forked from tA/cellularAutomata
working 2d animation, no memory leak
This commit is contained in:
parent
d582c20af3
commit
bdda683c42
@ -3,7 +3,8 @@
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module Automata where
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import Comonad
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import Spaces
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import Spaces.Space1
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import Spaces.Space2
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import System.Random
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import GHC.Generics
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import Control.DeepSeq
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25
src/Main.hs
25
src/Main.hs
@ -9,7 +9,8 @@ import System.Console.GetOpt
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import System.Environment(getArgs, getProgName)
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import Data.Maybe (fromMaybe)
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import Comonad
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import Spaces
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import Spaces.Space2
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import Spaces.Space1
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import Automata
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import Brick
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import Brick.BChan (newBChan, writeBChan)
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@ -140,7 +141,7 @@ main = do
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g <- initGame
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let buildVty = V.mkVty V.defaultConfig
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initialVty <- buildVty
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void $ customMain initialVty buildVty (Just chan) (app h w) (clamp2cw w h g)
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void $ customMain initialVty buildVty (Just chan) (app h w) (clamp2 w h g)
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handleEvent :: (Space2 CellState) -> BrickEvent Name Tick -> EventM Name (Next (Space2 CellState))
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handleEvent g (AppEvent Tick) = continue $ step rps g
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@ -153,7 +154,7 @@ drawUI h w g = [ C.center $ drawGrid h w g ]
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drawGrid :: Int -> Int -> Space2 CellState -> Widget Name
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drawGrid h w g = vBox rows
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where
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bw = bound2cw w h g
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bw = mat2 g
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rows = [ hBox $ cellsInRow r | r <- bw ]
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cellsInRow y = map drawCell y
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@ -166,3 +167,21 @@ rockAttr, scissorsAttr, paperAttr :: AttrName
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rockAttr = "rockAttr"
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paperAttr = "paperAttr"
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scissorsAttr = "scissorsAttr"
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createRandSpace :: Random a => StdGen -> Space a
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createRandSpace rng =
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Space (tail $ map snd $ iterate f (r1, (fst (random rng))))
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(fst (random rng))
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(tail $ map snd $ iterate f (r2, (fst (random rng))))
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where
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f (r,b) = let (nb,nr) = (random r) in (nr,nb)
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(r1,r2) = split rng
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createRandSpace2 :: Random a => StdGen -> Space2 a
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createRandSpace2 rng =
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Space2 (tail $ map snd $ iterate f (r1, (createRandSpace r1)))
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(createRandSpace rng)
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(tail $ map snd $ iterate f (r2, (createRandSpace r2)))
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where
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f (r,s) = let (nr1,nr2) = split r in (nr2, (createRandSpace nr1))
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(r1,r2) = split rng
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176
src/Spaces.hs
176
src/Spaces.hs
@ -1,176 +0,0 @@
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{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE DeriveGeneric #-}
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module Spaces where
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import Comonad
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import System.Random
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import Control.DeepSeq
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import GHC.Generics
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------------
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-- spaces --
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------------
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-- a locally focussed space
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data Space t = Space [t] t [t]
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deriving (Generic, Generic1)
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instance NFData a => NFData (Space a)
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instance NFData1 Space
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-- spaces are also functors
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instance Functor Space where
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fmap f (Space l c r) = Space (map f l) (f c) (map f r)
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-- our space is a comonad
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instance Comonad Space where
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-- duplicate will create a new space where
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-- the focussed element is our original space
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-- and each side is increasingly shifted copies
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-- in that direction
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duplicate w =
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Space (tail $ iterate left w)
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w
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(tail $ iterate right w)
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-- extract simply returns the focussed element
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extract (Space _ c _) = c
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-- functions for moving the point
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-- of locality.
