ansi-terminal-game 1.7.0.0 → 1.9.4.0
raw patch · 35 files changed
Files
- AUTHORS +3/−0
- CHANGES +0/−253
- COPYING +674/−0
- LICENSE +0/−674
- NEWS +441/−0
- README +7/−1
- ansi-terminal-game.cabal +59/−30
- example/Alone.hs +14/−14
- example/Balls.hs +27/−24
- example/Main.hs +0/−12
- example/MainAlone.hs +12/−0
- example/MainBalls.hs +22/−0
- example/MainHotReload.hs +87/−0
- example/MainPlayback.hs +30/−0
- example/Playback.hs +0/−30
- platform-dep/windows/Terminal/Game/Utils.hs +1/−2
- src/Terminal/Game.hs +93/−52
- src/Terminal/Game/Draw.hs +18/−7
- src/Terminal/Game/Layer/Imperative.hs +118/−87
- src/Terminal/Game/Layer/Object.hs +1/−0
- src/Terminal/Game/Layer/Object/IO.hs +82/−63
- src/Terminal/Game/Layer/Object/Interface.hs +13/−68
- src/Terminal/Game/Layer/Object/Narrate.hs +14/−66
- src/Terminal/Game/Layer/Object/Primitive.hs +139/−0
- src/Terminal/Game/Layer/Object/Record.hs +31/−16
- src/Terminal/Game/Layer/Object/Test.hs +21/−31
- src/Terminal/Game/Plane.hs +44/−19
- test/Terminal/Game/Layer/ImperativeSpec.hs +53/−26
- test/Terminal/Game/Layer/Object/TestSpec.hs +19/−0
- test/Terminal/Game/PlaneSpec.hs +3/−5
- test/alone-record-test.gr binary
- test/records/alone-record-left.gr binary
- test/records/alone-record-test.gr binary
- test/records/balls-dims.gr binary
- test/records/balls-slow.gr binary
+ AUTHORS view
@@ -0,0 +1,3 @@+Francesco Ariis+Simon Michael+José Rafael Vieira
− CHANGES
@@ -1,253 +0,0 @@-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.
+ COPYING view
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For+purposes of this definition, "control" includes the right to grant+patent sublicenses in a manner consistent with the requirements of+this License.++ Each contributor grants you a non-exclusive, worldwide, royalty-free+patent license under the contributor's essential patent claims, to+make, use, sell, offer for sale, import and otherwise run, modify and+propagate the contents of its contributor version.++ In the following three paragraphs, a "patent license" is any express+agreement or commitment, however denominated, not to enforce a patent+(such as an express permission to practice a patent or covenant not to+sue for patent infringement). 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You may not convey a covered+work if you are a party to an arrangement with a third party that is+in the business of distributing software, under which you make payment+to the third party based on the extent of your activity of conveying+the work, and under which the third party grants, to any of the+parties who would receive the covered work from you, a discriminatory+patent license (a) in connection with copies of the covered work+conveyed by you (or copies made from those copies), or (b) primarily+for and in connection with specific products or compilations that+contain the covered work, unless you entered into that arrangement,+or that patent license was granted, prior to 28 March 2007.++ Nothing in this License shall be construed as excluding or limiting+any implied license or other defenses to infringement that may+otherwise be available to you under applicable patent law.++ 12. No Surrender of Others' Freedom.++ If conditions are imposed on you (whether by court order, agreement or+otherwise) that contradict the conditions of this License, they do not+excuse you from the conditions of this License. If you cannot convey a+covered work so as to satisfy simultaneously your obligations under this+License and any other pertinent obligations, then as a consequence you may+not convey it at all. For example, if you agree to terms that obligate you+to collect a royalty for further conveying from those to whom you convey+the Program, the only way you could satisfy both those terms and this+License would be to refrain entirely from conveying the Program.++ 13. Use with the GNU Affero General Public License.++ Notwithstanding any other provision of this License, you have+permission to link or combine any covered work with a work licensed+under version 3 of the GNU Affero General Public License into a single+combined work, and to convey the resulting work. The terms of this+License will continue to apply to the part which is the covered work,+but the special requirements of the GNU Affero General Public License,+section 13, concerning interaction through a network will apply to the+combination as such.++ 14. Revised Versions of this License.++ The Free Software Foundation may publish revised and/or new versions of+the GNU General Public License from time to time. Such new versions will+be similar in spirit to the present version, but may differ in detail to+address new problems or concerns.++ Each version is given a distinguishing version number. If the+Program specifies that a certain numbered version of the GNU General+Public License "or any later version" applies to it, you have the+option of following the terms and conditions either of that numbered+version or of any later version published by the Free Software+Foundation. If the Program does not specify a version number of the+GNU General Public License, you may choose any version ever published+by the Free Software Foundation.++ If the Program specifies that a proxy can decide which future+versions of the GNU General Public License can be used, that proxy's+public statement of acceptance of a version permanently authorizes you+to choose that version for the Program.