# Brick Tutorial by Samuel Tay This tutorial was written by Samuel Tay, Copyright 2017 (https://github.com/samtay, https://samtay.github.io/). It is provided as part of the brick distribution with permission. ## Introduction I'm going to give a short introduction to [brick](https://hackage.haskell.org/package/brick), a Haskell library for building terminal user interfaces. So far I've used `brick` to implement [Conway's Game of Life](https://github.com/samtay/conway) and a [Tetris clone](https://github.com/samtay/tetris). I'll explain the basics, walk through an example [snake](https://github.com/samtay/snake) application, and then explain some more complicated scenarios. The first thing I'll say is that this package has some of the most impressive documentation and resources, which makes it easy to figure out pretty much anything you need to do. I'll try to make this useful, but I imagine if you're reading this then it is mostly being used as a reference in addition to the existing resources: 1. [Demo programs](https://github.com/jtdaugherty/brick/tree/master/programs) (clone down to explore the code and run them locally) 2. [User guide](https://github.com/jtdaugherty/brick/blob/master/docs/guide.rst) 3. [Haddock docs](https://hackage.haskell.org/package/brick-0.18) 4. [Google group](https://groups.google.com/forum/#!forum/brick-users) ### The basic idea `brick` is very declarative. Once your base application logic is in place, the interface is generally built by two functions: drawing and handling events. The drawing function ```haskell appDraw :: s -> [Widget n] ``` takes your app state `s` and produces the visuals `[Widget n]`. The handler ```haskell appHandleEvent :: s -> BrickEvent n e -> EventM n (Next s) ``` takes your app state, an event (e.g. user presses the `'m'` key), and produces the resulting app state. *That's pretty much it.* ## `snake` We're going to build the [classic snake](https://en.wikipedia.org/wiki/Snake_(video_game)) game that you might recall from arcades or the first cell phones. The full source code is [here](https://github.com/samtay/snake). This is the end product: ![](snake-demo.gif) ### Structure of the app The library makes it easy to separate the concerns of your application and the interface; I like to have a module with all of the core business logic that exports the core state of the app and functions for modifying it, and then have an interface module that just handles the setup, drawing, and handling events. So let's just use the `simple` stack template and add two modules ``` ├── LICENSE ├── README.md ├── Setup.hs ├── snake.cabal ├── src │   ├── Main.hs │   ├── Snake.hs │   └── UI.hs └── stack.yaml ``` and our dependencies to `test.cabal` ```yaml executable snake hs-source-dirs: src main-is: Main.hs ghc-options: -threaded exposed-modules: Snake , UI default-language: Haskell2010 build-depends: base >= 4.7 && < 5 , brick , containers , linear , microlens , microlens-th , random ``` ### `Snake` Since this tutorial is about `brick`, I'll elide most of the implementation details of the actual game, but here are some of the key types and scaffolding: ```haskell {-# LANGUAGE TemplateHaskell, FlexibleContexts #-} module Snake where import Control.Applicative ((<|>)) import Control.Monad (guard) import Data.Maybe (fromMaybe) import Data.Sequence (Seq, ViewL(..), ViewR(..), (<|)) import qualified Data.Sequence as S import Lens.Micro.TH (makeLenses) import Lens.Micro ((&), (.~), (%~), (^.)) import Linear.V2 (V2(..), _x, _y) import System.Random (Random(..), newStdGen) -- Types data Game = Game { _snake :: Snake -- ^ snake as a sequence of points in R2 , _dir :: Direction -- ^ direction , _food :: Coord -- ^ location of the food , _foods :: Stream Coord -- ^ infinite list of random food locations , _dead :: Bool -- ^ game over flag , _paused :: Bool -- ^ paused flag , _score :: Int -- ^ score , _frozen :: Bool -- ^ freeze to disallow duplicate turns } deriving (Show) type Coord = V2 Int type Snake = Seq Coord data Stream a = a :| Stream a deriving (Show) data Direction = North | South | East | West deriving (Eq, Show) ``` All of this is pretty self-explanatory, with the possible exception of lenses if you haven't seen them. At first glance they may seem complicated (and the underlying theory arguably is), but using them as getters and setters is very straightforward. So, if you are following along because you are writing a terminal app like this, I'd recommend using them, but they are not required to use `brick`. Here are the core functions for playing the game: ```haskell -- | Step forward in time step :: Game -> Game step g = fromMaybe g $ do guard (not $ g ^. paused || g ^. dead) let g' = g & frozen .