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-- todo: question the empty list cases
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-- most spaces should be infinite
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right :: Space t -> Space t
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right w@(Space l m []) = w
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right (Space l c (r:rs)) = Space (c:l) r rs
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left :: Space t -> Space t
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left w@(Space [] m r) = w
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left (Space (l:ls) c r) = Space ls l (c:r)
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-- bound will take an infinite space
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-- and bound it by i and j on each side
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-- (not including the focus) and
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-- turn it into a list for printing
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bound :: Int -> Int -> Space t -> [t]
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bound i j (Space l c r) = (reverse (take i l)) ++ (c:(take j r))
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-- boundw works as above, but the
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-- entire list will be the size
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-- given
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boundw :: Int -> Space t -> [t]
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boundw n = bound (x-m) x
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where
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o = if odd n then 1 else 0
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m = if even n then 1 else 0
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x = (n - o) `div` 2
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---------------
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-- 2d spaces --
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---------------
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data Space2 t =
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Space2 [(Space t)]
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(Space t)
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[(Space t)]
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deriving (Generic, Generic1)
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instance NFData a => NFData (Space2 a)
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instance NFData1 Space2
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instance Functor Space2 where
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fmap f (Space2 u m d) =
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Space2 (fmap (fmap f) u) (fmap f m) (fmap (fmap f) d)
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instance Comonad Space2 where
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duplicate w =
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Space2 (tail $ iterate (f up2) dm)
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dm
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(tail $ iterate (f down2) dm)
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where
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f g (Space l m r) = Space (fmap g l) (g m) (fmap g r)
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dm = Space (tail $ iterate left2 w) w (tail $ iterate right2 w)
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extract (Space2 _ m _) = extract m
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down2 :: Space2 t -> Space2 t
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down2 w@(Space2 u m []) = w
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down2 (Space2 u m (d:ds)) = Space2 (m:u) d ds
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up2 :: Space2 t -> Space2 t
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up2 w@(Space2 [] m d) = w
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up2 (Space2 (u:us) m d) = Space2 us u (m:d)
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left2 :: Space2 t -> Space2 t
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left2 (Space2 u m d) = Space2 (fmap left u) (left m) (fmap left d)
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right2 :: Space2 t -> Space2 t
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right2 (Space2 u m d) = Space2 (fmap right u) (right m) (fmap right d)
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bound2 :: Int -> Int -> Int -> Int -> Space2 t -> [[t]]
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bound2 u d l r (Space2 uw mw dw) = (reverse (take u (map (bound l r) uw))) ++ ((bound l r mw):(take d (map (bound l r) dw)))
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bound2w :: Int -> Int -> Space2 t -> [[t]]
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bound2w x y = bound2 (r-q) r (n-m) n
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where
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o = if odd x then 1 else 0
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m = if even x then 1 else 0
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n = (x - o) `div` 2
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p = if odd y then 1 else 0
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q = if even y then 1 else 0
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r = (y - p) `div` 2
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bound2cw :: NFData t => Int -> Int -> Space2 t -> [[t]]
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bound2cw x y w = bound2 (r-q) r (n-m) n $ clamp2 (r-q+1) (r+1) (n-m+1) (n+1) w
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where
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o = if odd x then 1 else 0
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m = if even x then 1 else 0
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n = (x - o) `div` 2
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p = if odd y then 1 else 0
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q = if even y then 1 else 0
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r = (y - p) `div` 2
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clamp2cw :: NFData t => Int -> Int -> Space2 t -> Space2 t
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clamp2cw x y w = clamp2 (r-q+1) (r+1) (n-m+1) (n+1) w
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where
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o = if odd x then 1 else 0
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m = if even x then 1 else 0
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n = (x - o) `div` 2
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p = if odd y then 1 else 0
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q = if even y then 1 else 0
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r = (y - p) `div` 2
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clamp2 :: NFData t => Int -> Int -> Int -> Int -> Space2 t -> Space2 t
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clamp2 u d l r (Space2 uw mw dw)
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= force $ Space2 (take u $ fmap (clamp l r) uw)
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(clamp l r mw)
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(take d $ fmap (clamp l r) dw)
