yampa-sdl2-0.0.2.0: src/YampaSDL2/Backend/Output.hs
module YampaSDL2.Backend.Output
(outputAction) where
import qualified SDL
import qualified SDL.Primitive as GFX
import Data.Colour.SRGB
import Control.Monad
import Control.Exception
import Linear.V4
import Linear.V2
import Data.Maybe
import Control.Concurrent.MVar
import Data.StateVar (($=), get)
import Data.List
import YampaSDL2.AppOutput ( AppOutput(..)
, Graphics (..)
, Camera (..)
, RenderShape (..)
)
import YampaSDL2.Geometry
-- changed bool variable does not do anything
outputAction :: Double -> MVar [(String, SDL.Texture)]-> MVar Double -> MVar (Maybe Graphics) -> SDL.Window -> SDL.Renderer -> Bool -> AppOutput -> IO Bool
outputAction fps mvarTextures mvarFPS mvarG window renderer _ ao = do
lastTime <- readMVar mvarFPS
currentTime <- SDL.time
ensureFPS <- if currentTime - lastTime > 1/fps
then modifyMVar_ mvarFPS (return . const currentTime) >> return True
else return False
when ensureFPS (renderGraphics mvarTextures mvarG window renderer (graphics ao)) >> return (shouldExit ao)
renderGraphics :: MVar [(String, SDL.Texture)] -> MVar (Maybe Graphics) -> SDL.Window -> SDL.Renderer -> Graphics -> IO ()
renderGraphics mvarTextures mvarG window renderer gra = do
let newGraphics =
removeOutOfBounds $
adjustToCamera gra
oldObjects <- fromMaybe [] <$> fmap objects <$> swapMVar mvarG (return newGraphics)
(V2 wW wH) <- fmap (fromIntegral . fromEnum) <$> get (SDL.windowSize window)
(V2 cW cH) <- return (cSize $ camera gra)
SDL.rendererScale renderer $= realToFrac <$> (V2 (wW/cW) (wH/cH))
render mvarTextures renderer (oldObjects) newGraphics
render :: MVar [(String, SDL.Texture)] -> SDL.Renderer -> [RenderShape] -> Graphics -> IO ()
render mvarTextures renderer oldRS gra = do
let oldSortedRS = sortBy (\rs1 rs2 -> zIndex rs1 `compare` zIndex rs2) oldRS
newSortedRS = sortBy (\rs1 rs2 -> zIndex rs1 `compare` zIndex rs2) (objects gra)
obsChanged = checkChanged oldSortedRS newSortedRS
rerenderList = render' obsChanged
mapM_ (renderShape mvarTextures renderer) $
sortBy (\r1 r2 -> zIndex r1 `compare` zIndex r2) rerenderList
SDL.present renderer
adjustToCamera :: Graphics -> Graphics
adjustToCamera gra =
let cam = camera gra
obs = objects gra
in gra{objects = (\rs -> rs {shape=adjustToCamera' cam (shape rs)}) <$> obs}
adjustToCamera' :: Camera -> Shape -> Shape
adjustToCamera' c s =
let (V2 cx cy) = cPos c
(V2 w h) = cSize c
adjustPoint (V2 x y) = V2 (x+w/2-cx) (h/2-(y+cy))
inverseY (V2 x y) = V2 x (-y)
in case s of
Rectangle{shapeCentre=centre} ->
s{shapeCentre=adjustPoint centre}
Circle{shapeCentre=centre} ->
s{shapeCentre=adjustPoint centre}
Triangle{shapeCentre=centre, pointA=pA, pointB=pB, pointC=pC} ->
s{shapeCentre=adjustPoint centre, pointA=inverseY pA, pointB = inverseY pB, pointC=inverseY pC}
Image{shapeCentre=centre} ->
s{shapeCentre=adjustPoint centre}
render' :: [(Bool, RenderShape)] -> [RenderShape]
render' rs = fmap snd $
foldl createRenderlist [] $
-- highest zIndex first
sortBy (\(_,a) (_,b) -> compare (zIndex b) (zIndex a)) rs
createRenderlist :: [(Bool,RenderShape)] -> (Bool,RenderShape) -> [(Bool,RenderShape)]
createRenderlist renderlist (changed,rs) =
let isCoveredBy a b =
let (V4 rr rl rt rb) = a
(V4 cr cl ct cb) = b
in rr < cr && rl > cl && rt < ct && rb > cb
rsToV4 = shapeToBorders . shape
v4RS = rsToV4 rs
v4List = (\(_,a) -> rsToV4 a) <$> renderlist
needRender =
all (\v4 -> not (v4 `isColliding` v4RS) && changed) v4List
|| all (\v4 -> v4 `isColliding` v4RS && not (v4RS `isCoveredBy` v4)) v4List
in if needRender
then (True,rs):fmap (\(a,b) -> (a || v4RS `isColliding` rsToV4 b,b)) renderlist
else (False,rs):renderlist
-- TODO: More efficient algorhytm -> delete oldRS elements that are already found;
checkChanged :: [RenderShape] -> [RenderShape] -> [(Bool, RenderShape)]
checkChanged oldRS newRS =
fmap (\rs -> (all (/=rs) oldRS, rs)) newRS
-- TODO: Need to properly implement this; Color and Image can be transparent!