~ False return . fromMaybe (move g') $ die g' <|> eatFood g' -- | Possibly die if next head position is disallowed die :: Game -> Maybe Game -- | Possibly eat food if next head position is food eatFood :: Game -> Maybe Game -- | Move snake along in a marquee fashion move :: Game -> Game -- | Turn game direction (only turns orthogonally) -- -- Implicitly unpauses yet freezes game turn :: Direction -> Game -> Game -- | Initialize a paused game with random food location initGame :: IO Game ``` ### `UI` To start, we need to determine what our `App s e n` type parameters are. This will completely describe the interface application and be passed to one of the library's `main` style functions for execution. Note that `s` is the app state, `e` is an event type, and `n` is a resource name. The `e` is abstracted so that we can provide custom events. The `n` is usually a custom sum type called `Name` which allows us to *name* particular viewports. This is important so that we can keep track of where the user currently has *focus*, such as typing in one of two textboxes; however, for this simple snake game we don't need to worry about that. In simpler cases, the state `s` can directly coincide with a core datatype such as our `Snake.Game`. In many cases however, it will be necessary to wrap the core state within the ui state `s` to keep track of things that are interface specific (more on this later). Let's write out our app definition and leave some undefined functions: ```haskell {-# LANGUAGE OverloadedStrings #-} module UI where import Control.Monad (forever, void) import Control.Monad.IO.Class (liftIO) import Control.Concurrent (threadDelay, forkIO) import Data.Maybe (fromMaybe) import Snake import Brick ( App(..), AttrMap, BrickEvent(..), EventM, Next, Widget , customMain, neverShowCursor , continue, halt , hLimit, vLimit, vBox, hBox , padRight, padLeft, padTop, padAll, Padding(..) , withBorderStyle , str , attrMap, withAttr, emptyWidget, AttrName, on, fg , (<+>) ) import Brick.BChan (newBChan, writeBChan) import qualified Brick.Widgets.Border as B import qualified Brick.Widgets.Border.Style as BS import qualified Brick.Widgets.Center as C import qualified Graphics.Vty as V import Data.Sequence (Seq) import qualified Data.Sequence as S import Linear.V2 (V2(..)) import Lens.Micro ((^.)) -- Types -- | Ticks mark passing of time -- -- This is our custom event that will be constantly fed into the app. data Tick = Tick -- | Named resources -- -- Not currently used, but will be easier to refactor -- if we call this "Name" now. type Name = () data Cell = Snake | Food | Empty -- App definition app :: App Game Tick Name app = App { appDraw = drawUI , appChooseCursor = neverShowCursor , appHandleEvent = handleEvent , appStartEvent = return , appAttrMap = const theMap } main :: IO () main = undefined -- Handling events handleEvent :: Game -> BrickEvent Name Tick -> EventM Name (Next Game) handleEvent = undefined -- Drawing drawUI :: Game -> [Widget Name] drawUI = undefined theMap :: AttrMap theMap = undefined ``` #### Custom Events So far I've only used `brick` to make games which need to be redrawn as time passes, with or without user input. This requires using `Brick.customMain` with that `Tick` event type, and opening a forked process to `forever` feed that event type into the channel. Since this is a common scenario, there is a `Brick.BChan` module that makes this pretty quick: ```haskell main :: IO () main = do chan <- newBChan 10 forkIO $ forever $ do writeBChan chan Tick threadDelay 100000 -- decides how fast your game moves g <- initGame void $ customMain (V.mkVty V.defaultConfig) (Just chan) app g ``` We do need to import `Vty.Graphics` since `customMain` allows us to specify a custom `IO Vty.Graphics.Vty` handle, but we're only customizing the existence of the event channel `BChan Tick`. The app is now bootstrapped, and all we need to do is implement `handleEvent`, `drawUI`, and `theMap` (handles styling). #### Handling events Handling events is largely