Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Change to composible error type #13

Merged
merged 1 commit into from
Jan 15, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion platform/Sprite.roc
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ new = \{ data, bpp, width, height } ->
## ```
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#blit-spriteptr-x-y-width-height-flags)
blit : Sprite, { x : I32, y : I32, flags ? List [FlipX, FlipY, Rotate] } -> Task {} []
blit : Sprite, { x : I32, y : I32, flags ? List [FlipX, FlipY, Rotate] } -> Task {} *
blit = \@Sprite { data, bpp, stride, region }, { x, y, flags ? [] } ->
{ srcX, srcY, width, height } = region

Expand Down
60 changes: 30 additions & 30 deletions platform/W4.roc
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,7 @@ screenHeight = 160
##
## Warning: this will overwrite the existing [Palette], changing all colors on the screen.
##
setPalette : { color1 : U32, color2 : U32, color3 : U32, color4 : U32 } -> Task {} []
setPalette : { color1 : U32, color2 : U32, color3 : U32, color4 : U32 } -> Task {} *
setPalette = \{ color1, color2, color3, color4 } ->
Effect.setPalette color1 color2 color3 color4
|> Effect.map Ok
Expand All @@ -169,7 +169,7 @@ setPalette = \{ color1, color2, color3, color4 } ->
## {color1, color2, color3, color4} <- W4.getPalette |> Task.await
## ```
##
getPalette : Task { color1 : U32, color2 : U32, color3 : U32, color4 : U32 } []
getPalette : Task { color1 : U32, color2 : U32, color3 : U32, color4 : U32 } *
getPalette =
Effect.getPalette
|> Effect.map Ok
Expand All @@ -190,7 +190,7 @@ getPalette =
##
## Warning: this will overwrite any existing draw colors that are set.
##
setDrawColors : DrawColors -> Task {} []
setDrawColors : DrawColors -> Task {} *
setDrawColors = \colors ->
colors
|> toColorFlags
Expand All @@ -204,7 +204,7 @@ setDrawColors = \colors ->
## {primary, secondary} <- W4.getDrawColors |> Task.await
## ```
##
getDrawColors : Task DrawColors []
getDrawColors : Task DrawColors *
getDrawColors =
Effect.getDrawColors
|> Effect.map fromColorFlags
Expand All @@ -221,7 +221,7 @@ getDrawColors =
## Warning: this will overwrite any existing draw colors, and sets the
## secondary, tertiary and quaternary values to `None`.
##
setPrimaryColor : W4.Palette -> Task {} []
setPrimaryColor : W4.Palette -> Task {} *
setPrimaryColor = \primary ->
setDrawColors {
primary,
Expand All @@ -241,7 +241,7 @@ setPrimaryColor = \primary ->
## Warning: this will overwrite any existing draw colors, and sets the
## tertiary and quaternary values to `None`.
##
setTextColors : { fg : Palette, bg : Palette } -> Task {} []
setTextColors : { fg : Palette, bg : Palette } -> Task {} *
setTextColors = \{ fg, bg } ->
setDrawColors {
primary: fg,
Expand All @@ -261,7 +261,7 @@ setTextColors = \{ fg, bg } ->
## Warning: this will overwrite any existing draw colors, and sets the
## tertiary and quaternary values to `None`.
##
setShapeColors : { border : W4.Palette, fill : W4.Palette } -> Task {} []
setShapeColors : { border : W4.Palette, fill : W4.Palette } -> Task {} *
setShapeColors = \{ border, fill } ->
setDrawColors {
primary: fill,
Expand All @@ -282,7 +282,7 @@ setShapeColors = \{ border, fill } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/guides/text)
##
text : Str, { x : I32, y : I32 } -> Task {} []
text : Str, { x : I32, y : I32 } -> Task {} *
text = \str, { x, y } ->
Effect.text str x y
|> Effect.map Ok
Expand All @@ -300,7 +300,7 @@ text = \str, { x, y } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#rect-x-y-width-height)
##
rect : { x : I32, y : I32, width : U32, height : U32 } -> Task {} []
rect : { x : I32, y : I32, width : U32, height : U32 } -> Task {} *
rect = \{ x, y, width, height } ->
Effect.rect x y width height
|> Effect.map Ok
Expand All @@ -318,7 +318,7 @@ rect = \{ x, y, width, height } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#oval-x-y-width-height)
##
oval : { x : I32, y : I32, width : U32, height : U32 } -> Task {} []
oval : { x : I32, y : I32, width : U32, height : U32 } -> Task {} *
oval = \{ x, y, width, height } ->
Effect.oval x y width height
|> Effect.map Ok
Expand All @@ -334,7 +334,7 @@ oval = \{ x, y, width, height } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#line-x1-y1-x2-y2)
##
line : { x : I32, y : I32 }, { x : I32, y : I32 } -> Task {} []
line : { x : I32, y : I32 }, { x : I32, y : I32 } -> Task {} *
line = \{ x: x1, y: y1 }, { x: x2, y: y2 } ->
Effect.line x1 y1 x2 y2
|> Effect.map Ok
Expand All @@ -350,7 +350,7 @@ line = \{ x: x1, y: y1 }, { x: x2, y: y2 } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#line-x1-y1-x2-y2)
##
hline : { x : I32, y : I32, len : U32 } -> Task {} []
hline : { x : I32, y : I32, len : U32 } -> Task {} *
hline = \{ x, y, len } ->
Effect.hline x y len
|> Effect.map Ok
Expand All @@ -366,7 +366,7 @@ hline = \{ x, y, len } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/reference/functions#line-x1-y1-x2-y2)
##
vline : { x : I32, y : I32, len : U32 } -> Task {} []
vline : { x : I32, y : I32, len : U32 } -> Task {} *
vline = \{ x, y, len } ->
Effect.vline x y len
|> Effect.map Ok
Expand All @@ -378,7 +378,7 @@ vline = \{ x, y, len } ->
## {button1,button2,left,right,up,down} <- W4.getGamepad Player1 |> Task.await
## ```
##
getGamepad : Player -> Task Gamepad []
getGamepad : Player -> Task Gamepad *
getGamepad = \player ->

