packages feed

Gamgine 0.5 → 0.5.1

raw patch · 10 files changed

+78/−81 lines, 10 filesdep ~OpenGLRawdep ~cpphsdep ~data-lensPVP: major bump suggested

API removals or changes: PVP suggests a major version bump

Dependency ranges changed: OpenGLRaw, cpphs, data-lens, time, zlib

API changes (from Hackage documentation)

- Gamgine.Coroutine: runCoroutine :: Coroutine i o -> i -> (o, Coroutine i o)
- Gamgine.Coroutine: runCoroutineM :: CoroutineM m i o -> i -> m (o, CoroutineM m i o)
- Gamgine.Font.GLF: instance Eq FontId
- Gamgine.Font.GLF: instance Show Bounds
- Gamgine.Font.GLF: instance Show FontId
- Gamgine.Font.GLF: max :: Bounds -> (X, Y)
- Gamgine.Font.GLF: min :: Bounds -> (X, Y)
- Gamgine.Gfx: instance Tuple2d (Double, Double)
- Gamgine.Gfx: instance Tuple2d (Vec2 Double)
- Gamgine.Gfx: instance Tuple3d (Double, Double, Double)
- Gamgine.Gfx: instance Tuple3d (Vec3 Double)
- Gamgine.Gfx: instance Tuple4d (Double, Double, Double, Double)
- Gamgine.Gfx: instance Tuple4d (Vec4 Double)
- Gamgine.Image.PNG: instance Eq BitDepth
- Gamgine.Image.PNG: instance Eq ColorType
- Gamgine.Image.PNG: instance Eq CompressionMethod
- Gamgine.Image.PNG: instance Eq FilterMethod
- Gamgine.Image.PNG: instance Eq InterlaceMethod
- Gamgine.Image.PNG: instance Show BitDepth
- Gamgine.Image.PNG: instance Show ColorType
- Gamgine.Image.PNG: instance Show CompressionMethod
- Gamgine.Image.PNG: instance Show FilterMethod
- Gamgine.Image.PNG: instance Show InterlaceMethod
- Gamgine.Image.PNG: instance Show PNGChunk
- Gamgine.Image.PNG: instance Show PNGImage
- Gamgine.Image.PNG: instance Show RawPNGChunk
- Gamgine.Image.PNG.Internal.LBS: instance Monad m => Stream LBS m Word8
- Gamgine.Image.PNG.Internal.LBS: instance Show LBS
- Gamgine.Image.PNG.Internal.LBS: unLSB :: LBS -> ByteString
- Gamgine.Math.Box: instance Read Box
- Gamgine.Math.Box: instance Show Box
- Gamgine.Math.Box: maxPt :: Box -> Vect
- Gamgine.Math.Box: minPt :: Box -> Vect
- Gamgine.Math.BoxTree: instance Show a => Show (BoxTree a)
- Gamgine.Math.BoxTree: instance Show a => Show (Intersection a)
- Gamgine.Math.BoxTree: leaf1 :: Intersection a -> (Box, a)
- Gamgine.Math.BoxTree: leaf2 :: Intersection a -> (Box, a)
- Gamgine.Math.Matrix: bottom :: Frustum -> Double
- Gamgine.Math.Matrix: far :: Frustum -> Double
- Gamgine.Math.Matrix: instance Eq Frustum
- Gamgine.Math.Matrix: instance Show Frustum
- Gamgine.Math.Matrix: left :: Frustum -> Double
- Gamgine.Math.Matrix: near :: Frustum -> Double
- Gamgine.Math.Matrix: right :: Frustum -> Double
- Gamgine.Math.Matrix: top :: Frustum -> Double
- Gamgine.Math.Utils: instance Bounded Double
- Gamgine.State.InputInfo: instance Eq InputState
- Gamgine.State.InputInfo: instance Eq Modifier
- Gamgine.State.InputInfo: instance Ord InputState
- Gamgine.State.InputInfo: instance Ord Modifier
- Gamgine.State.KeyInfo: key :: KeyInfo -> Key
- Gamgine.State.KeyInfo: modifiers :: KeyInfo -> ModifierKeys
- Gamgine.State.KeyInfo: mousePos :: KeyInfo -> MousePos
- Gamgine.State.KeyInfo: status :: KeyInfo -> InputState
- Gamgine.State.MouseInfo: button :: MouseInfo -> MouseButton
- Gamgine.State.MouseInfo: modifiers :: MouseInfo -> ModifierKeys
- Gamgine.State.MouseInfo: mousePos :: MouseInfo -> MousePos