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clamp :: NFData t => Int -> Int -> Space t -> Space t
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clamp x y (Space l m r) = force $ Space (take x l) m (take y r)
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-- take a space and a rule and
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-- return the next space
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step :: Comonad w => (w t -> t) -> w t -> w t
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step f w = w =>> f
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-------------------
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-- Random Spaces --
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-------------------
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createRandSpace :: Random a => StdGen -> Space a
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createRandSpace rng =
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Space (tail $ map snd $ iterate f (r1, (fst (random rng))))
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(fst (random rng))
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(tail $ map snd $ iterate f (r2, (fst (random rng))))
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where
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f (r,b) = let (nb,nr) = (random r) in (nr,nb)
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(r1,r2) = split rng
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createRandSpace2 :: Random a => StdGen -> Space2 a
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createRandSpace2 rng =
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Space2 (tail $ map snd $ iterate f (r1, (createRandSpace r1)))
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(createRandSpace rng)
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(tail $ map snd $ iterate f (r2, (createRandSpace r2)))
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where
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f (r,s) = let (nr1,nr2) = split r in (nr2, (createRandSpace nr1))
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(r1,r2) = split rng
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67
src/Spaces/Space1.hs
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67
src/Spaces/Space1.hs
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@ -0,0 +1,67 @@
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{-# LANGUAGE DeriveGeneric #-}
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module Spaces.Space1 where
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import Comonad
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import Control.DeepSeq
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import GHC.Generics
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-- a locally focussed space
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data Space t = Space [t] t [t]
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deriving (Generic, Generic1, Show)
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-- allowing strict evaluation of a space
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instance NFData a => NFData (Space a)
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instance NFData1 Space
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-- spaces are also functors
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instance Functor Space where
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fmap f (Space l c r) = Space (map f l) (f c) (map f r)
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-- moving a space focus right
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right :: Space t -> Maybe (Space t)
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right (Space _ _ []) = Nothing
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right (Space l c (r:rs)) = Just $ Space (c:l) r rs
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-- moving a space's focus left
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left :: Space t -> Maybe (Space t)
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left (Space [] _ _) = Nothing
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left (Space (l:ls) c r) = Just $ Space ls l (c:r)
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-- iterate until we reach an edge
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finterate :: (a -> Maybe a) -> a -> [a]
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finterate f x = case (f x) of
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Nothing -> []
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Just y -> y : finterate f y
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-- our space is a comonad
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instance Comonad Space where
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-- duplicate creats a meta space
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duplicate w =
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Space (finterate left w)
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w
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(finterate right w)
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-- extract simply returns the focussed element
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extract (Space _ c _) = c
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-- clamp an infinite space to a finite space
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-- relative to center
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clampRel :: Int -> Int -> Space t -> Space t
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clampRel x y (Space l m r) = Space (take x l) m (take y r)
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-- as above, but with a set width
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-- if the width is even, we need to take one less from the left
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clamp :: Int -> Space t -> Space t
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clamp w (Space l m r) = Space (take ln l) m (take h r)
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where
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h = w `div` 2
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ln = h - (if even w then 1 else 0)
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-- materialises a space, will hang if infinite
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mat :: Space t -> [t]
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mat (Space l m r) = (reverse l) ++ (m:r)
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-- as above, but clamps to a given size first
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matn :: Int -> Space t -> [t]
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matn n = mat . (clamp n)
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110
src/Spaces/Space2.hs
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110
src/Spaces/Space2.hs
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@ -0,0 +1,110 @@
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{-# LANGUAGE DeriveGeneric #-}
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module Spaces.Space2 where
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import Comonad
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import Data.Maybe
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import Control.DeepSeq
