gloss 1.8.2.2 → 1.9.1.1
raw patch · 25 files changed
+40/−2512 lines, 25 filesdep +gloss-renderingPVP ok
version bump matches the API change (PVP)
Dependencies added: gloss-rendering
API changes (from Hackage documentation)
- Graphics.Gloss.Data.Color: addColors :: Color -> Color -> Color
- Graphics.Gloss.Data.Color: aquamarine :: Color
- Graphics.Gloss.Data.Color: azure :: Color
- Graphics.Gloss.Data.Color: black :: Color
- Graphics.Gloss.Data.Color: blue :: Color
- Graphics.Gloss.Data.Color: bright :: Color -> Color
- Graphics.Gloss.Data.Color: chartreuse :: Color
- Graphics.Gloss.Data.Color: cyan :: Color
- Graphics.Gloss.Data.Color: dark :: Color -> Color
- Graphics.Gloss.Data.Color: data Color
- Graphics.Gloss.Data.Color: dim :: Color -> Color
- Graphics.Gloss.Data.Color: green :: Color
- Graphics.Gloss.Data.Color: greyN :: Float -> Color
- Graphics.Gloss.Data.Color: instance Data Color
- Graphics.Gloss.Data.Color: instance Eq Color
- Graphics.Gloss.Data.Color: instance Num Color
- Graphics.Gloss.Data.Color: instance Show Color
- Graphics.Gloss.Data.Color: instance Typeable Color
- Graphics.Gloss.Data.Color: light :: Color -> Color
- Graphics.Gloss.Data.Color: magenta :: Color
- Graphics.Gloss.Data.Color: makeColor :: Float -> Float -> Float -> Float -> Color
- Graphics.Gloss.Data.Color: makeColor' :: Float -> Float -> Float -> Float -> Color
- Graphics.Gloss.Data.Color: makeColor8 :: Int -> Int -> Int -> Int -> Color
- Graphics.Gloss.Data.Color: mixColors :: Float -> Float -> Color -> Color -> Color
- Graphics.Gloss.Data.Color: orange :: Color
- Graphics.Gloss.Data.Color: rawColor :: Float -> Float -> Float -> Float -> Color
- Graphics.Gloss.Data.Color: red :: Color
- Graphics.Gloss.Data.Color: rgbaOfColor :: Color -> (Float, Float, Float, Float)
- Graphics.Gloss.Data.Color: rose :: Color
- Graphics.Gloss.Data.Color: violet :: Color
- Graphics.Gloss.Data.Color: white :: Color
- Graphics.Gloss.Data.Color: yellow :: Color
- Graphics.Gloss.Data.Display: FullScreen :: (Int, Int) -> Display
- Graphics.Gloss.Data.Display: InWindow :: String -> (Int, Int) -> (Int, Int) -> Display
- Graphics.Gloss.Data.Display: data Display
- Graphics.Gloss.Data.Display: instance Eq Display
- Graphics.Gloss.Data.Display: instance Read Display
- Graphics.Gloss.Data.Display: instance Show Display
- Graphics.Gloss.Data.Extent: centerCoordOfExtent :: Extent -> (Int, Int)
- Graphics.Gloss.Data.Extent: coordInExtent :: Extent -> Coord -> Bool
- Graphics.Gloss.Data.Extent: cutQuadOfExtent :: Quad -> Extent -> Extent
- Graphics.Gloss.Data.Extent: data Extent
- Graphics.Gloss.Data.Extent: instance Eq Extent
- Graphics.Gloss.Data.Extent: instance Show Extent
- Graphics.Gloss.Data.Extent: intersectSegExtent :: Point -> Point -> Extent -> Maybe Point
- Graphics.Gloss.Data.Extent: isUnitExtent :: Extent -> Bool
- Graphics.Gloss.Data.Extent: makeExtent :: Int -> Int -> Int -> Int -> Extent
- Graphics.Gloss.Data.Extent: pathToCoord :: Extent -> Coord -> Maybe [Quad]
- Graphics.Gloss.Data.Extent: pointInExtent :: Extent -> Point -> Bool
- Graphics.Gloss.Data.Extent: quadOfCoord :: Extent -> Coord -> Maybe Quad
- Graphics.Gloss.Data.Extent: sizeOfExtent :: Extent -> (Int, Int)
- Graphics.Gloss.Data.Extent: squareExtent :: Int -> Extent
- Graphics.Gloss.Data.Extent: takeExtent :: Extent -> (Int, Int, Int, Int)
- Graphics.Gloss.Data.Extent: touchesSegExtent :: Point -> Point -> Extent -> Bool
- Graphics.Gloss.Data.Extent: type Coord = (Int, Int)
- Graphics.Gloss.Data.Picture: Arc :: Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: Bitmap :: Int -> Int -> BitmapData -> Bool -> Picture
- Graphics.Gloss.Data.Picture: Blank :: Picture
- Graphics.Gloss.Data.Picture: Circle :: Float -> Picture
- Graphics.Gloss.Data.Picture: Color :: Color -> Picture -> Picture
- Graphics.Gloss.Data.Picture: Line :: Path -> Picture
- Graphics.Gloss.Data.Picture: Pictures :: [Picture] -> Picture
- Graphics.Gloss.Data.Picture: Polygon :: Path -> Picture
- Graphics.Gloss.Data.Picture: Rotate :: Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: Scale :: Float -> Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: Text :: String -> Picture
- Graphics.Gloss.Data.Picture: ThickArc :: Float -> Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: ThickCircle :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: Translate :: Float -> Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: arc :: Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: arcSolid :: Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: bitmap :: Int -> Int -> BitmapData -> Bool -> Picture
- Graphics.Gloss.Data.Picture: bitmapOfBMP :: BMP -> Picture
- Graphics.Gloss.Data.Picture: bitmapOfByteString :: Int -> Int -> ByteString -> Bool -> Picture
- Graphics.Gloss.Data.Picture: bitmapOfForeignPtr :: Int -> Int -> ForeignPtr Word8 -> Bool -> Picture
- Graphics.Gloss.Data.Picture: blank :: Picture
- Graphics.Gloss.Data.Picture: circle :: Float -> Picture
- Graphics.Gloss.Data.Picture: circleSolid :: Float -> Picture
- Graphics.Gloss.Data.Picture: color :: Color -> Picture -> Picture
- Graphics.Gloss.Data.Picture: data BitmapData
- Graphics.Gloss.Data.Picture: data Picture
