shine: Declarative graphics for the browser using GHCJS

[ graphics, javascript, library, mit, web ] [ Propose Tags ]

Shine wraps javascript's drawing functions in a declarative API. Heavily inspired by Gloss.

Read the README for an overview of the library.


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Versions [RSS] 0.1.0.0, 0.2.0.0, 0.2.0.1, 0.2.0.2, 0.2.0.3, 0.2.0.4
Change log ChangeLog.md
Dependencies base (>=4.2 && <5), ghcjs-dom (>=0.9 && <0.10), ghcjs-prim, keycode (>=0.2 && <0.3), mtl, time, transformers [details]
License MIT
Copyright (c) 2016-2017 Francesco Gazzetta
Author Francesco Gazzetta
Maintainer Francesco Gazzetta <francygazz@gmail.com>
Category Web, Graphics, Javascript
Home page https://github.com/fgaz/shine
Bug tracker https://github.com/fgaz/shine/issues
Source repo head: git clone https://github.com/fgaz/shine
Uploaded by fgaz at 2017-07-01T19:04:34Z
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Reverse Dependencies 1 direct, 1 indirect [details]
Downloads 3803 total (10 in the last 30 days)
Rating 2.25 (votes: 2) [estimated by Bayesian average]
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Readme for shine-0.2.0.2

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Shine - Declarative Graphics for the Web

Build Status

Shine wraps javascript's drawing functions in a declarative API.

Heavily inspired by gloss.

demo (compiled tests) here

Compiling

You need ghcjs

Usage

Pictures

To represent your drawing you have to build a tree using the Picture datatype.

pic :: Picture
pic = Rect 10 20 -- represents a 10x20 square

To compose multiple Pictures you can use Over, which accepts two Pictures and overlaps them.

Picture is a monoid: <> is an alias for Over and mempty is the empty picture.

-- draw some shapes on top of each other
pic :: Picture
pic = Rect 10 20
   <> Translate 30 30 (Circle 15)
   <> Colored (Color 255 0 0 0.2) (RectF 4 4)
   <> Text "Sans 12px" LeftAlign 200 "The quick brown fox jumps over the lazy dog."

Using Foldable you can do things like

concentricCircles :: Picture
concentricCircles = foldMap Circle [1,10..100]

Drawing Pictures

Before drawing anything you need to obtain a CanvasRenderingContext2D (and sometimes a Document). For this purpose, shine provides two utility functions: fullScreenCanvas and fixedSizeCanvas

{-# LANGUAGE CPP #-}

import Graphics.Shine
import Graphics.Shine.Input
import Graphics.Shine.Picture

import GHCJS.DOM (currentDocumentUnchecked)

-- This is how the ghcjs-dom hello-world does it.
-- It's boilerplate, so in the next shine version there
-- will probably be a ready-to-use run function
#if defined(ghcjs_HOST_OS)
run :: a -> a
run = id
#elif defined(MIN_VERSION_jsaddle_wkwebview)
import Language.Javascript.JSaddle.WKWebView (run)
#else
import Language.Javascript.JSaddle.WebKitGTK (run)
#endif

main :: IO ()
main = run $ do
    doc <- currentDocumentUnchecked -- use currentDocument to handle failure
    ctx <- fixedSizeCanvas doc 400 400
    -- do something with ctx (and maybe doc)

To render a Picture on a context you have three options:

render

You can draw it manually using render from Graphics.Shine.Render

main :: IO ()
    {- get the context, see before -}
    draw ctx concentricCircles

animate

You can draw a Picture that depends on time. That is, a Float -> Picture.

-- An expanding-and-contracting circle.
animation :: Float -> Picture
animation = Translate 200 200
          . Circle
          . (*100) . (+1) -- bigger positive oscillation
          . sin -- the circle's radius oscillates

main :: IO ()
main =  do
    {- get the context, see before -}
    animate ctx 30 animation

play

Finally, you can draw a Picture that depends on time, inputs (keyboard and mouse) and an internal state. This is especially useful for games, hence the name.

-- this code draws a black rectangle in the center of the canvas only when the
-- left mouse button is pressed
main :: IO ()
main = do
    {- get the context and the document, see before -}
    play ctx doc 30 initialState draw handleInput step
  where
    -- our state represents the state of the left mouse button
    initialState = Up
    -- we draw a square only if the button is pressed
    draw Up = Empty
    draw Down = Translate 200 200 $ RectF 200 200
    -- when an event is fired we store the button state
    handleInput (MouseBtn BtnLeft buttonState _) = const buttonState
    handleInput _ = id -- catch-all for all other events
    step _ = id -- our state does not depend on time