packages feed

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 ()