- Graphics.Gloss.Data.Picture: instance Data Picture
- Graphics.Gloss.Data.Picture: instance Eq Picture
- Graphics.Gloss.Data.Picture: instance Monoid Picture
- Graphics.Gloss.Data.Picture: instance Show Picture
- Graphics.Gloss.Data.Picture: instance Typeable Picture
- Graphics.Gloss.Data.Picture: line :: Path -> Picture
- Graphics.Gloss.Data.Picture: lineLoop :: Path -> Picture
- Graphics.Gloss.Data.Picture: loadBMP :: FilePath -> IO Picture
- Graphics.Gloss.Data.Picture: pictures :: [Picture] -> Picture
- Graphics.Gloss.Data.Picture: polygon :: Path -> Picture
- Graphics.Gloss.Data.Picture: rectanglePath :: Float -> Float -> Path
- Graphics.Gloss.Data.Picture: rectangleSolid :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: rectangleUpperPath :: Float -> Float -> Path
- Graphics.Gloss.Data.Picture: rectangleUpperSolid :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: rectangleUpperWire :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: rectangleWire :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: rotate :: Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: scale :: Float -> Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: sectorWire :: Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: text :: String -> Picture
- Graphics.Gloss.Data.Picture: thickArc :: Float -> Float -> Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: thickCircle :: Float -> Float -> Picture
- Graphics.Gloss.Data.Picture: translate :: Float -> Float -> Picture -> Picture
- Graphics.Gloss.Data.Picture: type Path = [Point]
- Graphics.Gloss.Data.Picture: type Point = (Float, Float)
- Graphics.Gloss.Data.Picture: type Vector = Point
- Graphics.Gloss.Data.Point: instance Num Point
- Graphics.Gloss.Data.Point: pointInBox :: Point -> Point -> Point -> Bool
- Graphics.Gloss.Data.Point: type Point = (Float, Float)
- Graphics.Gloss.Data.Quad: NE :: Quad
- Graphics.Gloss.Data.Quad: NW :: Quad
- Graphics.Gloss.Data.Quad: SE :: Quad
- Graphics.Gloss.Data.Quad: SW :: Quad
- Graphics.Gloss.Data.Quad: allQuads :: [Quad]
- Graphics.Gloss.Data.Quad: data Quad
- Graphics.Gloss.Data.Quad: instance Enum Quad
- Graphics.Gloss.Data.Quad: instance Eq Quad
- Graphics.Gloss.Data.Quad: instance Show Quad
- Graphics.Gloss.Data.QuadTree: TLeaf :: a -> QuadTree a
- Graphics.Gloss.Data.QuadTree: TNil :: QuadTree a
- Graphics.Gloss.Data.QuadTree: TNode :: (QuadTree a) -> (QuadTree a) -> (QuadTree a) -> (QuadTree a) -> QuadTree a
- Graphics.Gloss.Data.QuadTree: data QuadTree a
- Graphics.Gloss.Data.QuadTree: emptyNode :: QuadTree a
- Graphics.Gloss.Data.QuadTree: emptyTree :: QuadTree a
- Graphics.Gloss.Data.QuadTree: flattenQuadTree :: Extent -> QuadTree a -> [(Coord, a)]
- Graphics.Gloss.Data.QuadTree: flattenQuadTreeWithExtents :: Extent -> QuadTree a -> [(Extent, a)]
- Graphics.Gloss.Data.QuadTree: insertByCoord :: Extent -> Coord -> a -> QuadTree a -> Maybe (QuadTree a)
- Graphics.Gloss.Data.QuadTree: insertByPath :: [Quad] -> a -> QuadTree a -> QuadTree a
- Graphics.Gloss.Data.QuadTree: instance Show a => Show (QuadTree a)
- Graphics.Gloss.Data.QuadTree: liftToQuad :: Quad -> (QuadTree a -> QuadTree a) -> QuadTree a -> QuadTree a
- Graphics.Gloss.Data.QuadTree: lookupByCoord :: Extent -> Coord -> QuadTree a -> Maybe a
- Graphics.Gloss.Data.QuadTree: lookupByPath :: [Quad] -> QuadTree a -> Maybe a
- Graphics.Gloss.Data.QuadTree: lookupNodeByPath :: [Quad] -> QuadTree a -> Maybe (QuadTree a)
- Graphics.Gloss.Data.QuadTree: takeQuadOfTree :: Quad -> QuadTree a -> Maybe (QuadTree a)
- Graphics.Gloss.Data.Vector: angleVV :: Vector -> Vector -> Float
- Graphics.Gloss.Data.Vector: argV :: Vector -> Float
- Graphics.Gloss.Data.Vector: detV :: Vector -> Vector -> Float
- Graphics.Gloss.Data.Vector: dotV :: Vector -> Vector -> Float
- Graphics.Gloss.Data.Vector: magV :: Vector -> Float
- Graphics.Gloss.Data.Vector: mulSV :: Float -> Vector -> Vector
- Graphics.Gloss.Data.Vector: normaliseV :: Vector -> Vector
- Graphics.Gloss.Data.Vector: rotateV :: Float -> Vector -> Vector
- Graphics.Gloss.Data.Vector: type Vector = Point
- Graphics.Gloss.Data.Vector: unitVectorAtAngle :: Float -> Vector
- Graphics.Gloss.Data.ViewPort: ViewPort :: !(Float, Float) -> !Float -> !Float -> ViewPort
- Graphics.Gloss.Data.ViewPort: applyViewPortToPicture :: ViewPort -> Picture -> Picture
- Graphics.Gloss.Data.ViewPort: data ViewPort
- Graphics.Gloss.Data.ViewPort: invertViewPort :: ViewPort -> Point -> Point
- Graphics.Gloss.Data.ViewPort: viewPortInit :: ViewPort
- Graphics.Gloss.Data.ViewPort: viewPortRotate :: ViewPort -> !Float
- Graphics.Gloss.Data.ViewPort: viewPortScale :: ViewPort -> !Float
- Graphics.Gloss.Data.ViewPort: viewPortTranslate :: ViewPort -> !(Float, Float)
- Graphics.Gloss.Geometry.Angle: degToRad :: Float -> Float
- Graphics.Gloss.Geometry.Angle: normaliseAngle :: Float -> Float
- Graphics.Gloss.Geometry.Angle: radToDeg :: Float -> Float
- Graphics.Gloss.Geometry.Line: closestPointOnLine :: Point -> Point -> Point -> Point
- Graphics.Gloss.Geometry.Line: closestPointOnLineParam :: Point -> Point -> Point -> Float
