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ansi-terminal-game 0.2.1.0 → 1.9.4.0

raw patch · 44 files changed

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+ AUTHORS view
@@ -0,0 +1,3 @@+Francesco Ariis+Simon Michael+José Rafael Vieira
+ COPYING view
@@ -0,0 +1,674 @@+              GNU GENERAL PUBLIC LICENSE+                Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++                     Preamble++  The GNU General Public License is a free, copyleft license for+software and other kinds of works.++  The licenses for most software and other practical works are designed+to take away your freedom to share and change the works.  By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users.  We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors.  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@@ -1,674 +0,0 @@-              GNU GENERAL PUBLIC LICENSE-                Version 3, 29 June 2007-- Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>- Everyone is permitted to copy and distribute verbatim copies- of this license document, but changing it is not allowed.--                     Preamble--  The GNU General Public License is a free, copyleft license for-software and other kinds of works.--  The licenses for most software and other practical works are designed-to take away your freedom to share and change the works.  By contrast,-the GNU General Public License is intended to guarantee your freedom to-share and change all versions of a program--to make sure it remains free-software for all its users.  We, the Free Software Foundation, use the-GNU General Public License for most of our software; it applies also to-any other work released this way by its authors.  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+ NEWS view
@@ -0,0 +1,441 @@+1.9.4.0+-------++- Thanks to José Rafael Vieira, ansi-terminal-game now sports an API for+  efficient dense-grid drawing.  `Cell` is exported, along with functions+  to create Cell`s++    creaCell, colorCell, rgbColorCell, paletteColorCell,+    boldCell, reverseCell++  The most important function is++    cellsPlane :: Width -> Height -> [(Coords, Cell)] -> Plane++  which merges the cells into a `Plane` in a single pass.+  Many thanks to José!+++1.9.3.0+-------++- Bump ansi-terminal 1.1. Due to the introduction of hNowSupportsANSI,+  older ansi-terminal support has been dropped. If you rely on them,+  contact me.+- Released on mer 7 feb 2024, 17:44:31++1.9.2.0+-------++- This version of a-t-g introduces convenience file-embedding functions+  `embedFile` and `embedDir`.+  An example on how this can be useful: suppose you are working on an ASCII+  map using `tiled` map editor. You could save the map in a `data/map` and+  then with `embedFile`++      {-# LANGUAGE TemplateHaskell #-}++      mapBS :: ByteString+      mapBS = $(embedFile "data/map/gamma-labs.map")++      gammaLabs :: GameMap+      gammaLabs = parseMap mapBS++  having it as a pure value in your program, and being able to ship a+  single binary instead of a zipped archive.+  `unpack :: ByteString -> String` and the `ByteString` type itself are+  also re-exported as helpers.++1.9.1.3+-------++- Bump hsped+- dom 14 mag 2023, 14:58:31++1.9.1.2+-------++- Bump ansi-terminal, fix hspec bounds.+- Minor documentation fixes.+- Released dom 14 mag 2023, 12:13:07.+++1.9.1.1+-------++- New git repository home, browse it at+    http://www.ariis.it/static/repos/stagit/ansi-terminal-game++1.9.1.0+-------++- This version of ansi-terminal-game introduces new ways to describe+  colours: RGB and xterm colours. You can find a description of the+  API in the “Non-standard colors” section of Haddock.+  The new functions and types are are+      data Colour a+      rgbColor, paletteColor, sRGB24, sRGB, sRGB24read     -- RGB+      xterm6LevelRGB, xterm24LevelGray, xtermSystem,       -- xterm+  Enticing as they are, they are supported only by a minority of+  terminals/multiplexers, so use them only when you are sure of the+  terminal you are targetting.+  This change was proposed /and/ implemented by José Rafael Vieira,+  whom I thank.+- Fixed a bug on `balls` example (thanks Andread Abel).+- The haskell tiny game competition is over+      https://github.com/haskell-game/tiny-games-hs+  a number of games were made with ansi-terminal-game.+- Released mer 1 mar 2023, 06:34:52++1.9.0.0+-------++tl;dr and migration guide:+- This version of ansi-terminal-games has a new signature for logic+  function:+      gLogicFunction :: GEnv -> s -> Event -> Either r s+- Notice the `Either r s`: `Left` means “game is over”; `Right`means+  “game continues”.+- To migrate a project to 1.9.0.0 you should:+    - Adjust logic function to incorporate those changes.+    - Get rid of your `quitFunction` in your `Game`.+    - Modify every `Game s` to `Game s ()`.++Breaking changes:+- This version changes the logic function from+      gLogicFunction :: GEnv -> s -> Event -> s+  to+      gLogicFunction :: GEnv -> s -> Event -> Either r s+  `Either r s` is a way to explicitly state whether the game is over+  not not. If you return `Left $ …` then the game will stop, if you+  return `Right $ …` your game will continue.+- the `r` stands for `result` and is present in the type constructor+  too:+      Game s r  -- A game with state `s` which will,+                -- upon exit, return a result `r`.+- Usually r is () (as simple games do not care about end results,+  they just quit to terminal). But there are cases (games embedded+  in a larger program, a set of minigames, high scores) where you+  want to return something and this is the way to do it.+- Many other functions have had a slight change of signature to+  accomodate this change+      playGame :: Game s r -> IO r+      narrateGame :: Game s r -> GRec -> IO ()+      testGame :: Game s -> GRec -> Either s r+  I will spend some second on the test function. A game tested in+  a pure environment will end in two ways: a) by reaching Left+  (proper end game) b) by exhausting the input stream.+  In case b) we cannot return a result `r`, but just a half-baked+  ingame state. This is very useful for testing purposes.+  A trick that I do is this: record events with `recordGame` and+  then press Ctrl-C midgame. This way the stream is cut and I will+  get a `Right` state when running `testGame`. I can then analyse+  the resulting state.+- Functions have been deleted too+      playGame :: Game s -> IO s+  is no more+- And new functions were introduced:+    playGame_ :: Game s r -> IO ()      -- discard result+- The change was suggested by Gergő Érdi, whom I thank.+  The rationale was to improve ergonomics for the game-makes, I+  welcome feedback from you.+- Released mar 28 feb 2023, 20:23:02++Other changes:+- Clarified KeyPress and Tick behaviour. tl;dr: *all* keypresses are+  recorded and fed to your game-logic function. If your played manages+  to type the Divine Comedy in the space of a Tick, all those characters+  are recorded, not just one.+  If your game is running faster when keys are pressed, that probably+  means you are updating some world variables on `KeyPress` events too,+  while you should do that only on `Tick` events.++1.8.1.0+-------++- Fixed hcat, vcat, stringPlane, stringPlane documentation to match+  behaviour (i.e. they do not error on empty strong/list).+- Now `subPlane` too does not throw an exception when called with+  inconsistent coordinates, but returns a transparent 1×1 plane.+- Introduced `MalformedGRec` exception for when `readRecord` fails.+- Provided instructions for hot-reloading a game running in normal+  (interactive) mode with various means (tmux, urxvt, etc.).+  Check `example/MainHotReload.hs`.+- Introduced RGB and term colours (patch by José Rafael Vieira).+- Added AUTHORS.++1.8.0.0+-------++- Fixed testing facilities `recordGame`, `testGame`, `narrateGame` and+  similar functions. `testGame` in particular is able to precisely+  emulate recorded environment (so if your game has a bug only at a+  specific size, `testGame` will now catch it).+  Check `cabal run -f alone-playback examples ` to see a replay in action+  and `test/Terminal/Game/Layer/ImperativeSpec.hs` for pure test ideas.+- Added information on how to have an hot-reload mode, albeit only for+  non-interactive game replays. Check `example/MainHotReload.hs` if+  interested.+- Added a new exception, `DisplayTooSmall`, which expands gracefully to+  a “please resize your terminal” message to the player if uncaught.+  Nothing changes if you do not already use `asserTermDims`.+- `assertTermDims` is now curries (`Width -> Height -> IO ()` instead+  of `Dimensions -> IO ()`) to better fit the rest of the API.+- Modified behaviour of functions `vcat`, `hcat`, `stringPlane`,+  `stringPlaneTrans`. They will not error on empty list, rather return+  a transparent, 1×1 plane.+- Changed licence and changes files to COPYING and NEWS.++1.7.0.0+-------++- After some feedback from library users, I decided to eliminate+  `simpleGame` from the API.+  To reiterate hte migration guide, if your type was:++    Game 80 24 13 initState logicFun drawFun quitFun+    -- or+    -- simpleGame (80, 24) 13 initState logicFun drawFun quitFun++  You just need to modify it like this:++    Game 13 initState+                (const logicFun)+                (\e s -> centerFull e $ drawFun s)+                quitFun+        -- notice how we lost `80 24`. You can still have a screen size+        -- check with `assertTermDims`, as described below.+- Added `blankPlaneFull` and `centerFull` convenience functions (to work+  with GEnv terminal dimensions).+- Added assertTermDims, a quick way to check your user terminal is big+  enough at the start of the game.+- minimal blitting optimisation (you should be able to see a 1–2+  FPS improvement).+- improved documentation on various functions.++1.6.0.2+-------++- lun 15 nov 2021, 02:21:08+- more doc tweaking++1.6.0.1+-------++- released lun 15 nov 2021, 00:35:41+- minor documentation / spelling fixes++1.6.0.0+-------++Summary and tl;dr migration guide:+- This version introduces a breaking changes in the main way to make+  a `Game`. I will detail the changes below, but first a three-lines+  migration guide:+    the only thing you should have to do is to replace your `Game`+    data constructor with `simpleGame` smart constructor, and substitute+    the first to `c` `r` arguments (col/row) with a `(c, r)` tuple.+  And of course, if you are interested in displaying FPS and adapt to+  screen size modifications at game-time (“liquid” layout), read along!++Changes:+- This version introduces GEnv, a structure that exposes current frame+  rate (in FPS) and current terminal size (in Width, Height).+- `GEnv` is added as a parameter to logic and draw functions, which+  now have these signatures:+    gLogicFunction :: GEnv -> s -> Event -> slightly+    gDrawFunction :: GEnv -> s -> plane+- If you do not want to dabble with GEnv, you can still use `simpleGame`+  smart constructor, which mimicks the old `Game`. `simpleGame` has some+  nice defaults:+    - if the terminal is too small it will ask the player to resize it+      (even in the middle of the game), blocking any input;+    - if the terminal is bigger, it will paste `Plane` in the middle+      of the screen.+- For this reason, `DisplayTooSmall` exception exists no more.+- the new `Game` does not have those defaults, but allows you to get+  creative with screen resizes, e.g. accomodating as much gameworld+  as possible etc. Check `cabal run -f examples balls` and resize the+  screen to see it in action.+- Minor change: I have introduced a `Dimensions` alias for+  `(Width, Height)`.++Future work:+- these changes lay the path for an even more general `Game` type,+  adding effects like reading form a game configuration, writing to it+  etc.+  I would like to have these wrapped in a pure interface (maybe à la+  Response/Request? Maybe callbacks?) and for sure want them to be+  composable with current test scaffolding (testGame,+  narrateGame, etc.). It will not be easy to design; if are reading+  this and have any suggestion, please write to me.++Released dom 14 nov 2021, 20:25:19++1.5.0.0+-------++- `timers-tick` has released a new version: all timers function (creaTimer,+  creaBoolTimer, creaTimerLoop, creaBoolTimerLoop, creaAnimation,+  creaLoopAnimation, ticks) are slightly more robust now (will `error`+  on nonsenical arguments, e.g. frame duration <1).+  This should not impact any of your current projects, it just makes+  catching bugs easier.+- Removed `getFrames` from Animation interface.+- Updated `Random` interface to fit the new `random`. This is a breaking+  change but it should be easy to fix by updating your `Random` constraints+  to `UniformRange`.+  Be mindful that `recordGame` could play slightly differently, as the+  update function for the StdGen in `random` has changed.+- Removed `getRandomList` from Random interface.+- Added `pickRandom` to Random interface.+- Removed unuseful `creaStaticAnimation` from Animation interface.+- Released mar 9 nov 2021, 15:56:14.++1.4.0.0+-------++- Fixed an annoying bug that made a game run slower than expected on+  low TPS. Now if you select 5 ticks per second, you can rest assured+  that after 50 ticks, 5 seconds have elapsed.+- Renamed `FPS` to `TPS` (ticks per second); highlight logic speed is+  constant timewise on all machines, while FPS might be different on+  differently efficient terminals.+  This will allow in future releases to provide a function to easily+  calculate actual FPS of the game.+- Added alternative origin combinators `%^>`, `%.<`, `%.>`; they are+  useful when you want to — e.g. — «paste a plane one row from+  bottom-right corner».++1.3.0.0+-------++- `displaySize` and `playGame`/`playGameS` now throw an exception+  (of type `ATGException`) instead of `error`ing. These exeptions are+  `CannotGetDisplaySize` and `DisplayTooSmall`; they are synchronous,+  for easier catching. (requested by sm)+- Released sab 16 ott 2021, 21:09:22++1.2.1.0+-------++- Fixed textBox, textBoxHyphen bug (boxes were not transparent, contrary+  to what stated in docs) (reported by sm).+- Released lun 11 ott 2021, 22:29:40++1.2.0.0+-------++- Added textBoxHyphen and textBoxHyphenLiquid and a handful of `Hypenator`s.+  This will allow you to have autohyphenation in textboxes. Compare:+    (normal textbox)                       (hyphenated textbox)+    Rimasi un po’ a meditare nel buio      Rimasi un po’ a meditare nel buio+    velato appena dal barlume azzurrino    velato appena dal barlume azzurrino+    del fornello a gas, su cui             del fornello a gas, su cui sobbol-+    sobbollliva quieta la pentola.         liva quieta la pentola.+- Switched `Width`, `Height`, `Row`, `Col` from `Integer` to `Int`.+  This is unfortunate, but will make playing with `base` simpler. I will+  switch it back once `Prelude` handles both integers appropriately+  or exports the relevant function. (request by sm)+- Changed signature for `box`, `textBox` and `textBoxLiquid`. Now+  width/height parameters come *before* the character/string. E.g.:+    textBoxLiquid :: String -> Width -> Plane  -- this was before+    textBoxLiquid :: Width -> String -> Plane  -- this is now+  This felt more ergonomic while writing games.+- `paperPlane` is now `planePaper` (to respect SVO order)++1.1.1.0+-------++- Added (***) (centre blit) (request by sm)+- Released gio 30 set 2021, 12:29:22++1.1.0.0+-------++- Added Plane justapoxition functions (===, |||, vcat, hcat).+- Added `word` and and `textBoxLiquid` drawing functions.+- Added `subPlane`, `displaySize` Plane functions.+- Removed unused `trimPlane`.+- Sanitized non-ASCII chars on Win32 console.+- Wed 03 Feb 2021 18:41:20 CET++1.0.0.0+-------++- Milestone release.+- Beefed up documentation.+- Released Sun 08 Dec 2019 04:19:33 CET++0.7.2.0+-------++- Fixed 0.7.1.0 unbumped dependency.+- Released Fri 22 Nov 2019 16:51:25 CET++0.7.1.0+-------++- Fixed 0.7.0.0 (deprecated) interface.+- Released Fri 22 Nov 2019 14:51:40 CET++0.7.0.0+-------++- Simplified Animation interface (breaking changes).+- Added `creaLoopAnimation` and `creaStaticAnimation`.+- Released Fri 22 Nov 2019 14:40:44 CET++0.6.1.0+-------++- Reworked Timers/Animations interface and documentation.+- Added `lapse` (for Timers/Animations).+- Released Fri 22 Nov 2019 01:03:37 CET++0.6.0.1+-------++- Add public repo (requested by sm).+- Released Tue 19 Nov 2019 22:38:34 CET++0.6.0.0+-------++- Add random generation functions.+- Released Sun 10 Nov 2019 13:44:32 CET++0.5.0.0+-------++- Add `setupGame` to setup games before playtesting (skip menus, etc.).+- Fixed screen corruption on Windows.+- Released Fri 08 Nov 2019 13:52:39 CET++0.4.0.0+-------++- Exposed new functions in API.+- Greatly improved haddock documentation.+- Released Tue 25 Jun 2019 16:08:53 CEST++0.2.1.0+-------++- Improved haddock documentation a bit.+- Cleanup runs regardless of exception.+- Released on Sun 18 Mar 2018 03:04:07 CET.++0.2.0.0+-------++- Added dependencies constraints.+- Removed internal module.+- Fixed changelog.+- Released on Fri 16 Mar 2018 00:42:41 CET.++0.1.0.0+-------++- Initial release.+- Released on Fri 16 Mar 2018 00:33:18 CET.
+ README view
@@ -0,0 +1,52 @@+==================+ansi-terminal-game+==================++`ansi-terminal-game` is a library for creating games in a terminal setting.++Goals+-----++- be cross platform (linux/win/mac). If you plan to have your executable+  unix only, I invite you to check brick [1] or other, more expressive+  libraries.+- be simple: no curses/ncurses/pdcurses/etc. dependencies, all+  functionality built on a standard input / ANSI terminal base.++[1] http://hackage.haskell.org/package/brick++Learn+-----++- run the basic example with `cabal new-run -f examples alone`;+- check the source in `examples/Alone.hs`;+- open the 'Terminal.Game' haddock documentation (start reading from+  `data Game`).++A full game can be found at:++    http://www.ariis.it/static/articles/venzone/page.html++Other games made with a-t-g+---------------------------++- caverunner:+    https://github.com/simonmichael/games/blob/main/caverunner/caverunner.hs+- pigafetta: http://www.ariis.it/link/repos/pigafetta/+- avoidance: https://sabadev.xyz/avoidance_game++If you want yours to be added to this list, write to me.++Contact+-------++For any feedback or report, contact me at:++    http://ariis.it/static/articles/mail/page.html++Contributing+------------++browse repo: http://www.ariis.it/static/repos/stagit/ansi-terminal-game/+Upload your modifications somewhere and send me an email (<fa-ml@ariis.it>).+
ansi-terminal-game.cabal view