- Gamgine.State.MouseInfo: status :: MouseInfo -> InputState
- Gamgine.State.RenderState: fontIds :: Ressources -> FontIds
- Gamgine.State.RenderState: frustumSize :: RenderState -> (Double, Double)
- Gamgine.State.RenderState: instance Eq FontName
- Gamgine.State.RenderState: instance Eq TextureName
- Gamgine.State.RenderState: instance Show FontName
- Gamgine.State.RenderState: instance Show RenderState
- Gamgine.State.RenderState: instance Show Ressources
- Gamgine.State.RenderState: instance Show TextureName
- Gamgine.State.RenderState: nextFrameFraction :: RenderState -> Double
- Gamgine.State.RenderState: ressources :: RenderState -> Ressources
- Gamgine.State.RenderState: textureIds :: Ressources -> TextureIds
- Gamgine.State.State: enter :: State a -> MousePos -> a -> Maybe (a, State a)
- Gamgine.State.State: keyEvent :: State a -> KeyInfo -> a -> (a, State a)
- Gamgine.State.State: leave :: State a -> a -> (a, State a)
- Gamgine.State.State: mouseEvent :: State a -> MouseInfo -> a -> (a, State a)
- Gamgine.State.State: mouseMoved :: State a -> MousePos -> a -> (a, State a)
- Gamgine.State.State: render :: State a -> RenderState -> a -> IO (a, State a)
- Gamgine.State.State: update :: State a -> a -> (a, State a)
- Gamgine.State.StateTree: adjacents :: StateTree a -> [StateTree a]
- Gamgine.State.StateTree: enterWhen :: StateTree a -> StateTransition
- Gamgine.State.StateTree: instance Eq StateTransition
- Gamgine.State.StateTree: instance Ord StateTransition
- Gamgine.State.StateTree: leaveWhen :: StateTree a -> StateTransition
- Gamgine.State.StateTree: state :: StateTree a -> State a
- Gamgine.State.StateTreeZipper: current :: Zipper a -> StateTree a
- Gamgine.State.StateTreeZipper: parent :: Step a -> (State a, EnterWhen, LeaveWhen)
- Gamgine.State.StateTreeZipper: path :: Zipper a -> [Step a]
- Gamgine.State.StateTreeZipper: siblings :: Step a -> ([StateTree a], [StateTree a])
+ Gamgine.Bool: infixr 2 <||>
+ Gamgine.Bool: infixr 3 <&&>
+ Gamgine.Control: infixl 1 ?
+ Gamgine.Coroutine: [runCoroutineM] :: CoroutineM m i o -> i -> m (o, CoroutineM m i o)
+ Gamgine.Coroutine: [runCoroutine] :: Coroutine i o -> i -> (o, Coroutine i o)
+ Gamgine.Font.GLF: [max] :: Bounds -> (X, Y)
+ Gamgine.Font.GLF: [min] :: Bounds -> (X, Y)
+ Gamgine.Font.GLF: instance GHC.Classes.Eq Gamgine.Font.GLF.FontId
+ Gamgine.Font.GLF: instance GHC.Show.Show Gamgine.Font.GLF.Bounds
+ Gamgine.Font.GLF: instance GHC.Show.Show Gamgine.Font.GLF.FontId
+ Gamgine.Gfx: infixl 5 <<<<
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple2d (Data.Vec.Base.Vec2 GHC.Types.Double)
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple2d (GHC.Types.Double, GHC.Types.Double)
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple3d (Data.Vec.Base.Vec3 GHC.Types.Double)
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple3d (GHC.Types.Double, GHC.Types.Double, GHC.Types.Double)
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple4d (Data.Vec.Base.Vec4 GHC.Types.Double)
+ Gamgine.Gfx: instance Gamgine.Gfx.Tuple4d (GHC.Types.Double, GHC.Types.Double, GHC.Types.Double, GHC.Types.Double)
+ Gamgine.Image.PNG: instance GHC.Classes.Eq Gamgine.Image.PNG.BitDepth