++ Later license versions may give you additional or different+permissions. However, no additional obligations are imposed on any+author or copyright holder as a result of your choosing to follow a+later version.++ 15. Disclaimer of Warranty.++ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.++ 16. 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Interpretation of Sections 15 and 16.++ If the disclaimer of warranty and limitation of liability provided+above cannot be given local legal effect according to their terms,+reviewing courts shall apply local law that most closely approximates+an absolute waiver of all civil liability in connection with the+Program, unless a warranty or assumption of liability accompanies a+copy of the Program in return for a fee.++ END OF TERMS AND CONDITIONS++ How to Apply These Terms to Your New Programs++ If you develop a new program, and you want it to be of the greatest+possible use to the public, the best way to achieve this is to make it+free software which everyone can redistribute and change under these terms.++ To do so, attach the following notices to the program. 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If not, see <http://www.gnu.org/licenses/>.++Also add information on how to contact you by electronic and paper mail.++ If the program does terminal interaction, make it output a short+notice like this when it starts in an interactive mode:++ <program> Copyright (C) <year> <name of author>+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.+ This is free software, and you are welcome to redistribute it+ under certain conditions; type `show c' for details.++The hypothetical commands `show w' and `show c' should show the appropriate+parts of the General Public License. Of course, your program's commands+might be different; for a GUI interface, you would use an "about box".++ You should also get your employer (if you work as a programmer) or school,+if any, to sign a "copyright disclaimer" for the program, if necessary.+For more information on this, and how to apply and follow the GNU GPL, see+<http://www.gnu.org/licenses/>.++ The GNU General Public License does not permit incorporating your program+into proprietary programs. If your program is a subroutine library, you+may consider it more useful to permit linking proprietary applications with+the library. If this is what you want to do, use the GNU Lesser General+Public License instead of this License. But first, please read+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
− LICENSE
@@ -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. You can apply it to-your programs, too.-- When we speak of free software, we are referring to freedom, not-price. 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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
@@ -21,7 +21,7 @@ - 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`).+ `data Game`). A full game can be found at: @@ -43,4 +43,10 @@ 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
@@ -1,7 +1,6 @@ name: ansi-terminal-game-version: 1.7.0.0-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; features double buffering to optimise@@ -10,26 +9,30 @@ no unix-only dependencies), practical. 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/ansi-terminal-game/page.html+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: © 2017-2021 Francesco Ariis+copyright: © 2017-2023 Francesco Ariis et al. category: Game build-type: Simple extra-source-files: README,- CHANGES,- test/alone-record-test.gr-cabal-version: >=1.10+ 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 examples description: builds examples default: False source-repository head- type: darcs- location: http://www.ariis.it/link/repos/ansi-terminal-game/+ type: git+ location: http://www.ariis.it/static/repos/stagit/ansi-terminal-game/ library exposed-modules: Terminal.Game@@ -42,28 +45,32 @@ 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.Utils, Terminal.Game.Plane, Terminal.Game.Random,- Terminal.Game.Timer+ Terminal.Game.Timer,+ Terminal.Game.Utils build-depends: base == 4.*,- ansi-terminal == 0.11.*,+ ansi-terminal >= 1.0 && < 1.2, array == 0.5.*,- bytestring >= 0.10 && < 0.12,+ 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.*,- QuickCheck >= 2.13 && < 2.15,- random >= 1.2 && < 1.3,+ 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+ timers-tick > 0.5 && < 0.6,+ colour >= 2.3.6 && < 2.4 hs-source-dirs: src default-language: Haskell2010 ghc-options: -Wall@@ -78,6 +85,7 @@ hs-Source-Dirs: test, src, example main-is: Test.hs other-modules: Alone,+ Balls, Terminal.Game, Terminal.Game.Animation, Terminal.Game.Character,@@ -90,31 +98,37 @@ 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 == 0.11.*,+ ansi-terminal >= 1.0 && < 1.2, array == 0.5.*,- bytestring >= 0.10 && < 0.12,+ 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.*,- QuickCheck >= 2.13 && < 2.15,- random >= 1.2 && < 1.3,+ 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+ 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 @@ -131,7 +145,7 @@ buildable: False hs-source-dirs: example- main-is: Main.hs+ main-is: MainAlone.hs other-modules: Alone default-language: Haskell2010 ghc-options: -threaded@@ -146,7 +160,7 @@ buildable: False hs-source-dirs: example- main-is: Playback.hs+ main-is: MainPlayback.hs other-modules: Alone default-language: Haskell2010 ghc-options: -threaded@@ -160,7 +174,22 @@ buildable: False hs-source-dirs: example- main-is: Balls.hs+ 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