@@ -1,55 +1,80 @@ name:                ansi-terminal-game-version:             0.2.1.0-synopsis:            sdl-like functions for terminal applications, based on-                     ansi-terminal+version:             1.9.4.0+synopsis:            cross-platform library for terminal games description:         Library which aims to replicate standard 2d game                      functions (blit, ticks, timers, etc.) in a terminal-                     setting.+                     setting; features double buffering to optimise+                     performance.                      Aims to be cross compatible (based on "ansi-terminal",                      no unix-only dependencies), practical.-                     This is a proof of concept release, used to implement-                     @http://www.ariis.it/static/articles/animascii/page.html@-                     . See example folder for some minimal programs.-homepage:            none-yet+                     See @examples@ folder for some minimal programs.  A+                     full game: <http://www.ariis.it/static/articles/venzone/page.html venzone>.+homepage:            http://www.ariis.it/static/articles/libraries/page.html#ansi-terminal-game license:             GPL-3-license-file:        LICENSE-author:              Francesco Ariis+license-file:        COPYING+author:              Francesco Ariis et al. (see AUTHORS) maintainer:          fa-ml@ariis.it-copyright:           © 2017-2018 Francesco Ariis+copyright:           © 2017-2023 Francesco Ariis et al. category:            Game build-type:          Simple-extra-source-files:  changes.txt-cabal-version:       >=1.10+extra-source-files:  README,+                     NEWS,+                     AUTHORS,+                     test/records/alone-record-test.gr,+                     test/records/alone-record-left.gr,+                     test/records/balls-dims.gr,+                     test/records/balls-slow.gr+cabal-version:       >= 1.10 -flag example+flag examples   description:       builds examples   default:           False +source-repository head+    type:     git+    location: http://www.ariis.it/static/repos/stagit/ansi-terminal-game/+ library   exposed-modules:     Terminal.Game-  other-modules:       Terminal.Game.ANSI,-                       Terminal.Game.Plane,+  other-modules:       Terminal.Game.Animation,+                       Terminal.Game.Character,                        Terminal.Game.Draw,-                       Terminal.Game.Animation,-                       Terminal.Game.Input,+                       Terminal.Game.Layer.Imperative,+                       Terminal.Game.Layer.Object,+                       Terminal.Game.Layer.Object.GameIO,+                       Terminal.Game.Layer.Object.Interface,+                       Terminal.Game.Layer.Object.IO,+                       Terminal.Game.Layer.Object.Narrate,+                       Terminal.Game.Layer.Object.Primitive,+                       Terminal.Game.Layer.Object.Record,+                       Terminal.Game.Layer.Object.Test,+                       Terminal.Game.Plane,+                       Terminal.Game.Random,                        Terminal.Game.Timer,-                       Terminal.Game.GameLoop                        Terminal.Game.Utils   build-depends:       base == 4.*,-                       ansi-terminal == 0.8.*,+                       ansi-terminal >= 1.0 && < 1.2,                        array == 0.5.*,-                       bytestring == 0.10.*,+                       bytestring >= 0.10 && < 0.13,                        cereal == 0.5.*,-                       clock == 0.7.*,-                       linebreak == 1.0.*,+                       clock >= 0.7 && < 0.9,+                       containers >= 0.6 && < 0.9,+                       exceptions == 0.10.*,+                       file-embed >= 0.0.15 && < 0.1,+                       linebreak == 1.1.*,+                       mintty == 0.1.*,+                       mtl >= 2.2 && < 2.4,+                       QuickCheck >= 2.13 && < 2.18,+                       random >= 1.2 && < 1.4,                        split == 0.2.*,                        terminal-size == 0.3.*,-                       timers-tick == 0.4.*+                       unidecode >= 0.1.0 && < 0.2,+                       timers-tick > 0.5 && < 0.6,+                       colour >= 2.3.6 && < 2.4   hs-source-dirs:      src   default-language:    Haskell2010+  ghc-options:         -Wall -  -- horrible horrible horrible hack to make unbuffered input-  -- work on Windows   if os(windows)     hs-source-dirs: platform-dep/windows   if !os(windows)@@ -57,29 +82,114 @@  test-suite test   default-language:    Haskell2010-  ghc-options:         -Wall-  HS-Source-Dirs:      test, src+  hs-Source-Dirs:      test, src, example   main-is:             Test.hs-  build-depends:       base==4.*,-                       array,-                       linebreak+  other-modules:       Alone,+                       Balls,+                       Terminal.Game,+                       Terminal.Game.Animation,+                       Terminal.Game.Character,+                       Terminal.Game.Draw,+                       Terminal.Game.DrawSpec,+                       Terminal.Game.Layer.Imperative,+                       Terminal.Game.Layer.ImperativeSpec,+                       Terminal.Game.Layer.Object,+                       Terminal.Game.Layer.Object.GameIO,+                       Terminal.Game.Layer.Object.Interface,+                       Terminal.Game.Layer.Object.IO,+                       Terminal.Game.Layer.Object.Narrate,+                       Terminal.Game.Layer.Object.Primitive,+                       Terminal.Game.Layer.Object.Record,+                       Terminal.Game.Layer.Object.Test,+                       Terminal.Game.Layer.Object.TestSpec,+                       Terminal.Game.Utils,+                       Terminal.Game.Plane,+                       Terminal.Game.PlaneSpec+                       Terminal.Game.Random,+                       Terminal.Game.RandomSpec+  build-depends:       base == 4.*,+                       ansi-terminal >= 1.0 && < 1.2,+                       array == 0.5.*,+                       bytestring >= 0.10 && < 0.13,+                       cereal == 0.5.*,+                       clock >= 0.7 && < 0.9,+                       containers >= 0.6 && < 0.9,+                       exceptions == 0.10.*,+                       file-embed >= 0.0.15 && < 0.1,+                       linebreak == 1.1.*,+                       mintty == 0.1.*,+                       mtl >= 2.2 && < 2.4,+                       QuickCheck >= 2.13 && < 2.18,+                       random >= 1.2 && < 1.4,+                       split == 0.2.*,+                       terminal-size == 0.3.*,+                       unidecode >= 0.1.0 && < 0.2,+                       timers-tick > 0.5 && < 0.6,+                       colour >= 2.3.6 && < 2.4                        -- the above plus hspec-                       , hspec+                       , hspec >= 2.10.1 && < 2.12+  build-tool-depends:  hspec-discover:hspec-discover   type:                exitcode-stdio-1.0+  ghc-options:         -Wall -executable alone-in-a-room-    if flag(example)-      build-depends:    base == 4.*,-                        ansi-terminal-game+  if os(windows)+    hs-source-dirs: platform-dep/windows+  if !os(windows)+    hs-source-dirs: platform-dep/non-win++executable alone+    if flag(examples)+      build-depends:  base == 4.*,+                      ansi-terminal-game     else-      buildable:        False+      buildable:      False      hs-source-dirs:   example-    main-is:          Alone.hs+    main-is:          MainAlone.hs+    other-modules:    Alone     default-language: Haskell2010-    -- With the -threaded option, only foreign calls with the unsafe-    -- attribute will block all other threads.-    -- TODO [breaking] [severe] [u:3] senza threaded non compila sin windows-    -- required on win before ghc 8.4?     ghc-options:      -threaded+                      -Wall +executable alone-playback+    if flag(examples)+      build-depends:  base == 4.*,+                      ansi-terminal-game,+                      temporary == 1.3.*+    else+      buildable:      False++    hs-source-dirs:   example+    main-is:          MainPlayback.hs+    other-modules:    Alone+    default-language: Haskell2010+    ghc-options:      -threaded+                      -Wall++executable balls+    if flag(examples)+      build-depends:  base == 4.*,+                      ansi-terminal-game+    else+      buildable:      False++    hs-source-dirs:   example+    main-is:          MainBalls.hs+    other-modules:    Balls+    default-language: Haskell2010+    ghc-options:      -threaded+                      -Wall++executable hot-reload+    if flag(examples)+      build-depends:  base == 4.*,+                      ansi-terminal-game+    else+      buildable:      False++    hs-source-dirs:   example+    main-is:          MainHotReload.hs+    other-modules:    Alone+    default-language: Haskell2010+    ghc-options:      -threaded+                      -Wall
− changes.txt
@@ -1,20 +0,0 @@-0.2.1.0----------- Improved haddock documentation a bit.-- Cleanup runs regardless of exception.-- Released on Sun 18 Mar 2018 03:04:07 CET.--0.2.0.0----------- Added dependencies constraints.-- Removed internal module.-- Fixed changelog.-- Released on Fri 16 Mar 2018 00:42:41 CET.--0.1.0.0----------- Initial release.-- Released on Fri 16 Mar 2018 00:33:18 CET.
example/Alone.hs view
@@ -1,40 +1,46 @@-module Main where+module Alone where --- alone in a room: a scary game--- vai a dormire--- scary room--- escape--- blink exit, blink enemies--- pit--- randomly generated+-- Alone in a room, game definition (logic & draw)+-- run with: cabal new-run -f examples alone  import Terminal.Game -main :: IO ()-main = gameLoop "Alone in a room"-                (GameState (10, 10) Stop False)-                logicFun-                drawFun-                (\gs -> gsQuit gs)-                5+import qualified Data.Tuple as T --- STATE --+-- game specification+aloneInARoom :: Game MyState ()+aloneInARoom = Game 13                       -- ticks per second+                    (MyState (10, 10) Stop)  -- init state+                    (\_ s e -> logicFun s e) -- logic function+                    (\r s -> centerFull r $+                               drawFun s)    -- draw function -data GameState = GameState { gsCoord :: (Integer, Integer),-                             gsMove  :: Move,-                             gsQuit  :: Bool }+sizeCheck :: IO ()+sizeCheck = let (w, h) = T.swap . snd $ boundaries+            in assertTermDims w h +-------------------------------------------------------------------------------+-- Types++data MyState = MyState { gsCoord :: Coords,+                         gsMove  :: Move }+             deriving (Show, Eq)+ data Move = N | S | E | W | Stop           deriving (Show, Eq) -logicFun :: GameState -> Maybe Char -> IO GameState-logicFun gs               (Just 'q') = return $ gs { gsQuit = True }-logicFun (GameState cs m b) Nothing  =-               return $ GameState (pos m cs) m b -- xxx duplicated code-logicFun (GameState cs m b) (Just c) =-            let m' = move m c-            in return $ GameState (pos m' cs) m' b+boundaries :: (Coords, Coords)+boundaries = ((1, 1), (24, 80)) +-------------------------------------------------------------------------------+-- Logic++logicFun :: MyState -> Event -> Either () MyState+logicFun _ (KeyPress 'q') = Left ()+logicFun gs Tick          = Right $ gs { gsCoord = pos (gsMove gs)+                                                       (gsCoord gs) }+logicFun gs (KeyPress c)  = Right $ gs { gsMove = move (gsMove gs) c }+ -- SCI movement move :: Move -> Char -> Move move N 'w' = Stop@@ -47,22 +53,36 @@ move _ 'd' = E move m _   = m --- todo add boundaries-pos :: Move -> (Integer, Integer) -> (Integer, Integer)-pos Stop cs = cs-pos N    (r, c) = (r-1, c  )-pos S    (r, c) = (r+1, c  )-pos E    (r, c) = (r  , c+1)-pos W    (r, c) = (r  , c-1)+pos :: Move -> (Width, Height) -> (Width, Height)+pos m oldcs | oob newcs = oldcs+            | otherwise = newcs+    where+          newcs = new m oldcs +          new Stop cs = cs+          new N    (r, c) = (r-1, c  )+          new S    (r, c) = (r+1, c  )+          new E    (r, c) = (r  , c+1)+          new W    (r, c) = (r  , c-1) --- DRAW --+          ((lr, lc), (hr, hc)) = boundaries+          oob (r, c) = r <= lr || c <= lc ||+                       r >= hr || c >= hc -drawFun :: GameState -> Plane-drawFun (GameState (r, c) _ _) =-                           blankPlane 80 25 &-                (1, 1)   % box '_' 80 25    &-                (2, 2)   % box ' ' 78 23    &-                (15, 20) % textBox "tap WASD to move, tap again to stop"-                                   10 4     &-                (r, c) % cell '@'+-------------------------------------------------------------------------------+-- Draw++drawFun :: MyState -> Plane+drawFun (MyState (r, c) _) =+                           blankPlane mw     mh            &+                (1, 1)   % box mw mh '.'                   &+                (2, 2)   % box (mw-2) (mh-2) ' '           &+                (15, 20) % textBox 10 4+                                   "Tap WASD to move, tap again to stop." &+                (20, 60) % textBox 8 10+                                   "Press Q to quit." # color Blue Vivid &+                (r, c) % cell '@' # invert+    where+          mh :: Height+          mw :: Width+          (mh, mw) = snd boundaries
+ example/Balls.hs view
@@ -0,0 +1,188 @@+module Balls where++-- library module for `balls`++import Terminal.Game++import qualified Data.Bool as B+import qualified Data.Ix as I+import qualified Data.Maybe as M+import qualified Data.Tuple as T++{-+   There are three things I will showcase in this example:++   1. ** How you can display current FPS. **+      This is done using information passed via `GEnv` (eFPS).++   2. ** How your game can gracefully handle screen resize. **+      Notice how if you resize the terminal, balls will still+      fill the entire screen. This is again possible using `Game`+      and the information passed via GEnv (in this case, terminal+      dimensions).++   3. ** That — while FPS can change  — game speed does not. **+      Check the timer: even when screen is crowded and frames are+      dropped, it is not slowed down.+++   This game runs at 60 FPS, you will almost surely never need such+   a high TPS! 15–20 is more than enough in most cases.+-}++-------------------------------------------------------------------------------+-- Ball++data Ball = Ball { pChar :: Plane,+                   pSpeed :: Timed Bool,+                   pDir :: Coords,+                   pPos :: Coords }++-- change direction is necessary, then and move+modPar :: Dimensions -> Ball -> Maybe Ball+modPar ds b@(Ball _ _ d _) =+            -- tick the ball and check it is time to move+            let b' = tickBall b in+            if not (fetchFrame . pSpeed $ b')+              then Just b' -- no time to move for you+            else++            -- check all popssible directions+            let pd = [d, togR d, togC d, togB d]+                bs  = map (\ld -> b' { pDir = ld })  pd+                bs' = filter (isIn ds) $ map modPos bs in++            -- returns a moved ball nor nothing to mark it “to eliminate”+            case bs' of+              [] -> Nothing+              (cp:_) -> Just cp+    where+          togR (wr, wc) = (-wr,  wc)+          togC (wr, wc) = ( wr, -wc)+          togB (wr, wc) = (-wr, -wc)++tickBall :: Ball -> Ball+tickBall b = b { pSpeed = tick (pSpeed b) }++modPos :: Ball -> Ball+modPos (Ball p t d@(dr, dc) (r, c)) = Ball p t d (r+dr, c+dc)++isIn :: Dimensions -> Ball -> Bool+isIn (w, h) (Ball p _ _ (pr, pc)) =+            let (pw, ph) = planeSize p+            in pr >= 1 &&+               pr+ph-1 <= h &&+               pc >= 1 &&+               pc+pw-1 <= w++dpart :: Ball -> (Coords, Plane)+dpart (Ball p _ _ cs) = (cs, p)++genBall :: StdGen -> Dimensions -> (Ball, StdGen)+genBall g ds =+                let (c, g1) = pickRandom [minBound..] g+                    (s, g2) = getRandom (1, 3) g1+                    (v, g3) = pickRandom dirs g2+                    (p, g4) = ranIx ((1,1), T.swap ds) g3+                    b = Ball (cell 'o' # color c Vivid)+                             (creaBoolTimerLoop s) v p+                in (b, g4)+        where+              dirs = [(1, 1), (1, -1), (-1, 1), (-1, -1)]++              -- tuples instances are yet to be added to `random`+              -- as nov 21; this will do meanwhile.+              ranIx :: I.Ix a => (a, a) -> StdGen -> (a, StdGen)+              ranIx r wg = pickRandom (I.range r) wg++-------------------------------------------------------------------------------+-- Timer++type Timer = (Timed Bool, Integer)++ctimer :: TPS -> Timer+ctimer tps = (creaBoolTimerLoop tps, 0)++ltimer :: Timer -> Timer+ltimer (t, i) = let t' = tick t+                    k = B.bool 0 1 (fetchFrame t')+                in (t', i+k)++dtimer :: Timer -> Plane+dtimer (_, i) = word . show $ i++-------------------------------------------------------------------------------+-- Game++data GState = GState { gen :: StdGen,+                       timer :: Timer,+                       balls :: [Ball],+                       bslow :: Bool }+            -- pSlow is not used in game, it is there just+            -- for the test suite++fireworks :: StdGen -> Game GState Int+fireworks g = Game tps istate lfun dfun+    where+          tps = 60++          istate :: GState+          istate = GState g (ctimer tps) [] False++-------------------------------------------------------------------------------+-- Logic++-- The `Int` in `Either Int Gstate` is: number of balls+-- on screen at the end of the game.+lfun :: GEnv -> GState -> Event -> Either Int GState+lfun e s (KeyPress 's') =+            let g = gen s+                ds = eTermDims e+                (b, g1) = genBall g ds+                s' = s { gen = g1,+                         balls = b : balls s }+            in Right s'+lfun _ s (KeyPress 'q') = Left $ length (balls s)+lfun _ s (KeyPress _)   = Right s+lfun r s Tick           =+            let ds = eTermDims r++                ps = balls s+                ps' = M.mapMaybe (modPar ds) ps++                bs = eFPS r < 30+                s' = s { timer = ltimer (timer s),+                         balls = filter (isIn ds)  ps',+                         bslow = bs }+            in Right s'++-------------------------------------------------------------------------------+-- Draw++dfun :: GEnv -> GState -> Plane+dfun r s =             mergePlanes+                         (uncurry blankPlane ds)+                         (map dpart $ balls s) &+            (1, 2) %^> tui # trans &+            (1, 2) %.< inst # trans # bold+    where+          ds = eTermDims r+          tm = timer s++          tui :: Plane+          tui = let fps = eFPS r+                    np = length $ balls s++                    l1 = word "FPS: " ||| word (show fps)+                    l2 = word "Timer: " ||| dtimer tm+                    l3 = word ("Balls: " ++ show np)+                    l4 = word ("Term. dims.: " ++ show ds)+                in vcat [l1, l2, l3, l4]++          inst :: Plane+          inst = word "Press (s) to spawn" ===+                 word "Press (q) to quit"  ===+                 word "Resize terminal to pop balls"++          trans :: Draw+          trans = makeTransparent ' '
+ example/MainAlone.hs view
@@ -0,0 +1,12 @@+module Main where+++import Alone ( aloneInARoom, sizeCheck )++import Terminal.Game++-- run with: cabal new-run -f examples alone++main :: IO ()+main = do sizeCheck+          errorPress $ playGame aloneInARoom
+ example/MainBalls.hs view