straightforward, and can be very clean when your underlying application logic is taken care of in a core module. All we do is essentially map events to the proper state modifiers. ```haskell handleEvent :: Game -> BrickEvent Name Tick -> EventM Name (Next Game) handleEvent g (AppEvent Tick) = continue $ step g handleEvent g (VtyEvent (V.EvKey V.KUp [])) = continue $ turn North g handleEvent g (VtyEvent (V.EvKey V.KDown [])) = continue $ turn South g handleEvent g (VtyEvent (V.EvKey V.KRight [])) = continue $ turn East g handleEvent g (VtyEvent (V.EvKey V.KLeft [])) = continue $ turn West g handleEvent g (VtyEvent (V.EvKey (V.KChar 'k') [])) = continue $ turn North g handleEvent g (VtyEvent (V.EvKey (V.KChar 'j') [])) = continue $ turn South g handleEvent g (VtyEvent (V.EvKey (V.KChar 'l') [])) = continue $ turn East g handleEvent g (VtyEvent (V.EvKey (V.KChar 'h') [])) = continue $ turn West g handleEvent g (VtyEvent (V.EvKey (V.KChar 'r') [])) = liftIO (initGame) >>= continue handleEvent g (VtyEvent (V.EvKey (V.KChar 'q') [])) = halt g handleEvent g (VtyEvent (V.EvKey V.KEsc [])) = halt g handleEvent g _ = continue g ``` It's probably obvious, but `continue` will continue execution with the supplied state value, which is then drawn. We can also `halt` to stop execution, which will essentially finish the evaluation of our `customMain` and result in `IO Game`, where the resulting game is the last value that we supplied to `halt`. #### Drawing Drawing is fairly simple as well but can require a good amount of code to position things how you want them. I like to break up the visual space into regions with drawing functions for each one. ```haskell drawUI :: Game -> [Widget Name] drawUI g = [ C.center $ padRight (Pad 2) (drawStats g) <+> drawGrid g ] drawStats :: Game -> Widget Name drawStats = undefined drawGrid :: Game -> Widget Name drawGrid = undefined ``` This will center the overall interface (`C.center`), put the stats and grid widgets horizontally side by side (`<+>`), and separate them by a 2-character width (`padRight (Pad 2)`). Let's move forward with the stats column: ```haskell drawStats :: Game -> Widget Name drawStats g = hLimit 11 $ vBox [ drawScore (g ^. score) , padTop (Pad 2) $ drawGameOver (g ^. dead) ] drawScore :: Int -> Widget Name drawScore n = withBorderStyle BS.unicodeBold $ B.borderWithLabel (str "Score") $ C.hCenter $ padAll 1 $ str $ show n drawGameOver :: Bool -> Widget Name drawGameOver dead = if dead then withAttr gameOverAttr $ C.hCenter $ str "GAME OVER" else emptyWidget gameOverAttr :: AttrName gameOverAttr = "gameOver" ``` I'm throwing in that `hLimit 11` to prevent the widget greediness caused by the outer `C.center`. I'm also using `vBox` to show some other options of aligning widgets; `vBox` and `hBox` align a list of widgets vertically and horizontally, respectfully. They can be thought of as folds over the binary `<=>` and `<+>` operations. The score is straightforward, but it is the first border in this tutorial. Borders are well documented in the [border demo](https://github.com/jtdaugherty/brick/blob/master/programs/BorderDe mo.hs) and the Haddocks for that matter. We also only show the "game over" widget if the game is actually over. In that case, we are rendering the string widget with the `gameOverAttr` attribute name. Attribute names are basically type safe *names* that we can assign to widgets to apply predetermined styles, similar to assigning a class name to a div in HTML and defining the CSS styles for that class elsewhere. Attribute names implement `IsString`, so they are easy to construct with the `OverloadedStrings` pragma. Now for the main event: ```haskell drawGrid :: Game -> Widget Name drawGrid g = withBorderStyle BS.unicodeBold $ B.borderWithLabel (str "Snake") $ vBox rows where rows = [hBox $ cellsInRow r | r <- [height-1,height-2..0]] cellsInRow y = [drawCoord (V2 x y) | x <- [0..width-1]] drawCoord = drawCell . cellAt cellAt c | c `elem` g ^. snake = Snake | c == g ^. food = Food | otherwise = Empty drawCell :: Cell -> Widget Name drawCell Snake = withAttr snakeAttr cw drawCell Food = withAttr foodAttr cw drawCell Empty = withAttr emptyAttr cw cw :: Widget Name cw = str " " snakeAttr, foodAttr, emptyAttr :: AttrName snakeAttr = "snakeAttr" foodAttr = "foodAttr" emptyAttr = "emptyAttr" ``` There's actually nothing new here! We've