gamepadNumber =
Expand Down Expand Up @@ -412,7 +412,7 @@ getGamepad = \player ->
## {x,y,left,right,middle} <- W4.getMouse |> Task.await
## ```
##
getMouse : Task Mouse []
getMouse : Task Mouse *
getMouse =
Effect.getMouse
|> Effect.map \{ x, y, buttons } ->
Expand Down Expand Up @@ -446,7 +446,7 @@ getMouse =
##
## [Refer w4 docs for more information](https://wasm4.org/docs/guides/multiplayer)
##
getNetplay : Task Netplay []
getNetplay : Task Netplay *
getNetplay =
Effect.getNetplay
|> Effect.map \flags ->
Expand Down Expand Up @@ -475,7 +475,7 @@ getNetplay =
## To work around this, it is suggested to count the number of frames the user is on
## the title screen before starting the game and use that to seed the prng.
##
seedRand : U64 -> Task {} []
seedRand : U64 -> Task {} *
seedRand = \s ->
Effect.seedRand s
|> Effect.map Ok
Expand All @@ -493,7 +493,7 @@ seedRand = \s ->
## To work around this, it is suggested to count the number of frames the user is on
## the title screen before starting the game and use that to seed the prng.
##
rand : Task I32 []
rand : Task I32 *
rand =
Effect.rand
|> Effect.map Ok
Expand All @@ -513,7 +513,7 @@ rand =
## To work around this, it is suggested to count the number of frames the user is on
## the title screen before starting the game and use that to seed the prng.
##
randBetween : { start : I32, before : I32 } -> Task I32 []
randBetween : { start : I32, before : I32 } -> Task I32 *
randBetween = \{ start, before } ->
Effect.randRangeLessThan start before
|> Effect.map Ok
Expand All @@ -527,7 +527,7 @@ randBetween = \{ start, before } ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/guides/trace)
##
trace : Str -> Task {} []
trace : Str -> Task {} *
trace = \str ->
Effect.trace str
|> Effect.map Ok
Expand All @@ -539,7 +539,7 @@ trace = \str ->
## W4.debug "my int" 7
## ```
##
debug : Str, val -> Task {} [] where val implements Inspect.Inspect
debug : Str, val -> Task {} * where val implements Inspect.Inspect
debug = \msg, val ->
trace "$(msg): $(Inspect.toStr val)"

Expand Down Expand Up @@ -578,7 +578,7 @@ saveToDisk = \data ->
##
## [Refer w4 docs for more information](https://wasm4.org/docs/guides/diskw)
##
loadFromDisk : Task (List U8) []
loadFromDisk : Task (List U8) *
loadFromDisk =
Effect.diskr
|> Effect.map Ok
Expand All @@ -588,43 +588,43 @@ loadFromDisk =
##
## This can be helpful if you only want to update part of the screen.
##
preserveFrameBuffer : Task {} []
preserveFrameBuffer : Task {} *
preserveFrameBuffer =
Effect.setPreserveFrameBuffer Bool.true
|> Effect.map Ok
|> InternalTask.fromEffect

## Set a flag to clear the framebuffer between frames.
clearFrameBufferEachUpdate : Task {} []
clearFrameBufferEachUpdate : Task {} *
clearFrameBufferEachUpdate =
Effect.setPreserveFrameBuffer Bool.false
|> Effect.map Ok
|> InternalTask.fromEffect

## Set a flag to hide the game overlay.
hideGamepadOverlay : Task {} []
hideGamepadOverlay : Task {} *
hideGamepadOverlay =
Effect.setHideGamepadOverlay Bool.true
|> Effect.map Ok
|> InternalTask.fromEffect

## Set a flag to show the game overlay.
showGamepadOverlay : Task {} []
showGamepadOverlay : Task {} *
showGamepadOverlay =
Effect.setHideGamepadOverlay Bool.false
|> Effect.map Ok
|> InternalTask.fromEffect

## Get the color for an individual pixel in the framebuffer.
getPixel : { x : U8, y : U8 } -> Task Palette []
getPixel : { x : U8, y : U8 } -> Task Palette *
getPixel = \{ x, y } ->
Effect.getPixel x y
|> Effect.map extractColor
|> Effect.map Ok
|> InternalTask.fromEffect

## Set the color for an individual pixel in the framebuffer.
setPixel : { x : U8, y : U8 }, Palette -> Task {} []
setPixel : { x : U8, y : U8 }, Palette -> Task {} *
setPixel = \{ x, y }, color ->
bits =
when color is
Expand All @@ -639,7 +639,7 @@ setPixel = \{ x, y }, color ->
|> InternalTask.fromEffect

# Run a fragment [Shader] on the raw framebuffer.
runShader : Shader -> Task {} []
runShader : Shader -> Task {} *
runShader = \shader ->
Task.loop (0, 0) \(x, y) ->
if x == screenWidth && y == screenHeight then
Expand Down Expand Up @@ -679,7 +679,7 @@ tone :
volume ? U8,
peakVolume ? U8,
}
-> Task {} []
-> Task {} *
tone = \{ startFreq ? 0, endFreq ? 0, channel ? Pulse1 Eighth, pan ? Center, sustainTime ? 0, releaseTime ? 0, decayTime ? 0, attackTime ? 0, volume ? 100, peakVolume ? 0 } ->
freq =
Num.toU32 endFreq
Expand Down