- Graphics.Gloss.Geometry.Line: intersectLineLine :: Point -> Point -> Point -> Point -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegHorzLine :: Point -> Point -> Float -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegHorzSeg :: Point -> Point -> Float -> Float -> Float -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegLine :: Point -> Point -> Point -> Point -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegSeg :: Point -> Point -> Point -> Point -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegVertLine :: Point -> Point -> Float -> Maybe Point
- Graphics.Gloss.Geometry.Line: intersectSegVertSeg :: Point -> Point -> Float -> Float -> Float -> Maybe Point
- Graphics.Gloss.Geometry.Line: segClearsBox :: Point -> Point -> Point -> Point -> Bool
- Graphics.Gloss: data Display
+ Graphics.Gloss: data Display :: *
- Graphics.Gloss.Data.ViewState: ViewPort :: !(Float, Float) -> !Float -> !Float -> ViewPort
+ Graphics.Gloss.Data.ViewState: ViewPort :: SrictNotUnpacked(Float, Float) -> SrictNotUnpackedFloat -> SrictNotUnpackedFloat -> ViewPort
- Graphics.Gloss.Data.ViewState: data ViewPort
+ Graphics.Gloss.Data.ViewState: data ViewPort :: *
- Graphics.Gloss.Data.ViewState: viewPortRotate :: ViewPort -> !Float
+ Graphics.Gloss.Data.ViewState: viewPortRotate :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Data.ViewState: viewPortScale :: ViewPort -> !Float
+ Graphics.Gloss.Data.ViewState: viewPortScale :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Data.ViewState: viewPortTranslate :: ViewPort -> !(Float, Float)
+ Graphics.Gloss.Data.ViewState: viewPortTranslate :: ViewPort -> SrictNotUnpacked(Float, Float)
- Graphics.Gloss.Interface.IO.Simulate: ViewPort :: !(Float, Float) -> !Float -> !Float -> ViewPort
+ Graphics.Gloss.Interface.IO.Simulate: ViewPort :: SrictNotUnpacked(Float, Float) -> SrictNotUnpackedFloat -> SrictNotUnpackedFloat -> ViewPort
- Graphics.Gloss.Interface.IO.Simulate: data ViewPort
+ Graphics.Gloss.Interface.IO.Simulate: data ViewPort :: *
- Graphics.Gloss.Interface.IO.Simulate: viewPortRotate :: ViewPort -> !Float
+ Graphics.Gloss.Interface.IO.Simulate: viewPortRotate :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Interface.IO.Simulate: viewPortScale :: ViewPort -> !Float
+ Graphics.Gloss.Interface.IO.Simulate: viewPortScale :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Interface.IO.Simulate: viewPortTranslate :: ViewPort -> !(Float, Float)
+ Graphics.Gloss.Interface.IO.Simulate: viewPortTranslate :: ViewPort -> SrictNotUnpacked(Float, Float)
- Graphics.Gloss.Interface.Pure.Simulate: ViewPort :: !(Float, Float) -> !Float -> !Float -> ViewPort
+ Graphics.Gloss.Interface.Pure.Simulate: ViewPort :: SrictNotUnpacked(Float, Float) -> SrictNotUnpackedFloat -> SrictNotUnpackedFloat -> ViewPort
- Graphics.Gloss.Interface.Pure.Simulate: data ViewPort
+ Graphics.Gloss.Interface.Pure.Simulate: data ViewPort :: *
- Graphics.Gloss.Interface.Pure.Simulate: viewPortRotate :: ViewPort -> !Float
+ Graphics.Gloss.Interface.Pure.Simulate: viewPortRotate :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Interface.Pure.Simulate: viewPortScale :: ViewPort -> !Float
+ Graphics.Gloss.Interface.Pure.Simulate: viewPortScale :: ViewPort -> SrictNotUnpackedFloat
- Graphics.Gloss.Interface.Pure.Simulate: viewPortTranslate :: ViewPort -> !(Float, Float)
+ Graphics.Gloss.Interface.Pure.Simulate: viewPortTranslate :: ViewPort -> SrictNotUnpacked(Float, Float)
Files
- Graphics/Gloss.hs +10/−5
- Graphics/Gloss/Data/Color.hs +0/−237
- Graphics/Gloss/Data/Display.hs +0/−13
- Graphics/Gloss/Data/Extent.hs +0/−195
- Graphics/Gloss/Data/Picture.hs +0/−351
- Graphics/Gloss/Data/Point.hs +0/−51
- Graphics/Gloss/Data/Quad.hs +0/−17
- Graphics/Gloss/Data/QuadTree.hs +0/−191
- Graphics/Gloss/Data/Vector.hs +0/−91
- Graphics/Gloss/Data/ViewPort.hs +0/−57
- Graphics/Gloss/Geometry.hs +0/−8
- Graphics/Gloss/Geometry/Angle.hs +0/−25
- Graphics/Gloss/Geometry/Line.hs +0/−326
- Graphics/Gloss/Internals/Interface/Animate.hs +5/−4
- Graphics/Gloss/Internals/Interface/Display.hs +4/−4
- Graphics/Gloss/Internals/Interface/Game.hs +7/−6
- Graphics/Gloss/Internals/Interface/Simulate.hs +6/−5
- Graphics/Gloss/Internals/Interface/Simulate/Idle.hs +3/−54
- Graphics/Gloss/Internals/Interface/Simulate/State.hs +2/−18
- Graphics/Gloss/Internals/Render/Bitmap.hs +0/−86
- Graphics/Gloss/Internals/Render/Circle.hs +0/−246
- Graphics/Gloss/Internals/Render/Common.hs +0/−51
- Graphics/Gloss/Internals/Render/Picture.hs +0/−382
- Graphics/Gloss/Internals/Render/State.hs +0/−69
- gloss.cabal +3/−20
Graphics/Gloss.hs view
@@ -34,13 +34,18 @@ -- To build gloss using the GLFW window manager instead of GLUT use -- @cabal install gloss --flags=\"GLFW -GLUT\"@ ----- @Release Notes:+-- @+-- Release Notes: ----- For 1.8.0+-- 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 1.7.0:+-- For 1.7: -- * Tweaked circle level-of-detail reduction code. -- * Increased frame rate cap to 100hz. -- Thanks to Doug Burke@@ -48,11 +53,11 @@ -- Thanks to Thomas DuBuisson -- * IO versions of animate, simplate and play. ----- For 1.6.0:+-- For 1.6: -- Thanks to Anthony Cowley -- * Full screen display mode. -- --- For 1.5.0:+-- 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.
