module Affection.Util where import Affection.Types import Affection.Logging import Affection.MessageBus.Message.WindowMessage import SDL (($=)) import qualified SDL import qualified Graphics.Rendering.OpenGL as GL import System.Clock import Control.Monad.State -- | Prehandle SDL events preHandleEvents :: [SDL.Event] -> Affection us [SDL.EventPayload] preHandleEvents evs = return $ map SDL.eventPayload evs -- | Return the userstate to the user getAffection :: Affection us us getAffection = gets userState -- | Put altered user state back putAffection :: us -- User state -> Affection us () putAffection us = do ad <- get put $ ad { userState = us } -- | block a thread for a specified amount of time delaySec :: Int -- ^ Number of seconds -> IO () delaySec dur = SDL.delay (fromIntegral $ dur * 1000) -- | Get time since start but always the same in the current tick. getElapsedTime :: Affection us Double getElapsedTime = gets elapsedTime -- | Get delta time (time elapsed from last frame) getDelta :: Affection us Double getDelta = gets deltaTime -- | Quit the engine loop quit :: Affection us () quit = do ad <- get put $ ad { quitEvent = True } -- | Toggle the Screen mode between 'SDL.Windowed' and 'SDL.FullscreenDesktop'. -- Pauses the Engine in the process. toggleScreen :: Affection us () toggleScreen = do ad <- get newMode <- case screenMode ad of SDL.Windowed -> do SDL.setWindowMode (drawWindow ad) SDL.FullscreenDesktop return SDL.FullscreenDesktop SDL.FullscreenDesktop -> do SDL.setWindowMode (drawWindow ad) SDL.Windowed return SDL.Windowed x -> do liftIO $ logIO Warn ("Unexpected Screen mode: " ++ show x) return x now <- liftIO $ getTime Monotonic put ad { sysTime = now , screenMode = newMode } -- | Fit the GL Viewport to Window size fitViewport :: Double -- ^ Image Ratio (width / height) -> WindowMessage -- ^ Incoming Message. Listens only on -- 'MsgWindowResize' and ignores all others. -> Affection us () fitViewport ratio (MsgWindowResize _ _ (SDL.V2 w h)) = do liftIO $ logIO Verbose "Fitting Viewport to size" if (fromIntegral w / fromIntegral h) > ratio then do let nw = floor (fromIntegral h * ratio) dw = floor ((fromIntegral w - fromIntegral nw) / 2 :: Double) GL.viewport $= (GL.Position dw 0, GL.Size nw h) else do let nh = floor (fromIntegral w / ratio) dh = floor ((fromIntegral h - fromIntegral nh) / 2 :: Double) GL.viewport $= (GL.Position 0 dh, GL.Size w nh) fitViewport _ _ = return ()