h$qi      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxy z { | } ~                                                                                                           ,None#"! &%$)('#"! &%$)('None .gloss%Mix two colors with the given ratios./glossAdd RGB components of a color component-wise, then normalise them to the highest resulting one. The alpha components are averaged.0gloss8Make a dimmer version of a color, scaling towards black.1gloss:Make a brighter version of a color, scaling towards white.2glossLighten a color, adding white.3glossDarken a color, adding black.4glossSet the red value of a -.5glossSet the green value of a -.6glossSet the blue value of a -.7glossSet the alpha value of a -.8glossA greyness of a given order.!Range is 0 = black, to 1 = white..glossProportion of first color.glossProportion of second color.gloss First color.gloss Second color.glossResulting color.*+,-./0123456789:;<=>?@ABCDEF-,+*./0123456789:;<=>?@ABCDEF Safe-Inferred Ggloss.Describes how Gloss should display its output.Hgloss;Display in a window with the given name, size and position.IglossDisplay full screen.GHIGHINone rMgloss,Add two vectors, or add a vector to a point.Ngloss8Subtract two vectors, or subtract a vector from a point.OglossNegate a vector.PglossMultiply a scalar by a vector.MNOPMNPOM6N6P7 Safe-Inferred ?QglossConvert degrees to radiansRglossConvert radians to degreesSgloss3Normalize an angle to be between 0 and 2*pi radiansQRSQRSNoneTgloss$A blank picture, with nothing in it.Ugloss+A convex polygon filled with a solid color.VglossA line along an arbitrary path.WglossA circle with the given radius.XglossA circle with the given thickness and radius. If the thickness is 0 then this is equivalent to .YglossA circular arc drawn counter-clockwise between two angles (in degrees) at the given radius.ZglossA circular arc drawn counter-clockwise between two angles (in degrees), with the given radius and thickness. If the thickness is 0 then this is equivalent to .[gloss%Some text to draw with a vector font.\glossA bitmap image]glossa subsection of a bitmap image first argument selects a sub section in the bitmap second argument determines the bitmap data^gloss A picture drawn with this color._gloss6A picture translated by the given x and y coordinates.`gloss 0 half of the x-y plane.jglossA path representing a rectangle in the y > 0 half of the x-y plane.kgloss,A solid rectangle centered about the origin.lgloss5A solid rectangle in the y > 0 half of the x-y plane.gglosswidth of rectangleglossheight of rectangle,  TUVWXYZ[\]^_`abcdefghijkl,  TUVWXYZ[\]^_`abcdefghkjilNonemglossThe m represents the global transformation applied to the displayed picture. When the user pans, zooms, or rotates the display then this changes the m.oglossGlobal translation.pglossGlobal rotation (in degrees).qgloss-Global scaling (of both x and y coordinates).rgloss"The initial state of the viewport.sgloss:Translates, rotates, and scales an image according to the m.tgloss5Takes a point using screen coordinates, and uses the m to convert it to Picture coordinates. This is the inverse of s for points.mnopqrstmnopqrstNoneugloss&Functions to asynchronously control a Gloss display.wgloss0Indicate that we want the picture to be redrawn.xglossModify the current viewport, also indicating that it should be redrawn.uvwxuvwx None>< yglossThe magnitude of a vector.zgloss5The angle of this vector, relative to the +ve x-axis.{glossThe dot product of two vectors.|glossThe determinant of two vectors.}glossMultiply a vector by a scalar.~glossRotate a vector by an angle (in radians). +ve angle is counter-clockwise.gloss9Compute the inner angle (in radians) between two vectors.gloss/Normalise a vector, so it has a magnitude of 1.glossProduce a unit vector at a given angle relative to the +ve x-axis. The provided angle is in radians. yz{|}~ yz{|}~ NoneglossTest whether a point lies within a rectangular box that is oriented on the x-y plane. The points P1-P2 are opposing points of the box, but need not be in a particular order.  P2 +-------+ | | | + P0 | | | +-------+ P1    None'" glossCheck if line segment (P1-P2) clears a box (P3-P4) by being well outside it.gloss(Given an infinite line which intersects P1 and P19, return the point on that line that is closest to P3glossGiven an infinite line which intersects P1 and P2, let P4 be the point on the line that is closest to P3.Return an indication of where on the line P4 is relative to P1 and P2.  if P4 == P1 then 0 if P4 == P2 then 1 if P4 is halfway between P1 and P2 then 0.5  | P1 | P4 +---- P3 | P2 | glossGiven four points specifying two lines, get the point where the two lines cross, if any. Note that the lines extend off to infinity, so the intersection point might not line between either of the two pairs of points.  \ / P1 P4 \ / + / \ P3 P2 / \ glossGet the point where a segment P1-P2 crosses an infinite line P3-P4 , if any.glossGet the point where a segment crosses a horizontal line, if any.  + P1 / -------+--------- / y0 P2 + gloss>Get the point where a segment crosses a vertical line, if any.  | | + P1 | / + / | P2 + | | x0 glossGet the point where a segment P1-P2 crosses another segement P3-P4 , if any.gloss>Check if an arbitrary segment intersects a horizontal segment.  + P2 / (xa, y3) +---+----+ (xb, y3) / P1 + glossglossSimulation stategloss!The iteration number we're up to.gloss>How many simulation setps to take for each second of real timegloss6How many seconds worth of simulation we've done so farglossInitial control state"None@glossThe graphics library calls back on this function when it's finished drawing and it's time to do some computation.glossthe simulation stateglossthe animation stateaglossaction to get the m. We don't use an 0 directly because sometimes we hold a ref to a m% (in Game) and sometimes a ref to a  ViewState.glossthe current worldglossfn to advance the worldgloss;how much time to advance world by in single step mode#NoneAWglossCallback to handle keyboard and mouse button events for controlling the .$NoneAglossCallback to handle keyboard and mouse button events for controlling the viewport.%NoneBhglossCallback to handle keyboard and mouse button events for controlling the viewport.&NoneCwglossOpen a window and use the supplied callbacks to handle window events.glossColor to use when clearing.glossCallbacks to use.glossGive the backend back to the caller before entering the main loop.'NoneECglossInitial state of the backendgloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial model.gloss-A function to convert the model to a picture.glossA function to step the model one iteration. It is passed the current viewport and the amount of time for this simulation step (in seconds).NoneH glossRun a finite-time-step simulation in a window. You decide how the model is represented, how to convert the model to a picture, and how to advance the model for each unit of time. This function does the rest.>Once the window is open you can use the same commands as with display.gloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial model.gloss-A function to convert the model to a picture.glossA function to step the model one iteration. It is passed the current viewport and the amount of time for this simulation step (in seconds).  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijklmnopqmnopqNoneJgloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial model.gloss-A function to convert the model to a picture.glossA function to step the model one iteration. It is passed the current viewport and the amount of time for this simulation step (in seconds).  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijklmnopqmnopq(NoneKglossInitial state of the backend.glossDisplay config.glossBackground color.glossThe initial world.gloss*A function to produce the current picture.gloss"A function to handle input events.glossEat the controller NoneMFglossOpen a new window and interact with an infrequently updated picture. Similar to  displayIO), except that you manage your own events.gloss Display mode.glossBackground color.glossInitial world state.gloss*A function to produce the current picture.gloss"A function to handle input events.gloss(Callback to take the display controller.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijkluvwxuvwx)NoneQ glossInitial state of the backendgloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial world.gloss-A function to convert the world to a picture.gloss"A function to handle input events.glossA function to step the world one iteration. It is passed the period of time (in seconds) needing to be advanced.gloss(Whether to use the callback_exit or not.NoneS#glossPlay a game in a window. Like simulate', but you manage your own input events.gloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial world.gloss*A function to convert the world a picture.gloss"A function to handle input events.glossA function to step the world one iteration. It is passed the period of time (in seconds) needing to be advanced.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijklNoneVglossPlay a game in a window, using IO actions to build the pictures.gloss Display mode.glossBackground color.glossNumber of simulation steps to take for each second of real time.glossThe initial world.gloss)An action to convert the world a picture.gloss"A function to handle input events.glossA function to step the world one iteration. It is passed the period of time (in seconds) needing to be advanced.