− Graphics/Gloss/Data/Color.hs
@@ -1,237 +0,0 @@---- | Predefined and custom colors.-module Graphics.Gloss.Data.Color- ( - -- ** Color data type- Color- , makeColor- , makeColor'- , makeColor8- , rawColor- , rgbaOfColor-- -- ** Color functions- , mixColors- , addColors- , dim, bright- , light, dark-- -- ** Pre-defined colors- , greyN, black, white- -- *** Primary- , red, green, blue- -- *** Secondary- , yellow, cyan, magenta- - -- *** Tertiary- , rose, violet, azure, aquamarine, chartreuse, orange- )-where-import Data.Data----- | An abstract color value.--- We keep the type abstract so we can be sure that the components--- are in the required range. To make a custom color use 'makeColor'.-data Color- -- | Holds the color components. All components lie in the range [0..1.- = RGBA !Float !Float !Float !Float- deriving (Show, Eq, Data, Typeable)---instance Num Color where- {-# INLINE (+) #-}- (+) (RGBA r1 g1 b1 _) (RGBA r2 g2 b2 _)- = RGBA (r1 + r2) (g1 + g2) (b1 + b2) 1-- {-# INLINE (-) #-}- (-) (RGBA r1 g1 b1 _) (RGBA r2 g2 b2 _)- = RGBA (r1 - r2) (g1 - g2) (b1 - b2) 1-- {-# INLINE (*) #-}- (*) (RGBA r1 g1 b1 _) (RGBA r2 g2 b2 _)- = RGBA (r1 * r2) (g1 * g2) (b1 * b2) 1-- {-# INLINE abs #-}- abs (RGBA r1 g1 b1 _)- = RGBA (abs r1) (abs g1) (abs b1) 1-- {-# INLINE signum #-}- signum (RGBA r1 g1 b1 _)- = RGBA (signum r1) (signum g1) (signum b1) 1- - {-# INLINE fromInteger #-}- fromInteger i- = let f = fromInteger i- in RGBA f f f 1----- | Make a custom color. All components are clamped to the range [0..1].-makeColor - :: Float -- ^ Red component.- -> Float -- ^ Green component.- -> Float -- ^ Blue component.- -> Float -- ^ Alpha component.- -> Color--makeColor r g b a- = clampColor - $ RGBA r g b a-{-# INLINE makeColor #-}----- | Make a custom color. --- You promise that all components are clamped to the range [0..1]-makeColor' :: Float -> Float -> Float -> Float -> Color-makeColor' r g b a- = RGBA r g b a-{-# INLINE makeColor' #-}----- | Make a custom color. All components are clamped to the range [0..255].-makeColor8 - :: Int -- ^ Red component.- -> Int -- ^ Green component.- -> Int -- ^ Blue component.- -> Int -- ^ Alpha component.- -> Color--makeColor8 r g b a- = clampColor - $ RGBA (fromIntegral r / 255) - (fromIntegral g / 255)- (fromIntegral b / 255)- (fromIntegral a / 255)-{-# INLINE makeColor8 #-}-- --- | Take the RGBA components of a color.-rgbaOfColor :: Color -> (Float, Float, Float, Float)-rgbaOfColor (RGBA r g b a) = (r, g, b, a)-{-# INLINE rgbaOfColor #-}- ---- | Make a custom color.--- Components should be in the range [0..1] but this is not checked.-rawColor- :: Float -- ^ Red component.- -> Float -- ^ Green component.- -> Float -- ^ Blue component.- -> Float -- ^ Alpha component.- -> Color--rawColor = RGBA-{-# INLINE rawColor #-}----- Internal ---- | Clamp components of a color into the required range.-clampColor :: Color -> Color-clampColor cc- = let (r, g, b, a) = rgbaOfColor cc- in RGBA (min 1 r) (min 1 g) (min 1 b) (min 1 a)---- | Normalise a color to the value of its largest RGB component.-normaliseColor :: Color -> Color-normaliseColor cc- = let (r, g, b, a) = rgbaOfColor cc- m = maximum [r, g, b]- in RGBA (r / m) (g / m) (b / m) a----- Color functions ---------------------------------------------------------------- | Mix two colors with the given ratios.-mixColors - :: Float -- ^ Ratio of first color.- -> Float -- ^ Ratio of second color.- -> Color -- ^ First color.- -> Color -- ^ Second color.- -> Color -- ^ Resulting color.--mixColors ratio1 ratio2 c1 c2- = let RGBA r1 g1 b1 a1 = c1- RGBA r2 g2 b2 a2 = c2-- total = ratio1 + ratio2- m1 = ratio1 / total- m2 = ratio2 / total-- in RGBA (m1 * r1 + m2 * r2)- (m1 * g1 + m2 * g2)- (m1 * b1 + m2 * b2)- (m1 * a1 + m2 * a2)----- | Add RGB components of a color component-wise, then normalise--- them to the highest resulting one. The alpha components are averaged.-addColors :: Color -> Color -> Color-addColors c1 c2- = let RGBA r1 g1 b1 a1 = c1- RGBA r2 g2 b2 a2 = c2-- in normaliseColor - $ RGBA (r1 + r2)- (g1 + g2)- (b1 + b2)- ((a1 + a2) / 2)----- | Make a dimmer version of a color, scaling towards black.-dim :: Color -> Color-dim (RGBA r g b a)- = RGBA (r / 1.2) (g / 1.2) (b / 1.2) a-- --- | Make a brighter version of a color, scaling towards white.-bright :: Color -> Color-bright (RGBA r g b a)- = clampColor- $ RGBA (r * 1.2) (g * 1.2) (b * 1.2) a----- | Lighten a color, adding white.-light :: Color -> Color-light (RGBA r g b a)- = clampColor- $ RGBA (r + 0.2) (g + 0.2) (b + 0.2) a- - --- | Darken a color, adding black.-dark :: Color -> Color-dark (RGBA r g b a)- = clampColor- $ RGBA (r - 0.2) (g - 0.2) (b - 0.2) a----- Pre-defined Colors ------------------------------------------------------------ | A greyness of a given magnitude.-greyN :: Float -- ^ Range is 0 = black, to 1 = white.- -> Color-greyN n = RGBA n n n 1.0--black, white :: Color-black = RGBA 0.0 0.0 0.0 1.0-white = RGBA 1.0 1.0 1.0 1.0---- Colors from the additive color wheel.-red, green, blue :: Color-red = RGBA 1.0 0.0 0.0 1.0-green = RGBA 0.0 1.0 0.0 1.0-blue = RGBA 0.0 0.0 1.0 1.0---- secondary-yellow, cyan, magenta :: Color-yellow = addColors red green-cyan = addColors green blue-magenta = addColors red blue---- tertiary-rose, violet, azure, aquamarine, chartreuse, orange :: Color-rose = addColors red magenta-violet = addColors magenta blue-azure = addColors blue cyan-aquamarine = addColors cyan green-chartreuse = addColors green yellow-orange = addColors yellow red
