{-# LANGUAGE CPP #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE LambdaCase #-} {-# LANGUAGE MultiWayIf #-} {-# LANGUAGE PatternSynonyms #-} module TwinkleBear.Lesson04a (main) where import Prelude hiding (init) 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 Control.Applicative import Data.Foldable #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) main :: IO () main = do SDL.initialize [ SDL.InitVideo ] let winConfig = SDL.defaultWindow { SDL.windowInitialSize = V2 screenWidth screenHeight } window <- SDL.createWindow "Lesson 4a" winConfig renderer <- SDL.createRenderer window (-1) SDL.defaultRenderer image <- getDataFileName "examples/twinklebear/ladybeetle.bmp" >>= loadTexture renderer let loop imgPos = do events <- SDL.pollEvents let (Any quit, Sum posDelta) = foldMap (\case SDL.QuitEvent -> (Any True, mempty) SDL.KeyboardEvent e -> if | SDL.keyboardEventKeyMotion e == SDL.Pressed -> case SDL.keysymScancode (SDL.keyboardEventKeysym e) of SDL.ScancodeUp -> (Any False, Sum (V2 0 (-10))) SDL.ScancodeDown -> (Any False, Sum (V2 0 10 )) SDL.ScancodeLeft -> (Any False, Sum (V2 (-10) 0 )) SDL.ScancodeRight -> (Any False, Sum (V2 10 0 )) SDL.ScancodeQ -> (Any True, mempty) _ -> mempty | otherwise -> mempty _ -> mempty) $ map SDL.eventPayload events imgPos' = imgPos + posDelta SDL.clear renderer renderTexture renderer image $ At (P imgPos') SDL.present renderer unless quit $ loop imgPos' loop $ V2 100 100 SDL.destroyTexture image SDL.destroyRenderer renderer SDL.destroyWindow window SDL.quit