example/Alone.hs view
@@ -8,23 +8,22 @@ import qualified Data.Tuple as T -- game specification-aloneInARoom :: Game MyState+aloneInARoom :: Game MyState () aloneInARoom = Game 13 -- ticks per second- (MyState (10, 10)- Stop False) -- init state+ (MyState (10, 10) Stop) -- init state (\_ s e -> logicFun s e) -- logic function- (\_ s -> drawFun s) -- draw function- gsQuit -- quit function+ (\r s -> centerFull r $+ drawFun s) -- draw function sizeCheck :: IO ()-sizeCheck = assertTermDims (T.swap . snd $ boundaries)+sizeCheck = let (w, h) = T.swap . snd $ boundaries+ in assertTermDims w h ------------------------------------------------------------------------------- -- Types data MyState = MyState { gsCoord :: Coords,- gsMove :: Move,- gsQuit :: Bool }+ gsMove :: Move } deriving (Show, Eq) data Move = N | S | E | W | Stop@@ -36,10 +35,11 @@ ------------------------------------------------------------------------------- -- Logic -logicFun :: MyState -> Event -> MyState-logicFun gs (KeyPress 'q') = gs { gsQuit = True }-logicFun gs Tick = gs { gsCoord = pos (gsMove gs) (gsCoord gs) }-logicFun gs (KeyPress c) = gs { gsMove = move (gsMove gs) c }+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@@ -73,9 +73,9 @@ -- Draw drawFun :: MyState -> Plane-drawFun (MyState (r, c) _ _) =+drawFun (MyState (r, c) _) = blankPlane mw mh &- (1, 1) % box 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." &
example/Balls.hs view
@@ -1,5 +1,7 @@-module Main where+module Balls where +-- library module for `balls`+ import Terminal.Game import qualified Data.Bool as B@@ -11,14 +13,12 @@ There are three things I will showcase in this example: 1. ** How you can display current FPS. **- This is done using `Game` to create your game rather than- `simpleGame`. `Game` is a bit more complex but you gain- additional infos to manipulate/blit, like 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 GameEnv (in this case, terminal+ and the information passed via GEnv (in this case, terminal dimensions). 3. ** That — while FPS can change — game speed does not. **@@ -30,10 +30,6 @@ a high TPS! 15–20 is more than enough in most cases. -} -main :: IO ()-main = getStdGen >>= \g ->- playGame (fireworks g)- ------------------------------------------------------------------------------- -- Ball @@ -119,40 +115,46 @@ -- Game data GState = GState { gen :: StdGen,- quit :: Bool, timer :: Timer,- balls :: [Ball] }+ balls :: [Ball],+ bslow :: Bool }+ -- pSlow is not used in game, it is there just+ -- for the test suite -fireworks :: StdGen -> Game GState-fireworks g = Game tps istate lfun dfun qfun+fireworks :: StdGen -> Game GState Int+fireworks g = Game tps istate lfun dfun where tps = 60 istate :: GState- istate = GState g False (ctimer tps) []+ istate = GState g (ctimer tps) [] False ------------------------------------------------------------------------------- -- Logic -lfun :: GEnv -> GState -> Event -> GState+-- 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- in s { gen = g1,- balls = b : balls s }-lfun _ s (KeyPress 'q') = s { quit = True }-lfun _ s (KeyPress _) = s+ 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- in s { timer = ltimer (timer s),- balls = filter (isIn ds) ps' } -qfun :: GState -> Bool-qfun s = quit s+ bs = eFPS r < 30+ s' = s { timer = ltimer (timer s),+ balls = filter (isIn ds) ps',+ bslow = bs }+ in Right s' ------------------------------------------------------------------------------- -- Draw@@ -179,7 +181,8 @@ inst :: Plane inst = word "Press (s) to spawn" ===- word "Press (q) to quit"+ word "Press (q) to quit" ===+ word "Resize terminal to pop balls" trans :: Draw trans = makeTransparent ' '
− example/Main.hs
@@ -1,12 +0,0 @@-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/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++
− example/Playback.hs
@@ -1,30 +0,0 @@-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/windows/Terminal/Game/Utils.hs view
@@ -6,8 +6,6 @@ -- horrible horrible horrible hack to make unbuffered input -- work on Windows (and win32console check)--- todo [windows] https://gitlab.haskell.org/ghc/ghc/-/issues/2189#note_290480--- e anche i caratteri module Terminal.Game.Utils (inputCharTerminal, isWin32Console )@@ -26,6 +24,7 @@ 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 : © 2017-2021 Francesco Ariis--- License : GPLv3 (see COPYING file)+-- Copyright : © 2017-2023 Francesco Ariis et al.+-- License : GPLv3 (see COPYING) -- -- Maintainer : Francesco Ariis <fa-ml@ariis.it> -- Stability : provisional@@ -12,14 +12,19 @@ -- -- New? Start from 'Game'. -----------------------------------------------------------------------------------+------------------------------------------------------------------------------- -- Basic col-on-black ASCII terminal, operations. -- Only module to be imported. --- todo eccezioni con maybe o lanciando l’eccezione?