@@ -0,0 +1,22 @@+module Main where++import Balls++import Terminal.Game++-- Balls Main module. The meat of the game is in `examples/Balls.hs`++main :: IO ()+main = do+        g <- getStdGen+        r <- playGame (fireworks g)+            -- We use game result `r` (how many balls were on+            -- screen) and feed it to another function.+            -- This could be useful to upload high scores to+            -- a site, or for a game embedded in a larger pro-+            -- gram, etc.+        putStrLn (bye r)+    where+          bye wi = "See you later!\nYou left the game with " +++                   show wi ++ " balls on screen."+
+ example/MainHotReload.hs view
@@ -0,0 +1,87 @@+module Main where++import Alone ( aloneInARoom, sizeCheck )++import Terminal.Game++-- Hot reloading is a handy feature while writing a game. Here I will+-- show you various ways to do that with ansi-terminal-game.+--+-- Hot reloading makes use of `entr` (install it from your repos) and+-- some additional scaffolding, provided by `tmux` or your plain terminal.+-- Read below to see two ideas in action.+++{- === HOT RELOAD WITH ENTR AND TMUX ===++	1. Install `entr` and `tmux`.++    2. open a tmux window, in the bottom-right plane launch the game+       in an infinite loop, e.g.++         while true; do cabal run -f examples alone; done++       Remember, the pane has to be the bottom-right one, like this:++            +----------------------------------------------++            |                        |                     |+            |                        |                     |+            |                        |                     |+            |                        |                     |+            |                        |                     |+            |                        |                     |+            |                        |---------------------|+            |                        |                     |+            |                        |                     |+            |                        |                     |+            |                        |       G A M E       |+            |                        |                     |+            |                        |                     |+            |                        |                     |+            +----------------------------------------------+++     3. in another pane launch `entr` in this fashion:++          find src example/ -name *.hs | entr tmux send-keys -t {bottom-right} q++     4. Now whenever you modify a source file in example/ , the game+        will be reloaded!  -}+++{- === HOT RELOAD WITH ENTR AND PLAIN TERMINAL ===++    1. If your terminal has a `command` option, it is even easier.+       We will use `urxvt` for this example++          find src example/*.hs | entr -r urxvt -e cabal run -f examples alone++    2. Every time you save a source file, a terminal will be spawn with+       your game running in it.  -}+++{-  === HOT RELOAD REPLAYS WITH ENTR ===++    `entr` by itself *cannot* autoreload a game in the same window, as it+    cannot handle interactive programs. But if you are just displaying a+    replay, this can come handy++        find example/*.hs | entr -cr cabal run -f examples hot-reload++    This is very useful to incrementally build NPCs’ behaviour,+    iron out mechanics bugs etc.++    Remember that you can use `recordGame` to record a session.  -}+++-- If you you need something fancier for your game (e.g. hot reloading user+-- maps), `venzone` [1] (module Watcher) has a builtin /watch mode/ you can+-- take inspiration from.+--+-- [1] https://hackage.haskell.org/package/venzone++main :: IO ()+main = do+        sizeCheck+        gr <- readRecord "test/records/alone-record-test.gr"+                -- check `readRecord+        () <$ narrateGame aloneInARoom gr
+ example/MainPlayback.hs view
@@ -0,0 +1,30 @@+module Main where++import Alone ( aloneInARoom, sizeCheck )++import Terminal.Game++import System.IO.Temp ( emptySystemTempFile )++-- plays the game and, once you quit, shows a replay of the session+-- run with: cabal new-run -f examples alone-playback++main :: IO ()+main = do+        sizeCheck+        tf <- emptySystemTempFile "alone-record.gr"+        playback tf++playback :: FilePath -> IO ()+playback f = do+        prompt "Press <Enter> to play the game."+        recordGame aloneInARoom f+        prompt "Press <Enter> to watch playback."+        es <- readRecord f+        _ <- narrateGame aloneInARoom es+        prompt "Playback over! Press <Enter> to quit."+    where+          prompt :: String -> IO ()+          prompt s = putStrLn s >> () <$ getLine++
− platform-dep/non-win/Terminal/Game/Input.hs
@@ -1,9 +0,0 @@------------------------------------------------------------------------------------ Nonbuffering getChar--- 2017 Francesco Ariis GPLv3                                             80cols-----------------------------------------------------------------------------------module Terminal.Game.Input where--inputCharTerminal :: IO Char-inputCharTerminal = getChar
+ platform-dep/non-win/Terminal/Game/Utils.hs view
@@ -0,0 +1,14 @@+--------------------------------------------------------------------------------+-- Nonbuffering getChar+-- 2017 Francesco Ariis GPLv3                                             80cols+--------------------------------------------------------------------------------++module Terminal.Game.Utils ( inputCharTerminal,+                             isWin32Console )+                           where++inputCharTerminal :: IO Char+inputCharTerminal = getChar++isWin32Console :: IO Bool+isWin32Console = return False
− platform-dep/windows/Terminal/Game/Input.hs
@@ -1,22 +0,0 @@------------------------------------------------------------------------------------ Nonbuffering getChar--- 2017 Francesco Ariis GPLv3                                             80cols----------------------------------------------------------------------------------{-# LANGUAGE ForeignFunctionInterface #-}---- see .cabal conditionals for more info--module Terminal.Game.Input where--import qualified Foreign.C.Types as FT-import qualified Data.Char       as C--inputCharTerminal :: IO Char-inputCharTerminal = getCharWindows---- no idea but unsafe breaks it-getCharWindows :: IO Char-getCharWindows = fmap (C.chr . fromEnum) c_getch-foreign import ccall safe "conio.h getch"-  c_getch :: IO FT.CInt-
+ platform-dep/windows/Terminal/Game/Utils.hs view
@@ -0,0 +1,30 @@+--------------------------------------------------------------------------------+-- Nonbuffering getChar et al+-- 2017 Francesco Ariis GPLv3                                             80cols+--------------------------------------------------------------------------------+{-# LANGUAGE ForeignFunctionInterface #-}++-- horrible horrible horrible hack to make unbuffered input+-- work on Windows (and win32console check)++module Terminal.Game.Utils (inputCharTerminal,+                            isWin32Console )+                           where++import qualified Data.Char             as C+import qualified Foreign.C.Types       as FT+import qualified System.Console.MinTTY as M++inputCharTerminal :: IO Char+inputCharTerminal = getCharWindows++-- no idea why, but unsafe breaks it+getCharWindows :: IO Char+getCharWindows = fmap (C.chr . fromEnum) c_getch+foreign import ccall safe "conio.h getch"+  c_getch :: IO FT.CInt++-- TODO elimina isWin32Console [win]+-- not perfect, but it is what it is (on win, non minTTY)+isWin32Console :: IO Bool+isWin32Console = not <$> M.isMinTTY
src/Terminal/Game.hs view
@@ -1,8 +1,8 @@---------------------------------------------------------------------------------+------------------------------------------------------------------------------- -- | -- Module      :  Terminal.Game--- Copyright   :  © 2017-2018 Francesco Ariis--- License     :  GPLv3 (see LICENSE file)+-- Copyright   :  © 2017-2023 Francesco Ariis et al.+-- License     :  GPLv3 (see COPYING) -- -- Maintainer  :  Francesco Ariis <fa-ml@ariis.it> -- Stability   :  provisional@@ -10,70 +10,246 @@ -- -- Machinery and utilities for 2D terminal games. -----------------------------------------------------------------------------------+-- New? Start from 'Game'.+--+-------------------------------------------------------------------------------  -- Basic col-on-black ASCII terminal, operations. -- Only module to be imported. --- todo color [release]--- todo resize screen corruption [grave]--- add docs [release]+-- todo you can eliminate unidecode!+-- todo you probably can eliminate part of platform dep too (ffi)+--      (anche check what is linked -- see lib.so.8 error)+-- todo you should check again on win the «press exit to continue» test+-- todo write that ascii/latin-1/greek letters should be ok on win -module Terminal.Game ( -- * Game Loop-                       gameLoop,-                       -- * Plane-                       Plane,                  -- types-                       Coords, Width, Height,-                       stringPlane,            -- crea-                       blankPlane, addVitrum,-                       copyPlane, pastePlane,  -- slice-                       planeSize, paperPlane,  -- info-                       -- * Draw-                       (%), (&), cell,         -- draw-                       box, textBox,-                       -- * Animations-                       Animation, Loop(..),    -- types-                       creaAni,-                       tick, reset,            -- operate-                                             -- xxx metti fetchframe in-                                             --     documentation-                                             --     e anche isexpired-                       getFrames,-                       encodeAni,              -- serialise-                       decodeAni,-                       -- * Timers-                       Timed,                  -- types-                       ExpBehaviour(..),-                       creaTimer,              -- crea-                       creaBoolTimer,-                       fetchFrame, isExpired,  -- operate-                       -- * Utils-                       screenSize+-- todo rewrite test w/ an internal library method++module Terminal.Game ( -- * Running+                       TPS,+                       FPS,+                       Event(..),+                       GEnv(..),+                       Game(..),+                       playGame,+                       ATGException(..),++                       -- ** Helpers+                       playGame_,+                       Terminal.Game.displaySize,+                       assertTermDims,+                       errorPress,+                       blankPlaneFull,+                       centerFull,++                       -- * Game logic+                       -- | Some convenient function dealing with+                       -- Timers ('Timed') and 'Animation's.+                       --+                       -- Usage of these is not mandatory: 'Game' is+                       -- parametrised over any state @s@, you are free+                       -- to implement game logic as you prefer.++                       -- ** Timers/Animations++                       -- *** Timers+                       Timed,+                       creaTimer, creaBoolTimer,+                       creaTimerLoop, creaBoolTimerLoop,++                       -- *** Animations+                       Animation,+                       creaAnimation,+                       creaLoopAnimation,++                       -- *** T/A interface+                       tick, ticks, reset, lapse,+                       fetchFrame, isExpired,++                       -- ** Random numbers+                       StdGen,+                       getStdGen, mkStdGen,+                       getRandom, pickRandom,+                       UniformRange,++                       -- * Drawing+                       -- | To get to the gist of drawing, check the+                       -- documentation for '%'.+                       --+                       -- Blitting on screen is double-buffered and diff'd+                       -- (at each frame, only cells with changed character+                       -- will be redrawn).++                       -- ** Plane+                       Plane,+                       Dimensions,+                       Coords,+                       Row, Column,+                       Width, Height,+                       blankPlane,+                       stringPlane,+                       stringPlaneTrans,+                       makeTransparent,+                       makeOpaque,+                       planePaper,+                       planeSize,++                       -- *** Performance blitting+                       -- $performance++                       Cell,+                       creaCell,+                       colorCell,+                       rgbColorCell,+                       paletteColorCell,+                       boldCell,+                       reverseCell,+                       cellsPlane,++                       -- ** Draw+                       Draw,+                       (%), (&), (#),+                       subPlane,+                       mergePlanes,+                       cell, word, box,+                       Color(..), ColorIntensity(..),+                       color, bold, invert,++                       -- *** Alternative origins+                       -- $origins+                       (%^>), (%.<), (%.>),++                       -- *** Text boxes+                       textBox, textBoxLiquid,+                       textBoxHyphen, textBoxHyphenLiquid,+                       Hyphenator,+                       -- | Eurocentric convenience reexports. Check+                       -- "Text.Hyphenation.Language" for more languages.+                       english_GB, english_US, esperanto,+                       french, german_1996, italian, spanish,++                       -- *** Declarative drawing+                       (|||), (===), (***), hcat, vcat,++                       -- *** Non-standard colors+                       -- | Non-standard RGB and xterm colors. These are+                       -- prettier, but work on a minority of terminal+                       -- emulators/multiplexers.+                       -- Use them only on your machine or when you are sure+                       -- of the terminal you are targetting.+                       S.Colour, rgbColor, paletteColor,+                       S.sRGB24, S.sRGBBounded, S.sRGB, S.sRGB24read,+                       xterm6LevelRGB, xterm24LevelGray, xtermSystem,++                       -- * Testing+                       GRec,+                       recordGame,+                       readRecord,+                       testGame,+                       setupGame,+                       narrateGame,++                       -- | A quick and dirty way to have /hot reload/+                       -- (autorestarting your game when source files change)+                       -- is illustrated in @example/MainHotReload.hs@.++                       -- * Embedding files++                       -- | Embedding files is convenient when working on+                       -- assets separately and still wanting to ship a+                       -- single binary. Remember to add this pragma to+                       -- the top of your module:+                       --+                       -- > {-# LANGUAGE TemplateHaskell #-}+                       embedFile,+                       embedDir,+                       BC.ByteString,+                       BC.unpack,++                       -- * Cross platform+                       -- $xcompat                      )     where -import Terminal.Game.GameLoop-import Terminal.Game.Plane-import Terminal.Game.Draw--- xxx rivedi gli export di animation, encapsula tutto il possibile+import Data.FileEmbed+import System.Console.ANSI import Terminal.Game.Animation-import Terminal.Game.Timer-import Terminal.Game.Utils+import Terminal.Game.Draw+import Terminal.Game.Layer.Imperative+import Terminal.Game.Layer.Object as O+import Terminal.Game.Plane+import Terminal.Game.Random+import Text.LineBreak --- todo text deve essere gestito da una cosa smart, pensa a pp leijin+import qualified Control.Monad as CM+import qualified Data.ByteString.Char8 as BC+import qualified Data.Colour.SRGB as S --- todo [post-first-release] setTitle hSupportsANSI bold? italics? intensity+-- $origins+-- Placing a plane is sometimes more convenient if the coordinates origin+-- is a corner other than top-left (e.g. “Paste this plane one row from+-- bottom-left corner”). These combinators — meant to be used instead of '%'+-- — allow you to do so. Example:+--+-- @+-- prova :: Plane+-- prova = let rect = box 6 3  \'.\'+--             letters = word "ab"+--         in            rect &+--            (1, 1) %.> letters         -- start from bottom-right+--+--     -- λ> putStr (planePaper prova)+--     -- ......+--     -- ......+--     -- ....ab+-- @ --- todo geekosaur threaded shit bug+-- $xcompat+-- Good practices for cross-compatibility:+--+-- * Choose game dimensions of no more than __24 rows__ and __80 columns__.+--   This ensures compatibility with the trickiest terminals (i.e. Win32+--   console).+--+-- * Use __ASCII characters__ only. Again this is for Win32 console+--   compatibility, until+--   [this GHC bug](https://gitlab.haskell.org/ghc/ghc/issues/7593) gets+--   fixed.+--+-- * Employ colour sparingly: as some users will play your game in a+--   light-background terminal and some in a dark one, choose only colours+--   that go well with either (blue, red, etc.).+--+-- * Some terminals/multiplexers (i.e. tmux) do not make a distinction+--   between vivid/dull, others do not display bold; do not base your game+--   mechanics on that difference.+--+-- * If you use WASD for movement, you can readily gain compatibility with+--   AZERTY keyboard layout by mapping “up” to both @W@ and @Z@ and “left”+--   to @A@ and @Q@. Users from France, Belgium, and Québec will thank you. ---    geekosaur f-a, a. heh. so the thoguht I had turned out to---           be correct:---           Control.Concurent.rtsSupportsBoundThreads (because---           green threads can't be usefully bound)---            x hiratara---              [~hiratara@240f:7:4708:1:47a:b8c4:d18a:d063]---              has left Ping timeout: 276 seconds [#haskell]---    geekosaur so if that produces True, it's using the---              threaded runtime; if False, you can say---              something useful instead of hanging+-- $performance+-- Using 'Plane' for graphics is convenient due to the many primitives+-- for drawing.  If you need extra performance, @ansi-terminal-game@+-- exposes 'Cell' functions too, for efficient dense-grid drawing.+--+-- Remember that most likely the bottleneck for your app will still be+-- the terminal your users run! +-- | /Usable/ terminal display size (on Win32 console the last line is+-- set aside for input). Throws 'CannotGetDisplaySize' on error.+displaySize :: IO Dimensions+displaySize = O.displaySizeErr++-- | Check if terminal can accomodate 'Dimensions', otherwise throws+-- 'DisplayTooSmall' with a helpful message for the player.+assertTermDims :: Width -> Height -> IO ()+assertTermDims dw dh =+            clearScreen >>+            setCursorPosition 0 0 >>+            displaySizeErr >>= \ads ->+            CM.when (isSmaller ads)+                    (throwExc $ DisplayTooSmall (dw, dh) ads)+    where+          isSmaller :: Dimensions -> Bool+          isSmaller (ww, wh) = ww < dw || wh < dh
− src/Terminal/Game/ANSI.hs