− Graphics/Gloss/Data/Display.hs
@@ -1,13 +0,0 @@--module Graphics.Gloss.Data.Display- (Display(..))-where---- | Describes how Gloss should display its output.-data Display- -- | Display in a window with the given name, size and position.- = InWindow String (Int, Int) (Int, Int)-- -- | Display full screen with a drawing area of the given size.- | FullScreen (Int, Int) - deriving (Eq, Read, Show)
− Graphics/Gloss/Data/Extent.hs
@@ -1,195 +0,0 @@-{-# LANGUAGE PatternGuards #-}---- | Represents an integral rectangular area of the 2D plane.--- Using `Int`s (instead of `Float`s) for the bounds means we can safely--- compare extents for equality.-module Graphics.Gloss.Data.Extent- ( Extent- , Coord- , makeExtent- , takeExtent- , squareExtent- , sizeOfExtent- , isUnitExtent- , coordInExtent- , pointInExtent- , centerCoordOfExtent- , cutQuadOfExtent- , quadOfCoord- , pathToCoord- , intersectSegExtent- , touchesSegExtent)-where-import Graphics.Gloss.Data.Point-import Graphics.Gloss.Data.Quad-import Graphics.Gloss.Geometry.Line-import Data.Maybe----- | A rectangular area of the 2D plane.--- We keep the type abstract to ensure that invalid extents cannot be--- constructed.-data Extent- = Extent Int Int Int Int- deriving (Eq, Show)----- | An integral coordinate.-type Coord- = (Int, Int)----- | Construct an extent.--- The north value must be > south, and east > west, else `error`.-makeExtent - :: Int -- ^ y max (north)- -> Int -- ^ y min (south)- -> Int -- ^ x max (east)- -> Int -- ^ x min (west)- -> Extent--makeExtent n s e w- | n >= s, e >= w- = Extent n s e w- - | otherwise- = error "Graphics.Gloss.Geometry.Extent.makeExtent: invalid extent"----- | Take the NSEW components of an extent.-takeExtent :: Extent -> (Int, Int, Int, Int)-takeExtent (Extent n s e w)- = (n, s, e, w)----- | A square extent of a given size.-squareExtent :: Int -> Extent-squareExtent i- = Extent i 0 i 0----- | Get the width and height of an extent.-sizeOfExtent :: Extent -> (Int, Int)-sizeOfExtent (Extent n s e w)- = (e - w, n - s)----- | Check if an extent is a square with a width and height of 1.-isUnitExtent :: Extent -> Bool-isUnitExtent extent- = sizeOfExtent extent == (1, 1)----- | Check whether a coordinate lies inside an extent.-coordInExtent :: Extent -> Coord -> Bool-coordInExtent (Extent n s e w) (x, y)- = x >= w && x < e- && y >= s && y < n----- | Check whether a point lies inside an extent.-pointInExtent :: Extent -> Point -> Bool-pointInExtent (Extent n s e w) (x, y)- = let n' = fromIntegral n- s' = fromIntegral s- e' = fromIntegral e- w' = fromIntegral w- - in x >= w' && x <= e'- && y >= s' && y <= n'----- | Get the coordinate that lies at the center of an extent.-centerCoordOfExtent :: Extent -> (Int, Int)-centerCoordOfExtent (Extent n s e w)- = ( w + (e - w) `div` 2- , s + (n - s) `div` 2)----- | Cut one quadrant out of an extent.-cutQuadOfExtent :: Quad -> Extent -> Extent-cutQuadOfExtent quad (Extent n s e w) - = let hheight = (n - s) `div` 2- hwidth = (e - w) `div` 2- in case quad of- NW -> Extent n (s + hheight) (e - hwidth) w- NE -> Extent n (s + hheight) e (w + hwidth)- SW -> Extent (n - hheight) s (e - hwidth) w- SE -> Extent (n - hheight) s e (w + hwidth)- - --- | Get the quadrant that this coordinate lies in, if any.-quadOfCoord :: Extent -> Coord -> Maybe Quad-quadOfCoord extent coord- = listToMaybe - $ filter (\q -> coordInExtent (cutQuadOfExtent q extent) coord)- $ allQuads-- --- | Constuct a path to a particular coordinate in an extent.-pathToCoord :: Extent -> Coord -> Maybe [Quad]-pathToCoord extent coord- | isUnitExtent extent - = Just []- - | otherwise- = do quad <- quadOfCoord extent coord- rest <- pathToCoord (cutQuadOfExtent quad extent) coord- return $ quad : rest----- | If a line segment (P1-P2) intersects the outer edge of an extent then--- return the intersection point, that is closest to P1, if any.--- If P1 is inside the extent then `Nothing`.------ @--- P2--- /--- ----/---- | / |--- + |--- /--------- / --- P1--- @--- -intersectSegExtent :: Point -> Point -> Extent -> Maybe Point-intersectSegExtent p1@(x1, y1) p2 (Extent n' s' e' w')- -- starts below extent- | y1 < s- , Just pos <- intersectSegHorzSeg p1 p2 s w e- = Just pos- - -- starts above extent- | y1 > n- , Just pos <- intersectSegHorzSeg p1 p2 n w e- = Just pos-- -- starts left of extent- | x1 < w- , Just pos <- intersectSegVertSeg p1 p2 w s n- = Just pos- - -- starts right of extent- | x1 > e- , Just pos <- intersectSegVertSeg p1 p2 e s n- = Just pos-- -- must be starting inside extent.- | otherwise- = Nothing- - where n = fromIntegral n'- s = fromIntegral s'- e = fromIntegral e'- w = fromIntegral w'----- | Check whether a line segment's endpoints are inside an extent, or if it--- intersects with the boundary.-touchesSegExtent :: Point -> Point -> Extent -> Bool-touchesSegExtent p1 p2 extent- = pointInExtent extent p1- || pointInExtent extent p2- || isJust (intersectSegExtent p1 p2 extent)-