--- todo [u:3] testing facilities should record/read fps/screen-resize+-- 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 +-- todo rewrite test w/ an internal library method+ module Terminal.Game ( -- * Running TPS, FPS,@@ -27,10 +32,13 @@ GEnv(..), Game(..), playGame,+ ATGException(..), -- ** Helpers- playGameS,+ playGame_,+ Terminal.Game.displaySize, assertTermDims,+ errorPress, blankPlaneFull, centerFull, @@ -42,7 +50,7 @@ -- parametrised over any state @s@, you are free -- to implement game logic as you prefer. - -- ** Timers/Animation+ -- ** Timers/Animations -- *** Timers Timed,@@ -86,6 +94,18 @@ planePaper, planeSize, + -- *** Performance blitting+ -- $performance++ Cell,+ creaCell,+ colorCell,+ rgbColorCell,+ paletteColorCell,+ boldCell,+ reverseCell,+ cellsPlane,+ -- ** Draw Draw, (%), (&), (#),@@ -111,23 +131,47 @@ -- *** 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- testGame,- setupGame,+ GRec, recordGame, readRecord,+ testGame,+ setupGame, narrateGame, - -- * Utility- Terminal.Game.displaySize,- errorPress,- ATGException(..)+ -- | 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 Data.FileEmbed import System.Console.ANSI import Terminal.Game.Animation import Terminal.Game.Draw@@ -138,11 +182,13 @@ import Text.LineBreak import qualified Control.Monad as CM+import qualified Data.ByteString.Char8 as BC+import qualified Data.Colour.SRGB as S -- $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 '%'+-- 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: -- -- @@@ -161,54 +207,49 @@ -- $xcompat -- Good practices for cross-compatibility: ----- * choose game dimensions of no more than __24 rows__ and __80 columns__.+-- * Choose game dimensions of no more than __24 rows__ and __80 columns__. -- This ensures compatibility with the trickiest terminals (i.e. Win32--- console);+-- console). ----- * use __ASCII characters__ only. Again this is for 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;+-- fixed. ----- * employ colour sparingly: as some users will play your game in a+-- * 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.);+-- that go well with either (blue, red, etc.). ----- * some terminals/multiplexers (i.e. tmux) do not make a distinction--- between vivid/dull; do not base your game mechanics on that--- difference.+-- * 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. +-- $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 @error@ with--- a «please resize your term» message.-assertTermDims :: Dimensions -> IO ()-assertTermDims (sw, sh) =- clearScreen >>- setCursorPosition 0 0 >>- displaySizeErr >>= \tds ->- CM.when (isSmaller tds) (error $ smallMsg tds)+-- | 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- colS ww = ww < sw- rowS wh = wh < sh isSmaller :: Dimensions -> Bool- isSmaller (ww, wh) = colS ww || rowS wh-- 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 grid of " ++ show sw ++- " columns and " ++ show sh ++ " rows.\n" ++- "Yours only has " ++ em ++ "!\n\n" ++- "Please resize your terminal now!\n"--+ isSmaller (ww, wh) = ww < dw || wh < dh
src/Terminal/Game/Draw.hs view
@@ -14,8 +14,10 @@ import Text.LineBreak -import qualified Data.Function as F ( (&) )-import qualified Data.List as L+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 @@ -97,14 +99,16 @@ (r, c) % b --- | Place a list of 'Plane's side-by-side, horizontally.+-- | Place a list of 'Plane's side-by-side, horizontally. Returns a 1×1+-- transparent plane on empty list. hcat :: [Plane] -> Plane-hcat [] = error "hcat: empty list"+hcat [] = blankPlane 1 1 # makeTransparent ' ' hcat ps = L.foldl1' (|||) ps --- | Place a list of 'Plane's side-by-side, vertically.+-- | Place a list of 'Plane's side-by-side, vertically. Returns a 1×1+-- transparent plane on empty list. vcat :: [Plane] -> Plane-vcat [] = error "vcat: empty list"+vcat [] = blankPlane 1 1 # makeTransparent ' ' vcat ps = L.foldl1' (===) ps infixl 6 |||, ===, ***@@ -126,8 +130,15 @@ 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 -- -------------@@ -172,7 +183,7 @@ -- sobbolliva quieta la pentola. liva quieta la pentola. -- @ ----- Notice how in the right box «sobbolliva» is broken in two. This+-- 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)
src/Terminal/Game/Layer/Imperative.hs view
@@ -15,37 +15,39 @@ 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 environment with current terminal dimensions and current display--- rate.-data GEnv = GEnv { eTermDims :: Dimensions,- -- ^ Current terminal dimensions.- eFPS :: FPS- -- ^ Current blitting rate.- }---- | Game definition datatype, parametrised on your gamestate. 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 simple game--- in action.-data Game s =- Game { gTPS :: TPS, -- ^ 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 -> s,- -- ^ Logic function.- gDrawFunction :: GEnv -> s -> Plane,- -- ^ Draw function. Just want to blit your game- -- in the middle? Check 'centerFull'.- gQuitFunction :: s -> Bool- -- ^ «Should I quit?» function.- }+-- | 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@@ -65,57 +67,77 @@ -- | 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:+-- this the game will crash, at start-up. Just add: -- -- @ -- ghc-options: -threaded -- @ -- -- in your @.cabal@ file and you will be fine!------ Need to inspect state on exit? Check 'playGameS'.-playGame :: Game s -> IO ()-playGame g = () <$ runGIO (runGameGeneral g)+playGame :: Game s r -> IO r+playGame g = either id (error "`Right` in playGame") <$>+ runGIO (runGameGeneral g) --- | As 'playGame', but do not discard state.-playGameS :: Game s -> IO s-playGameS g = runGIO (runGameGeneral g)+-- | As 'playGame', but ignore the result @r@.