@@ -1,96 +0,0 @@----------------------------------------------------------------------------------- ANSI terminal display--- (C) 2017 Francesco Ariis (GPL v3)------------------------------------------------------------------------------------ Plane to ANSI terminal display--module Terminal.Game.ANSI where--import Terminal.Game.Draw-import Terminal.Game.Plane--import qualified System.Console.ANSI as CA-import qualified Data.List.Split as LS-import qualified Control.Monad as CM-import qualified Data.Array as A---- xxx elmina 80 cols---- th tw: terminal width and height--- pn: new plane, po: old plane--- fps sono gli fps attuali, puoi stamparli come preferisci (o non stamparli)--- wo, ho: dimensions of the terminal. If they change, reinit double buffering-blitPlane :: Width -> Height -> Maybe Plane -> Plane -> Integer -> IO ()-blitPlane tw th mpo pn cFps =--        -- old plane-        let-            (pw, ph) = planeSize pn-            bp  = blankPlane pw ph-            po  = pastePlane (maybe bp id mpo) bp (1, 1)-        in--        -- new plane-        let pn'  = pastePlane pn bp (1, 1)-            pn'' = pastePlane (textBox (show cFps) 100 100) pn' (1, 2)-        in--        -- reset formatting and print everything-        -- CA.setSGR [CA.Reset, CA.SetColor CA.Background CA.Dull CA.Black] >>-        CA.setSGR [CA.Reset] >>-        blitMap po pn' tw th----------------------- ANCILLARIES ------------------------ plane + term w/h-blitMap :: Plane -> Plane -> Width -> Height -> IO ()-blitMap po pn tw th = CM.when (planeSize po /= planeSize pn)-                              (error "blitMap: different plane sizes")      >>-                      CA.setCursorPosition (fi cr) (fi cc)                  >>-                      blitToTerminal cc (orderedCells po) (orderedCells pn)-    where-          (pw, ph) = planeSize pn--          cr = div (th - ph) 2-          cc = div (tw - pw) 2--          fi = fromIntegral--orderedCells :: Plane -> [[Cell]]-orderedCells p = LS.chunksOf (fromIntegral w) cells-    where-          -- todo altra funzione invece che un map 2nd?-          cells  = map snd $ assocsPlane p-          (w, _) = planeSize p----- ordered sequence of cells, both old and new, like they were a String to--- print to screen-blitToTerminal :: Column -> [[Cell]] -> [[Cell]] -> IO ()-blitToTerminal rc ocs ncs = mapM_ blitLine oldNew-    where-          oldNew :: [[(Cell, Cell)]]-          oldNew = zipWith zip ocs ncs--          blitLine :: [(Cell, Cell)] -> IO ()-          blitLine ccs = CM.foldM blitChar 0 ccs              >>-                         CA.cursorDown 1                      >>-                         CA.setCursorColumn (fromIntegral rc)--          -- k is "spaces to skip"-          blitChar :: Int -> (Cell, Cell) -> IO Int-          blitChar k (clo, cln)-                | cln == clo = return (k+1)-                | otherwise  = moveIf k               >>= \k' ->-                               putChar (cellChar cln) >>-                               return k'--          moveIf :: Int -> IO Int-          moveIf k | k == 0    = return k-                   | otherwise = CA.cursorForward k >>-                                 return 0-
src/Terminal/Game/Animation.hs view
@@ -1,12 +1,13 @@-{-# LANGUAGE DeriveGeneric #-}-{-# LANGUAGE DefaultSignatures #-}-{-# LANGUAGE StandaloneDeriving #-}-{-# LANGUAGE FlexibleInstances #-} ------------------------------------------------------------------------------- -- Animation -- 2018 Francesco Ariis GPLv3 ------------------------------------------------------------------------------- +-- {-# LANGUAGE DeriveGeneric #-}+-- {-# LANGUAGE DefaultSignatures #-}+-- {-# LANGUAGE StandaloneDeriving #-}+-- {-# LANGUAGE FlexibleInstances #-}+ module Terminal.Game.Animation (module Terminal.Game.Animation,                                 module T                                ) where@@ -15,39 +16,18 @@  import Control.Timer.Tick as T -import Data.Serialize-import GHC.Generics--import qualified Data.ByteString as BS-import qualified Data.Bifunctor as BF+-- import Data.Serialize --- todo missing: creaani, creaframe, fetchcurrframe, etc.+-- import qualified Data.ByteString as BS+-- import qualified Data.Bifunctor as BF +-- | An @Animation@ is a series of timed time-separated 'Plane's. type Animation = T.Timed Plane -creaAni :: Loop -> [(Integer, Plane)] -> Animation-creaAni = creaTimedRes------------------------ SERIALISATION -------------------------- deriving instance Generic loc => Generic (Frame loc)--- instance (Generic loc, Serialize loc) => Serialize (Frame loc Integer)--instance Serialize ExpBehaviour-instance Serialize Loop-instance Serialize Cell-instance Serialize Plane-instance Serialize Animation--encodeAni :: FilePath -> Animation -> IO ()-encodeAni fp fs = BS.writeFile fp (encode fs)--decodeAni :: FilePath -> IO (Either String Animation)-decodeAni fp = fmap decode (BS.readFile fp) >>=-                  return . BF.bimap err id-    where-          err se = fp ++ ": " ++ se-+-- | Creates an 'Animation'.+creaAnimation :: [(Integer, Plane)] -> Animation+creaAnimation ips = creaTimedRes (Times 1 Elapse) ips +-- | Creates a looped 'Animation'.+creaLoopAnimation :: [(Integer, Plane)] -> Animation+creaLoopAnimation ips = creaTimedRes AlwaysLoop ips
+ src/Terminal/Game/Character.hs view
@@ -0,0 +1,43 @@+module Terminal.Game.Character where++import Data.Char        as C+import Text.Unidecode   as D+import System.IO.Unsafe as U+++import Terminal.Game.Utils++-- Non ASCII character still cause crashes on Win32 console (see this+-- report: https://gitlab.haskell.org/ghc/ghc/issues/7593 ).+-- We provide a function to substitute them when playing on Win32+-- console, with another appropriate chatacter.++win32SafeChar :: Char -> Char+win32SafeChar c | areWeWin32 = toASCII c+                | otherwise  = c+    where+          areWeWin32 :: Bool+          areWeWin32 = unsafePerformIO isWin32Console++-- ANCILLARIES --++toASCII :: Char -> Char+toASCII c | C.isAscii c         = c+          | Just cm <- lu       = cm    -- hand-made substitution+          | [cu] <- unidecode c = cu    -- unidecode+          | otherwise           = '?'   -- all else failing+    where+          lu = lookup c subDictionary++subDictionary :: [(Char, Char)]+subDictionary = [ -- various open/close quotes+                  ('«', '<'),+                  ('»', '>'),+                  ('“', '\''),+                  ('”', '\''),+                  ('‘', '\''),+                  ('’', '\''),++                  -- typographical marks+                  ('—', '-') ]+
src/Terminal/Game/Draw.hs view
@@ -7,67 +7,244 @@ -- assumed to be opaque  module Terminal.Game.Draw (module Terminal.Game.Draw,-                           module DF) where+                           (F.&)+                          ) where  import Terminal.Game.Plane  import Text.LineBreak -import Data.Function as DF ( (&) )+import qualified Data.Colour.RGBSpace as S+import qualified Data.Function as F ( (&) )+import qualified Data.List as L+import qualified Data.Word as W+import qualified System.Console.ANSI as CA + ----------- -- TYPES -- ----------- +-- | A drawing function, usually executed with the help of '%'. type Draw = Plane -> Plane ++-----------------+-- COMBINATORS --+-----------------++-- | Pastes one 'Plane' onto another. To be used along with 'F.&'+-- like this:+--+-- @+--  d :: Plane+--  d =          blankPlane 100 100  &+--      (3, 4) % box '_' 3 5         &+--      (a, b) % cell \'A\' '#' bold+-- @ (%) :: Coords -> Plane -> Draw cds % p1 = \p2 -> pastePlane p1 p2 cds+infixl 4 % -    -- most of the drawing is done with % and &, e.g.-    ---    -- let d :: Plane-    --     d =          blankPlane (100, 100) &-    --         (3, 4) % box '_' Yellow (3, 5) &-    --         (a, b) % butCell '@' Red-    --+-- | Apply style to plane, e.g.+--+-- > cell 'w' # bold+(#) :: Plane -> Draw -> Plane+p # sf = sf p+infixl 8 # +-- | Shorthand for sequencing 'Plane's, e.g.+--+-- @+--           firstPlane  &+--  (3, 4) '%' secondPlane &+--  (1, 9) '%' thirdPlane+-- @+--+-- is equal to+--+-- @+--  mergePlanes firstPlane [((3,4), secondPlane),+--                          ((1,9), thirdPlane)]+-- @+mergePlanes :: Plane -> [(Coords, Plane)] -> Plane+mergePlanes p cps = L.foldl' addPlane p cps+    where+          addPlane :: Plane -> (Coords, Plane) -> Plane+          addPlane bp (cs, tp) = bp F.& cs % tp++-- | Place two 'Plane's side-by-side, horizontally.+(|||) :: Plane -> Plane -> Plane+(|||) a b = let (wa, ha) = planeSize a+                (wb, hb) = planeSize b+            in mergePlanes (blankPlane (wa + wb) (max ha hb))+                           [((1,1),    a),+                            ((1,wa+1), b)]++-- | Place two 'Plane's side-by-side, vertically.+(===) :: Plane -> Plane -> Plane+(===) a b = let (wa, ha) = planeSize a+                (wb, hb) = planeSize b+            in mergePlanes (blankPlane (max wa wb) (ha + hb))+                           [((1,1),    a),+                            ((ha+1,1), b)]++-- | @a *** b@ blits @b@ in the centre of @a@.+(***) :: Plane -> Plane -> Plane+(***) a b = let (aw, ah) = planeSize a+                (bw, bh) = planeSize b+                r = quot (ah - bh) 2 + 1+                c = quot (aw - bw) 2 + 1+            in           a F.&+                (r, c) % b+++-- | Place a list of 'Plane's side-by-side, horizontally. Returns a 1×1+-- transparent plane on empty list.+hcat :: [Plane] -> Plane+hcat [] = blankPlane 1 1 # makeTransparent ' '+hcat ps = L.foldl1' (|||) ps++-- | Place a list of 'Plane's side-by-side, vertically. Returns a 1×1+-- transparent plane on empty list.+vcat :: [Plane] -> Plane+vcat [] = blankPlane 1 1 # makeTransparent ' '+vcat ps = L.foldl1' (===) ps++infixl 6 |||, ===, ***+++------------+-- STYLES --+------------++-- | Set foreground color.+color :: CA.Color -> CA.ColorIntensity -> Plane -> Plane+color c i p = mapPlane (colorCell c i) p++-- | Apply bold style to 'Plane'.+bold :: Plane -> Plane+bold p = mapPlane boldCell p++-- | Swap foreground and background colours of 'Plane'.+invert :: Plane -> Plane+invert p = mapPlane reverseCell p++-- | Set RGB color+rgbColor :: S.Colour Float -> Plane -> Plane+rgbColor k p = mapPlane (rgbColorCell k) p++-- | Set Palette color+paletteColor :: W.Word8 -> Plane -> Plane+paletteColor k p = mapPlane (paletteColorCell k) p++ ------------- -- DRAWING -- ------------- -box :: Char -> Width -> Height -> Plane-box chr w h = seqCellsDim w h cells+-- | A box of dimensions @w h@.+box :: Width -> Height -> Char -> Plane+box w h chr = seqCellsDim w h cells     where           cells = [((r, c), chr) | r <- [1..h], c <- [1..w]] +-- | A 1×1 @Plane@. cell :: Char -> Plane-cell ch = box ch 1 1+cell ch = box 1 1 ch +-- | @1xn@ 'Plane' with a word in it. If you need to import multiline+-- ASCII art, check 'stringPlane' and 'stringPlaneTrans'.+word :: String -> Plane+word w = seqCellsDim (L.genericLength w) 1 cells+    where+          cells = zip (zip (repeat 1) [1..]) w+ -- opaque :: Plane -> Plane -- opaque p = pastePlane p (box ' ' White w h) (1, 1) --     where --           (w, h) = pSize p --- assumes ' ' are transparent-textBox :: String -> Width -> Height -> Plane-textBox cs w h = transparent+-- | A text-box. Assumes @' '@s are transparent.+textBox :: Width -> Height -> String -> Plane+textBox w h cs = frameTrans w h (textBoxLiquid w cs)++-- | Like 'textBox', but tall enough to fit @String@.+textBoxLiquid :: Width -> String -> Plane+textBoxLiquid w cs = textBoxGeneralLiquid Nothing w cs++-- | As 'textBox', but hypenated. Example:+--+-- @+-- (normal textbox)                        (hyphenated textbox)+-- Rimasi un po’ a meditare nel buio       Rimasi un po’ a meditare nel buio+-- velato appena dal barlume azzurrino     velato appena dal barlume azzurrino+-- del fornello a gas, su cui              del fornello a gas, su cui sobbol-+-- sobbolliva quieta la pentola.           liva quieta la pentola.+-- @+--+-- Notice how in the right box /sobbolliva/ is broken in two. This+-- can be useful and aesthetically pleasing when textboxes are narrow.+textBoxHyphen :: Hyphenator -> Width -> Height -> String -> Plane+textBoxHyphen hp w h cs = frameTrans w h (textBoxHyphenLiquid hp w cs)++-- | As 'textBoxLiquid', but hypenated.+textBoxHyphenLiquid :: Hyphenator -> Width -> String -> Plane+textBoxHyphenLiquid h w cs = textBoxGeneralLiquid (Just h) w cs++textBoxGeneralLiquid :: Maybe Hyphenator -> Width -> String -> Plane+textBoxGeneralLiquid mh w cs = transparent     where           -- hypenathion-          hyp = Nothing -- Just english_GB-          bf  = BreakFormat (fromIntegral w) 4 '-' hyp-          hcs = breakStringLn bf (take (fromIntegral $ w*h) cs)-          hl  = fromIntegral $ length hcs+          bf  = BreakFormat (fromIntegral w) 4 '-' mh+          hcs = breakStringLn bf cs+          h   = L.genericLength hcs            f :: [String] -> [(Coords, Char)]           f css = concatMap (uncurry rf) (zip [1..] css)-              where rf :: Integer -> String -> [(Coords, Char)]+              where rf :: Int -> String -> [(Coords, Char)]                     rf cr ln = zip (zip (repeat cr) [1..]) ln            out         = seqCellsDim w h (f hcs)-          transparent = addVitrum ' ' out+          transparent = makeTransparent ' ' out  +----------------------------+-- ADDITIONAL COMBINATORS --+----------------------------++-- Coords as if origin were @ bottom-right+recipCoords :: Coords -> Plane -> Plane -> Coords+recipCoords (r, c) p p1 =+            let (pw, ph) = planeSize p+                (p1w, p1h) = planeSize p1+                r' = ph-p1h-r+2+                c' = pw-p1w-c+2+            in (r', c')++-- | Pastes a plane onto another (origin: top-right).+(%^>) :: Coords -> Plane -> Draw+(r, c) %^> p1 = \p ->+            let (_, c') = recipCoords (r, c) p p1+            in p F.& (r, c') % p1++-- | Pastes a plane onto another (origin: bottom-left).+(%.<) :: Coords -> Plane -> Draw+(r, c) %.< p1 = \p ->+            let (r', _) = recipCoords (r, c) p p1+            in p F.& (r', c) % p1++-- | Pastes a plane onto another (origin: bottom-right).+(%.>) :: Coords -> Plane -> Draw+cs %.> p1 = \p ->+            let (r', c') = recipCoords cs p p1+            in p F.& (r', c') % p1++infixl 4 %^>+infixl 4 %.<+infixl 4 %.>++ ----------------- -- ANCILLARIES -- -----------------@@ -79,4 +256,9 @@ seqCells p cells = updatePlane p (map f cells)     where           f (cds, chr) = (cds, creaCell chr)++-- paste plane on a blank one, and make ' ' transparent+frameTrans :: Width -> Height -> Plane -> Plane+frameTrans w h p = let bt = makeTransparent ' ' (blankPlane w h)+                   in bt F.& (1, 1) % p 
− src/Terminal/Game/GameLoop.hs
@@ -1,193 +0,0 @@----------------------------------------------------------------------------------- Input/compute/output loop--- 2017 Francesco Ariis GPLv3----------------------------------------------------------------------------------{-# OPTIONS_GHC -fno-warn-type-defaults #-}--module Terminal.Game.GameLoop where--import Terminal.Game.Plane-import Terminal.Game.Input-import Terminal.Game.ANSI-import Terminal.Game.Utils-import Control.Concurrent--import qualified System.IO as SI-import qualified Control.Monad as CM-import qualified System.Console.ANSI as CA-import qualified System.Console.Terminal.Size as TS-import qualified System.Clock as SC-import qualified Control.Exception as E---- todo [release] [study] no full IO for s, but a---      jailed IO (provided by a datatype), both for I---      and for O---- todo elimina fps ora che li puoi fare on IO---- | Entry point for the game, should be called in @main@. The two--- most important functions are the one dealing with logic and the--- blitting one. Check @alone-in-a-room@ (you can compiler it with--- @cabal new-build -f examples@) to see a simple game in action.-gameLoop :: String                       -- ^Terminal title.-            -> s                         -- ^Initial state of the game.-            -> (s -> Maybe Char -> IO s) -- ^Logic function.-            -> (s -> Plane)              -- ^Draw function.-            -> (s -> Bool)               -- ^\"Should I quit?" function.-            -> Integer                   -- ^Framerate (in fps).-            -> IO ()-gameLoop t s lf df qf fps =--            E.finally (initPart >> game)-                      cleanAndExit -- this will be run regardless-                                   -- of exception-    where-          initPart :: IO ()-          initPart = -- init-                     SI.hSetBuffering SI.stdout SI.NoBuffering >>-                     SI.hSetBuffering SI.stdin  SI.NoBuffering >>-                     SI.hSetEcho SI.stdin False                >>--                     -- title and initial setup/checks-                     CA.setTitle t >>-                     CA.hideCursor >>-                     blackScreen--          game :: IO ()-          game = -- mvars & fork-                 newMVar 1                          >>= \frameCounter ->-                 newMVar Nothing                    >>= \inputChar ->-                 forkIO (inputAction inputChar)     >>-                 forkIO (incTimer frameCounter fps) >>--                 logicDraw inputChar frameCounter-                           s lf df qf Nothing-                           (initFPSCounter 20) (0,0)---------------------- CONCURRENT ----------------------- get action char-inputAction :: MVar (Maybe Char) -> IO ()-inputAction mc = -- vedi platform-dep/-                 inputCharTerminal    >>= \c ->-                 swapMVar mc (Just c) >>-                 inputAction mc---- modifica il timer-incTimer :: MVar Integer -> Integer -> IO ()-incTimer mi fps = modifyMVar_ mi (return . succ) >>-                  threadDelay delayAmount        >>-                  incTimer mi fps-    where-          delayAmount :: Int-          delayAmount = fromIntegral $ div (10^6) fps----- from http://www.loomsoft.net/resources/alltut/alltut_lesson5.htm-logicDraw :: MVar (Maybe Char) -> MVar Integer -> s -> -- input, ticks, state-             (s -> Maybe Char -> IO s)              -> -- logic function-             (s -> Plane)                           -> -- draw function-             (s -> Bool)                            -> -- quit? function-             Maybe Plane                            -> -- last blitted screen-             FPSCounter                             -> -- FPS counter-             (Width, Height)                        -> -- Term Dimensions-             IO ()-logicDraw mc mi s lf df qf opln fc td =--        -- not to hog CPU cycles-        -- todo come mai 300 così alto? come influenza i timer?-        threadDelay 300 >>--        -- quit?-        if qf s-          then return ()-        else--        -- no tick from timer yet?-        readMVar mi >>= \k ->-        if k <= 0-          then logicDraw mc mi s lf df qf opln fc td-        else--        -- do logic-        readMVarNothing mc                       >>= \c  ->-        modifyMVar mi (\a -> return (a-1, a-1))  >>= \k' ->-        lf s c                                   >>= \s' ->--        -- not enough logic done? Skip blitting-        if  k' > 0-          then logicDraw mc mi s' lf df qf opln fc td-        else--        -- clear screen if resolution change-        screenSize           >>= \td'@(tw, th) ->-        let resc = td /= td' in-        CM.when resc blackScreen    >>--        let opln' | resc = Nothing   -- res changed? restart double buffering-                  | otherwise = opln-            npln  = df s'-            cFps  = getCurrFPS fc     in-        blitPlane tw th opln' npln cFps  >>-        tickCounter fc                   >>= \fc' ->-        logicDraw mc mi s' lf df qf (Just npln) fc' td'----------------------- FPS COUNTER ------------------------ poll fps every x frames, current fps, stored time, current fps-data FPSCounter = FPSCounter Integer Integer SC.TimeSpec Integer---- poll utctime every x ticks-initFPSCounter :: Integer -> FPSCounter-initFPSCounter x = FPSCounter x 0 0 0--tickCounter :: FPSCounter -> IO FPSCounter-tickCounter (FPSCounter g e t1 cf)-        | g > e  = return (FPSCounter g (e+1) t1 cf)-        | g == e = SC.getTime SC.Monotonic             >>= \t2 ->-                   let dtn = SC.toNanoSecs $ SC.diffTimeSpec t2 t1-                       fr  = fi dtn / fi (g+1)-                       fps = round $ fi (10^9) / fr in-                       --- xxx no div-                   return (FPSCounter g 0 t2 fps)-        | otherwise = error "tickCounter: g < e"-    where-          fi = fromIntegral--getCurrFPS :: FPSCounter -> Integer-getCurrFPS (FPSCounter _ _ _ cFps) = cFps---------------------- ANCILLARIES ------------------------ todo [release] catch any exception in IO and execute this-cleanAndExit :: IO ()-cleanAndExit = CA.setSGR [CA.Reset]     >>-               CA.clearScreen           >>-               CA.setCursorPosition 0 0 >>-               CA.showCursor--readMVarNothing :: MVar (Maybe a) -> IO (Maybe a)-readMVarNothing mvar = readMVar mvar                           >>= \ma ->-                       CM.unless (null ma)-                                 (() <$ swapMVar mvar Nothing) >>-                       return ma---- turn screen into black-blackScreen :: IO ()-blackScreen = CA.setCursorPosition 0 0 >>-              -- CA.setSGR [CA.Reset,-              --           CA.SetColor CA.Foreground CA.Dull CA.White,-              --           CA.SetColor CA.Background CA.Dull CA.Black] >>-                         -- è dull black che voglio?-              screenSize >>= \(w, h) ->-              CM.replicateM_ (fromIntegral $ w*h) (putChar ' ')-