+ Gamgine.Image.PNG: instance GHC.Classes.Eq Gamgine.Image.PNG.ColorType
+ Gamgine.Image.PNG: instance GHC.Classes.Eq Gamgine.Image.PNG.CompressionMethod
+ Gamgine.Image.PNG: instance GHC.Classes.Eq Gamgine.Image.PNG.FilterMethod
+ Gamgine.Image.PNG: instance GHC.Classes.Eq Gamgine.Image.PNG.InterlaceMethod
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.BitDepth
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.ColorType
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.CompressionMethod
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.FilterMethod
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.InterlaceMethod
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.PNGChunk
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.PNGImage
+ Gamgine.Image.PNG: instance GHC.Show.Show Gamgine.Image.PNG.RawPNGChunk
+ Gamgine.Image.PNG.Internal.LBS: [unLBS] :: LBS -> ByteString
+ Gamgine.Image.PNG.Internal.LBS: instance GHC.Base.Monad m => Text.Parsec.Prim.Stream Gamgine.Image.PNG.Internal.LBS.LBS m GHC.Word.Word8
+ Gamgine.Image.PNG.Internal.LBS: instance GHC.Show.Show Gamgine.Image.PNG.Internal.LBS.LBS
+ Gamgine.Math.Box: [maxPt] :: Box -> Vect
+ Gamgine.Math.Box: [minPt] :: Box -> Vect
+ Gamgine.Math.Box: instance GHC.Read.Read Gamgine.Math.Box.Box
+ Gamgine.Math.Box: instance GHC.Show.Show Gamgine.Math.Box.Box
+ Gamgine.Math.BoxTree: [leaf1] :: Intersection a -> (Box, a)
+ Gamgine.Math.BoxTree: [leaf2] :: Intersection a -> (Box, a)
+ Gamgine.Math.BoxTree: instance GHC.Show.Show a => GHC.Show.Show (Gamgine.Math.BoxTree.BoxTree a)
+ Gamgine.Math.BoxTree: instance GHC.Show.Show a => GHC.Show.Show (Gamgine.Math.BoxTree.Intersection a)
+ Gamgine.Math.Matrix: [bottom] :: Frustum -> Double
+ Gamgine.Math.Matrix: [far] :: Frustum -> Double
+ Gamgine.Math.Matrix: [left] :: Frustum -> Double
+ Gamgine.Math.Matrix: [near] :: Frustum -> Double
+ Gamgine.Math.Matrix: [right] :: Frustum -> Double
+ Gamgine.Math.Matrix: [top] :: Frustum -> Double
+ Gamgine.Math.Matrix: instance GHC.Classes.Eq Gamgine.Math.Matrix.Frustum
+ Gamgine.Math.Matrix: instance GHC.Show.Show Gamgine.Math.Matrix.Frustum
+ Gamgine.Math.Utils: instance GHC.Enum.Bounded GHC.Types.Double
+ Gamgine.State.InputInfo: instance GHC.Classes.Eq Gamgine.State.InputInfo.InputState
+ Gamgine.State.InputInfo: instance GHC.Classes.Eq Gamgine.State.InputInfo.Modifier
+ Gamgine.State.InputInfo: instance GHC.Classes.Ord Gamgine.State.InputInfo.InputState
+ Gamgine.State.InputInfo: instance GHC.Classes.Ord Gamgine.State.InputInfo.Modifier
+ Gamgine.State.KeyInfo: [key] :: KeyInfo -> Key
+ Gamgine.State.KeyInfo: [modifiers] :: KeyInfo -> ModifierKeys
+ Gamgine.State.KeyInfo: [mousePos] :: KeyInfo -> MousePos
+ Gamgine.State.KeyInfo: [status] :: KeyInfo -> InputState
+ Gamgine.State.MouseInfo: [button] :: MouseInfo -> MouseButton
+ Gamgine.State.MouseInfo: [modifiers] :: MouseInfo -> ModifierKeys
+ Gamgine.State.MouseInfo: [mousePos] :: MouseInfo -> MousePos
+ Gamgine.State.MouseInfo: [status] :: MouseInfo -> InputState
+ Gamgine.State.RenderState: [fontIds] :: Ressources -> FontIds
+ Gamgine.State.RenderState: [frustumSize] :: RenderState -> (Double, Double)
+ Gamgine.State.RenderState: [nextFrameFraction] :: RenderState -> Double