− Graphics/Gloss/Data/Picture.hs
@@ -1,351 +0,0 @@---- | Data types for representing pictures.-module Graphics.Gloss.Data.Picture- ( Point- , Vector- , Path- , Picture(..)- , BitmapData-- -- * Aliases for Picture constructors- , blank- , polygon- , line- , circle, thickCircle- , arc, thickArc- , text- , bitmap- , color- , translate, rotate, scale- , pictures-- -- * Compound shapes- , lineLoop- , circleSolid- , arcSolid- , sectorWire- , rectanglePath- , rectangleWire- , rectangleSolid- , rectangleUpperPath- , rectangleUpperWire- , rectangleUpperSolid-- -- * Loading Bitmaps- , bitmapOfForeignPtr- , bitmapOfByteString- , bitmapOfBMP- , loadBMP)--where-import Graphics.Gloss.Data.Color-import Graphics.Gloss.Data.Point-import Graphics.Gloss.Data.Vector-import Graphics.Gloss.Geometry.Angle-import Graphics.Gloss.Internals.Render.Bitmap-import Codec.BMP-import Foreign.ForeignPtr-import Foreign.Marshal.Alloc-import Foreign.Marshal.Utils-import Foreign.Ptr-import Data.Word-import Data.Monoid-import Data.ByteString-import Data.Data-import System.IO.Unsafe-import qualified Data.ByteString.Unsafe as BSU-import Prelude hiding (map)---- | A path through the x-y plane.-type Path = [Point] ----- | A 2D picture-data Picture- -- Primitives --------------------------------------- -- | A blank picture, with nothing in it.- = Blank-- -- | A convex polygon filled with a solid color.- | Polygon Path- - -- | A line along an arbitrary path.- | Line Path-- -- | A circle with the given radius.- | Circle Float-- -- | A circle with the given thickness and radius.- -- If the thickness is 0 then this is equivalent to `Circle`.- | ThickCircle Float Float-- -- | A circular arc drawn counter-clockwise between two angles - -- (in degrees) at the given radius.- | Arc Float Float Float-- -- | A 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 `Arc`.- | ThickArc Float Float Float Float-- -- | Some text to draw with a vector font.- | Text String-- -- | A bitmap image with a width, height and some 32-bit RGBA- -- bitmap data.- -- - -- The boolean flag controls whether Gloss should cache the data- -- between frames for speed. If you are programatically generating- -- the image for each frame then use `False`. If you have loaded it- -- from a file then use `True`.- | Bitmap Int Int BitmapData Bool-- -- Color ------------------------------------------- -- | A picture drawn with this color.- | Color Color Picture-- -- Transforms -------------------------------------- -- | A picture translated by the given x and y coordinates.- | Translate Float Float Picture-- -- | A picture rotated clockwise by the given angle (in degrees).- | Rotate Float Picture-- -- | A picture scaled by the given x and y factors.- | Scale Float Float Picture-- -- More Pictures ----------------------------------- -- | A picture consisting of several others.- | Pictures [Picture]- deriving (Show, Eq, Data, Typeable)----- Instances -------------------------------------------------------------------instance Monoid Picture where- mempty = blank- mappend a b = Pictures [a, b]- mconcat = Pictures----- Constructors ------------------------------------------------------------------- NOTE: The docs here should be identical to the ones on the constructors.---- | A blank picture, with nothing in it.-blank :: Picture-blank = Blank---- | A convex polygon filled with a solid color.-polygon :: Path -> Picture-polygon = Polygon---- | A line along an arbitrary path.-line :: Path -> Picture-line = Line---- | A circle with the given radius.-circle :: Float -> Picture-circle = Circle---- | A circle with the given thickness and radius.--- If the thickness is 0 then this is equivalent to `Circle`.-thickCircle :: Float -> Float -> Picture-thickCircle = ThickCircle---- | A circular arc drawn counter-clockwise between two angles (in degrees) --- at the given radius.-arc :: Float -> Float -> Float -> Picture-arc = Arc---- | A 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 `Arc`.-thickArc :: Float -> Float -> Float -> Float -> Picture-thickArc = ThickArc---- | Some text to draw with a vector font.-text :: String -> Picture-text = Text---- | A bitmap image with a width, height and a Vector holding the --- 32-bit RGBA bitmap data.--- --- The boolean flag controls whether Gloss should cache the data--- between frames for speed.--- If you are programatically generating the image for--- each frame then use `False`. --- If you have loaded it from a file then use `True`.-bitmap :: Int -> Int -> BitmapData -> Bool -> Picture-bitmap = Bitmap---- | A picture drawn with this color.-color :: Color -> Picture -> Picture-color = Color---- | A picture translated by the given x and y coordinates.-translate :: Float -> Float -> Picture -> Picture-translate = Translate---- | A picture rotated clockwise by the given angle (in degrees).-rotate :: Float -> Picture -> Picture-rotate = Rotate---- | A picture scaled by the given x and y factors.-scale :: Float -> Float -> Picture -> Picture-scale = Scale---- | A picture consisting of several others.-pictures :: [Picture] -> Picture-pictures = Pictures----- Bitmaps ----------------------------------------------------------------------- | O(1). Use a `ForeignPtr` of RGBA data as a bitmap with the given--- width and height.