// 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 })) }