+ Gamgine.State.RenderState: [ressources] :: RenderState -> Ressources
+ Gamgine.State.RenderState: [textureIds] :: Ressources -> TextureIds
+ Gamgine.State.RenderState: instance GHC.Classes.Eq Gamgine.State.RenderState.FontName
+ Gamgine.State.RenderState: instance GHC.Classes.Eq Gamgine.State.RenderState.TextureName
+ Gamgine.State.RenderState: instance GHC.Show.Show Gamgine.State.RenderState.FontName
+ Gamgine.State.RenderState: instance GHC.Show.Show Gamgine.State.RenderState.RenderState
+ Gamgine.State.RenderState: instance GHC.Show.Show Gamgine.State.RenderState.Ressources
+ Gamgine.State.RenderState: instance GHC.Show.Show Gamgine.State.RenderState.TextureName
+ Gamgine.State.State: [enter] :: State a -> MousePos -> a -> Maybe (a, State a)
+ Gamgine.State.State: [keyEvent] :: State a -> KeyInfo -> a -> (a, State a)
+ Gamgine.State.State: [leave] :: State a -> a -> (a, State a)
+ Gamgine.State.State: [mouseEvent] :: State a -> MouseInfo -> a -> (a, State a)
+ Gamgine.State.State: [mouseMoved] :: State a -> MousePos -> a -> (a, State a)
+ Gamgine.State.State: [render] :: State a -> RenderState -> a -> IO (a, State a)
+ Gamgine.State.State: [update] :: State a -> a -> (a, State a)
+ Gamgine.State.StateTree: [adjacents] :: StateTree a -> [StateTree a]
+ Gamgine.State.StateTree: [enterWhen] :: StateTree a -> StateTransition
+ Gamgine.State.StateTree: [leaveWhen] :: StateTree a -> StateTransition
+ Gamgine.State.StateTree: [state] :: StateTree a -> State a
+ Gamgine.State.StateTree: instance GHC.Classes.Eq Gamgine.State.StateTree.StateTransition
+ Gamgine.State.StateTree: instance GHC.Classes.Ord Gamgine.State.StateTree.StateTransition
+ Gamgine.State.StateTreeZipper: [current] :: Zipper a -> StateTree a
+ Gamgine.State.StateTreeZipper: [parent] :: Step a -> (State a, EnterWhen, LeaveWhen)
+ Gamgine.State.StateTreeZipper: [path] :: Zipper a -> [Step a]
+ Gamgine.State.StateTreeZipper: [siblings] :: Step a -> ([StateTree a], [StateTree a])
- Gamgine.Engine: mkUpdateLoop :: MonadIO m => Int -> Int -> m a -> (Double -> m (Double, Double))
+ Gamgine.Engine: mkUpdateLoop :: (MonadIO m) => Int -> Int -> m a -> (Double -> m (Double, Double))
- Gamgine.Image.PNG.Internal.Parser: anyWord16 :: Stream LBS m Word8 => ParsecT LBS u m Word16
+ Gamgine.Image.PNG.Internal.Parser: anyWord16 :: (Stream LBS m Word8) => ParsecT LBS u m Word16
- Gamgine.Image.PNG.Internal.Parser: anyWord32 :: Stream LBS m Word8 => ParsecT LBS u m Word32
+ Gamgine.Image.PNG.Internal.Parser: anyWord32 :: (Stream LBS m Word8) => ParsecT LBS u m Word32
- Gamgine.Image.PNG.Internal.Parser: anyWord8 :: Stream LBS m Word8 => ParsecT LBS u m Word8
+ Gamgine.Image.PNG.Internal.Parser: anyWord8 :: (Stream LBS m Word8) => ParsecT LBS u m Word8
- Gamgine.Image.PNG.Internal.Parser: block :: Stream LBS m Word8 => Int -> ParsecT LBS u m LBS
+ Gamgine.Image.PNG.Internal.Parser: block :: (Stream LBS m Word8) => Int -> ParsecT LBS u m LBS
- Gamgine.Image.PNG.Internal.Parser: satisfy :: Stream LBS m Word8 => (Word8 -> Bool) -> ParsecT LBS u m Word8
+ Gamgine.Image.PNG.Internal.Parser: satisfy :: (Stream LBS m Word8) => (Word8 -> Bool) -> ParsecT LBS u m Word8
- Gamgine.Image.PNG.Internal.Parser: string :: Stream LBS m Word8 => LBS -> ParsecT LBS u m LBS
