94 lines
2.5 KiB
Standard ML
94 lines
2.5 KiB
Standard ML
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structure GlfwLoop =
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struct
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open DrawMsg
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fun yank (window, str) =
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let
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(* print when text is yanked
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* because GLFW currently has a bug on Wayland
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* when setting the clipboard string *)
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val msg = "|" ^ String.toCString str ^ "|\n"
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val () = print msg
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val () = Glfw.setClipboardString (window, str)
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in
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()
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end
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fun consumeEvent (drawState, window, msg) =
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let
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val {textVertexBuffer, textProgram, textDrawLength = _, ...} = drawState
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in
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case msg of
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DRAW_TEXT textVec => GlDraw.uploadText (drawState, textVec)
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| YANK str => (yank (window, str); drawState)
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end
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fun consumeEventsLoop (pos, msgVec, drawState, window) =
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if pos = Vector.length msgVec then
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drawState
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else
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let
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val msg = Vector.sub (msgVec, pos)
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val drawState = consumeEvent (drawState, window, msg)
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in
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consumeEventsLoop (pos + 1, msgVec, drawState, window)
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end
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fun consumeEvents (drawState, window) =
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consumeEventsLoop (0, DrawMailbox.getMessagesAndClear (), drawState, window)
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fun updateLoop (pos, msgVec, app) =
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if pos = Vector.length msgVec then
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app
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else
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let
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val msg = Vector.sub (msgVec, pos)
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val app = Updater.update (app, msg)
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in
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updateLoop (pos + 1, msgVec, app)
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end
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fun update app =
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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fun helpLoop (app, drawState, window, gamepad) =
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case Glfw.windowShouldClose window of
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false =>
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let
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val drawState = consumeEvents (drawState, window)
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val _ = Gles3.clearColor (0.89, 0.89, 0.89, 1.0)
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val _ = Gles3.clear ()
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(* one update reacting to gamepad events *)
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val (gamepad, actions) = GlfwGamepad.query gamepad
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val app = updateLoop (0, Vector.fromList actions, app)
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(* one update reacting to keyboard events *)
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val app = update app
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val _ = GlDraw.draw drawState
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val _ = Glfw.swapBuffers window
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val _ = Glfw.waitEvents ()
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in
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helpLoop (app, drawState, window, gamepad)
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end
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| true => Glfw.terminate ()
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fun loop (app, window) =
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let
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val drawState = GlDraw.create ()
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val gamepad: GlfwGamepad.gamepad_state =
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{ mode = GlfwGamepad.PENDING
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, shiftChr = false
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, trianglePressed = false
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, circlePressed = false
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, crossPressed = false
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, squarePressed = false
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}
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in
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helpLoop (app, drawState, window, gamepad)
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end
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end
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