Another structure overhaul
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14 changed files with 158 additions and 148 deletions
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-- Allows to create a massive inputHandler that can handle anything
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-- after you specify what you want it to do.
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module RPGEngine.Internals.Input
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( InputHandler(..)
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, composeInputHandlers
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, handle
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, handleKey
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, handleAnyKey
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) where
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import Graphics.Gloss.Interface.IO.Game
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----------------------------- Constants ------------------------------
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type InputHandler a = Event -> (a -> a)
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----------------------------------------------------------------------
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-- Compose multiple InputHandlers into one InputHandler that handles
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-- all of them.
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composeInputHandlers :: [InputHandler a] -> InputHandler a
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composeInputHandlers [] ev a = a
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composeInputHandlers (ih:ihs) ev a = composeInputHandlers ihs ev (ih ev a)
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-- Handle any event
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handle :: Event -> (a -> a) -> InputHandler a
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handle (EventKey key _ _ _) = handleKey key
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-- handle (EventMotion _) = undefined
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-- handle (EventResize _) = undefined
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handle _ = const (const id)
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-- Handle a event by pressing a key
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handleKey :: Key -> (a -> a) -> InputHandler a
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handleKey (SpecialKey sk) = handleSpecialKey sk
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handleKey (Char c ) = handleCharKey c
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handleKey (MouseButton _ ) = const (const id)
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-- Handle any key, equivalent to "Press any key to start"
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handleAnyKey :: (a -> a) -> InputHandler a
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handleAnyKey f (EventKey _ Down _ _) = f
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handleAnyKey _ _ = id
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----------------------------------------------------------------------
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handleCharKey :: Char -> (a -> a) -> InputHandler a
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handleCharKey c1 f (EventKey (Char c2) Down _ _)
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| c1 == c2 = f
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| otherwise = id
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handleCharKey _ _ _ = id
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handleSpecialKey :: SpecialKey -> (a -> a) -> InputHandler a
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handleSpecialKey sk1 f (EventKey (SpecialKey sk2) Down _ _)
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| sk1 == sk2 = f
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| otherwise = id
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handleSpecialKey _ _ _ = id
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