+ Gamgine.Image.PNG.Internal.Parser: string :: (Stream LBS m Word8) => LBS -> ParsecT LBS u m LBS
- Gamgine.Image.PNG.Internal.Parser: word16 :: Stream LBS m Word8 => Word16 -> ParsecT LBS u m Word16
+ Gamgine.Image.PNG.Internal.Parser: word16 :: (Stream LBS m Word8) => Word16 -> ParsecT LBS u m Word16
- Gamgine.Image.PNG.Internal.Parser: word32 :: Stream LBS m Word8 => Word32 -> ParsecT LBS u m Word32
+ Gamgine.Image.PNG.Internal.Parser: word32 :: (Stream LBS m Word8) => Word32 -> ParsecT LBS u m Word32
- Gamgine.Image.PNG.Internal.Parser: word8 :: Stream LBS m Word8 => Word8 -> ParsecT LBS u m Word8
+ Gamgine.Image.PNG.Internal.Parser: word8 :: (Stream LBS m Word8) => Word8 -> ParsecT LBS u m Word8
- Gamgine.Math.Vect: all :: (Fold s Bool, ZipWith a b c u v s) => (a -> b -> c) -> u -> v -> Bool
+ Gamgine.Math.Vect: all :: (Fold v Bool, ZipWith a b c u v1 v) => (a -> b -> c) -> u -> v1 -> Bool
- Gamgine.Math.Vect: any :: (Fold s Bool, ZipWith a b c u v s) => (a -> b -> c) -> u -> v -> Bool
+ Gamgine.Math.Vect: any :: (Fold v Bool, ZipWith a b c u v1 v) => (a -> b -> c) -> u -> v1 -> Bool

Files

Gamgine.cabal view
@@ -1,5 +1,5 @@ name: Gamgine-version: 0.5+version: 0.5.1 cabal-version: >=1.6 build-type: Simple license: BSD3@@ -16,33 +16,12 @@     c_libraries/glf/glf.h     c_libraries/glf/glf.c     Gamgine/Utils.cpp- + source-repository head     type: git     location: https://github.com/dan-t/Gamgine- + library-    build-depends:-        base >3 && <5,-        GLFW-b >=1.0 && <1.5,-        OpenGLRaw >=1.4.0.0 && <1.6,-        mtl >=2.1.3.1 && <2.3,-        time >=1.4.0.1 && <1.6,-        Vec >=1.0.1 && <1.1,-        utility-ht >=0.0.10 && <0.1,-        directory >=1.2.0.1 && <1.3,-        StateVar >=1.0.0.0 && <1.2,-        array >=0.4.0.1 && <0.6,-        bytestring >=0.10.0.2 && <0.11,-        unordered-containers >=0.2.4.0 && <0.3,-        data-lens >=2.10.4 && <2.11,-        pretty-show >=1.6.7 && <1.7,-        cpphs >=1.18.4 && <1.19,-        filepath >=1.3.0.1 && <1.5,-        parsec >=3.1.5 && <3.2,-        zlib >=0.5.4.1 && <0.6,-        ListZipper >=1.2.0.2 && <1.3,-        composition >=1.0.1.0 && <1.1     exposed-modules:         Gamgine.Coroutine         Gamgine.Bool@@ -72,8 +51,27 @@         Gamgine.Zipper         Gamgine.Lens.IORef         Gamgine.Lens.State-    exposed: True-    buildable: True+    build-depends:+        base >3 && <5,+        GLFW-b >=1.0 && <1.5,+        OpenGLRaw >=3.0.0.0 && <3.3,+        mtl >=2.1.3.1 && <2.3,+        time >=1.4.0.1 && <1.7,+        Vec >=1.0.1 && <1.1,+        utility-ht >=0.0.10 && <0.1,+        directory >=1.2.0.1 && <1.3,+        StateVar >=1.0.0.0 && <1.2,+        array >=0.4.0.1 && <0.6,+        bytestring >=0.10.0.2 && <0.11,+        unordered-containers >=0.2.4.0 && <0.3,+        data-lens >=2.10.4 && <2.12,+        pretty-show >=1.6.7 && <1.7,+        cpphs >=1.18.4 && <1.21,+        filepath >=1.3.0.1 && <1.5,+        parsec >=3.1.5 && <3.2,+        zlib >=0.5.4.1 && <0.7,+        ListZipper >=1.2.0.2 && <1.3,+        composition >=1.0.1.0 && <1.1     cpp-options: -DCABAL     cc-options: -Wno-unused-result     c-sources:@@ -83,5 +81,4 @@         glf.h     include-dirs: . Gamgine c_libraries/glf     ghc-options: -pgmPcpphs -optP--cpp- - +
