| Safe Haskell | None |
|---|---|
| Language | Haskell98 |
Graphics.Gloss
Description
Gloss hides the pain of drawing simple vector graphics behind a nice data type and a few display functions.
Getting something on the screen is as easy as:
import Graphics.Gloss main =display(InWindow "Nice Window" (200, 200) (10, 10))white(Circle80)
Once the window is open you can use the following:
- Quit - esc-key.
- Move Viewport - left-click drag, arrow keys.
- Rotate Viewport - right-click drag, control-left-click drag, or home/end-keys.
- Zoom Viewport - mouse wheel, or page up/down-keys.
Animations can be constructed similarly using the animate.
If you want to run a simulation based around finite time steps then try
simulate.
If you want to manage your own key/mouse events then use play.
Gloss uses OpenGL under the hood, but you don't have to worry about any of that.
Gloss programs should be compiled with -threaded, otherwise the GHC runtime
will limit the frame-rate to around 20Hz.
To build gloss using the GLFW window manager instead of GLUT use
cabal install gloss --flags="GLFW -GLUT"
Release Notes:
For 1.9:
Thanks to Elise Huard
* Split rendering code into gloss-rendering package.
For 1.8
Thanks to Francesco Mazzoli
* Factored out ViewPort and ViewState handling into user visible modules.
For 1.7:
* Tweaked circle level-of-detail reduction code.
* Increased frame rate cap to 100hz.
Thanks to Doug Burke
* Primitives for drawing arcs and sectors.
Thanks to Thomas DuBuisson
* IO versions of animate, simulate and play.
For 1.6:
Thanks to Anthony Cowley
* Full screen display mode.
For 1.5:
* O(1) Conversion of ForeignPtrs to bitmaps.
* An extra flag on the Bitmap constructor allows bitmaps to be cached
in texture memory between frames.
For more information, check out http://gloss.ouroborus.net.
- module Graphics.Gloss.Data.Picture
- module Graphics.Gloss.Data.Color
- module Graphics.Gloss.Data.Bitmap
- data Display
- display :: Display -> Color -> Picture -> IO ()
- animate :: Display -> Color -> (Float -> Picture) -> IO ()
- simulate :: Display -> Color -> Int -> model -> (model -> Picture) -> (ViewPort -> Float -> model -> model) -> IO ()
- play :: Display -> Color -> Int -> world -> (world -> Picture) -> (Event -> world -> world) -> (Float -> world -> world) -> IO ()
Documentation
module Graphics.Gloss.Data.Picture
module Graphics.Gloss.Data.Color
module Graphics.Gloss.Data.Bitmap
Describes how Gloss should display its output.
Open a new window and display the given picture.
Use the following commands once the window is open:
- Quit - esc-key.
- Move Viewport - left-click drag, arrow keys.
- Rotate Viewport - right-click drag, control-left-click drag, or home/end-keys.
- Zoom Viewport - mouse wheel, or page up/down-keys.
Arguments
| :: Display | Display mode. |
| -> Color | Background color. |
| -> (Float -> Picture) | Function to produce the next frame of animation. It is passed the time in seconds since the program started. |
| -> IO () |
Open a new window and display the given animation.
Once the window is open you can use the same commands as with display.
Arguments
| :: Display | Display mode. |
| -> Color | Background color. |
| -> Int | Number of simulation steps to take for each second of real time. |
| -> model | The initial model. |
| -> (model -> Picture) | A function to convert the model to a picture. |
| -> (ViewPort -> Float -> model -> model) | A function to step the model one iteration. It is passed the current viewport and the amount of time for this simulation step (in seconds). |
| -> IO () |
Run 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.
Arguments
| :: Display | Display mode. |
| -> Color | Background color. |
| -> Int | Number of simulation steps to take for each second of real time. |
| -> world | The initial world. |
| -> (world -> Picture) | A function to convert the world a picture. |
| -> (Event -> world -> world) | A function to handle input events. |
| -> (Float -> world -> world) | A function to step the world one iteration. It is passed the period of time (in seconds) needing to be advanced. |
| -> IO () |
Play a game in a window. Like simulate, but you manage your own input events.