---- The boolean flag controls whether Gloss should cache the data--- between frames for speed. If you are programatically generating--- the image for each frame then use `False`. If you have loaded it--- from a file then use `True`.-bitmapOfForeignPtr :: Int -> Int -> ForeignPtr Word8 -> Bool -> Picture-bitmapOfForeignPtr width height fptr cacheMe- = let len = width * height * 4- bdata = BitmapData len fptr- in Bitmap width height bdata cacheMe ----- | O(size). Copy a `ByteString` of RGBA data into a bitmap with the given--- width and height.------ The boolean flag controls whether Gloss should cache the data--- between frames for speed. If you are programatically generating--- the image for each frame then use `False`. If you have loaded it--- from a file then use `True`.-{-# NOINLINE bitmapOfByteString #-}-bitmapOfByteString :: Int -> Int -> ByteString -> Bool -> Picture-bitmapOfByteString width height bs cacheMe- = unsafePerformIO- $ do let len = width * height * 4- ptr <- mallocBytes len- fptr <- newForeignPtr finalizerFree ptr-- BSU.unsafeUseAsCString bs- $ \cstr -> copyBytes ptr (castPtr cstr) len-- let bdata = BitmapData len fptr- return $ Bitmap width height bdata cacheMe----- | O(size). Copy a `BMP` file into a bitmap.-{-# NOINLINE bitmapOfBMP #-}-bitmapOfBMP :: BMP -> Picture-bitmapOfBMP bmp- = unsafePerformIO- $ do let (width, height) = bmpDimensions bmp- let bs = unpackBMPToRGBA32 bmp - let len = width * height * 4-- ptr <- mallocBytes len- fptr <- newForeignPtr finalizerFree ptr-- BSU.unsafeUseAsCString bs- $ \cstr -> copyBytes ptr (castPtr cstr) len-- let bdata = BitmapData len fptr- reverseRGBA bdata-- return $ Bitmap width height bdata True----- | Load an uncompressed 24 or 32bit RGBA BMP file as a bitmap.-loadBMP :: FilePath -> IO Picture-loadBMP filePath- = do ebmp <- readBMP filePath- case ebmp of- Left err -> error $ show err- Right bmp -> return $ bitmapOfBMP bmp----- Other Shapes ------------------------------------------------------------------ | A closed loop along a path.-lineLoop :: Path -> Picture-lineLoop [] = Line []-lineLoop (x:xs) = Line ((x:xs) ++ [x])----- Circles and Arcs -------------------------------------------------------------- | A solid circle with the given radius.-circleSolid :: Float -> Picture-circleSolid r - = thickCircle (r/2) r----- | A solid arc, drawn counter-clockwise between two angles at the given radius.-arcSolid :: Float -> Float -> Float -> Picture-arcSolid a1 a2 r - = thickArc a1 a2 (r/2) r ----- | A wireframe sector of a circle. --- An arc is draw counter-clockwise from the first to the second angle at--- the given radius. Lines are drawn from the origin to the ends of the arc.------- NOTE: We take the absolute value of the radius incase it's negative.--- It would also make sense to draw the sector flipped around the --- origin, but I think taking the absolute value will be less surprising--- for the user.--- -sectorWire :: Float -> Float -> Float -> Picture-sectorWire a1 a2 r_- = let r = abs r_- in Pictures - [ Arc a1 a2 r- , Line [(0, 0), (r * cos (degToRad a1), r * sin (degToRad a1))]- , Line [(0, 0), (r * cos (degToRad a2), r * sin (degToRad a2))] ]----- Rectangles -------------------------------------------------------------------- NOTE: Only the first of these rectangle functions has haddocks on the--- arguments to reduce the amount of noise in the extracted docs.---- | A path representing a rectangle centered about the origin-rectanglePath - :: Float -- ^ width of rectangle- -> Float -- ^ height of rectangle- -> Path-rectanglePath sizeX sizeY - = let sx = sizeX / 2- sy = sizeY / 2- in [(-sx, -sy), (-sx, sy), (sx, sy), (sx, -sy)]----- | A wireframe rectangle centered about the origin.-rectangleWire :: Float -> Float -> Picture-rectangleWire sizeX sizeY- = lineLoop $ rectanglePath sizeX sizeY----- | A wireframe rectangle in the y > 0 half of the x-y plane.-rectangleUpperWire :: Float -> Float -> Picture-rectangleUpperWire sizeX sizeY- = lineLoop $ rectangleUpperPath sizeX sizeY----- | A path representing a rectangle in the y > 0 half of the x-y plane.-rectangleUpperPath :: Float -> Float -> Path-rectangleUpperPath sizeX sy- = let sx = sizeX / 2- in [(-sx, 0), (-sx, sy), (sx, sy), (sx, 0)]----- | A solid rectangle centered about the origin.-rectangleSolid :: Float -> Float -> Picture-rectangleSolid sizeX sizeY- = Polygon $ rectanglePath sizeX sizeY----- | A solid rectangle in the y > 0 half of the x-y plane.-rectangleUpperSolid :: Float -> Float -> Picture-rectangleUpperSolid sizeX sizeY- = Polygon $ rectangleUpperPath sizeX sizeY-
− Graphics/Gloss/Data/Point.hs
