Safe Haskell | Safe-Inferred |
---|---|
Language | Haskell2010 |
SDL (Simple DirectMedia Layer) is a library for cross-platform development of
interactive applications. SDL provides routines for managing windows, rendering
graphics, processing sound, collecting input data, and much more. The Haskell
sdl2
library provides both a high- and low-level API to interface with
SDL. This module exports the high-level API, whereas SDL.Raw provides the
lower-level bindings.
Synopsis
- module SDL.Init
- module SDL.Audio
- module SDL.Event
- module SDL.Filesystem
- module SDL.Hint
- module SDL.Input
- module SDL.Power
- module SDL.Time
- module SDL.Vect
- module SDL.Video
- module SDL.Exception
- get :: (HasGetter t a, MonadIO m) => t -> m a
- ($=) :: (HasSetter t a, MonadIO m) => t -> a -> m ()
- ($~) :: (HasUpdate t a b, MonadIO m) => t -> (a -> b) -> m ()
- ($=!) :: (HasSetter t a, MonadIO m) => t -> a -> m ()
- ($~!) :: (HasUpdate t a b, MonadIO m) => t -> (a -> b) -> m ()
Getting Started
The SDL module exports a high-level Haskell-like abstraction to use the SDL library. SDL is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D.
To get started, import SDL and begin by initializing the subsystems you need:
import SDL
main :: IO ()
main = do
initializeAll
Next, you can create a Window
by using createWindow
window <-createWindow
"My SDL Application"defaultWindow
If you wish to use SDL's 2D graphics API, you can also create a Renderer
:
renderer <-createRenderer
window (-1)defaultRenderer
Then, we enter our main application loop:
appLoop renderer
Finally, once our appLoop has returned we destroy the Window
using destroyWindow
:
destroyWindow
window
For the body of your application, we enter a loop. Inside this loop you should begin by collecting all events that have happened - these events will inform you about information such as key presses and mouse movement:
appLoop ::Renderer
-> IO () appLoop renderer = do events <-pollEvents
Here events
is a list of Event
values. For our application we will check if the user pressed the q key, indicating they wish to quit the application
let eventIsQPress event = caseeventPayload
event ofKeyboardEvent
keyboardEvent ->keyboardEventKeyMotion
keyboardEvent ==Pressed
&&keysymKeycode
(keyboardEventKeysym
keyboardEvent) ==KeycodeQ
_ -> False qPressed = any eventIsQPress events
In our appLoop
we process events and then update the screen accordingly. Here we simply use the Renderer
to clear the screen to blue:
rendererDrawColor
renderer$=
V4 0 0 255 255clear
rendererpresent
renderer
If q was not pressed, we loop again. Otherwise, we exit the loop:
unless qPressed (appLoop renderer)
To recap, here is our full application
{-# LANGUAGE OverloadedStrings #-} module Main where import SDL import Linear (V4(..)) import Control.Monad (unless) main :: IO () main = doinitializeAll
window <-createWindow
"My SDL Application"defaultWindow
renderer <-createRenderer
window (-1)defaultRenderer
appLoop renderer destroyWindow window appLoop ::Renderer
-> IO () appLoop renderer = do events <-pollEvents
let eventIsQPress event = caseeventPayload
event ofKeyboardEvent
keyboardEvent ->keyboardEventKeyMotion
keyboardEvent ==Pressed
&&keysymKeycode
(keyboardEventKeysym
keyboardEvent) ==KeycodeQ
_ -> False qPressed = any eventIsQPress eventsrendererDrawColor
renderer$=
V4 0 0 255 255clear
rendererpresent
renderer unless qPressed (appLoop renderer)
Initialization
module SDL.Init
Modules
module SDL.Audio
module SDL.Event
module SDL.Filesystem
module SDL.Hint
module SDL.Input
module SDL.Power
module SDL.Time
module SDL.Vect
module SDL.Video
Error Handling
module SDL.Exception
Working with State Variables
The SDL API is moderately stateful. For the places where there is state that can be both read and changed, we use an abstraction provided by Data.StateVar. This module exposes the StateVar
type, which models a mutable variable. You can query the contents of a StateVar
with get
, and you can replace the contents of StateVar
with the infix assignment operator $=
.
($=) :: (HasSetter t a, MonadIO m) => t -> a -> m () infixr 2 Source #
Write a new value into a state variable.
($~) :: (HasUpdate t a b, MonadIO m) => t -> (a -> b) -> m () infixr 2 Source #
Transform the contents of a state variable with a given funtion.