Gamgine/Engine.hs view
@@ -10,16 +10,16 @@ mkUpdateLoop ticksPerSecond maxFrameSkip update = \nextFrame -> loop nextFrame 0    where       loop nextFrame skippedFrames = do-	 time <- liftIO (fromMaybe nextFrame <$> getTime)-	 if time > nextFrame && skippedFrames < maxFrameSkip-	    then do-	       update-	       loop (nextFrame + skipTicks) (skippedFrames + 1)-	    else do-	       let interpol = interpolation time nextFrame skipTicks-	       return (nextFrame, interpol)+         time <- liftIO (fromMaybe nextFrame <$> getTime)+         if time > nextFrame && skippedFrames < maxFrameSkip+            then do+               update+               loop (nextFrame + skipTicks) (skippedFrames + 1)+            else do+               let interpol = interpolation time nextFrame skipTicks+               return (nextFrame, interpol)        interpolation time nextFrame skipTicks =-	 (time - skipTicks - nextFrame) / skipTicks+         (time - skipTicks - nextFrame) / skipTicks        skipTicks = 1 / (fromIntegral ticksPerSecond :: Double)
Gamgine/Gfx.hs view
@@ -1,7 +1,7 @@ {-# LANGUAGE TypeSynonymInstances, FlexibleInstances #-}  module Gamgine.Gfx where-import Graphics.Rendering.OpenGL.Raw+import Graphics.GL import Control.Monad (forM_) import Data.Either import Foreign.Marshal.Utils@@ -126,7 +126,7 @@  drawQuad :: Tuple3d a => a -> a -> IO () drawQuad min max = do-   draw gl_QUADS [(minX, minY, 0 :: Double), (maxX, minY, 0 :: Double),+   draw GL_QUADS [(minX, minY, 0 :: Double), (maxX, minY, 0 :: Double),                   (maxX, maxY, 0 :: Double), (minX, maxY, 0 :: Double)]    where       minX = t3d_first min@@ -145,7 +145,7 @@ drawPoint :: Tuple3d a => a -> RGB -> IO () drawPoint pos color = do    glPointSize 10-   glBegin gl_POINTS+   glBegin GL_POINTS    glVertex3f <<< pos    glEnd @@ -164,9 +164,9 @@  withPolyMode :: GLenum -> IO () -> IO () withPolyMode mode act = do-   glPolygonMode gl_FRONT_AND_BACK mode+   glPolygonMode GL_FRONT_AND_BACK mode    act-   glPolygonMode gl_FRONT_AND_BACK gl_FILL+   glPolygonMode GL_FRONT_AND_BACK GL_FILL  withEnabled :: GLenum -> IO () -> IO () withEnabled mode act = do@@ -177,12 +177,12 @@ withBlend :: GLenum -> GLenum -> IO () -> IO () withBlend srcFactor dstFactor act = do    glBlendFunc srcFactor dstFactor-   withEnabled gl_BLEND act+   withEnabled GL_BLEND act  withTexture2d :: GLuint -> IO () -> IO () withTexture2d id act = do-   glBindTexture gl_TEXTURE_2D id-   withEnabled gl_TEXTURE_2D act+   glBindTexture GL_TEXTURE_2D id+   withEnabled GL_TEXTURE_2D act  makeTexture2d :: FilePath -> GLenum -> IO GLuint makeTexture2d file wrapMode = do@@ -194,24 +194,24 @@       genTex img = do 	 let (width, height) = dimensions img              imgData         = imageData img-	     format          = hasAlphaChannel img ? gl_RGBA $ gl_RGB+	     format          = hasAlphaChannel img ? GL_RGBA $ GL_RGB 	 id <- with 0 (\buf -> glGenTextures 1 buf >> peek buf)-	 glBindTexture gl_TEXTURE_2D id-	 glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S (fromIntegral wrapMode)-	 glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T (fromIntegral wrapMode)-	 glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER (fromIntegral gl_NEAREST)-	 glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER (fromIntegral gl_NEAREST)+	 glBindTexture GL_TEXTURE_2D id+	 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S (fromIntegral wrapMode)+	 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T (fromIntegral wrapMode)+	 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER (fromIntegral GL_NEAREST)+	 glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER (fromIntegral GL_NEAREST) 	 withStorableArray imgData (\array ->-	    glTexImage2D gl_TEXTURE_2D 0 (fromIntegral format) (fromIntegral width)-	                 (fromIntegral height) 0 (fromIntegral format) gl_UNSIGNED_BYTE array)+	    glTexImage2D GL_TEXTURE_2D 0 (fromIntegral format) (fromIntegral width)+	                 (fromIntegral height) 0 (fromIntegral format) GL_UNSIGNED_BYTE array) 	 return id   renderTexturedQuad :: (Double,Double) -> GLuint -> IO () renderTexturedQuad size texture =    withTexture2d texture $-      withBlend gl_SRC_ALPHA gl_ONE_MINUS_SRC_ALPHA $-         withPrimitive gl_QUADS $ do+      withBlend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA $+         withPrimitive GL_QUADS $ do             let coords   = quadTexCoords 1 1                 vertices = quad (0,0) size             glColor3f <<< ((1, 1, 1) :: RGB)
Gamgine/Image/PNG.hs view
@@ -41,7 +41,7 @@ import Data.Char import System.IO -import Control.Monad.Error+import Control.Monad.Except  import Gamgine.Image.PNG.Internal.Parser import Gamgine.Image.PNG.Internal.CRC@@ -180,7 +180,7 @@   case mapM toPngChunk chunks >>= return . partition isIDAT of     Right (_, []) -> return $ Left "File has no chunks!"     Right (dataChunks, hdr:otherChunks)  -> do-                      let dataDecompressed = decompress . LBS.unLSB . LBS.concat . map idat_data $ dataChunks+                      let dataDecompressed = decompress . LBS.unLBS . LBS.concat . map idat_data $ dataChunks                           bpp = bytesPerPixel (ihdr_colorType hdr) (ihdr_bitDepth hdr)                           w = fromIntegral (ihdr_width hdr)                           h = fromIntegral (ihdr_height hdr)
Gamgine/Image/PNG/Internal/LBS.hs view
@@ -21,7 +21,7 @@ import qualified Data.ByteString.Lazy.Char8 as C import Control.Applicative ((<$>)) -newtype LBS = LBS { unLSB :: LB.ByteString } deriving (Show)+newtype LBS = LBS { unLBS :: LB.ByteString } deriving (Show)  instance (Monad m) => Stream LBS m Word8 where     uncons = return . uncons'@@ -32,30 +32,30 @@     Nothing      -> Nothing  unpack :: LBS -> [Word8]-unpack = LB.unpack . unLSB+unpack = LB.unpack . unLBS  unpackToString :: LBS -> String-unpackToString = C.unpack . unLSB+unpackToString = C.unpack . unLBS  splitAt :: Int64 -> LBS -> (LBS, LBS) splitAt idx (LBS bs) =     let (bs1, bs2) = LB.splitAt idx bs-	in (LBS bs1, LBS bs2)+        in (LBS bs1, LBS bs2)  readFile :: FilePath -> IO LBS readFile fp = LBS <$> LB.readFile fp  concat :: [LBS] -> LBS-concat = LBS . LB.concat . map unLSB+concat = LBS . LB.concat . map unLBS  pack :: [Word8] -> LBS pack = LBS . LB.pack  null :: LBS -> Bool-null = LB.null . unLSB+null = LB.null . unLBS  head :: LBS -> Word8-head = LB.head . unLSB+head = LB.head . unLBS  tail :: LBS -> LBS-tail = LBS . LB.tail . unLSB+tail = LBS . LB.tail . unLBS
