Created
June 18, 2013 20:03
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reinversion of control, part 3 - down the rabbit hole
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| module Main where | |
| import Graphics.UI.GLFW | |
| import Control.Monad.Cont | |
| import System.Exit ( exitSuccess ) | |
| data GameState = GameState { keys :: [Key] | |
| , wSize:: (Int, Int) | |
| , mPos :: (Int, Int) | |
| } deriving (Show, Eq) | |
| type GameStateUpdater = GameState -> (GameState -> IO ()) -> ContT () IO GameState | |
| initialGameState :: GameState | |
| initialGameState = GameState [] (0,0) (0,0) | |
| main :: IO () | |
| main = do | |
| putStrLn "Running glfw-cont-test." | |
| True <- initialize | |
| True <- openWindow defaultDisplayOptions | |
| -- Make sure GLFW quits for us if we close the window. | |
| setWindowCloseCallback exitSuccess | |
| -- Initiate our decent into the rabbit hole, tossing in | |
| -- our initial value of keys and our main loop. | |
| rabbitHole yieldWindowSize initialGameState $ \gs -> | |
| rabbitHole yieldInput gs $ \gs' -> | |
| rabbitHole yieldMosPos gs' $ \gs'' -> do | |
| when (KeyEsc `elem` keys gs'') (void exitSuccess) | |
| print gs'' | |
| forever swapBuffers | |
| -- print gs' | |
| -- -- Execution loops here because our meanWhile ends in forever | |
| -- -- swapBuffers, which is probably giving us seizures. | |
| -- forever swapBuffers | |
| rabbitHole :: GameStateUpdater -> GameState -> (GameState -> IO ()) -> IO () | |
| rabbitHole updater gs meanWhile = flip runContT return $ do | |
| -- This yield ends execution until the continuation is called by | |
| -- the key callback. | |
| gs' <- updater gs meanWhile | |
| -- Continuation was called and now the computation completes and | |
| -- runs again due recursion | |
| liftIO $ rabbitHole updater gs' meanWhile | |
| yieldInput :: GameStateUpdater | |
| yieldInput gs meanWhile = ContT $ \f -> do | |
| putStrLn "Setting key callback." | |
| -- Use re-inversion of control to continue the outer computation | |
| -- f with the new state of keys pressed, once a key is pressed or | |
| -- lifted. | |
| setKeyCallback $ \key isPressed -> let keys' = filter (/= key) $ keys gs | |
| in f $ if isPressed | |
| then gs{keys=key:keys'} | |
| else gs{keys=keys'} | |
| meanWhile gs | |
| yieldWindowSize :: GameStateUpdater | |
| yieldWindowSize gs meanWhile = ContT $ \f -> do | |
| putStrLn "Setting window size callback." | |
| -- Again use re-inversion of control to wait for input and | |
| -- trigger another climb down the rabbit hole with our new | |
| -- game state. | |
| setWindowSizeCallback $ \w h -> | |
| -- For some reason GLFW-b (and maybe GLFW) calls this callback | |
| -- immediately after it's set. This causes a recursion loop. | |
| -- So we check to see if it's actually changing here, but it | |
| -- doesn't work well. Sucks. | |
| when ((w,h) /= wSize gs) $ f gs{wSize=(w,h)} | |
| meanWhile gs | |
| yieldMosPos :: GameStateUpdater | |
| yieldMosPos gs meanWhile = ContT $ \f -> do | |
| putStrLn "Setting mouse position callback." | |
| setMousePositionCallback $ \x y -> | |
| when ((x,y) /= mPos gs) $ f $ gs{mPos=(x,y)} | |
| meanWhile gs |
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