+ src/Terminal/Game/Layer/Imperative.hs view
@@ -0,0 +1,298 @@+-------------------------------------------------------------------------------+-- Layer 1 (imperative), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++{-# Language ScopedTypeVariables #-}++module Terminal.Game.Layer.Imperative where++import Terminal.Game.Draw+import Terminal.Game.Layer.Object++import qualified Control.Concurrent as CC+import qualified Control.Exception as E+import qualified Control.Monad as CM+import qualified Data.Bool as B+import qualified Data.Either as ET+import qualified Data.List as D+import qualified System.IO as SI++import Terminal.Game.Plane++-- | Game definition datatype, parametrised on:+--+-- * your gamestate @s@; and+-- * a result when the game is finished @r@. Simple games do not need this,+--   just fill @r@ with @()@.+--+-- The two most important elements are the function dealing with logic and+-- the drawing one. Check @alone@ demo (@cabal run -f examples alone@) to+-- see a basic game in action.+data Game s r = Game {+        gTPS           :: TPS,+            -- ^ Game speed in ticks per second. You do not+            -- need high values, since the 2D canvas is coarse+            -- (e.g. 13 TPS is enough for action games).+        gInitState     :: s,   -- ^ Initial state of the game.+        gLogicFunction :: GEnv -> s -> Event -> Either r s,+            -- ^ Logic function.  If `gLogicFunction` returns @Right s@+            -- the game will continue with state @s@; if it returns @Left@+            -- the game is over (quit condition).+            --+            -- Curious to see how @r@ can be useful? Check+            -- @cabal run -f examples balls@ and+            -- @example/MainBalls.hs@.+        gDrawFunction  :: GEnv -> s -> Plane+            -- ^ Draw function. Just want to blit your game+            -- in the middle? Check 'centerFull'.+    }++-- | A blank plane as big as the terminal.+blankPlaneFull :: GEnv -> Plane+blankPlaneFull e = uncurry blankPlane (eTermDims e)++-- | Blits plane in the middle of terminal.+--+-- @+--   draw :: GEnv -> MyState -> Plane+--   draw ev s =+--       centerFull ev $+--         ⁝+-- @+centerFull :: GEnv -> Plane -> Plane+centerFull e p = blankPlaneFull e *** p++-- | Entry point for the game execution, should be called in @main@.+--+-- You __must__ compile your programs with @-threaded@; if you do not do+-- this the game will crash, at start-up. Just add:+--+-- @+-- ghc-options:      -threaded+-- @+--+-- in your @.cabal@ file and you will be fine!+playGame :: Game s r -> IO r+playGame g = either id (error "`Right` in playGame") <$>+               runGIO (runGameGeneral g)++-- | As 'playGame', but ignore the result @r@.+playGame_ :: Game s r -> IO ()+playGame_ g = () <$ playGame g++-- | Tests a game in a /pure/ environment. Aims to accurately emulate 'GEnv'+-- changes (screen size, FPS) too. Returns a result @r@ or a state @s@ in+-- case the Event stream is exhausted before the game exits.+--+-- A useful trick is to call 'recordGame' and press /Ctrl-C/ while playing+-- (instead of quitting properly). This way @testGame@ will return+-- @Left s@, a state that you can then inspect.+testGame :: Game s r -> GRec -> Either r s+testGame g ts =+        case runTest (runGameGeneral g) ts of+            (Nothing, l) -> error $ "testGame, exception called: " +++                                    show l+                -- it is fine to use error here since in the end+                -- hspec can deal with it gracefully and we give+                -- more infos on a failed test+            (Just s, _) -> s++-- | As 'testGame', but returns 'Game' instead of result/state.+-- Useful to fast-forward (e.g.: skip menus) before invoking 'playGame'.+setupGame :: Game s r -> GRec -> Game s r+setupGame g ts = let s' = testGame g ts+                 in case s' of+                      -- If the game is already over, return a mock logic+                      -- function which simply ends the game.+                      Left r -> g { gLogicFunction = \_ _ _ -> Left r }+                      Right s -> g { gInitState = s }++-- | Similar to 'testGame', runs the game given a 'GRec'. Unlike+-- 'testGame', the playthrough will be displayed on screen. Useful when a+-- test fails and you want to see how.+--+-- See this in action with  @cabal run -f examples alone-playback@.+--+-- Notice that 'GEnv' will be provided at /run-time/, and not+-- record-time; this can make emulation slightly inaccurate if — e.g. —+-- you replay the game on a smaller terminal than the one you recorded+-- the session on.+narrateGame :: Game s r -> GRec -> IO ()+narrateGame g e = () <$ runReplay (runGameGeneral g) e++-- | Play as in 'playGame' and write the session (input stream, etc.) to+-- @file@. Then you can use this with 'testGame' and 'narrateGame'. Session+-- will be recorded even if an exception happens while playing.+recordGame :: Game s r -> FilePath -> IO ()+recordGame g fp =+        E.bracket+          (CC.newMVar igrec)+          (\ve -> writeRec fp ve)+          (\ve -> () <$ runRecord (runGameGeneral g) ve)++data Config = Config { cMEvents :: CC.MVar [Event],+                       cTPS     :: TPS }++runGameGeneral :: forall s r m. MonadGameIO m =>+                  Game s r -> m (Either r s)+runGameGeneral (Game tps s lf df) =+            -- init+            setupDisplay    >>+            startEvents tps >>= \(InputHandle ve ts) ->+            displaySizeErr  >>= \ds ->++            -- do it!+            let c = Config ve tps in+            cleanUpErr (game c ds)+                            -- this under will be run regardless+                       (stopEvents ts >>+                        shutdownDisplay  )+    where+          game :: MonadGameIO m => Config -> Dimensions -> m (Either r s)+          game c wds = gameLoop c (Right s) lf df+                                Nothing wds+                                (creaFPSCalc tps)++-- | Wraps an @IO@ computation so that any 'ATGException' or 'error' gets+-- displayed along with a @\<press any key to quit\>@ prompt.+-- Some terminals shut-down immediately upon program end; adding+-- @errorPress@ to 'playGame' makes it easier to beta-test games on those+-- terminals.+errorPress :: IO a -> IO a+errorPress m = E.catches m [E.Handler errorDisplay,+                            E.Handler atgDisplay]+    where+          errorDisplay :: E.ErrorCall -> IO a+          errorDisplay (E.ErrorCallWithLocation cs l) = report $+              putStrLn (cs ++ "\n\n")        >>+              putStrLn "Stack trace info:\n" >>+              putStrLn l++          atgDisplay :: ATGException -> IO a+          atgDisplay e = report $ print e++          report :: IO () -> IO a+          report wm =+              putStrLn "ERROR REPORT\n"                >>+              wm                                       >>+              putStrLn "\n\n <Press any key to quit>"  >>+              SI.hSetBuffering SI.stdin SI.NoBuffering >>+              getChar                                  >>+              errorWithoutStackTrace "errorPress"+++-----------+-- LOGIC --+-----------++-- from http://www.loomsoft.net/resources/alltut/alltut_lesson6.htm+gameLoop :: MonadGameIO m     =>+            Config            ->  -- event source+            Either r s        ->  -- state+            (GEnv ->+              s -> Event ->+              Either r s)     ->  -- logic function+            (GEnv ->+             s -> Plane)      ->  -- draw function+            Maybe Plane       ->  -- last blitted screen+            Dimensions        ->  -- Term dimensions+            FPSCalc           ->  -- calculate fps+            m (Either r s)+gameLoop c s lf df opln td fps =++        -- Quit?+        areEventsOver >>= \qb ->+            -- We will quit in case input stream (events) is exhausted.+            -- This might happen during test/narrate.+        if ET.isLeft s || qb+          then return s+        else++        -- Fetch events (if any).+        -- This is safe as we checked for `areEventsOver` above.+        pollEvents (cMEvents c) >>= \es ->++        -- no events? skip everything+        if null es+          then sleepABit (cTPS c)               >>+               gameLoop c s lf df opln td fps+        else++        displaySizeErr          >>= \td' ->++        -- logic+        let ge = GEnv td' (calcFPS fps)+            (i, s') = stepsLogic s (lf ge) es in++        -- no `Tick` events? You do not need to blit, just update state+        if i == 0+          then gameLoop c s' lf df opln td fps+        else++        -- FPS calc+        let fps' = addFPS i fps in++        -- clear screen if resolution changed+        let resc = td /= td' in+        CM.when resc clearDisplay >>++        -- draw+        let+            opln' | resc = Nothing -- res changed? restart double buffering+                  | otherwise = opln+            npln = case s' of+                    (Right rs) -> df ge rs+                    (Left _) -> uncurry blankPlane td'+                    -- In case the logic function came to an end+                    -- (Left), just print a blank plane.+        in++        blitPlane opln' npln >>++        gameLoop c s' lf df (Just npln) td' fps'++-- Int = number of `Tick` events+stepsLogic :: Either r s -> (s -> Event -> Either r s) -> [Event] ->+              (Integer, Either r s)+stepsLogic s lf es = let ies = D.genericLength . filter isTick $ es+                     in (ies, logicFold lf s es)+    where+          isTick Tick = True+          isTick _    = False++          logicFold :: (s -> Event -> Either r s) ->+                       Either r s -> [Event] -> Either r s+          logicFold _ (Left r) _ = Left r+          logicFold wlf (Right ws) wes = CM.foldM wlf ws wes+++-------------------------------------------------------------------------------+-- Frame per Seconds++data FPSCalc = FPSCalc [Integer] TPS+    -- list with number of `Ticks` processed at each blit and expected+    -- FPS (i.e. TPS)++-- the size of moving average will be TPS (that simplifies calculations)+creaFPSCalc :: TPS -> FPSCalc+creaFPSCalc tps = FPSCalc (D.genericReplicate tps {- (tps*2) -} 1) tps+    -- tps*1: size of thw window in **blit actions** (not tick actions!)+    --        so keeping it small should be responsive and non flickery+    --        at the same time!++-- add ticks+addFPS :: Integer -> FPSCalc -> FPSCalc+addFPS nt (FPSCalc (_:fps) tps) = FPSCalc (fps ++ [nt]) tps+addFPS _ (FPSCalc [] _) = error "addFPS: empty list."++calcFPS :: FPSCalc -> Integer+calcFPS (FPSCalc fps tps) =+        let ts = sum fps+            ds = D.genericLength fps+        in roundQuot (tps * ds) ts+    where+          roundQuot :: Integer -> Integer -> Integer+          roundQuot a b = let (q, r) = quotRem a b+                          in q + B.bool 0 1 (r > div b 2)
+ src/Terminal/Game/Layer/Object.hs view
@@ -0,0 +1,30 @@+-------------------------------------------------------------------------------+-- Layer 2 (mockable IO), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++module Terminal.Game.Layer.Object ( module Export ) where++import Terminal.Game.Layer.Object.Interface as Export+import Terminal.Game.Layer.Object.GameIO    as Export+import Terminal.Game.Layer.Object.Narrate   as Export+import Terminal.Game.Layer.Object.Primitive as Export+import Terminal.Game.Layer.Object.Record    as Export+import Terminal.Game.Layer.Object.Test      as Export++-- DESIGN NOTES --++-- The classes are described in 'Interface'.++-- The implemented monads are four:+--     - GameIO (via MonadIO): playing the game+--     - Test: testing the game in a pure manner+--     - Record: playing the game and record the Events in a file+--     - Replay: replay a game using a set of Events.+--+-- The last two monads (Record/Replay) take advantage of "overlapping+-- instances". Instead of reimplementing most of what happens in MonadIO,+-- they'll just touch the classes from interface which behaviour they+-- will modify; being more specific, they will be chosen instead of plain+-- IO.
+ src/Terminal/Game/Layer/Object/GameIO.hs view
@@ -0,0 +1,21 @@+-------------------------------------------------------------------------------+-- Layer 2 (mockable IO), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++{-# LANGUAGE GeneralizedNewtypeDeriving #-}+++module Terminal.Game.Layer.Object.GameIO where++import qualified Control.Monad.Catch          as MC+import qualified Control.Monad.Trans          as T+++newtype GameIO a = GameIO { runGIO :: IO a }+                 deriving (Functor, Applicative, Monad,+                           T.MonadIO,+                           MC.MonadThrow, MC.MonadCatch, MC.MonadMask)++
+ src/Terminal/Game/Layer/Object/IO.hs view
@@ -0,0 +1,317 @@+-------------------------------------------------------------------------------+-- Layer 2 (mockable IO), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++{-# LANGUAGE FlexibleInstances #-}+{-# LANGUAGE UndecidableInstances #-}+{-# OPTIONS_GHC -fno-warn-orphans #-}+++module Terminal.Game.Layer.Object.IO where++import Terminal.Game.Utils++import Terminal.Game.Layer.Object.Interface+import Terminal.Game.Layer.Object.Primitive+import Terminal.Game.Plane++import qualified Control.Concurrent           as CC+import qualified Control.Monad                as CM+import qualified Control.Monad.Catch          as MC+import qualified Control.Monad.Trans          as T+import qualified GHC.IO.StdHandles            as GH+import qualified Data.List.Split              as LS+import qualified System.Clock                 as SC+import qualified System.Console.ANSI          as CA+import qualified System.Console.Terminal.Size as TS+import qualified System.IO                    as SI++-- Most General MonadIO operations.++----------------+-- Game input --+----------------++instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) => MonadInput m where+    startEvents tps = T.liftIO $ startIOInput tps+    pollEvents ve = T.liftIO $ CC.swapMVar ve []+    stopEvents ts = T.liftIO $ stopEventsIO ts+    areEventsOver = return False+      -- IO monad is the actual game, we never quit bar if+      -- the logic function returns `Right`.+++-- filepath = logging+startIOInput :: TPS -> IO InputHandle+startIOInput tps =+            SI.hSetBuffering SI.stdin SI.NoBuffering  >>+            SI.hSetBuffering SI.stdout (SI.BlockBuffering Nothing) >>+            SI.hSetEcho SI.stdin False                >>+                -- all the buffering settings has to happen+                -- at the top of startIOInput. If i move+                -- them to display, you need to press enter+                -- before playing the game on some machines.++            -- event and log variables+            CC.newMVar [] >>= \ve ->++            getTimeTick tps               >>= \it ->+            CC.forkIO (addTick ve tps it) >>= \te ->+            CC.forkIO (addKeypress ve)    >>= \tk ->+            return (InputHandle ve [te, tk])++-- a precise timer, not based on `threadDelay`+type Elapsed = Integer -- in `Ticks`++-- elapsed from Epoch in ticks+getTimeTick :: TPS -> IO Elapsed+getTimeTick tps =+        getTime >>= \tm ->+        let ns = 10 ^ (9 :: Integer)+            t1 = quot ns tps in+        return (quot tm t1)++-- mr: maybe recording+addTick :: CC.MVar [Event] -> TPS -> Elapsed -> IO ()+addTick ve tps el =+                -- precise timing. With `treadDelay`, on finer TPS,+                -- ticks take too much (check threadDelay doc).+                getTimeTick tps                   >>= \t ->+                CM.replicateM_ (fromIntegral $ t-el)+                               (addEvent ve Tick) >>++                -- sleep some+                sleepABit tps >>+                addTick ve tps t++-- get action char+-- mr: maybe recording+addKeypress :: CC.MVar [Event] -> IO ()+addKeypress ve = -- vedi platform-dep/+                 inputCharTerminal        >>= \c ->+                 addEvent ve (KeyPress c) >>+                 addKeypress ve++-- mr: maybe recording+addEvent :: CC.MVar [Event] -> Event -> IO ()+addEvent ve e = vf ve+    where+          vf d = CC.modifyMVar_ d (return . (++[e]))++stopEventsIO :: [CC.ThreadId] -> IO ()+stopEventsIO ts = do+        mapM_ CC.killThread ts+        SI.hSetBuffering SI.stdout SI.NoBuffering+        -- We need this to make `alone-playback` work, see (thnks jrvieira):+        -- https://stackoverflow.com/questions/27324354/haskell-compiled-io-actionorder-and-flushing++-----------------+-- Game timing --+-----------------++instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) => MonadTimer m where+    getTime = T.liftIO $ SC.toNanoSecs <$> SC.getTime SC.Monotonic+    sleepABit tps = T.liftIO $+        CC.threadDelay (fromIntegral $ quot oneTickSec (tps*10))++--------------------+-- Error handling --+--------------------++instance {-# OVERLAPS #-}+        (Monad m, T.MonadIO m, MC.MonadMask m, MC.MonadThrow m) =>+          MonadException m where+    cleanUpErr m c = MC.finally m c+    throwExc t = MC.throwM t++-------------+-- Display --+-------------++instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) => MonadDisplay m where+    setupDisplay = T.liftIO initPart+    clearDisplay = T.liftIO clearScreen+    displaySize = T.liftIO displaySizeIO+    blitPlane mp p = T.liftIO (blitPlaneIO mp p)+    shutdownDisplay = T.liftIO cleanAndExit++displaySizeIO :: IO (Maybe Dimensions)+displaySizeIO =+        TS.size        >>= \ts ->+            -- cannot use ansi-terminal, on Windows you get+            -- "ConsoleException 87" (too much scrolling)+            -- and it does not work for mintty and it is+            -- inefficient as it gets (attempts to scroll past+            -- bottom right)+        isWin32Console >>= \bw ->+            -- cmd.exe is present on Win10 `C:\Windows\system32\cmd.exe`+            -- — and default — too. So this is needed for the foreseeable+            -- future.