brillo-1.13.3: Brillo/Interface/Pure/Game.hs
{-# LANGUAGE ExplicitForAll #-}
-- We export this stuff separately so we don't clutter up the
-- API of the Brillo module.
{-| This game mode lets you manage your own input. Pressing ESC will still abort the program,
but you don't get automatic pan and zoom controls like with `displayInWindow`.
-}
module Brillo.Interface.Pure.Game (
module Brillo.Data.Display,
module Brillo.Data.Picture,
module Brillo.Data.Color,
play,
Event (..),
Key (..),
SpecialKey (..),
MouseButton (..),
KeyState (..),
Modifiers (..),
)
where
import Brillo.Data.Color
import Brillo.Data.Display
import Brillo.Data.Picture
import Brillo.Internals.Interface.Backend
import Brillo.Internals.Interface.Game
-- | Play a game in a window. Like `simulate`, but you manage your own input events.
play
:: Display
-- ^ Display mode.
-> Color
-- ^ Background color.
-> Int
-- ^ Number of simulation steps to take for each second of real time.
-> world
-- ^ The initial world.
-> (world -> Picture)
-- ^ A function to convert the world a picture.
-> (Event -> world -> world)
-- ^ A function to handle input events.
-> (Float -> world -> world)
-- ^ A function to step the world one iteration.
-- It is passed the period of time (in seconds) needing to be advanced.
-> IO ()
play
display
backColor
simResolution
worldStart
worldToPicture
worldHandleEvent
worldAdvance =
do
_ <-
playWithBackendIO
defaultBackendState
display
backColor
simResolution
worldStart
(return . worldToPicture)
(\event world -> return $ worldHandleEvent event world)
(\time world -> return $ worldAdvance time world)
True
return ()