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijkl*NoneYOglossInitial state of the backend.glossDisplay config.glossBackground color.glossMake the picture to draw.glossEat the controllerNoneZgloss0Open a new window and display the given picture.gloss Display mode.glossBackground color.glossThe picture to draw.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijklNonebgloss>Open a new window and display an infrequently updated picture.>Once the window is open you can use the same commands as with display.This wrapper is intended for mostly static pictures that do not need to be updated more than once per second. For example, the picture could show network activity over the last minute, a daily stock price, or a weather forecast. If you want to show a real-time animation where the frames are redrawn more frequently then use the animate wrapper instead.The provided picture generating action will be invoked, and the display redrawn in two situation: 1) We receive a display event, like someone clicks on the window. 2) When w has been set, some indeterminate time between the last redraw, and one second from that.Note that calling w indicates that the picture should be redrawn, but does not cause this to happen immediately, due to limitations in the GLUT and GLFW window managers. The display runs on a one second timer interrupt, and if there have been no display events we need to wait for the next timer interrupt before redrawing. Having the timer interrupt period at 1 second keeps the CPU usage due to the context switches at under 1%.Also note that the picture generating action is called for every display event, so if the user pans the display then it will be invoked at 10hz or more during the pan. If you are generating the picture by reading some on-disk files then you should track when the files were last updated and cache the picture between updates. Caching the picture avoids repeatedly reading and re-parsing your files during a pan. Consider storing your current picture in an IORef, passing an action that just reads this IORef, and forking a new thread that watches your files for updates.gloss Display mode.glossBackground color.gloss&Action to produce the current picture.gloss(Callback to take the display controller.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijkluvwxuvwx+NonedAglossInitial State of the backendgloss/Whether to allow the image to be panned around.gloss Display mode.glossBackground color.glossFunction to produce the next frame of animation. It is passed the time in seconds since the program started.glossEat the controller.Noneegloss2Open a new window and display the given animation.>Once the window is open you can use the same commands as with display.gloss Display mode.glossBackground color.glossFunction to produce the next frame of animation. It is passed the time in seconds since the program started.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijkl,Nonef  #"! &%$)('*+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijklGHINonei^gloss2Open a new window and display the given animation.>Once the window is open you can use the same commands as with display.glossLike 1 but don't allow the display to be panned around.gloss Display mode.glossBackground color.glossFunction to produce the next frame of animation. It is passed the time in seconds since the program started.gloss(Callback to take the display controller.gloss Display mode.glossBackground color.glossFunction to produce the next frame of animation. It is passed the time in seconds since the program started.gloss(Callback to take the display controller.  *+,-./0123456789:;<=>?@ABCDEFGHITUVWXYZ[\]^_`abcdefghijkluvwxuvwx-./-.0-.1-.2-.3-.4-.5-.6-.7-.8-.9-.:-.;-.<-.=-.>-.?-.@-.A-.B-.C-.D-.E-.F-.G-.H-IJ-IK-IL-IL-IM-IN-IO-IP-IQ-IQ-IR-IS-IT-IU-IV-IW-XY-XZ-X[-X=\]^_`abcdefghijklmnopqrstuvwxyz{|}~                          u  !!!!!!"#$%%&'()*+%gloss-1.13.2.2-5CJ9GA20QFf2DQokiyZUfuGraphics.Gloss.Data.Bitmap$Graphics.Gloss.Data.Point.ArithmeticGraphics.Gloss.Data.PictureGraphics.Gloss.Data.ColorGraphics.Gloss.Data.DisplayGraphics.Gloss.Geometry.AngleGraphics.Gloss.Data.ViewPortGraphics.Gloss.Data.ControllerGraphics.Gloss.Data.VectorGraphics.Gloss.Data.PointGraphics.Gloss.Geometry.Line$Graphics.Gloss.Interface.IO.Interact$Graphics.Gloss.Interface.EnvironmentGraphics.Gloss.Data.ViewState&Graphics.Gloss.Interface.Pure.Simulate$Graphics.Gloss.Interface.IO.Simulate"Graphics.Gloss.Interface.Pure.Game