+playGame_ :: Game s r -> IO ()+playGame_ g = () <$ playGame g --- | Tests a game in a /pure/ environment. You can--- supply the 'Event's yourself or use 'recordGame' to obtain them.-testGame :: Game s -> [Event] -> s-testGame g es = fst $ runTest (runGameGeneral g) es+-- | 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 a bare state.+-- | As 'testGame', but returns 'Game' instead of result/state. -- Useful to fast-forward (e.g.: skip menus) before invoking 'playGame'.-setupGame :: Game s -> [Event] -> Game s-setupGame g es = let s' = testGame g es- in g { gInitState = s' }+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 list of 'Events'. Unlike+-- | 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@.-narrateGame :: Game s -> [Event] -> IO s-narrateGame g e = runReplay (runGameGeneral g) e+--+-- 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 to @file@. Useful to--- produce input for 'testGame' and 'narrateGame'. Session will be--- recorded even if an exception happens while playing.-recordGame :: Game s -> FilePath -> IO ()+-- | 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 [])- (\ve -> writeMoves fp ve)+ (CC.newMVar igrec)+ (\ve -> writeRec fp ve) (\ve -> () <$ runRecord (runGameGeneral g) ve) data Config = Config { cMEvents :: CC.MVar [Event],- cTPS :: TPS }+ cTPS :: TPS } -runGameGeneral :: forall s m. MonadGameIO m =>- Game s -> m s-runGameGeneral (Game tps s lf df qf) =+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) ->@@ -128,12 +150,11 @@ (stopEvents ts >> shutdownDisplay ) where- game :: MonadGameIO m => Config -> Dimensions -> m s- game c wds = gameLoop c s lf df qf+ 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@@ -168,35 +189,38 @@ -- from http://www.loomsoft.net/resources/alltut/alltut_lesson6.htm gameLoop :: MonadGameIO m =>- Config -> -- event source- s -> -- state+ Config -> -- event source+ Either r s -> -- state (GEnv ->- s -> Event -> s) -> -- logic function+ s -> Event ->+ Either r s) -> -- logic function (GEnv ->- s -> Plane) -> -- draw function- (s -> Bool) -> -- quit? function- Maybe Plane -> -- last blitted screen- Dimensions -> -- Term dimensions- FPSCalc -> -- calculate fps- m s-gameLoop c s lf df qf opln td fps =+ 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?- checkQuit qf s >>= \qb ->- if qb+ -- 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)+ -- 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 qf opln td fps+ gameLoop c s lf df opln td fps else - displaySizeErr >>= \td' ->+ displaySizeErr >>= \td' -> -- logic let ge = GEnv td' (calcFPS fps)@@ -204,7 +228,7 @@ -- no `Tick` events? You do not need to blit, just update state if i == 0- then gameLoop c s' lf df qf opln td fps+ then gameLoop c s' lf df opln td fps else -- FPS calc@@ -215,38 +239,45 @@ CM.when resc clearDisplay >> -- draw- let opln' | resc = Nothing -- res changed? restart double buffering+ let+ opln' | resc = Nothing -- res changed? restart double buffering | otherwise = opln- npln = df ge s' in+ 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 qf (Just npln) td' fps'+ gameLoop c s' lf df (Just npln) td' fps' -- Int = number of `Tick` events-stepsLogic :: s -> (s -> Event -> s) -> [Event] -> (Integer, s)+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, foldl lf s 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 --- | 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- 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*1) 1) tps+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!
src/Terminal/Game/Layer/Object.hs view
@@ -9,6 +9,7 @@ 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
src/Terminal/Game/Layer/Object/IO.hs view
@@ -11,16 +11,17 @@ module Terminal.Game.Layer.Object.IO where -import Terminal.Game.Layer.Object.Interface--import Terminal.Game.Plane 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@@ -34,29 +35,31 @@ ---------------- instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) => MonadInput m where- startEvents tps = T.liftIO $ startIOInput Nothing tps+ 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`. --- xxx astrai da qui?+ -- filepath = logging-startIOInput :: Maybe (CC.MVar [Event]) -> TPS -> IO InputHandle-startIOInput mr tps =- -- non buffered input+startIOInput :: TPS -> IO InputHandle+startIOInput tps = SI.hSetBuffering SI.stdin SI.NoBuffering >>- SI.hSetBuffering SI.stdout SI.NoBuffering >>+ SI.hSetBuffering SI.stdout (SI.BlockBuffering Nothing) >> SI.hSetEcho SI.stdin False >>- -- all the buffering settings has to- -- happen here. If i move them to display,- -- you need to press enter before playing- -- the game on some machines.+ -- 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 mr ve tps it) >>= \te ->- CC.forkIO (addKeypress mr ve) >>= \tk ->+ 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`@@ -71,36 +74,38 @@ return (quot tm t1) -- mr: maybe recording-addTick :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] ->- TPS -> Elapsed -> IO ()-addTick mr ve tps el =+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 ->+ getTimeTick tps >>= \t -> CM.replicateM_ (fromIntegral $ t-el)- (addEvent mr ve Tick) >>+ (addEvent ve Tick) >> -- sleep some sleepABit tps >>- addTick mr ve tps t+ addTick ve tps t -- get action char -- mr: maybe recording-addKeypress :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] -> IO ()-addKeypress mr ve = -- vedi platform-dep/- inputCharTerminal >>= \c ->- addEvent mr ve (KeyPress c) >>- addKeypress mr ve+addKeypress :: CC.MVar [Event] -> IO ()+addKeypress ve = -- vedi platform-dep/+ inputCharTerminal >>= \c ->+ addEvent ve (KeyPress c) >>+ addKeypress ve -- mr: maybe recording-addEvent :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] -> Event -> IO ()-addEvent mr ve e | (Just d) <- mr = vf d >> vf ve- | otherwise = vf ve+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 = mapM_ CC.killThread ts+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 --@@ -121,16 +126,6 @@ cleanUpErr m c = MC.finally m c throwExc t = MC.throwM t ---------------- Logic ----------------instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) =>- MonadLogic m where- checkQuit fb s = return (fb s)-- ------------- -- Display -- -------------@@ -151,6 +146,9 @@ -- 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@@ -193,6 +191,20 @@ -- 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@@ -200,11 +212,12 @@ -- 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 ->- -- todo [urgent] change this, and document that- -- some chars do not work on win SI.hSetEncoding SI.stdout te >> clearScreen@@ -237,7 +250,8 @@ (error "blitMap: different plane sizes") >> CA.setCursorPosition 0 0 >> -- setCursorPosition is *zero* based!- blitToTerminal (0, 0) (orderedCells po) (orderedCells pn)+ blitToTerminal (0, 0) (orderedCells po) (orderedCells pn) >>+ SI.hFlush SI.stdout orderedCells :: Plane -> [[Cell]] orderedCells p = LS.chunksOf (fromIntegral w) cells@@ -245,54 +259,59 @@ 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 oldNew+blitToTerminal (rr, rc) ocs ncs = CM.foldM_ blitLine (rr, resetStyle) oldNew where oldNew :: [[(Cell, Cell)]] oldNew = zipWith zip ocs ncs - -- row = previous row- blitLine :: Row -> [(Cell, Cell)] -> IO Row- blitLine pr ccs =- CM.foldM_ blitCell 0 ccs >>+ -- 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- let wr = pr + 1 in CA.setCursorPosition (fromIntegral wr) (fromIntegral rc) >>- return wr+ return (wr, st') -- k is "spaces to skip"- blitCell :: Int -> (Cell, Cell) -> IO Int- blitCell k (clo, cln)- | cln == clo = return (k+1)- | otherwise = moveIf k >>= \k' ->- putCellStyle cln >>- return k'+ 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 :: Cell -> IO ()-putCellStyle c = CA.setSGR ([CA.Reset] ++ sgrb ++ sgrr ++ sgrc) >>- putChar (cellChar c)+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 (k, i) <- cellColor c = [CA.SetColor CA.Foreground i k]- | 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
@@ -5,108 +5,53 @@ ------------------------------------------------------------------------------- {-# LANGUAGE ConstraintKinds #-}-{-# LANGUAGE DeriveGeneric #-} {-# 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-import qualified Control.Monad.Catch as MC-import qualified Data.Serialize as S-import qualified GHC.Generics as G-import qualified Test.QuickCheck as Q ---- mtl inferface for game+-------------------------------------------------------------------------------+-- mtl interface for game type MonadGameIO m = (MonadInput m, MonadTimer m,- MonadException m, MonadLogic m,- MonadDisplay m)---------------------- Game input ----------------------- | 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---- | An @Event@ is a 'Tick' (time passes) or a 'KeyPress'.-data Event = Tick- | KeyPress Char- deriving (Show, Eq, G.Generic)--instance S.Serialize Event where--instance Q.Arbitrary Event where- arbitrary = Q.oneof [ pure Tick,- KeyPress <$> Q.arbitrary ]+ MonadException m, MonadDisplay m) data InputHandle = InputHandle- { ihKeyMVar :: CC.MVar [Event],- ihOpenThreds :: [CC.ThreadId] }+ { 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 ()---------------------- Game timing --------------------+ 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. ------------------------ Error handling ------------------------ -- 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 --- | @ATGException@s are thrown synchronously for easier catching.-data ATGException =- CannotGetDisplaySize--instance Show ATGException where- show CannotGetDisplaySize = "Cannot get display size!"--instance MC.Exception ATGException----------------- Logic ------------------ if a fails, do b (useful for cleaning up)-class Monad m => MonadLogic m where- -- decide whether it's time to quit- checkQuit :: (s -> Bool) -> s -> m Bool------------------ Display ----------------- class Monad m => MonadDisplay m where setupDisplay :: m () clearDisplay :: m () displaySize :: m (Maybe Dimensions) blitPlane :: Maybe Plane -> Plane -> m () shutdownDisplay :: m ()---------------- Utils -------------- displaySizeErr :: (MonadDisplay m, MonadException m) => m Dimensions displaySizeErr = displaySize >>= \case
src/Terminal/Game/Layer/Object/Narrate.hs view
