// The single impure place in the course (with browser.js and main.js): everything else only builds values.
// Here we interpret IO descriptions against a Platform and hold the one mutable variable, the current stream.
// Platform = { fillRect, fillText, randomSeed, loadBest, saveBest, startClock, onKeyDown, onKeyUp, onClick }
/** @import { IO, Platform, Program } from './types' */
// Perform one op on the platform and return its result.
const perform = (op, platform) => {
if (op.tag === 'RandomSeed') return platform.randomSeed()
if (op.tag === 'LoadBest') return platform.loadBest()
if (op.tag === 'SaveBest') return platform.saveBest(op.score)
const s = op.shape
return s.tag === 'Rect'
? platform.fillRect(s.x, s.y, s.w, s.h, s.color)
: platform.fillText(s.x, s.y, s.text, s.color, s.size, s.align)
}
// A loop, not recursion: a scene is hundreds of ops and the stack must not grow with them.
/** @type {(io: IO, platform: Platform) => A} */
export const runIO = (io, platform) => {
let current = io
while (current.tag === 'Effect') current = current.k(perform(current.op, platform))
return current.value
}
/** @type {(main: Program, platform: Platform) => void} */
export const runApp = (main, platform) => {
let stream = runIO(main, platform)
const feed = (input) => {
const [ios, next] = stream.step(input)
stream = next
ios.forEach((io) => runIO(io, platform))
}
platform.onKeyDown((key) => feed({ tag: 'KeyDown', key }))
platform.onKeyUp((key) => feed({ tag: 'KeyUp', key }))
// m13: a fourth kind of input. Programs that do not listen for clicks simply ignore them.
platform.onClick((x, y) => feed({ tag: 'Click', x, y }))
platform.startClock((t) => feed({ tag: 'Time', t }))
}