Graphics.Gloss.Interface.IO.Game%Graphics.Gloss.Interface.Pure.Display#Graphics.Gloss.Interface.IO.Display%Graphics.Gloss.Interface.Pure.Animate#Graphics.Gloss.Interface.IO.AnimateGraphics.Gloss.Internals.Color0Graphics.Gloss.Internals.Interface.Animate.State0Graphics.Gloss.Internals.Interface.Backend.Types/Graphics.Gloss.Internals.Interface.Backend.GLUT*Graphics.Gloss.Internals.Interface.Backend1Graphics.Gloss.Internals.Interface.Animate.Timing+Graphics.Gloss.Internals.Interface.Callback.Graphics.Gloss.Internals.Interface.Common.Exit(Graphics.Gloss.Internals.Interface.Debug(Graphics.Gloss.Internals.Interface.Event1Graphics.Gloss.Internals.Interface.Simulate.State0Graphics.Gloss.Internals.Interface.Simulate.Idle5Graphics.Gloss.Internals.Interface.ViewState.KeyMouse3Graphics.Gloss.Internals.Interface.ViewState.Motion4Graphics.Gloss.Internals.Interface.ViewState.Reshape)Graphics.Gloss.Internals.Interface.Window+Graphics.Gloss.Internals.Interface.Simulate+Graphics.Gloss.Internals.Interface.Interact'Graphics.Gloss.Internals.Interface.Game*Graphics.Gloss.Internals.Interface.Display*Graphics.Gloss.Internals.Interface.AnimateGraphics.Gloss/gloss-rendering-1.13.1.2-GJUHHwiqxwGIHSD9aUnoHJ%Graphics.Gloss.Internals.Data.PictureloadBMPbitmapDataOfBMP bitmapOfBMPbitmapDataOfByteStringbitmapOfByteStringbitmapDataOfForeignPtrbitmapOfForeignPtrPointVectorPathPicturesScaleRotate TranslateColor BitmapSectionBitmapTextThickArcArc ThickCircleCircleLinePolygonBlankPicture)Graphics.Gloss.Internals.Rendering.BitmaprectSizerectPos Rectangle bitmapSize BitmapData pixelFormatrowOrder BitmapFormat BottomToTop TopToBottomRowOrderPxABGRPxRGBA PixelFormat#Graphics.Gloss.Internals.Data.Color rgbaOfColor makeColorI makeColor mixColors addColorsdimbrightlightdarkwithRed withGreenwithBlue withAlphagreyNblackwhiteredgreenblueyellowcyanmagentarosevioletazure aquamarine chartreuseorangeDisplayInWindow FullScreen $fEqDisplay $fReadDisplay $fShowDisplay+-negate*degToRadradToDegnormalizeAngleblankpolygonlinecircle thickCirclearcthickArctextbitmap bitmapSectioncolor translaterotatescalepictureslineLoop circleSolidarcSolid sectorWire rectanglePath rectangleWirerectangleUpperWirerectangleUpperPathrectangleSolidrectangleUpperSolidViewPortviewPortTranslateviewPortRotate viewPortScale viewPortInitapplyViewPortToPictureinvertViewPort ControllercontrollerSetRedrawcontrollerModifyViewPortmagVargVdotVdetVmulSVrotateVangleVV normalizeVunitVectorAtAngle pointInBox segClearsBoxclosestPointOnLineclosestPointOnLineParamintersectLineLineintersectSegLineintersectSegHorzLineintersectSegVertLineintersectSegSegintersectSegHorzSegintersectSegVertSeg Modifiersshiftctrlalt SpecialKey KeyUnknownKeySpaceKeyEscKeyF1KeyF2KeyF3KeyF4KeyF5KeyF6KeyF7KeyF8KeyF9KeyF10KeyF11KeyF12KeyF13KeyF14KeyF15KeyF16KeyF17KeyF18KeyF19KeyF20KeyF21KeyF22KeyF23KeyF24KeyF25KeyUpKeyDownKeyLeftKeyRightKeyTabKeyEnter KeyBackspace KeyInsert KeyNumLockKeyBegin KeyDelete KeyPageUp KeyPageDownKeyHomeKeyEnd KeyShiftL KeyShiftRKeyCtrlLKeyCtrlRKeyAltLKeyAltRKeyPad0KeyPad1KeyPad2KeyPad3KeyPad4KeyPad5KeyPad6KeyPad7KeyPad8KeyPad9 KeyPadDivideKeyPadMultiplyKeyPadSubtract KeyPadAdd KeyPadDecimal KeyPadEqual KeyPadEnterKeyStateDownUp MouseButton LeftButton MiddleButton RightButtonWheelUp WheelDownAdditionalButtonKeyChar getScreenSizeEventEventKey EventMotion EventResize ViewStateviewStateCommandsviewStateScaleStepviewStateRotateFactorviewStateScaleFactorviewStateTranslateMarkviewStateRotateMarkviewStateScaleMarkviewStateViewPort CommandConfigCommandCRestore CTranslateCRotateCScale CBumpZoomOut CBumpZoomIn CBumpLeft CBumpRightCBumpUp CBumpDownCBumpClockwiseCBumpCClockwisedefaultCommandConfig viewStateInitviewStateInitWithConfigupdateViewStateWithEventupdateViewStateWithEventMaybe $fShowCommand $fEqCommand $fOrdCommandsimulate simulateIO interactIOplayplayIOdisplay displayIOanimate animateIOanimateFixedIOglColor4OfColorState stateAnimatestateAnimateCountstateAnimateStartstateAnimateTimestateDisplayTimestateDisplayTimeClampstateGateTimeStartstateGateTimeEndstateGateTimeElapsedstateDisplayTimeLast stateInitReshapeCallback IdleCallbackMotionCallbackKeyboardMouseCallbackDisplayCallbackBackendinitBackendStateinitializeBackend exitBackend openWindowdumpBackendStateinstallDisplayCallbackinstallWindowCloseCallbackinstallReshapeCallbackinstallKeyMouseCallbackinstallMotionCallbackinstallIdleCallback runMainLoop postRedisplaygetWindowDimensions elapsedTimesleepisIdleCallbackIdleCallbackReshapeMotionKeyMouse GLUTState glutStateInitinitializeGLUTdefaultBackendState animateBegin animateEnd callback_exitdumpFramebufferStatedumpFragmentState keyMouseEvent motionEventbase GHC.MaybeNothingstateIterationstateResolution stateSimTimecallback_simulate_idle GHC.IORefIORefcallback_viewState_keyMousecallback_viewState_motioncallback_viewState_reshapeviewState_reshape createWindowsimulateWithBackendIOinteractWithBackendplayWithBackendIOdisplayWithBackendanimateWithBackendIO