL.Image.loadTexture r p
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i <- SDL.queryTexture t
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pure (t, i)
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mkPoint :: a -> a -> SDL.Point SDL.V2 a
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mkPoint x y = SDL.P (SDL.V2 x y)
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mkRect :: a -> a -> a -> a-> SDL.Rectangle a
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mkRect x y w h = SDL.Rectangle o z
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where
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o = SDL.P (SDL.V2 x y)
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z = SDL.V2 w h
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