@@ -1,80 +1,28 @@ {-# LANGUAGE GeneralizedNewtypeDeriving #-}-{-# LANGUAGE LambdaCase #-} module Terminal.Game.Layer.Object.Narrate where --- Record Monad, for when I need to play the game and record Events--- (keypresses and ticks) in a file+-- Narrate Monad, replay on screen from a GRec import Terminal.Game.Layer.Object.Interface-import Terminal.Game.Layer.Object.IO+import Terminal.Game.Layer.Object.Primitive+import Terminal.Game.Layer.Object.IO () -- MonadIo -import qualified Control.Concurrent as CC-import qualified Control.Monad as CM-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-import qualified System.IO as SI+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 (R.ReaderT [Event] IO a)+newtype Narrate a = Narrate (S.StateT GRec IO a) deriving (Functor, Applicative, Monad,- T.MonadIO,+ T.MonadIO, S.MonadState GRec, MC.MonadThrow, MC.MonadCatch, MC.MonadMask) -runReplay :: Narrate a -> [Event] -> IO a-runReplay (Narrate r) e = R.runReaderT r e---- | Reads a file containing a recorded session.-readRecord :: FilePath -> IO [Event]-readRecord fp = S.decode <$> BS.readFile fp >>= \case- Left e -> error $ "readRecord could not decode: " ++- show e- Right r -> return r- instance MonadInput Narrate where- startEvents fps = Narrate $- R.ask >>= \e ->- T.liftIO $ startNarrate e fps- pollEvents ve = T.liftIO $ CC.swapMVar ve []- stopEvents ts = T.liftIO $ stopEventsIO ts- -- xxx questi puoi fare dispatch tramite TC?---- xxx ma narrate deve finire?-instance MonadLogic Narrate where- checkQuit fs s = Narrate $ R.ask >>= \case- [] -> return True- _ -> return $ fs s------- xxx astrai da qui?--- filepath = logging-startNarrate :: [Event] -> TPS -> IO InputHandle-startNarrate env tps =-- -- non buffered input- SI.hSetBuffering SI.stdin SI.NoBuffering >>- SI.hSetBuffering SI.stdout SI.NoBuffering >>- SI.hSetEcho SI.stdin False >>- -- xxx astrai this-- CC.newMVar [] >>= \ve ->- CC.forkIO (addEnv ve env tps) >>= \te ->- return (InputHandle ve [te])--addEnv :: CC.MVar [Event] -> [Event] -> TPS -> IO ()-addEnv _ [] _ = error "fine"- -- xxx occhio qui, error or throwIO? Which message?-addEnv ve (e:es) tps = addEvent Nothing ve e >>- CM.when (e == Tick)- (CC.threadDelay delayAmount) >>- addEnv ve es tps- where- delayAmount :: Int- delayAmount = fromIntegral $ quot oneTickSec tps-+ 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
@@ -3,10 +3,11 @@ module Terminal.Game.Layer.Object.Record where -- Record Monad, for when I need to play the game and record Events--- (keypresses and ticks) in a file+-- (keypresses, ticks, screen size, FPS) to a file. import Terminal.Game.Layer.Object.Interface-import Terminal.Game.Layer.Object.IO+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@@ -17,23 +18,37 @@ -- record the key pressed in a game session -newtype Record a = Record (R.ReaderT (CC.MVar [Event]) IO a)+newtype Record a = Record (R.ReaderT (CC.MVar GRec) IO a) deriving (Functor, Applicative, Monad,- T.MonadIO,+ T.MonadIO, R.MonadReader (CC.MVar GRec), MC.MonadThrow, MC.MonadCatch, MC.MonadMask) -runRecord :: Record a -> CC.MVar [Event] -> IO a-runRecord (Record r) me = R.runReaderT r me-+-- Lifts IO interface, records where necessary instance MonadInput Record where- startEvents tps = Record $- R.ask >>= \ve ->- T.liftIO $ startIOInput (Just ve) tps- pollEvents ve = T.liftIO $ CC.swapMVar ve []- stopEvents ts = T.liftIO $ stopEventsIO ts- -- xxx questi puoi fare dispatch tramite TC?+ 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 -writeMoves :: FilePath -> CC.MVar [Event] -> IO ()-writeMoves fp ve = CC.readMVar ve >>= \es ->- BS.writeFile fp (S.encode es)+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
@@ -5,27 +5,25 @@ ------------------------------------------------------------------------------- {-# LANGUAGE GeneralizedNewtypeDeriving #-}-{-# LANGUAGE LambdaCase #-} 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 -- ----------- --- | Type with events happened during play-data GTest = GTest- -- magari devo cambiare draw e toglier loro entrambe le cose,- -- ma poi come faccio con simple game?…- data TestEvent = TCleanUpError+ | TException ATGException | TQuitGame | TSetupDisplay | TShutdownDisplay@@ -34,20 +32,22 @@ | TStopEvents deriving (Eq, Show) -newtype Test a = Test (S.RWS () [TestEvent] [Event] a)+-- 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 -> [Event] -> (a, [TestEvent])-runTest (Test m) es = S.evalRWS m () es----------------- CLASS --------------+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 -tconst :: a -> Test a-tconst a = Test $ return a+-------------------------------------------------------------------------------+-- Class mockHandle :: InputHandle mockHandle = InputHandle (error "mock handle keyMvar")@@ -56,8 +56,9 @@ instance MonadInput Test where startEvents _ = S.tell [TStartEvents] >> return mockHandle- pollEvents _ = Test $ S.state (\s -> (s, []))+ pollEvents _ = S.state getPolled stopEvents _ = S.tell [TStopEvents]+ areEventsOver = S.gets isOver instance MonadTimer Test where getTime = return 1@@ -65,23 +66,12 @@ instance MonadException Test where cleanUpErr a _ = S.tell [TCleanUpError] >> a- throwExc e = error . show $ e- -- we shouldn’t need strict sequencing in testing- -- xxx make it a list of TestEvent + the error- -- (not Either Err a!)--instance MonadLogic Test where- -- if eof, quit- checkQuit fs s = Test $ S.get >>= \case- [] -> return True- _ -> return (fs s)- -- xxx astrai anche per narrate+ throwExc e = S.tell [TException e] >>+ E.throwError () instance MonadDisplay Test where setupDisplay = () <$ S.tell [TSetupDisplay] clearDisplay = return ()- displaySize = return $ Just (8000, 2400)- -- xxx no display size but check display size+ displaySize = Test $ S.state getDims blitPlane _ _ = return () shutdownDisplay = () <$ S.tell [TShutdownDisplay]-
src/Terminal/Game/Plane.hs view
