sdl2-2.1.3: examples/twinklebear/Lesson02.hs
{-# LANGUAGE CPP #-}
{-# LANGUAGE OverloadedStrings #-}
module TwinkleBear.Lesson02 (main) where
import Prelude hiding (init)
import Control.Monad
import Foreign.C.Types
import SDL.Vect
import qualified SDL
import Paths_sdl2 (getDataFileName)
#if !MIN_VERSION_base(4,8,0)
import Control.Applicative
#endif
screenWidth, screenHeight :: CInt
(screenWidth, screenHeight) = (640, 480)
data RenderPos = Centered | At (Point V2 CInt)
loadTexture :: SDL.Renderer -> FilePath -> IO SDL.Texture
loadTexture renderer path = do
bmp <- SDL.loadBMP path
SDL.createTextureFromSurface renderer bmp <* SDL.freeSurface bmp
renderTexture :: SDL.Renderer -> SDL.Texture -> RenderPos -> IO ()
renderTexture renderer tex pos = do
ti <- SDL.queryTexture tex
let (w, h) = (SDL.textureWidth ti, SDL.textureHeight ti)
pos' = case pos of
At p -> p
Centered -> let cntr a b = (a - b) `div` 2
in P $ V2 (cntr screenWidth w) (cntr screenHeight h)
extent = V2 w h
SDL.copy renderer tex Nothing (Just $ SDL.Rectangle pos' extent)
renderTiledBackground :: SDL.Renderer -> SDL.Texture -> IO ()
renderTiledBackground renderer tex = do
ti <- SDL.queryTexture tex
let (w, h) = (SDL.textureWidth ti, SDL.textureHeight ti)
grid = [ At . P $ V2 (x*w) (y*h) | x <- [ 0..screenWidth `div` w ],
y <- [ 0..screenHeight `div` h ]]
forM_ grid (renderTexture renderer tex)
main :: IO ()
main = do
SDL.initializeAll
let winConfig = SDL.defaultWindow { SDL.windowInitialSize = V2 screenWidth screenHeight }
rdrConfig = SDL.defaultRenderer { SDL.rendererType = SDL.AcceleratedRenderer }
window <- SDL.createWindow "Lesson 2" winConfig
renderer <- SDL.createRenderer window (-1) rdrConfig
background <- getDataFileName "examples/twinklebear/background.bmp" >>= loadTexture renderer
image <- getDataFileName "examples/twinklebear/smiley.bmp" >>= loadTexture renderer
renderTiledBackground renderer background
renderTexture renderer image Centered
SDL.present renderer
SDL.delay 2000
SDL.destroyTexture image
SDL.destroyTexture background
SDL.destroyRenderer renderer
SDL.destroyWindow window
SDL.quit