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module Game.Utils (rect, isPressed, isPressedGamepad) where
import Foreign.C.Types (CInt)
import qualified SDL
import qualified SDL.Input.GameController as SDL
import SDL.Vect (V2 (..))
rect :: Int -> Int -> Int -> Int -> SDL.Rectangle CInt
rect x y w h = SDL.Rectangle (SDL.P $ V2 (fromIntegral x) (fromIntegral y)) (V2 (fromIntegral w) (fromIntegral h))
isPressed :: SDL.Keycode -> [SDL.EventPayload] -> Maybe Bool
isPressed code events
| any (isEventKey SDL.Pressed code) events = Just True
| any (isEventKey SDL.Released code) events = Just False
| otherwise = Nothing
where
isEventKey :: SDL.InputMotion -> SDL.Keycode -> SDL.EventPayload -> Bool
isEventKey expected keycode (SDL.KeyboardEvent (SDL.KeyboardEventData _ motion False ksym)) = expected == motion && SDL.keysymKeycode ksym == keycode
isEventKey _ _ _ = False
isPressedGamepad :: SDL.ControllerButton -> [SDL.EventPayload] -> Maybe Bool
isPressedGamepad button events
| any (isEventButton SDL.ControllerButtonPressed button) events = Just True
| any (isEventButton SDL.ControllerButtonReleased button) events = Just False
| otherwise = Nothing
where
isEventButton :: SDL.ControllerButtonState -> SDL.ControllerButton -> SDL.EventPayload -> Bool
-- FIXME: may be don't hardcode it to joystick 0
isEventButton expected bu (SDL.ControllerButtonEvent (SDL.ControllerButtonEventData 0 b state)) = expected == state && bu == b
isEventButton _ _ _ = False
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