Gamgine/Math/Box.hs view
@@ -59,7 +59,7 @@ minOverlap (Box min1 max1) (Box min2 max2) = V.fromList $ L.map overlap [0..2]    where       overlap dim =-	 let v1@(minv1, maxv1) = (getElem dim min1, getElem dim max1)+         let v1@(minv1, maxv1) = (getElem dim min1, getElem dim max1)              v2@(minv2, maxv2) = (getElem dim min2, getElem dim max2)              in if maxv1 < minv2 || minv1 > maxv2                    then 0
Gamgine/Math/BoxTree.hs view
@@ -6,8 +6,8 @@ import Debug.Trace  data BoxTree a = Node B.Box [BoxTree a]-		  | Leaf B.Box a-		  deriving (Show)+                  | Leaf B.Box a+                  deriving (Show)  -- intersection details data Intersection a = Intersection {@@ -22,21 +22,21 @@       isect :: BoxTree a -> BoxTree a -> [Intersection a]        (Node b1 qts1) `isect` (Node b2 qts2)-	 | b1 `B.intersects` b2 = concat $ [qt1 `isect` qt2 | qt1 <- qts1, qt2 <- qts2]-	 | otherwise            = []+         | b1 `B.intersects` b2 = concat $ [qt1 `isect` qt2 | qt1 <- qts1, qt2 <- qts2]+         | otherwise            = []        l@(Leaf b1 _) `isect` (Node b2 qts2)-	 | b1 `B.intersects` b2 = concat $ [l `isect` qt2 | qt2 <- qts2]-	 | otherwise            = []+         | b1 `B.intersects` b2 = concat $ [l `isect` qt2 | qt2 <- qts2]+         | otherwise            = []        (Node b1 qts1) `isect` l@(Leaf b2 _)-	 | b1 `B.intersects` b2 = concat $ [qt1 `isect` l | qt1 <- qts1]-	 | otherwise            = []+         | b1 `B.intersects` b2 = concat $ [qt1 `isect` l | qt1 <- qts1]+         | otherwise            = []        (Leaf b1 a1) `isect` (Leaf b2 a2)---	 | b1 `B.intersects` b2 = trace ("b1: " ++ show b1 ++ "\nb2: " ++ show b2) [Intersection (b1, a1) (b2, a2)]-	 | b1 `B.intersects` b2 = [Intersection (b1, a1) (b2, a2)]-	 | otherwise            = []+--       | b1 `B.intersects` b2 = trace ("b1: " ++ show b1 ++ "\nb2: " ++ show b2) [Intersection (b1, a1) (b2, a2)]+         | b1 `B.intersects` b2 = [Intersection (b1, a1) (b2, a2)]+         | otherwise            = []   moveBy :: BoxTree a -> V.Vect -> BoxTree a
Gamgine/State/RenderState.hs view
@@ -3,7 +3,7 @@ #include "Gamgine/Utils.cpp" import Control.Applicative ((<$>)) import qualified Data.List as L-import qualified Graphics.Rendering.OpenGL.Raw as GL+import qualified Graphics.GL as GL import qualified Gamgine.Font.GLF as GLF IMPORT_LENS_AS_LE 
Gamgine/System.hs view
@@ -21,8 +21,8 @@ getEnvOrDefault envVar defaultValue = do    result <- try $ getEnv envVar    case result of-	Right value          -> return value-	Left  (_ :: IOError) -> return defaultValue+        Right value          -> return value+        Left  (_ :: IOError) -> return defaultValue  appDirectory = normalizedProgName >>= \pn -> getAppUserDataDirectory pn 
Gamgine/Utils.hs view
@@ -29,7 +29,7 @@ errorsToStderr :: IO () -> IO () errorsToStderr action =    catch action (\e -> do pn <- normalizedProgName-			  hPutStrLn stderr ("\n" ++ pn ++ ": " ++ show (e :: SomeException)))+                          hPutStrLn stderr ("\n" ++ pn ++ ": " ++ show (e :: SomeException)))  showValue :: Show a => String -> a -> String showValue name value = name ++ ": " ++ (show value) ++ "\n"