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{-# LANGUAGE CPP #-}
{-# LANGUAGE LambdaCase #-}
{-# LANGUAGE MultiWayIf #-}
{-# LANGUAGE OverloadedStrings #-}
module Lazyfoo.Lesson18 (main) where
import Prelude hiding (any, mapM_)
import Control.Monad hiding (mapM_)
import Data.Foldable hiding (elem)
import Data.Maybe
import Foreign.C.Types
import SDL.Vect
import SDL (($=))
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 Texture = Texture SDL.Texture (V2 CInt)
loadTexture :: SDL.Renderer -> FilePath -> IO Texture
loadTexture r filePath = do
surface <- getDataFileName filePath >>= SDL.loadBMP
size <- SDL.surfaceDimensions surface
let key = V4 0 maxBound maxBound maxBound
SDL.surfaceColorKey surface $= Just key
t <- SDL.createTextureFromSurface r surface
SDL.freeSurface surface
return (Texture t size)
renderTexture :: SDL.Renderer -> Texture -> Point V2 CInt -> Maybe (SDL.Rectangle CInt) -> Maybe CDouble -> Maybe (Point V2 CInt) -> Maybe (V2 Bool) -> IO ()
renderTexture r (Texture t size) xy clip theta center flips =
let dstSize =
maybe size (\(SDL.Rectangle _ size') -> size') clip
in SDL.copyEx r
t
clip
(Just (SDL.Rectangle xy dstSize))
(fromMaybe 0 theta)
center
(fromMaybe (pure False) flips)
main :: IO ()
main = do
SDL.initialize [SDL.InitVideo]
SDL.HintRenderScaleQuality $= SDL.ScaleLinear
do renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
putStrLn "Warning: Linear texture filtering not enabled!"
window <-
SDL.createWindow
"SDL Tutorial"
SDL.defaultWindow {SDL.windowInitialSize = V2 screenWidth screenHeight}
SDL.showWindow window
renderer <-
SDL.createRenderer
window
(-1)
SDL.RendererConfig
{ SDL.rendererType = SDL.AcceleratedVSyncRenderer
, SDL.rendererTargetTexture = False
}
SDL.rendererDrawColor renderer $= V4 maxBound maxBound maxBound maxBound
pressTexture <- loadTexture renderer "examples/lazyfoo/press.bmp"
upTexture <- loadTexture renderer "examples/lazyfoo/up.bmp"
downTexture <- loadTexture renderer "examples/lazyfoo/down.bmp"
leftTexture <- loadTexture renderer "examples/lazyfoo/left.bmp"
rightTexture <- loadTexture renderer "examples/lazyfoo/right.bmp"
let
loop = do
events <- map SDL.eventPayload <$> SDL.pollEvents
let quit = SDL.QuitEvent `elem` events
keyMap <- SDL.getKeyboardState
let texture =
if | keyMap SDL.ScancodeUp -> upTexture
| keyMap SDL.ScancodeDown -> downTexture
| keyMap SDL.ScancodeLeft -> leftTexture
| keyMap SDL.ScancodeRight -> rightTexture
| otherwise -> pressTexture
SDL.rendererDrawColor renderer $= V4 maxBound maxBound maxBound maxBound
SDL.clear renderer
renderTexture renderer texture 0 Nothing Nothing Nothing Nothing
SDL.present renderer
unless quit loop
loop
SDL.destroyWindow window
SDL.quit
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