separate OpenGL drawing from GLFW loop in imperative shell, so that other windowing libraries can call the same OpenGL functions.
This commit is contained in:
@@ -2,17 +2,10 @@ structure GlDraw =
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struct
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open DrawMsg
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(* The name doesn't make it clear, but this structure
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* couples GLFW and OpenGL.
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* I'm not sure if I will use native windowing systems
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* or other graphics APIs at a later stage,
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* but the current priority is GLFW + OpenGL.
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* *)
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type t =
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{ textVertexBuffer: Word32.word
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, textProgram: Word32.word
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, textDrawLength: int
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, window: MLton.Pointer.t
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}
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fun createShader (shaderType, shaderString) =
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@@ -34,7 +27,7 @@ struct
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program
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end
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fun create window =
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fun create () =
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let
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(* create vertex buffer, program, etc. for text. *)
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val textVertexBuffer = Gles3.createBuffer ()
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@@ -66,14 +59,12 @@ struct
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{ textVertexBuffer = textVertexBuffer
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, textProgram = textProgram
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, textDrawLength = 0
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, window = window
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}
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end
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fun uploadText (shellState: t, vec) =
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fun uploadText (drawState: t, vec) =
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let
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val {textVertexBuffer, textProgram, textDrawLength = _, window} =
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shellState
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val {textVertexBuffer, textProgram, textDrawLength = _} = drawState
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val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
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val newTextDrawLength = Vector.length vec div 6
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@@ -81,105 +72,11 @@ struct
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{ textVertexBuffer = textVertexBuffer
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, textProgram = textProgram
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, textDrawLength = newTextDrawLength
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, window = window
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}
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end
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fun draw (drawObject: t) =
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let
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val {textVertexBuffer, textDrawLength, textProgram, window = _} =
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drawObject
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in
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Gles3.drawArrays (Gles3.TRIANGLES, 0, textDrawLength)
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end
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fun yank (shellState: t, str) =
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let
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(* print when text is yanked *)
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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 shellState, str)
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in
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shellState
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end
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fun consumeDrawEvent (shellState, msg) =
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let
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val {textVertexBuffer, textProgram, window, textDrawLength = _, ...} =
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shellState
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in
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case msg of
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DRAW_TEXT textVec => uploadText (shellState, textVec)
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| YANK str => yank (shellState, str)
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end
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local
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fun loop (pos, msgVec, shellState) =
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if pos = Vector.length msgVec then
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shellState
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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 shellState = consumeDrawEvent (shellState, msg)
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in
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loop (pos + 1, msgVec, shellState)
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end
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in
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fun consumeDrawEvents shellState =
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loop (0, DrawMailbox.getMessagesAndClear (), shellState)
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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 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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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 _ = draw shellState
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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, 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 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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let val {textVertexBuffer, textDrawLength, textProgram} = drawObject
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in Gles3.drawArrays (Gles3.TRIANGLES, 0, textDrawLength)
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end
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end
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93
shell/glfw-loop.sml
Normal file
93
shell/glfw-loop.sml
Normal file
@@ -0,0 +1,93 @@
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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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@@ -89,7 +89,7 @@ struct
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val () = registerCallbacks window
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in
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GlDraw.loop (app, window)
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GlfwLoop.loop (app, window)
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end
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end
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