++        return (fmap (f bw) ts)+    where+          f :: Bool -> TS.Window Int -> Dimensions+          f wbw (TS.Window h w) =+                let h' | wbw       = h - 1+                       | otherwise = h+                in (w, h')++-- pn: new plane, po: old plane+-- wo, ho: dimensions of the terminal. If they change, reinit double buffering+blitPlaneIO :: Maybe Plane -> Plane -> IO ()+blitPlaneIO mpo pn =++        -- remember that Nothing will be passed:+        -- - at the beginning of the game (first blit)+        -- - when resolution changes (see gameLoop)+        -- so do not duplicate hasResChanged checks here!++        -- old plane+        let+            (pw, ph) = planeSize pn+            bp  = blankPlane pw ph+            po  = pastePlane (maybe bp id mpo) bp (1, 1)+        in++        -- new plane+        let pn'  = pastePlane pn bp (1, 1)+        in++            -- trimming is foundamental, as blitMap could otherwise print+            -- outside terminal boundaries and scroll to its death+            -- (error 87 on Win32 console).++        CA.setSGR [CA.Reset] >>+        blitMap po pn'+++-----------------+-- ANCILLARIES --+-----------------++-- represent current terminal SGR State+-- so we can keep track of it between blits+data Style = Style { sBold     :: Bool+                   , sReversed :: Bool+                   , sColor    :: Maybe ColorInfo+                   }+           deriving (Eq)++resetStyle :: Style+resetStyle = Style False False Nothing++cellToStyle :: Cell -> Style+cellToStyle c = Style (isBold c) (isReversed c) (cellColor c)++initPart :: IO ()+initPart = -- check thread support+           CM.unless CC.rtsSupportsBoundThreads+                     (error errMes)             >>++           -- initial setup/checks+           CA.hideCursor >>+           CA.hNowSupportsANSI GH.stdout >>+             -- On Windows, tries to turn ANSI control+             -- characters support on.++           -- text encoding+           SI.mkTextEncoding "UTF-8//TRANSLIT" >>= \te ->+           SI.hSetEncoding SI.stdout te        >>++           clearScreen+    where+          errMes = unlines+            ["\nError: you *must* compile this program with -threaded!",+             "Just add",+             "",+             "    ghc-options:      -threaded",+             "",+             "in your .cabal file (executable section) and you will be fine!"]++-- clears screen+clearScreen :: IO ()+clearScreen = CA.setCursorPosition 0 0 >>+              CA.setSGR [CA.Reset]     >>+              displaySizeErr           >>= \(w, h) ->+              CM.replicateM_ (fromIntegral $ w*h) (putChar ' ')++cleanAndExit :: IO ()+cleanAndExit = CA.setSGR [CA.Reset]     >>+               CA.clearScreen           >>+               CA.setCursorPosition 0 0 >>+               CA.showCursor++-- plane+blitMap :: Plane -> Plane -> IO ()+blitMap po pn =+            CM.when (planeSize po /= planeSize pn)+                    (error "blitMap: different plane sizes")      >>+            CA.setCursorPosition 0 0                              >>+                -- setCursorPosition is *zero* based!+            blitToTerminal (0, 0) (orderedCells po) (orderedCells pn) >>+            SI.hFlush SI.stdout++orderedCells :: Plane -> [[Cell]]+orderedCells p = LS.chunksOf (fromIntegral w) cells+    where+          cells  = map snd $ assocsPlane p+          (w, _) = planeSize p++-- ordered sequence of cells, both old and new, like they were a String to+-- print to screen.+-- Coords: initial blitting position+-- Remember that this Column is *zero* based+blitToTerminal :: Coords -> [[Cell]] -> [[Cell]] -> IO ()+blitToTerminal (rr, rc) ocs ncs = CM.foldM_ blitLine (rr, resetStyle) oldNew+    where+          oldNew :: [[(Cell, Cell)]]+          oldNew = zipWith zip ocs ncs++          -- row = previous row, st = current terminal style+          blitLine :: (Row, Style) -> [(Cell, Cell)] -> IO (Row, Style)+          blitLine (pr, st) ccs =+                CM.foldM blitCell (0, st) ccs    >>= \(_, st') ->+                let wr = pr + 1 in+                -- have to use setCursorPosition (instead of nextrow) b/c+                -- on win there is an auto "go-to-next-line" when reaching+                -- column end and on win it does not do so+                CA.setCursorPosition (fromIntegral wr)+                                     (fromIntegral rc) >>+                return (wr, st')++          -- k is "spaces to skip"+          blitCell :: (Int, Style) -> (Cell, Cell) -> IO (Int, Style)+          blitCell (k, st) (clo, cln)+                | cln == clo = return (k+1, st)+                | otherwise  = moveIf k >>= \k' ->+                               putCellStyle st cln >>= \st' ->+                               return (k', st')++          moveIf :: Int -> IO Int+          moveIf k | k == 0    = return k+                   | otherwise = CA.cursorForward k >>+                                 return 0++putCellStyle :: Style -> Cell -> IO Style+putCellStyle st c =+        CM.when (st /= cst) (CA.setSGR ([CA.Reset] ++ sgrb ++ sgrr ++ sgrc)) >>+        putChar (cellChar c) >>+        return cst+    where+          cst = cellToStyle c++          sgrb | isBold c  = [CA.SetConsoleIntensity CA.BoldIntensity]+               | otherwise = []++          sgrr | isReversed c = [CA.SetSwapForegroundBackground True]+               | otherwise    = []++          sgrc | Just (ANSIColorInfo (k, i)) <- cellColor c = [CA.SetColor CA.Foreground i k]+               | Just (RGBColorInfo k)       <- cellColor c = [CA.SetRGBColor CA.Foreground k]+               | Just (PaletteColorInfo k)   <- cellColor c = [CA.SetPaletteColor CA.Foreground k]+               | otherwise                                  = []++oneTickSec :: Integer+oneTickSec = 10 ^ (6 :: Integer)
+ src/Terminal/Game/Layer/Object/Interface.hs view
@@ -0,0 +1,60 @@+-------------------------------------------------------------------------------+-- Layer 2 (mockable IO), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++{-# LANGUAGE ConstraintKinds #-}+{-# LANGUAGE LambdaCase #-}++module Terminal.Game.Layer.Object.Interface where++import Terminal.Game.Plane+import Terminal.Game.Layer.Object.Primitive++import qualified Control.Concurrent as CC++-------------------------------------------------------------------------------+-- mtl interface for game++type MonadGameIO m = (MonadInput m, MonadTimer m,+                      MonadException m, MonadDisplay m)++data InputHandle = InputHandle+            { ihKeyMVar     :: CC.MVar [Event],+              ihOpenThreads :: [CC.ThreadId] }++class Monad m => MonadInput m where+    startEvents :: TPS -> m InputHandle+    pollEvents  :: CC.MVar [Event] -> m [Event]+    stopEvents :: [CC.ThreadId] -> m ()+    areEventsOver :: m Bool+      -- Why do we need this? For test/narrate purposes. When+      -- we play a game events are never over, but when we+      -- test/narrate, it might be than the stream of [Event]+      -- is exhausted before the state function returns Right.+      -- We do not want to be stuck in an endless loop in that+      -- case.++class Monad m => MonadTimer m where+    getTime :: m Integer     -- to nanoseconds+    sleepABit :: TPS -> m () -- Given TPS, sleep a fracion of a single+                             -- Tick.++-- if a fails, do b (useful for cleaning up)+class Monad m => MonadException m where+    cleanUpErr :: m a -> m b -> m a+    throwExc :: ATGException -> m a++class Monad m => MonadDisplay m where+    setupDisplay :: m ()+    clearDisplay :: m ()+    displaySize :: m (Maybe Dimensions)+    blitPlane :: Maybe Plane -> Plane -> m ()+    shutdownDisplay :: m ()++displaySizeErr :: (MonadDisplay m, MonadException m) => m Dimensions+displaySizeErr = displaySize >>= \case+                   Nothing -> throwExc CannotGetDisplaySize+                   Just d -> return d+
+ src/Terminal/Game/Layer/Object/Narrate.hs view
@@ -0,0 +1,28 @@+{-# LANGUAGE GeneralizedNewtypeDeriving #-}++module Terminal.Game.Layer.Object.Narrate where++-- Narrate Monad, replay on screen from a GRec++import Terminal.Game.Layer.Object.Interface+import Terminal.Game.Layer.Object.Primitive+import Terminal.Game.Layer.Object.IO () -- MonadIo++import qualified Control.Monad.Catch as MC+import qualified Control.Monad.State as S+import qualified Control.Monad.Trans as T+++newtype Narrate a = Narrate (S.StateT GRec IO a)+                deriving (Functor, Applicative, Monad,+                          T.MonadIO, S.MonadState GRec,+                          MC.MonadThrow, MC.MonadCatch, MC.MonadMask)++instance MonadInput Narrate where+    startEvents fps = T.liftIO $ startEvents fps+    pollEvents _ = S.state getPolled+    stopEvents ts = T.liftIO $ stopEvents ts+    areEventsOver = S.gets isOver++runReplay :: Narrate a -> GRec -> IO a+runReplay (Narrate s) k = S.evalStateT s k
+ src/Terminal/Game/Layer/Object/Primitive.hs view
@@ -0,0 +1,139 @@+{-# LANGUAGE DeriveGeneric #-}+{-# LANGUAGE LambdaCase #-}++module Terminal.Game.Layer.Object.Primitive where++import Terminal.Game.Plane++import qualified Control.Monad.Catch as MC+import qualified GHC.Generics as G+import qualified Data.ByteString as BS+import qualified Data.Serialize as Z+import qualified Data.Sequence as S+import qualified Test.QuickCheck as Q++-------------------------------------------------------------------------------+-- Assorted API types++-- | The number of 'Tick's fed each second to the logic function;+-- constant on every machine. /Frames/ per second might be lower+-- (depending on drawing function onerousness, terminal refresh rate,+-- etc.).+type TPS = Integer++-- | The number of frames blit to terminal per second. Frames might be+-- dropped, but game speed will remain constant. Check @balls@+-- (@cabal run -f examples balls@) to see how to display FPS.+-- For obvious reasons (blits would be wasted) @max FPS = TPS@.+type FPS = Integer++-- | An @Event@ is a 'Tick' (time passes) or a 'KeyPress'.+--+-- Note that all @Keypress@es are recorded and fed to your game-logic+-- function. This means you will not lose a single character, no matter+-- how fast your player is at typing or how low you set 'FPS' to be.+--+-- Example: in a game where you are controlling a hot-air baloon and have+-- @direction@ and @position@ variables, you most likely want @direction@+-- to change at every @KeyPress@, while having @position@ only change at+-- @Tick@s.+data Event = Tick+           | KeyPress Char+              -- ↑↓→← do not work on Windows (are handled by the app,+              -- not passed to the program) both on cmd.exe and+              -- PowerShell.+           deriving (Show, Eq, G.Generic)+instance Z.Serialize Event where++instance Q.Arbitrary Event where+  arbitrary = Q.oneof [ pure Tick,+                        KeyPress <$> Q.arbitrary ]++-- | Game environment with current terminal dimensions and current display+-- rate.+data GEnv = GEnv { eTermDims :: Dimensions,+                        -- ^ Current terminal dimensions.+                   eFPS :: FPS+                        -- ^ Current blitting rate.+                       }+    deriving (Show, Eq)++-------------------------------------------------------------------------------+-- GRec record/replay game typs++-- | Opaque data type with recorded game input, for testing purposes.+data GRec = GRec { aPolled :: S.Seq [Event],+                                -- Seq. of polled events+                   aTermSize :: S.Seq (Maybe Dimensions) }+                                -- Seq. of polled termdims+        deriving (Show, Eq, G.Generic)+instance Z.Serialize GRec where++igrec :: GRec+igrec = GRec S.Empty S.Empty++addDims :: Maybe Dimensions -> GRec -> GRec+addDims mds (GRec p s) = GRec p (mds S.<| s)++getDims :: GRec -> (Maybe Dimensions, GRec)+getDims (GRec p (ds S.:|> d)) = (d, GRec p ds)+getDims _ = error "getDims: empty Seq"+    -- Have to use _ or “non exhaustive patterns” warning++addPolled :: [Event] -> GRec -> GRec+addPolled es (GRec p s) = GRec (es S.<| p) s++getPolled :: GRec -> ([Event], GRec)+getPolled (GRec (ps S.:|> p) d) = (p, GRec ps d)+getPolled _ = error "getPolled: empty Seq"++isOver :: GRec -> Bool+isOver (GRec S.Empty _) = True+isOver _ = False++-- | Reads a file containing a recorded session. Throws+-- 'MalformedGRec' on failure.+readRecord :: FilePath -> IO GRec+readRecord fp = Z.decode <$> BS.readFile fp >>= \case+                  Left e  -> MC.throwM (MalformedGRec e)+                  Right r -> return r++-- | Convenience function to create a 'GRec' from screen size (constant) plus a list of events. Useful with 'setupGame'.+createGRec :: Dimensions -> [Event] -> GRec+createGRec ds es = let l = length es * 2 in+                   GRec (S.fromList [es])+                        (S.fromList . replicate l $ Just ds)++-------------------------------------------------------------------------------+-- Exceptions++-- | @ATGException@s are thrown synchronously for easier catching.+data ATGException = CannotGetDisplaySize+                  | DisplayTooSmall Dimensions Dimensions+                        -- ^ Required and actual dimensions.+                  | MalformedGRec String+        deriving (Eq)++instance Show ATGException where+    show CannotGetDisplaySize = "CannotGetDisplaySize"+    show (DisplayTooSmall (sw, sh) tds) =+      let colS ww = ww < sw+          rowS wh = wh < sh++          smallMsg :: Dimensions -> String+          smallMsg (ww, wh) =+                let cm = show ww ++ " columns"+                    rm = show wh ++ " rows"+                    em | colS ww && rowS wh = cm ++ " and " ++ rm+                       | colS ww = cm+                       | rowS wh = rm+                       | otherwise = "smallMsg: passed correct term size!"+                in+                  "This games requires a display of " ++ show sw +++                  " columns and " ++ show sh ++ " rows.\n" +++                  "Yours only has " ++ em ++ "!\n\n" +++                  "Please resize your terminal and restart the game.\n"+      in "DisplayTooSmall.\n" ++ smallMsg tds+    show (MalformedGRec e) = "MalformedGRec: " ++ e++instance MC.Exception ATGException where
+ src/Terminal/Game/Layer/Object/Record.hs view
@@ -0,0 +1,54 @@+{-# LANGUAGE GeneralizedNewtypeDeriving #-}++module Terminal.Game.Layer.Object.Record where++-- Record Monad, for when I need to play the game and record Events+-- (keypresses, ticks, screen size, FPS) to a file.++import Terminal.Game.Layer.Object.Interface+import Terminal.Game.Layer.Object.Primitive+import Terminal.Game.Layer.Object.IO ()++import qualified Control.Concurrent   as CC+import qualified Control.Monad.Catch  as MC+import qualified Control.Monad.Reader as R+import qualified Control.Monad.Trans  as T -- MonadIO+import qualified Data.ByteString      as BS+import qualified Data.Serialize       as S++-- record the key pressed in a game session++newtype Record a = Record (R.ReaderT (CC.MVar GRec) IO a)+                deriving (Functor, Applicative, Monad,+                          T.MonadIO, R.MonadReader (CC.MVar GRec),+                          MC.MonadThrow, MC.MonadCatch, MC.MonadMask)++-- Lifts IO interface, records where necessary+instance MonadInput Record where+    startEvents tps = T.liftIO (startEvents tps)+    pollEvents ve = T.liftIO (pollEvents ve) >>= \es ->+                    modMRec addPolled es+    stopEvents ts = T.liftIO (stopEvents ts)+    areEventsOver = T.liftIO areEventsOver++instance MonadDisplay Record where+    setupDisplay = T.liftIO setupDisplay+    clearDisplay = T.liftIO clearDisplay+    displaySize = T.liftIO displaySize >>= \ds ->+                  modMRec addDims ds+    blitPlane mp p = T.liftIO (blitPlane mp p)+    shutdownDisplay = T.liftIO shutdownDisplay++-- logs and passes the value on+modMRec :: (a -> GRec -> GRec) -> a -> Record a+modMRec f a = R.ask >>= \mv ->+              let fmv = CC.modifyMVar_ mv (return . f a) in+              T.liftIO fmv >>+              return a++runRecord :: Record a -> CC.MVar GRec -> IO a+runRecord (Record r) me = R.runReaderT r me++writeRec :: FilePath -> CC.MVar GRec -> IO ()+writeRec fp vr = CC.readMVar vr                >>= \k ->+                 BS.writeFile fp (S.encode k)
+ src/Terminal/Game/Layer/Object/Test.hs view
@@ -0,0 +1,77 @@+-------------------------------------------------------------------------------+-- Layer 2 (mockable IO), as per+-- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html+-- 2019 Francesco Ariis GPLv3+-------------------------------------------------------------------------------++{-# LANGUAGE GeneralizedNewtypeDeriving #-}++module Terminal.Game.Layer.Object.Test where++-- Test (pure) MonadGame* typeclass implementation for testing purposes.++import Terminal.Game.Layer.Object.Interface+import Terminal.Game.Layer.Object.Primitive++import qualified Control.Monad.Except as E+import qualified Control.Monad.RWS as S+import qualified Data.Bifunctor as B+++-----------+-- TYPES --+-----------++data TestEvent = TCleanUpError+               | TException ATGException+               | TQuitGame+               | TSetupDisplay+               | TShutdownDisplay+               | TStartGame+               | TStartEvents+               | TStopEvents+        deriving (Eq, Show)++-- e: ()+-- r: ()+-- w: [TestEvents]+-- s: [GTest]+newtype Test a = Test (E.ExceptT () (S.RWS () [TestEvent] GRec) a)+               deriving (Functor, Applicative, Monad,+                         E.MonadError (), S.MonadState GRec,+                         S.MonadWriter [TestEvent])++runTest :: Test a -> GRec -> (Maybe a, [TestEvent])+runTest (Test em) es = let m = E.runExceptT em+                           t = S.evalRWS m () es in+                       B.first (either (const Nothing) Just) t++-------------------------------------------------------------------------------+-- Class++mockHandle :: InputHandle+mockHandle = InputHandle (error "mock handle keyMvar")+                         (error "mock handle threads")++instance MonadInput Test where+    startEvents _ = S.tell [TStartEvents] >>+                    return mockHandle+    pollEvents _ = S.state getPolled+    stopEvents _ = S.tell [TStopEvents]+    areEventsOver = S.gets isOver++instance MonadTimer Test where+    getTime = return 1+    sleepABit _ = return ()++instance MonadException Test where+    cleanUpErr a _ = S.tell [TCleanUpError] >> a+    throwExc e = S.tell [TException e] >>+                 E.throwError ()++instance MonadDisplay Test where+    setupDisplay = () <$ S.tell [TSetupDisplay]+    clearDisplay = return ()+    displaySize = Test $ S.state getDims+    blitPlane _ _ = return ()+    shutdownDisplay = () <$ S.tell [TShutdownDisplay]
src/Terminal/Game/Plane.hs view
@@ -9,156 +9,250 @@ 
 module Terminal.Game.Plane where
 
