gloss-1.13.2.2: Graphics/Gloss/Internals/Interface/Simulate/Idle.hs
{-# OPTIONS_HADDOCK hide #-}
{-# LANGUAGE RankNTypes #-}
module Graphics.Gloss.Internals.Interface.Simulate.Idle
( callback_simulate_idle )
where
import Graphics.Gloss.Data.ViewPort
import Graphics.Gloss.Internals.Interface.Callback
import qualified Graphics.Gloss.Internals.Interface.Backend as Backend
import qualified Graphics.Gloss.Internals.Interface.Animate.State as AN
import qualified Graphics.Gloss.Internals.Interface.Simulate.State as SM
import Data.IORef
import Control.Monad
import GHC.Float (double2Float)
-- | The graphics library calls back on this function when it's finished drawing
-- and it's time to do some computation.
callback_simulate_idle
:: IORef SM.State -- ^ the simulation state
-> IORef AN.State -- ^ the animation statea
-> IO ViewPort
-- ^ action to get the 'ViewPort'. We don't use an 'IORef'
-- directly because sometimes we hold a ref to a 'ViewPort' (in
-- Game) and sometimes a ref to a 'ViewState'.
-> IORef world -- ^ the current world
-> (ViewPort -> Float -> world -> IO world) -- ^ fn to advance the world
-> Float -- ^ how much time to advance world by
-- in single step mode
-> IdleCallback
callback_simulate_idle simSR animateSR viewSA worldSR worldAdvance _singleStepTime backendRef
= {-# SCC "callbackIdle" #-}
do simulate_run simSR animateSR viewSA worldSR worldAdvance backendRef
-- take the number of steps specified by controlWarp
simulate_run
:: IORef SM.State
-> IORef AN.State
-> IO ViewPort
-> IORef world
-> (ViewPort -> Float -> world -> IO world)
-> IdleCallback
simulate_run simSR _ viewSA worldSR worldAdvance backendRef
= do viewS <- viewSA
simS <- readIORef simSR
worldS <- readIORef worldSR
-- get the elapsed time since the start simulation (wall clock)
elapsedTime <- fmap double2Float $ Backend.elapsedTime backendRef
-- get how far along the simulation is
simTime <- simSR `getsIORef` SM.stateSimTime
-- we want to simulate this much extra time to bring the simulation
-- up to the wall clock.
let thisTime = elapsedTime - simTime
-- work out how many steps of simulation this equals
resolution <- simSR `getsIORef` SM.stateResolution
let timePerStep = 1 / fromIntegral resolution
let thisSteps_ = truncate $ fromIntegral resolution * thisTime
let thisSteps = if thisSteps_ < 0 then 0 else thisSteps_
let newSimTime = simTime + fromIntegral thisSteps * timePerStep
{- putStr $ "elapsed time = " ++ show elapsedTime ++ "\n"
++ "sim time = " ++ show simTime ++ "\n"
++ "this time = " ++ show thisTime ++ "\n"
++ "this steps = " ++ show thisSteps ++ "\n"
++ "new sim time = " ++ show newSimTime ++ "\n"
++ "taking = " ++ show thisSteps ++ "\n\n"
-}
-- work out the final step number for this display cycle
let nStart = SM.stateIteration simS
let nFinal = nStart + thisSteps
-- keep advancing the world until we get to the final iteration number
(_,world')
<- untilM (\(n, _) -> n >= nFinal)
(\(n, w) -> liftM (\w' -> (n+1,w')) ( worldAdvance viewS timePerStep w))
(nStart, worldS)
-- write the world back into its IORef
-- We need to seq on the world to avoid space leaks when the window is not showing.
world' `seq` writeIORef worldSR world'
-- update the control state
modifyIORef' simSR $ \c -> c
{ SM.stateIteration = nFinal
, SM.stateSimTime = newSimTime }
-- tell glut we want to draw the window after returning
Backend.postRedisplay backendRef
getsIORef :: IORef a -> (a -> r) -> IO r
getsIORef ref fun
= liftM fun $ readIORef ref
untilM :: (Monad m) => (a -> Bool) -> (a -> m a) -> a -> m a
untilM test op i = go i
where
go x | test x = return x
| otherwise = op x >>= go