already covered all the `brick` functions necessary to draw the grid. My approach to grids is to render a square cell widget `cw` with different colors depending on the cell state. The easiest way to draw a colored square is to stick two characters side by side. If we assign an attribute with a matching foreground and background, then it doesn't matter what the two characters are (provided that they aren't some crazy Unicode characters that might render to an unexpected size). However, if we want empty cells to render with the same color as the user's default background color, then spaces are a good choice. Finally, we'll define the attribute map: ```haskell theMap :: AttrMap theMap = attrMap V.defAttr [ (snakeAttr, V.blue `on` V.blue) , (foodAttr, V.red `on` V.red) , (gameOverAttr, fg V.red `V.withStyle` V.bold) ] ``` Again, styles aren't terribly complicated, but it will be one area where you might have to look in the [vty](http://hackage.haskell.org/package/vty) package (specifically [Graphics.Vty.Attributes](http://hackage.haskell.org/package/vty-5.15.1/docs/Graphics-Vty-Attributes.html)) to find what you need. Another thing to mention is that the attributes form a hierarchy and can be combined in a parent-child relationship via `mappend`. I haven't actually used this feature, but it does sound quite handy. For a more detailed discussion see the [Brick.AttrMap](https://hackage.haskell.org/package/brick-0.18/docs/Brick-AttrMap.html) haddocks. ## Variable speed One difficult problem I encountered was implementing a variable speed in the GoL. I could have just used the same approach above with the minimum thread delay (corresponding to the maximum speed) and counted `Tick` events, only issuing an actual `step` in the game when the modular count of `Tick`s reached an amount corresponding to the current game speed, but that's kind of an ugly approach. Instead, I reached out to the author and he advised me to use a `TVar` within the app state. I had never used `TVar`, but it's pretty easy! ```haskell main :: IO () main = do chan <- newBChan 10 tv <- atomically $ newTVar (spToInt initialSpeed) forkIO $ forever $ do writeBChan chan Tick int <- atomically $ readTVar tv threadDelay int customMain (V.mkVty V.defaultConfig) (Just chan) app (initialGame tv) >>= printResult ``` The `tv <- atomically $ newTVar (value :: a)` creates a new mutable reference to a value of type `a`, i.e. `TVar a`, and returns it in `IO`. In this case `value` is an `Int` which represents the delay between game steps. Then in the forked process, we read the delay from the `TVar` reference and use that to space out the calls to `writeBChan chan Tick`. I store that same `tv :: TVar Int` in the brick app state, so that the user can change the speed: ```haskell handleEvent :: Game -> BrickEvent Name Tick -> EventM Name (Next Game) handleEvent g (VtyEvent (V.EvKey V.KRight [V.MCtrl])) = handleSpeed g (+) handleEvent g (VtyEvent (V.EvKey V.KLeft [V.MCtrl])) = handleSpeed g (-) handleSpeed :: Game -> (Float -> Float -> Float) -> EventM n (Next Game) handleSpeed g (+/-) = do let newSp = validS $ (g ^. speed) +/- speedInc liftIO $ atomically $ writeTVar (g ^. interval) (spToInt newSp) continue $ g & speed .~ newSp -- where -- | Speed increments = 0.01 gives 100 discrete speed settings speedInc :: Float speedInc = 0.01 -- | Game state data Game = Game { _board :: Board -- ^ Board state , _time :: Int -- ^ Time elapsed , _paused :: Bool -- ^ Playing vs. paused , _speed :: Float -- ^ Speed in [0..1] , _interval :: TVar Int -- ^ Interval kept in TVar , _focus :: F.FocusRing Name -- ^ Keeps track of grid focus , _selected :: Cell -- ^ Keeps track of cell focus } ``` ## Conclusion `brick` let's you build TUIs very quickly. I was able to write `snake` along with this tutorial within a few hours. More complicated interfaces can be tougher, but if you can successfully separate the interface and core functionality, you'll have an easier time tacking on the frontend. Lastly, let me remind you to look in the [demo programs](https://github.com/jtdaugherty/brick/tree/master/programs) to figure stuff out, as *many* scenarios are covered throughout them. ## Links * [brick](https://hackage.haskell.org/package/brick) * [snake](https://github.com/samtay/snake) * [tetris](https://github.com/samtay/tetris) * [conway](https://github.com/samtay/conway)