-import qualified GHC.Generics as G
+import Terminal.Game.Character
+
 import qualified Data.Array as A
-import qualified Data.Char as C
-import qualified Data.List as L
+import qualified Data.Bifunctor as B
+import qualified Data.Colour.RGBSpace as S
 import qualified Data.List.Split as LS
 import qualified Data.Tuple as T
+import qualified Data.Word as W
+import qualified GHC.Generics as G
+import qualified System.Console.ANSI as CA
 
 
 ----------------
 -- DATA TYPES --
 ----------------
 
-type Width  = Integer
-type Height = Integer
-type Row    = Integer
-type Column = Integer
-type Coords = (Row, Column) -- row, column, from TL (TL = 1, 1)
+-- | 'Row's and 'Column's are 1-based (top-left position is @1 1@).
+type Coords = (Row, Column)
+type Row    = Int
+type Column = Int
 
+-- | Size of a surface in 'Row's and 'Column's.
+type Dimensions = (Width, Height)
+
+-- | Expressed in 'Column's.
+type Width  = Int
+-- | Expressed in 'Row's.
+type Height = Int
+
+type Bold     = Bool
+type Reversed = Bool
+
+data ColorInfo = ANSIColorInfo (CA.Color, CA.ColorIntensity)
+               | RGBColorInfo (S.Colour Float)
+               | PaletteColorInfo W.Word8
+               deriving (Show, Eq)
+
 -- can be an ASCIIChar or a special, transparent character
-data Cell = CellChar Char
+data Cell = CellChar Char Bold Reversed (Maybe ColorInfo)
           | Transparent
-          deriving (Show, Eq, Ord, G.Generic)
+          deriving (Show, Eq, G.Generic)
+        -- I found no meaningful speed improvements by making this
+        -- only w/ 1 constructor.
 
--- A place where to blit stuff. Coordinates starts from top left
--- corner (1, 1)
-newtype Plane = Plane { fromPlane :: (A.Array Coords Cell) }
+-- | A two-dimensional surface (Row, Column) where to blit stuff.
+newtype Plane = Plane { fromPlane :: A.Array Coords Cell }
               deriving (Show, Eq, G.Generic)
+        -- Could this be made into an UArray? Nope, since UArray is
+        -- only instanced on Words, Int, Chars, etc.
 
+-------------------------------------------------------------------------------
+-- Plane interface (abstracting Array)
+
+listPlane :: Coords -> [Cell] -> Plane
+listPlane (r, c) cs = Plane $ A.listArray ((1,1), (r, c)) cs
+
+-- | Dimensions or a plane.
+planeSize :: Plane -> Dimensions
+planeSize p = T.swap . snd $ A.bounds (fromPlane p)
+
+assocsPlane :: Plane -> [(Coords, Cell)]
+assocsPlane p = A.assocs (fromPlane p)
+
+elemsPlane :: Plane -> [Cell]
+elemsPlane p = A.elems (fromPlane p)
+
+-- Array.//
+updatePlane :: Plane -> [(Coords, Cell)] -> Plane
+updatePlane (Plane a) kcs = Plane $ a A.// kcs
+
+-- faux map
+mapPlane :: (Cell -> Cell) -> Plane -> Plane
+mapPlane f (Plane a) = Plane $ fmap f a
+
+
 ----------
 -- CREA --
 ----------
 
 creaCell :: Char -> Cell
-creaCell ch = CellChar ch
-
--- creates plane from a string, good to import ascii art/diagrams/etc.
--- Char indicates transparency, integer = pic width
-stringPlane :: Maybe Char -> Integer -> String -> Plane
-stringPlane mc w t = vitrous
+creaCell ch = CellChar chm False False Nothing
     where
-          lined = lines t
+          chm = win32SafeChar ch
 
-          h :: Integer
-          h = L.genericLength lined
+colorCell :: CA.Color -> CA.ColorIntensity -> Cell -> Cell
+colorCell k i (CellChar c b r _) = CellChar c b r (Just $ ANSIColorInfo (k, i))
+colorCell _ _ Transparent        = Transparent
 
-          pad :: Integer -> String -> String
-          pad mw t = take (fromIntegral mw) (t ++ repeat ' ')
+rgbColorCell :: S.Colour Float -> Cell -> Cell
+rgbColorCell k (CellChar c b r _) = CellChar c b r (Just $ RGBColorInfo k)
+rgbColorCell _ Transparent        = Transparent
 
-          padded :: [String]
-          padded = map (pad w) lined
+paletteColorCell :: W.Word8 -> Cell -> Cell
+paletteColorCell k (CellChar c b r _) = CellChar c b r (Just $ PaletteColorInfo k)
+paletteColorCell _ Transparent        = Transparent
 
-          celled :: [Cell]
-          celled = map creaCell . concat $ padded
+boldCell :: Cell -> Cell
+boldCell (CellChar c _ r k) = CellChar c True r k
+boldCell Transparent        = Transparent
 
-          plane :: Plane
-          plane = Plane $ A.listArray ((1,1), (h, w)) celled
+reverseCell :: Cell -> Cell
+reverseCell (CellChar c b _ k) = CellChar c b True k
+reverseCell Transparent        = Transparent
 
-          vitrous :: Plane
-          vitrous = case mc of
-                      Just c  -> addVitrum c plane
-                      Nothing -> plane
+-- | Creates a 'Plane' from a list of individually styled cells.
+-- More efficient than folding ('&') when drawing many cells
+-- as it performs a single array update instead of one per cell.
+-- Cells outside the plane bounds are silently ignored.
+cellsPlane :: Width -> Height -> [(Coords, Cell)] -> Plane
+cellsPlane w h cells = updatePlane (blankPlane w h) (filter inside cells)
+    where
+          inside ((r, c), _) = r >= 1 && r <= h && c >= 1 && c <= w
 
+-- | Creates 'Plane' from 'String', good way to import ASCII
+-- art/diagrams. Returns a 1×1 transparent plane on empty string.
+stringPlane :: String -> Plane
+stringPlane t = stringPlaneGeneric Nothing t
 
--- creates an empty, opaque Plane (limits: TL, BR)
+-- | Same as 'stringPlane', but with transparent 'Char'.
+-- Returns a 1×1 transparent plane on empty string.
+stringPlaneTrans :: Char -> String -> Plane
+stringPlaneTrans c t = stringPlaneGeneric (Just c) t
+
+-- | Creates an empty, opaque 'Plane'.
 blankPlane :: Width -> Height -> Plane
-blankPlane w h = Plane $ A.listArray ((1,1), (h, w)) (repeat $ creaCell ' ')
+blankPlane w h = listPlane (h, w) (repeat $ creaCell ' ')
 
