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ansi-terminal-game 1.7.0.0 → 1.9.4.0

raw patch · 35 files changed

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+ 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.
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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.  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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.  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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)