@@ -11,10 +11,13 @@ import Terminal.Game.Character -import qualified Data.Array as A -import qualified Data.List.Split as LS -import qualified Data.Tuple as T -import qualified GHC.Generics as G +import qualified Data.Array as A +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 @@ -38,15 +41,23 @@ 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 Bold - Reversed (Maybe (CA.Color, CA.ColorIntensity)) +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 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) @@ -83,9 +94,17 @@ chm = win32SafeChar ch colorCell :: CA.Color -> CA.ColorIntensity -> Cell -> Cell -colorCell k i (CellChar c b r _) = CellChar c b r (Just (k, i)) +colorCell k i (CellChar c b r _) = CellChar c b r (Just $ ANSIColorInfo (k, i)) colorCell _ _ Transparent = Transparent +rgbColorCell :: S.Colour Float -> Cell -> Cell +rgbColorCell k (CellChar c b r _) = CellChar c b r (Just $ RGBColorInfo k) +rgbColorCell _ Transparent = Transparent + +paletteColorCell :: W.Word8 -> Cell -> Cell +paletteColorCell k (CellChar c b r _) = CellChar c b r (Just $ PaletteColorInfo k) +paletteColorCell _ Transparent = Transparent + boldCell :: Cell -> Cell boldCell (CellChar c _ r k) = CellChar c True r k boldCell Transparent = Transparent @@ -94,13 +113,22 @@ reverseCell (CellChar c b _ k) = CellChar c b True k reverseCell Transparent = Transparent +-- | 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. @error@s on empty string. +-- art/diagrams. Returns a 1×1 transparent plane on empty string. stringPlane :: String -> Plane stringPlane t = stringPlaneGeneric Nothing t -- | Same as 'stringPlane', but with transparent 'Char'. --- @error@s on empty string. +-- Returns a 1×1 transparent plane on empty string. stringPlaneTrans :: Char -> String -> Plane stringPlaneTrans c t = stringPlaneGeneric (Just c) t @@ -134,7 +162,7 @@ | otherwise = let ks = assocsPlane p1 fs = filter (\x -> solid x && inside x) ks - ts = fmap (\(lcs, k) -> (trasl lcs, k)) fs + ts = fmap (B.first trasl) fs in updatePlane p2 ts where trasl :: Coords -> Coords @@ -153,9 +181,10 @@ (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 = err (r1, c1) (r2, c2) + | r1 > r2 || c1 > c2 = makeTransparent ' ' (blankPlane 1 1) | otherwise = let cs = assocsPlane p fs = filter f cs @@ -166,9 +195,6 @@ f ((rw, cw), _) = rw >= r1 && rw <= r2 && cw >= c1 && cw <= c2 - err p1 p2 = error ("subPlane: top-left point " ++ show p1 ++ - " > bottom-right point " ++ show p2 ++ ".") - ------------- -- INQUIRE -- ------------- @@ -177,7 +203,7 @@ cellChar (CellChar c _ _ _) = c cellChar Transparent = ' ' -cellColor :: Cell -> Maybe (CA.Color, CA.ColorIntensity) +cellColor :: Cell -> Maybe ColorInfo cellColor (CellChar _ _ _ k) = k cellColor Transparent = Nothing @@ -189,7 +215,7 @@ isReversed (CellChar _ _ r _) = r isReversed _ = False --- | A String (@\n@ divided and ended) representing the 'Plane'. Useful +-- | 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 @@ -202,8 +228,7 @@ ----------------- stringPlaneGeneric :: Maybe Char -> String -> Plane -stringPlaneGeneric _ "" = error "stringPlane/stringPlanetran: cannot make \ - \a Plane out of an empty string!" +stringPlaneGeneric _ "" = makeTransparent ' ' (blankPlane 1 1) stringPlaneGeneric mc t = vitrous where lined = lines t
test/Terminal/Game/Layer/ImperativeSpec.hs view
@@ -1,45 +1,72 @@ module Terminal.Game.Layer.ImperativeSpec where import Terminal.Game.Layer.Imperative-import Terminal.Game.Layer.Object.Interface-import Terminal.Game.Layer.Object.Narrate+import Terminal.Game.Layer.Object+import Terminal.Game.Random import Alone+import Balls import Test.Hspec import Test.Hspec.QuickCheck-import Test.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 - let nd = error "<not-defined>"- s :: (Integer, Bool, Integer)- s = (0, False, 0)- lf (t, True, i) Tick = (t+1, True, i+1)- lf (t, b, i) Tick = (t+1, b, i )- lf (t, _, i) (KeyPress _) = (t, True, i )- qf (3, _, _) = True- qf _ = False- es = [Tick, KeyPress 'c', KeyPress 'c', Tick, Tick]- g = Game nd s (const lf) nd qf- 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" $- testGame g es `shouldBe` (3, True, 2)+ stateTest g (createGRec (80, 24) es) `shouldBe` (3, True, 2) describe "testGame" $ do- r <- runIO $ readRecord "test/alone-record-test.gr"- it "tests a game" $- testGame aloneInARoom r `shouldBe` MyState (20, 66) Stop True+ 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" $- testGame aloneInARoom [Tick] `shouldBe` MyState (10, 10) Stop False+ 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" $ property $- \e -> let a = testGame aloneInARoom e in a == a-- -- todo recordGame untestable? [test]- -- describe "recordGame" $ do- -- it "does write on file even when an exception occours" $- -- testGame g es `shouldBe` (3, True, 2)+ 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
@@ -4,9 +4,7 @@ import Terminal.Game.Plane import Terminal.Game.Draw -import qualified Control.Exception as E - spec :: Spec spec = do @@ -44,9 +42,9 @@ 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 "errs on emptycell" $- E.evaluate (subPlane pa (2, 3) (1, 1)) `shouldThrow`- errorCall "subPlane: top-left point (2,3) > bottom-right point (1,1)."+ 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'
− test/alone-record-test.gr
binary file changed (194 → absent bytes)
+ test/records/alone-record-left.gr view
binary file changed (absent → 2960 bytes)
+ test/records/alone-record-test.gr view
binary file changed (absent → 9317 bytes)
+ test/records/balls-dims.gr view
binary file changed (absent → 6460 bytes)
+ test/records/balls-slow.gr view
binary file changed (absent → 2418 bytes)