--- add transparency to a plane, matching a given character
-addVitrum :: Char -> Plane -> Plane
-addVitrum tc p = mapPlane f p
+-- | Adds transparency to a plane, matching a given character
+makeTransparent :: Char -> Plane -> Plane
+makeTransparent tc p = mapPlane f p
     where
           f cl | cellChar cl == tc = Transparent
                | otherwise         = cl
 
+-- | Changes every transparent cell in the 'Plane' to an opaque @' '@
+-- character.
+makeOpaque :: Plane -> Plane
+makeOpaque p = let (w, h) = planeSize p
+               in pastePlane p (blankPlane w h) (1, 1)
 
+
+
 -----------
 -- SLICE --
 -----------
 
--- copies a slice of the plane (bl, tr)
-copyPlane :: Plane -> Coords -> Coords -> Plane
-copyPlane p (r1, c1) (r2, c2) =
-            Plane $ A.listArray ((1, 1), (w', h')) (map snd section)
-    where
-          inside ((r, c), _) | r >= r1 && r <= r2 &&
-                               c >= c1 && c <= c2    = True
-                             | otherwise             = False
-
-          (w, h) = planeSize p
-
-          w' = min w c2 - max c1 1 + 1
-          h' = min h r2 - max r1 1 + 1
-
-          section = filter inside (assocsPlane p)
-
--- paste one plane over the other at a certain position (p1 gets over p2).
--- Remember that coordinates start from bottom left!
--- Maybe char = possible transparency
+-- | Paste one plane over the other at a certain position (p1 gets over p2).
 pastePlane :: Plane -> Plane -> Coords -> Plane
-pastePlane p1 p2 (r, c) = updatePlane p2 filtered
+pastePlane p1 p2 (r, c)
+            | r > h2 || c > w2 = p2
+            | otherwise =
+                let ks = assocsPlane p1
+                    fs = filter (\x -> solid x && inside x) ks
+                    ts = fmap (B.first trasl) fs
+                in updatePlane p2 ts
     where
-          cs        = assocsPlane p1
-          (w2, h2)  = planeSize p2
-          traslated = fmap (\((r1, c1), cl) -> ((r1 + r - 1, c1 + c -1), cl))
-                           cs
-          filtered  = filter (\x -> inside x && solid x) traslated
+          trasl :: Coords -> Coords
+          trasl (wr, wc) = (wr + r - 1, wc + c - 1)
 
-          inside ((r1, c1), _) | r1 >= 1 && r1 <= h2 &&
-                                 c1 >= 1 && c1 <= w2    = True
-                               | otherwise              = False
+          -- inside new position, cheaper than first mapping and then
+          -- filtering.
+          inside (wcs, _) =
+                let (r1', c1') = trasl wcs
+                in r1' >= 1 && r1' <= h2 &&
+                   c1' >= 1 && c1' <= w2
 
           solid (_, Transparent) = False
-          solid (_, otherwise)   = True
+          solid _                = True
 
+          (w2, h2)  = planeSize p2
 
+-- | Cut out a plane by top-left and bottom-right coordinates.
+-- Returns a 1×1 transparent plane when @r1>r2@ or @c1>c2@.
+subPlane :: Plane -> Coords -> Coords -> Plane
+subPlane p (r1, c1) (r2, c2)
+        | r1 > r2 || c1 > c2 = makeTransparent ' ' (blankPlane 1 1)
+        | otherwise          =
+            let cs       = assocsPlane p
+                fs       = filter f cs
+                (pw, ph) = planeSize p
+                (w, h)   = (min pw (c2-c1+1), min ph (r2-r1+1))
+            in listPlane (h, w) (map snd fs)
+    where
+          f ((rw, cw), _) = rw >= r1 && rw <= r2 &&
+                            cw >= c1 && cw <= c2
+
 -------------
 -- INQUIRE --
 -------------
 
-planeSize :: Plane -> (Width, Height)
-planeSize p = T.swap . snd $ A.bounds (fromPlane p)
-
 cellChar :: Cell -> Char
-cellChar (CellChar ch) = ch
-cellChar Transparent    = ' '
+cellChar (CellChar c _ _ _) = c
+cellChar Transparent        = ' '
 
-assocsPlane :: Plane -> [(Coords, Cell)]
-assocsPlane p = A.assocs (fromPlane p)
+cellColor :: Cell -> Maybe ColorInfo
+cellColor (CellChar _ _ _ k) = k
+cellColor Transparent        = Nothing
 
--- an '\n' divided (and ended) String ready to be written on file
-paperPlane :: Plane -> String
-paperPlane p = unlines . LS.chunksOf w .
-               map c2c . A.elems $ fromPlane p
+isBold :: Cell -> Bool
+isBold (CellChar _ b _ _) = b
+isBold _                  = False
+
+isReversed :: Cell -> Bool
+isReversed (CellChar _ _ r _) = r
+isReversed _                  = False
+
+-- | A String (@\\n@ divided and ended) representing the 'Plane'. Useful
+-- for debugging/testing purposes.
+planePaper :: Plane -> String
+planePaper p = unlines . LS.chunksOf w . map cellChar $ elemsPlane p
     where
           w :: Int
           w = fromIntegral . fst . planeSize $ p
 
-          c2c :: Cell -> Char
-          c2c Transparent  = ' '
-          c2c (CellChar c) = c
-
-
 -----------------
 -- ANCILLARIES --
 -----------------
 
--- faux map
-mapPlane :: (Cell -> Cell) -> Plane -> Plane
-mapPlane f (Plane a) = Plane $ fmap f a
+stringPlaneGeneric :: Maybe Char -> String -> Plane
+stringPlaneGeneric _ "" = makeTransparent ' ' (blankPlane 1 1)
+stringPlaneGeneric mc t = vitrous
+    where
+          lined = lines t
 
--- Array.//
-updatePlane :: Plane -> [(Coords, Cell)] -> Plane
-updatePlane (Plane a) kcs = Plane $ a A.// kcs
+          h :: Int
+          h = length lined
+
+          w :: Int
+          w = maximum (map length lined)
+
+          pad :: Int -> String -> String
+          pad mw tl = take mw (tl ++ repeat ' ')
+
+          padded :: [String]
+          padded = map (pad w) lined
+
+          celled :: [Cell]
+          celled = map creaCell . concat $ padded
+
+          plane :: Plane
+          plane = listPlane (h, w) celled
+
+          vitrous :: Plane
+          vitrous = case mc of
+                      Just c  -> makeTransparent c plane
+                      Nothing -> plane
+
+ src/Terminal/Game/Random.hs view
@@ -0,0 +1,20 @@+module Terminal.Game.Random ( R.StdGen,+                              R.UniformRange,+                              R.getStdGen,+                              R.mkStdGen,+                              getRandom,+                              pickRandom )+            where++import System.Random as R+++-- | Simple, pure pseudo-random generator.+getRandom :: UniformRange a => (a, a) -> StdGen -> (a, StdGen)+getRandom bs sg = uniformR bs sg++-- | Picks at random from list.+pickRandom :: [a] -> StdGen -> (a, StdGen)+pickRandom as sg = let l = length as+                       (a, sg') = getRandom (0, l-1) sg+                   in (as !! a, sg')
− src/Terminal/Game/Utils.hs
@@ -1,11 +0,0 @@-module Terminal.Game.Utils where--import Terminal.Game.Plane--import qualified System.Console.Terminal.Size as TS--screenSize :: IO (Width, Height)-screenSize =-        TS.size >>= \ts ->-        let (TS.Window h w) = maybe (error "cannot get TERM size") id ts-        in return (w, h)
+ test/Terminal/Game/DrawSpec.hs view
@@ -0,0 +1,68 @@+module Terminal.Game.DrawSpec where++import Test.Hspec+import Terminal.Game.Plane+import Terminal.Game.Draw+import Terminal.Game -- language hyphenators+++spec :: Spec+spec = do++  describe "mergePlanes" $ do+    it "piles multiple planes together" $+      mergePlanes (stringPlane "aa")+                  [((1,2), cell 'b')] `shouldBe` stringPlane "ab"+    it "works in the middle too" $+      mergePlanes (stringPlane "aaa\naaa\naaa")+                  [((2,2), cell 'b')] `shouldBe`+                    stringPlane "aaa\naba\naaa"++  describe "textBox/textBoxLiquid" $ do+    let s  = "las rana in Spa"+        w  = 6+        ps = textBox w 2 s+        pl = textBoxLiquid w s+    it "textBox follows specific size" $+      planeSize ps `shouldBe` (6, 2)+    it "textBoxLiquid fits the whole string" $+      planeSize pl `shouldBe` (6, 3)+    it "textBox should make a transparent plane" $+      let p1 = textBox 6 1 "a c e "+          p2 = textBox 6 1 " b d f"+          pc = p1 & (1, 1) % p2+      in planePaper pc `shouldBe` "abcdef\n"++  describe "textBoxHypen" $ do+    let tbh = textBoxHyphen spanish 8 2 "Con pianito"+    it "hyphens long words" $+      planePaper tbh `shouldSatisfy` elem '-'++  describe "***" $ do+    let a  = stringPlane ".\n.\n.\n"+        b  = stringPlane "*"+        c  = stringPlane ".\n*\n.\n"+    it "blits b in the centre of a" $+      a *** b `shouldBe` c++  -- combinators++  let sp = stringPlane "ab"+      bp = blankPlane 4 3++  describe "%^>" $ do+    it "blits in the top right corner" $+      planePaper (bp & (1,1) %^> sp) `shouldBe` "  ab\n    \n    \n"++  describe "%_<" $ do+    it "blits in the bottom left corner" $+      planePaper (bp & (2,1) %.< sp) `shouldBe` "    \nab  \n    \n"++  describe "%_<" $ do+    it "blits in the bottom left corner" $+      planePaper (bp & (2,3) %.> sp) `shouldBe` "    \nab  \n    \n"++  describe "%" $ do+    it "mixes with alternative combinators" $+      planePaper (bp & (1,2) % sp & (2,3) %.> sp) `shouldBe`+        " ab \nab  \n    \n"
+ test/Terminal/Game/Layer/ImperativeSpec.hs view
@@ -0,0 +1,72 @@+module Terminal.Game.Layer.ImperativeSpec where++import Terminal.Game.Layer.Imperative+import Terminal.Game.Layer.Object+import Terminal.Game.Random+import Alone+import Balls++import Test.Hspec+import Test.Hspec.QuickCheck++import qualified Control.Exception as E+import qualified Test.QuickCheck as Q+import qualified GHC.Exts as X++-- Test for state.+stateTest :: Show r => Game s r -> GRec -> s+stateTest g r = either em id (testGame g r)+    where+          em wr = error $ "stateTest: " ++ show wr++spec :: Spec+spec = do++  describe "runGame" $ do+    let nd = error "<not-defined>"+        s :: (Integer, Bool, Integer)+        s = (0, False, 0)+        lf (t, True, i) Tick         = Right (t+1, True, i+1)+        lf (t, b,    i) Tick         = Right (t+1, b,    i  )+        lf (t, _,    i) (KeyPress _) = Right (t,   True, i  )+        es = [Tick, KeyPress 'c', KeyPress 'c', Tick, Tick]+        g :: Game (Integer, Bool, Integer) ()+        g = Game nd s (const lf) nd+    it "does not confuse input and logic" $+      stateTest g (createGRec (80, 24) es) `shouldBe` (3, True, 2)++  describe "testGame" $ do+    it "tests a game" $ do+        r <- readRecord "test/records/alone-record-test.gr"+        stateTest aloneInARoom r `shouldBe` MyState (20, 66) Stop+    it "tests a game exiting correctly" $ do+        r <- readRecord "test/records/alone-record-left.gr"+        testGame aloneInARoom r `shouldBe` Left ()+    it "picks up screen resize events" $ do+        r <- readRecord "test/records/balls-dims.gr"+        let g = fireworks (mkStdGen 1)+            t = stateTest g r+        length (balls t) `shouldBe` 1+    it "picks FPS too" $ do+        r <- readRecord "test/records/balls-slow.gr"+        let g = fireworks (mkStdGen 1)+            t = stateTest g r+        bslow t `shouldBe` True+    it "does not hang on empty/unclosed input" $+        let w = createGRec (80, 24) [Tick] in+        stateTest aloneInARoom w `shouldBe` MyState (10, 10) Stop+    modifyMaxSize (const 1000) $+      it "does not crash/hang on random input" $ Q.property $+        let genEvs = Q.listOf1 Q.arbitrary+        in Q.forAll genEvs $+             \es -> let w = createGRec (80, 24) es+                        a = testGame aloneInARoom w+                    in a == a+    it "fails with an informative message" $ do+        r <- readRecord "test/records/alone-record-test.gr"+        let r' = r { aTermSize = X.fromList (replicate 1000 Nothing) }+            t = testGame aloneInARoom r'+            e = "testGame, exception called: [TSetupDisplay,TStartEvents,\+                \TException CannotGetDisplaySize]"+        E.evaluate t `shouldThrow` errorCall e+
+ test/Terminal/Game/Layer/Object/TestSpec.hs view
@@ -0,0 +1,19 @@+module Terminal.Game.Layer.Object.TestSpec where++import Terminal.Game.Layer.Imperative+import Terminal.Game.Layer.Object+import Alone++import Test.Hspec++import qualified GHC.Exts as E++spec :: Spec+spec = do++  describe "runTest" $ do+    it "logs exceptions without failing" $ do+        r <- readRecord "test/records/alone-record-test.gr"+        let r' = r { aTermSize = E.fromList (replicate 1000 Nothing) }+            t = runTest (runGameGeneral aloneInARoom) r'+        last (snd t) `shouldBe` TException CannotGetDisplaySize
+ test/Terminal/Game/PlaneSpec.hs view
@@ -0,0 +1,57 @@+module Terminal.Game.PlaneSpec where++import Test.Hspec+import Terminal.Game.Plane+import Terminal.Game.Draw+++spec :: Spec+spec = do++  let testPlane =         blankPlane 2 2 &+                  (1,1) % box 2 2 '.'    &+                  (1,2) % cell ' '++  describe "listPlane" $ do+    it "creates a plane from string" $+      listPlane (2,2) (map creaCell ". ..") `shouldBe` testPlane+    it "ignores extra characters" $+      listPlane (2,2) (map creaCell ". ..abc") `shouldBe` testPlane++  describe "pastePlane" $ do+    it "pastes a simple plane onto another" $+      pastePlane (cell 'a') (cell 'b') (1,1) `shouldBe` cell 'a'++  describe "stringPlane" $ do+    it "creates plane from spec" $+      stringPlane ".\n.." `shouldBe` testPlane++  describe "stringPlaneTrans" $ do+    it "allows transparency" $+      stringPlaneTrans '.' ".\n.." `shouldBe` makeTransparent '.' testPlane++  describe "updatePlane" $ do+    let ma = listPlane (2,1) (map creaCell "ab")+        mb = listPlane (2,1) (map creaCell "xb")+    it "updates a Plane" $+      updatePlane ma [((1,1), creaCell 'x')] `shouldBe` mb++  describe "subPlane" $ do+    let pa = word "prova" === word "fol"+    it "cuts out a plane" $+      planePaper (subPlane pa (1, 1) (2, 1)) `shouldBe` "p\nf\n"+    it "does not crash on OOB" $+      planeSize (subPlane pa (1, 1) (10, 10)) `shouldBe` (5, 2)+    it "does not err on inconsistent coords" $+      subPlane pa (2, 3) (1, 1) `shouldBe`+        (blankPlane 1 1 # makeTransparent ' ')+    it "but not on a single cell" $+      subPlane pa (2, 3) (2, 3) `shouldBe` cell 'l'++  describe "hcat/vcat" $ do+    let pa = blankPlane 2 1+        pb = blankPlane 3 4+    it "concats planes horizontally with hcat" $+      planeSize (hcat [pa, pb]) `shouldBe` (5, 4)+    it "concats planes horizontally with vcat" $+      planeSize (vcat [pa, pb]) `shouldBe` (3, 5)
+ test/Terminal/Game/RandomSpec.hs view
@@ -0,0 +1,20 @@+module Terminal.Game.RandomSpec where++import Test.Hspec+import Test.Hspec.QuickCheck+import Terminal.Game.Random+++spec :: Spec+spec = do++  describe "pickRandom" $ do+    prop "picks items at random from a list" $+      \i -> let g = mkStdGen i+            in fst (pickRandom ['a', 'b'] g) /= 'c'+    prop "does not exclude any item" $+      \i -> let g = mkStdGen i+                rf tg = pickRandom [1,2] tg+                rs = iterate (\(_, lg') -> rf lg')  (rf g)+                ts = take 100 rs+            in sum (map fst ts) /= length ts
+ test/records/alone-record-left.gr view

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+ test/records/alone-record-test.gr view

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+ test/records/balls-dims.gr view

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+ test/records/balls-slow.gr view

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