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;;; Chickadee Game Toolkit
;;; Copyright © 2016 David Thompson <davet@gnu.org>
;;;
;;; Chickadee is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Chickadee is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program.  If not, see
;;; <http://www.gnu.org/licenses/>.

(define-module (chickadee)
  #:use-module (gl)
  #:use-module (sdl2)
  #:use-module (sdl2 events)
  #:use-module (sdl2 input text)
  #:use-module (chickadee math matrix)
  #:use-module (chickadee window)
  #:use-module (chickadee render)
  #:use-module (chickadee render color)
  #:use-module (chickadee render gl)
  #:use-module (chickadee render gpu)
  #:use-module (chickadee render viewport)
  #:export (load-hook
            update-hook
            before-draw-hook
            draw-hook
            after-draw-hook
            quit-hook
            key-press-hook
            key-release-hook
            text-input-hook
            mouse-press-hook
            mouse-release-hook
            mouse-move-hook
            controller-add-hook
            controller-remove-hook
            controller-press-hook
            controller-release-hook
            controller-move-hook
            error-hook
            run-game
            abort-game
            time))

(define load-hook (make-hook 0))
(define update-hook (make-hook 1))
(define before-draw-hook (make-hook 0))
(define after-draw-hook (make-hook 0))
(define draw-hook (make-hook 1))
(define quit-hook (make-hook 0))
(define key-press-hook (make-hook 4))
(define key-release-hook (make-hook 3))
(define text-input-hook (make-hook 1))
(define mouse-press-hook (make-hook 4))
(define mouse-release-hook (make-hook 3))
(define mouse-move-hook (make-hook 5))
(define controller-add-hook (make-hook 1))
(define controller-remove-hook (make-hook 1))
(define controller-press-hook (make-hook 2))
(define controller-release-hook (make-hook 2))
(define controller-move-hook (make-hook 3))
(define error-hook (make-hook 1))

(define open-controller (@@ (chickadee input controller) open-controller))
(define close-controller (@@ (chickadee input controller) close-controller))
(define lookup-controller (@@ (chickadee input controller) lookup-controller))

(define game-loop-prompt-tag (make-prompt-tag 'game-loop))

(define (display-game-loop-error stack key args)
  (let ((port (current-error-port)))
    (display "Backtrace:\n" port)
    (display-backtrace stack port)
    (newline port)
    (apply display-error (stack-ref stack 0) port args)
    (newline port)))

(define (call-with-error-handling thunk)
  (let ((stack #f))
    (catch #t
      thunk
      (lambda (key . args)
        (if (hook-empty? error-hook)
            (apply throw key args)
            (begin
              (display-game-loop-error stack key args)
              (run-hook error-hook stack))))
      (lambda (key . args)
        (set! stack (make-stack #t 3))))))

(define-syntax-rule (run-hook* args ...)
  (call-with-error-handling
   (lambda ()
     (run-hook args ...))))

(define* (run-game #:key
                   (window-title "Chickadee!")
                   (window-width 640)
                   (window-height 480)
                   window-fullscreen?
                   (update-hz 60))
  (sdl-init)
  ((@@ (chickadee audio) enable-audio))
  (start-text-input)
  (let ((window (open-window #:title window-title
                             #:width window-width
                             #:height window-height
                             #:fullscreen? window-fullscreen?)))
    (define (invert-y y)
      ;; SDL's origin is the top-left, but our origin is the bottom
      ;; left so we need to invert Y coordinates that SDL gives us.
      (- window-height y))
    (define (process-event event)
      (cond
       ((quit-event? event)
        (run-hook* quit-hook))
       ((keyboard-down-event? event)
        (run-hook* key-press-hook
                   (keyboard-event-key event)
                   (keyboard-event-scancode event)
                   (keyboard-event-modifiers event)
                   (keyboard-event-repeat? event)))
       ((keyboard-up-event? event)
        (run-hook* key-release-hook
                   (keyboard-event-key event)
                   (keyboard-event-scancode event)
                   (keyboard-event-modifiers event)))
       ((text-input-event? event)
        (run-hook* text-input-hook (text-input-event-text event)))
       ((mouse-button-down-event? event)
        (run-hook* mouse-press-hook
                   (mouse-button-event-button event)
                   (mouse-button-event-clicks event)
                   (mouse-button-event-x event)
                   (invert-y (mouse-button-event-y event))))
       ((mouse-button-up-event? event)
        (run-hook* mouse-release-hook
                   (mouse-button-event-button event)
                   (mouse-button-event-x event)
                   (invert-y (mouse-button-event-y event))))
       ((mouse-motion-event? event)
        (run-hook* mouse-move-hook
                   (mouse-motion-event-x event)
                   (invert-y (mouse-motion-event-y event))
                   (mouse-motion-event-x-rel event)
                   (- (mouse-motion-event-y-rel event))
                   (mouse-motion-event-buttons event)))
       ((and (controller-device-event? event)
             (eq? (controller-device-event-action event) 'added))
        (run-hook* controller-add-hook
                   (open-controller (controller-device-event-which event))))
       ((and (controller-device-event? event)
             (eq? (controller-device-event-action event) 'removed))
        (let ((controller (lookup-controller
                           (controller-device-event-which event))))
          (run-hook* controller-remove-hook controller)
          (close-controller controller)))
       ((controller-button-down-event? event)
        (run-hook* controller-press-hook
                   (lookup-controller
                    (controller-button-event-which event))
                   (controller-button-event-button event)))
       ((controller-button-up-event? event)
        (run-hook* controller-release-hook
                   (lookup-controller
                    (controller-button-event-which event))
                   (controller-button-event-button event)))
       ((controller-axis-event? event)
        (run-hook* controller-move-hook
                   (lookup-controller
                    (controller-axis-event-which event))
                   (controller-axis-event-axis event)
                   (/ (controller-axis-event-value event) 32768.0)))))
    (with-window window
      (let ((update-interval (round (/ 1000 update-hz)))
            (default-viewport
              (make-viewport 0 0 window-width window-height))
            (default-projection
              (orthographic-projection 0 window-width window-height 0 0 1)))
        (call-with-prompt game-loop-prompt-tag
          (lambda ()
            ;; Catch SIGINT and kill the loop.
            (sigaction SIGINT
              (lambda (signum)
                (abort-game)))
            (run-hook* load-hook)
            (let loop ((previous-time (sdl-ticks))
                       (lag 0))
              (let* ((current-time (sdl-ticks))
                     (delta (- current-time previous-time)))
                (let update-loop ((lag (+ lag delta)))
                  (if (>= lag update-interval)
                      (begin
                        ;; Process all pending events.
                        (let loop ((event (poll-event)))
                          (when event
                            (process-event event)
                            (loop (poll-event))))
                        ;; Advance the simulation.
                        (run-hook* update-hook update-interval)
                        ;; Free any GPU resources that have been GC'd.
                        (gpu-reap!)
                        (update-loop (- lag update-interval)))
                      (begin
                        ;; Render a frame.
                        (run-hook* before-draw-hook)
                        ;; Switch to the null viewport to ensure that
                        ;; the default viewport will be re-applied and
                        ;; clear the screen.
                        (gpu-state-set! *viewport-state* null-viewport)
                        (with-viewport default-viewport
                          (with-projection default-projection
                            (run-hook* draw-hook (/ lag update-interval))))
                        (swap-buffers window)
                        (run-hook* after-draw-hook)
                        (loop current-time lag)))))))
          (lambda (cont callback)
            #f))))))

(define (abort-game)
  (abort-to-prompt game-loop-prompt-tag #f))

(define (time)
  (sdl-ticks))