{-# LANGUAGE CPP #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE LambdaCase #-} {-# LANGUAGE MultiWayIf #-} {-# LANGUAGE PatternSynonyms #-} module TwinkleBear.Lesson05 (main) where import Prelude hiding (init) import Control.Applicative import Control.Monad import Data.Monoid import Foreign.C.Types import SDL.Vect import qualified SDL import Paths_sdl2 (getDataFileName) #if !MIN_VERSION_base(4,8,0) import Data.Foldable #endif screenWidth, screenHeight :: CInt (screenWidth, screenHeight) = (640, 480) spriteWidth, spriteHeight :: CInt (spriteWidth, spriteHeight) = (100, 100) type ClipRect = Maybe (SDL.Rectangle CInt) 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 -> ClipRect -> RenderPos -> IO () renderTexture renderer tex clipRect 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 clipRect (Just $ SDL.Rectangle pos' extent) main :: IO () main = do SDL.initialize [ SDL.InitVideo ] let winConfig = SDL.defaultWindow { SDL.windowInitialSize = V2 screenWidth screenHeight } window <- SDL.createWindow "Lesson 5" winConfig renderer <- SDL.createRenderer window (-1) SDL.defaultRenderer spriteSheet <- getDataFileName "examples/twinklebear/spritesheet.bmp" >>= loadTexture renderer let [spriteOne, spriteTwo, spriteThree, spriteFour] = [ SDL.Rectangle (P (V2 (x * spriteWidth) (y * spriteHeight))) (V2 spriteWidth spriteHeight) | x <- [0..1], y <- [0..1] ] let loop spriteRect = do events <- SDL.pollEvents let (Any quit, Last newSpriteRect) = foldMap (\case SDL.QuitEvent -> (Any True, mempty) SDL.KeyboardEvent e -> if | SDL.keyboardEventKeyMotion e == SDL.Pressed -> case SDL.keysymScancode (SDL.keyboardEventKeysym e) of SDL.Scancode1 -> (Any False, Last (Just spriteOne)) SDL.Scancode2 -> (Any False, Last (Just spriteTwo)) SDL.Scancode3 -> (Any False, Last (Just spriteThree)) SDL.Scancode4 -> (Any False, Last (Just spriteFour)) SDL.ScancodeQ -> (Any True, mempty) _ -> mempty | otherwise -> mempty _ -> mempty) $ map SDL.eventPayload events spriteRect' = newSpriteRect <|> spriteRect SDL.clear renderer renderTexture renderer spriteSheet spriteRect' Centered SDL.present renderer unless quit $ loop spriteRect' loop $ Just spriteOne SDL.destroyRenderer renderer SDL.destroyWindow window SDL.quit