isTransparent :: Shape -> Bool
isTransparent = const False
renderShape :: MVar [(String, SDL.Texture)] -> SDL.Renderer -> RenderShape -> IO ()
renderShape mvarTextures renderer renderShape =
let shape' = shape renderShape in
case shape' of
Rectangle {shapeCentre = centre', rectSize = rectSize'} -> do
let (RGB r g b) = toSRGB24 (sColour shape')
let draw = if sFilled shape' then GFX.fillRectangle else GFX.rectangle
draw renderer
(round <$> centre'-rectSize'/2)
(round <$> centre'+rectSize'/2)
(V4 r g b maxBound)
Circle {shapeCentre = centre', radius=rad'} -> do
let (RGB r g b) = toSRGB24 (sColour shape')
let draw = if sFilled shape' then GFX.fillCircle else GFX.circle
draw renderer
(round <$> centre')
(round rad')
(V4 r g b maxBound)
Triangle {shapeCentre=V2 x y, pointA=V2 pax pay, pointB=V2 pbx pby, pointC=V2 pcx pcy, colour=c'} -> do
let (RGB r g b) = toSRGB24 (sColour shape')
draw = if sFilled shape' then GFX.fillTriangle else GFX.smoothTriangle
draw renderer
(round <$> V2 (x + pax) (y + pay))
(round <$> V2 (x + pbx) (y + pby))
(round <$> V2 (x + pcx) (y + pcy))
(V4 r g b maxBound)
Image {shapeCentre=centre', size=size', sourceRect=maybeRect, imgPath=path} -> do
textures <- readMVar mvarTextures
case lookup path textures of
(Just t) -> drawImage renderer t maybeRect centre' size'
Nothing -> do
eitherSurface <- try $ SDL.loadBMP path :: IO (Either SomeException SDL.Surface)
case eitherSurface of
Left ex -> putStrLn $ "IMG Loading failed: " ++ show ex
Right val -> do
newTexture <- SDL.createTextureFromSurface renderer val
modifyMVar_ mvarTextures $ return . ((path,newTexture):)
drawImage renderer newTexture maybeRect centre' size'
return ()
where drawImage renderer texture source position size = do
let toSDLRect (V2 x y, V2 w h) =
SDL.Rectangle (round <$> SDL.P (V2 (x-w/2) (y-h/2))) (round <$> V2 w h)
SDL.copy renderer texture (toSDLRect <$> source) (return $ toSDLRect (position,size))
shapeToBorders :: Shape -> V4 Int
shapeToBorders s =
case s of
Rectangle {shapeCentre=V2 x y, rectSize=V2 w h} ->
round <$> V4 (x+w/2) (x-w/2) (y+h/2) (y-h/2)
Circle {shapeCentre=V2 x y, radius=r} ->
round <$> V4 (x+r) (x-r) (y+r) (y-r)
Triangle {shapeCentre=V2 x y, pointA=V2 xa ya, pointB=V2 xb yb, pointC=V2 xc yc} ->
round <$> V4 (x+maximum [xa, xb, xc]) (x+minimum [xa, xb, xc]) (y+maximum [ya,yb,yc]) (y-maximum [ya,yb,yc])
Image {shapeCentre=V2 x y, size=V2 w h} ->
round <$> V4 (x+w/2) (x-w/2) (y+h/2) (y-h/2)
removeOutOfBounds :: Graphics -> Graphics
removeOutOfBounds graphics =
let cam = camera graphics
objs = objects graphics
(V2 bR bT) = round <$> cPos cam + cSize cam
(V2 bL bB) = round <$> cPos cam - cSize cam
notOutOfBounds s = not $
let (V4 r l u d) = shapeToBorders s
in r < bL || l > bR || u < bB || d > bT
in graphics{objects=filter (notOutOfBounds . shape) objs}
isColliding :: V4 Int -> V4 Int -> Bool
isColliding s1 s2 = not $
let (V4 r1 l1 t1 b1) = s1
(V4 r2 l2 t2 b2) = s2
in r1 < l2 || l1 > r2 || t1 < b2 || b1 > t2
sColour :: Shape -> Colour Double
sColour s =
case colour s of
(Filled a) -> a
(Unfilled a) -> a
sFilled :: Shape -> Bool
sFilled s =
case colour s of
(Filled _) -> True
(Unfilled _) -> False
getY :: V2 a -> a
getY (V2 _ y) = y