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import GHC.Generics
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import Spaces.Space1
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-- a nested space
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data Space2 t = Space2 [(Space t)] (Space t) [(Space t)]
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deriving (Generic, Generic1, Show)
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-- generating strict data instances
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instance NFData a => NFData (Space2 a)
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instance NFData1 Space2
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-- we can fmap into this structure by recursively fmapping
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-- the inner spaces
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instance Functor Space2 where
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fmap f (Space2 u m d) =
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Space2 (fmap (fmap f) u) (fmap f m) (fmap (fmap f) d)
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-- map a partial function, converting to non maybe values
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fintermap :: (a -> Maybe a) -> [a] -> [a]
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fintermap _ [] = []
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fintermap f (a:as) = case f a of
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Nothing -> []
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Just y -> y : fintermap f as
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f :: ((Space2 a) -> Maybe (Space2 a)) -> Space (Space2 a) -> Maybe (Space (Space2 a))
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f g (Space l m r) = case (g m) of
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Nothing -> Nothing
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Just y -> Just $ Space (fintermap g l) y (fintermap g r)
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-- comonad instance for our 2d space
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instance Comonad Space2 where
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duplicate w =
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Space2 (finterate (f up2) dm) dm (finterate (f down2) dm)
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where
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dm = Space (finterate left2 w) w (finterate right2 w)
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-- to duplicate we must recursively duplicate in all directions
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-- the focussed space becomes the whole space, with left and right
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-- mapped to each side.
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-- to do the up and down lists, each needs to be the middle space
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-- mapped up and down as far as we can.
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-- up2 and down2 will return Nothing when they cant go further
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-- to extract we simply recursively extract
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extract (Space2 _ m _) = extract m
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-- directional moving of focus
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up2 :: Space2 t -> Maybe (Space2 t)
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up2 (Space2 [] _ _) = Nothing
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up2 (Space2 (u:us) m d) = Just $ Space2 us u (m:d)
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down2 :: Space2 t -> Maybe (Space2 t)
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down2 (Space2 _ _ []) = Nothing
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down2 (Space2 u m (d:ds)) = Just $ Space2 (m:u) d ds
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noLeft :: Space t -> Bool
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noLeft (Space [] _ _) = True
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noLeft _ = False
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noRight :: Space t -> Bool
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noRight (Space _ _ []) = True
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noRight _ = False
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-- left and right require mapping further
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-- we are assuming things are rectangular (maybe a bad idea?)
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left2 :: Space2 t -> Maybe (Space2 t)
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left2 (Space2 u m d) =
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if check
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then Nothing
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else Just $ Space2 (fmap (f . left) u) (f $ left m) (fmap (f . left) d)
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where
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check = noLeft m
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f l = fromJust l
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right2 :: Space2 t -> Maybe (Space2 t)
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right2 (Space2 u m d) =
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if check
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then Nothing
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else Just $ Space2 (fmap (f . right) u) (f $ right m) (fmap (f . right) d)
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where
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check = noRight m
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f l = fromJust l
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-- clamp as we do in 1d Spaces
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clampRel2 :: Int -> Int -> Int -> Int -> Space2 t -> Space2 t
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clampRel2 w x y z (Space2 u m d) = Space2 (take w $ fmap f u) (f m) (take x $ fmap f d)
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where
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f = clampRel y z
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clamp2 :: Int -> Int -> Space2 t -> Space2 t
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clamp2 w h = clampRel2 nu nd nl nr
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where
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nu = h `div` 2
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nd = nu - (if even h then 1 else 0)
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nr = w `div` 2
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nl = nr - (if even w then 1 else 0)
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mat2 :: Space2 t -> [[t]]
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mat2 (Space2 u m d) = (reverse (fmap mat u)) ++ ((mat m):(fmap mat d))
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matn2 :: Int -> Int -> Space2 t -> [[t]]
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matn2 w h = mat2 . (clamp2 w h)
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step :: Comonad w => (w t -> t) -> w t -> w t
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step f w = w =>> f
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