Safe Haskell | None |
---|
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
(Circle
80)
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.
Release Notes: For 1.7.0: * 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, simplate and play. For 1.6.0: Thanks to Anthony Cowley * Full screen display mode. For 1.5.0: * 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 1.4.0: Thanks to Christiaan Baaij: * Refactoring of Gloss internals to support multiple window manager backends. * Support for using GLFW as the window library instead of GLUT. GLUT is still the default, but to use GLFW install gloss with: cabal install gloss --flags="GLFW -GLUT"
For more information, check out http://gloss.ouroborus.net.
- module Graphics.Gloss.Data.Picture
- module Graphics.Gloss.Data.Color
- data Display
- display :: Display -> Color -> Picture -> IO ()
- animate :: Display -> Color -> (Float -> Picture) -> IO ()
- simulate :: forall model. Display -> Color -> Int -> model -> (model -> Picture) -> (ViewPort -> Float -> model -> model) -> IO ()
- play :: forall world. Display -> Color -> Int -> world -> (world -> Picture) -> (Event -> world -> world) -> (Float -> world -> world) -> IO ()
Documentation
module Graphics.Gloss.Data.Picture
module Graphics.Gloss.Data.Color
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.
:: 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
.
:: forall model . | |
=> 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
.
:: forall world . | |
=> 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.