begin refactoring shell/glfw-gamepad.sml. (Most functions inside that file are pure now, and I think a 'modal' approach to the face buttons would be better/more ergonomic.)
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@@ -129,24 +129,22 @@ struct
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loop (0, DrawMailbox.getMessagesAndClear (), shellState)
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end
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local
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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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in
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fun update app =
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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end
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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 helpLoop (app, shellState as {window, ...}: t) =
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case Glfw.windowShouldClose window of
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fun update app =
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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fun helpLoop (app, shellState: t, gamepad) =
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case Glfw.windowShouldClose (#window shellState) of
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false =>
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let
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val shellState = consumeDrawEvents shellState
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@@ -154,19 +152,34 @@ struct
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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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val () = GlfwGamepad.query ()
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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 _ = draw shellState
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val _ = Glfw.swapBuffers window
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val _ = Glfw.swapBuffers (#window shellState)
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val _ = Glfw.waitEvents ()
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in
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helpLoop (app, shellState)
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helpLoop (app, shellState, 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 val shellState = create window
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in helpLoop (app, shellState)
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let
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val shellState = create window
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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, shellState, gamepad)
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end
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end
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