@@ -1,51 +0,0 @@-{-# OPTIONS -fno-warn-missing-methods -fno-warn-orphans #-}-{-# LANGUAGE TypeSynonymInstances, FlexibleInstances #-}-module Graphics.Gloss.Data.Point- ( Point- , pointInBox)-where---- | A point on the x-y plane.--- Points can also be treated as `Vector`s, so "Graphics.Gloss.Data.Vector"--- may also be useful.-type Point = (Float, Float) ----- | Pretend a point is a number.--- Vectors aren't real numbes according to Haskell, because they don't--- support the multiply and divide field operators. We can pretend they--- are though, and use the (+) and (-) operators as component-wise--- addition and subtraction.----instance Num Point where- (+) (x1, y1) (x2, y2) = (x1 + x2, y1 + y2)- (-) (x1, y1) (x2, y2) = (x1 - x2, y1 - y2)- (*) (x1, y1) (x2, y2) = (x1 * x2, y1 * y2)- signum (x, y) = (signum x, signum y)- abs (x, y) = (abs x, abs y)- negate (x, y) = (negate x, negate y) - fromInteger x = (fromInteger x, fromInteger x)----- | Test 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--- @----pointInBox - :: Point - -> Point - -> Point -> Bool- -pointInBox (x0, y0) (x1, y1) (x2, y2)- = x0 >= min x1 x2- && x0 <= max x1 x2- && y0 >= min y1 y2- && y0 <= max y1 y2
− Graphics/Gloss/Data/Quad.hs
@@ -1,17 +0,0 @@--module Graphics.Gloss.Data.Quad- ( Quad(..)- , allQuads)-where- --- | Represents a Quadrant in the 2D plane.-data Quad- = NW -- ^ North West- | NE -- ^ North East- | SW -- ^ South West- | SE -- ^ South East- deriving (Show, Eq, Enum)---- | A list of all quadrants. Same as @[NW .. SE]@.-allQuads :: [Quad]-allQuads = [NW .. SE]
− Graphics/Gloss/Data/QuadTree.hs
@@ -1,191 +0,0 @@-{-# LANGUAGE RankNTypes #-}---- | A QuadTree can be used to recursively divide up 2D space into quadrants.--- The smallest division corresponds to an unit `Extent`, so the total depth --- of the tree will depend on what sized `Extent` you start with.-module Graphics.Gloss.Data.QuadTree- ( QuadTree (..)- , emptyTree- , emptyNode- , takeQuadOfTree- , liftToQuad- , insertByPath- , insertByCoord- , lookupNodeByPath- , lookupByPath- , lookupByCoord- , flattenQuadTree- , flattenQuadTreeWithExtents)-where-import Graphics.Gloss.Data.Quad-import Graphics.Gloss.Data.Extent---- | The quad tree structure.-data QuadTree a- -- | An empty node.- = TNil-- -- | A leaf containint some value.- | TLeaf a- - -- | A node with four children.- | TNode (QuadTree a) (QuadTree a) -- NW NE- (QuadTree a) (QuadTree a) -- SW SE- deriving Show----- | A `TNil` tree.-emptyTree :: QuadTree a-emptyTree = TNil----- | A node with `TNil`. for all its branches.-emptyNode :: QuadTree a-emptyNode = TNode TNil TNil TNil TNil----- | Get a quadrant from a node.--- If the tree does not have an outer node then `Nothing`.-takeQuadOfTree- :: Quad- -> QuadTree a- -> Maybe (QuadTree a)--takeQuadOfTree quad tree- = case tree of- TNil -> Nothing- TLeaf{} -> Nothing- TNode nw ne sw se- -> case quad of- NW -> Just nw- NE -> Just ne- SW -> Just sw- SE -> Just se----- | Apply a function to a quadrant of a node.--- If the tree does not have an outer node then return the original tree.-liftToQuad- :: Quad- -> (QuadTree a -> QuadTree a) - -> QuadTree a -> QuadTree a--liftToQuad quad f tree- = case tree of- TNil -> tree- TLeaf{} -> tree- TNode nw ne sw se- -> case quad of- NW -> TNode (f nw) ne sw se- NE -> TNode nw (f ne) sw se- SW -> TNode nw ne (f sw) se- SE -> TNode nw ne sw (f se)- - --- | Insert a value into the tree at the position given by a path.--- If the path intersects an existing `TLeaf` then return the original tree.-insertByPath :: [Quad] -> a -> QuadTree a -> QuadTree a- -insertByPath [] x _- = TLeaf x- -insertByPath (q:qs) x tree- = case tree of- TNil -> liftToQuad q (insertByPath qs x) emptyNode- TLeaf{} -> tree- TNode{} -> liftToQuad q (insertByPath qs x) tree----- | Insert a value into the node containing this coordinate.--- The node is created at maximum depth, corresponding to an unit `Extent`.-insertByCoord :: Extent -> Coord -> a -> QuadTree a -> Maybe (QuadTree a)-insertByCoord extent coord x tree- = do path <- pathToCoord extent coord- return $ insertByPath path x tree----- | Lookup a node based on a path to it.-lookupNodeByPath- :: [Quad]- -> QuadTree a- -> Maybe (QuadTree a)--lookupNodeByPath [] tree- = Just tree- -lookupNodeByPath (q:qs) tree- = case tree of- TNil -> Nothing- TLeaf{} -> Nothing- TNode{}- -> let Just quad = takeQuadOfTree q tree- in lookupNodeByPath qs quad----- | Lookup an element based given a path to it.-lookupByPath :: [Quad] -> QuadTree a -> Maybe a-lookupByPath path tree- = case lookupNodeByPath path tree of- Just (TLeaf x) -> Just x- _ -> Nothing----- | Lookup a node if a tree given a coordinate which it contains.-lookupByCoord - :: forall a- . Extent -- ^ Extent that covers the whole tree.- -> Coord -- ^ Coordinate of the value of interest.- -> QuadTree a - -> Maybe a-lookupByCoord extent coord tree- = do path <- pathToCoord extent coord- lookupByPath path tree- - --- | Flatten a QuadTree into a list of its contained values, with coordinates.-flattenQuadTree - :: forall a- . Extent -- ^ Extent that covers the whole tree.- -> QuadTree a - -> [(Coord, a)]- -flattenQuadTree extentInit treeInit- = flatten' extentInit treeInit- where flatten' extent tree- = case tree of- TNil -> []- TLeaf x - -> let (_, s, _, w) = takeExtent extent- in [((w, s), x)]-- TNode{} -> concat $ map (flattenQuad extent tree) allQuads- - flattenQuad extent tree quad- = let extent' = cutQuadOfExtent quad extent- Just tree' = takeQuadOfTree quad tree- in flatten' extent' tree'----- | Flatten a QuadTree into a list of its contained values, with coordinates.-flattenQuadTreeWithExtents- :: forall a- . Extent -- ^ Extent that covers the whole tree.- -> QuadTree a - -> [(Extent, a)]- -flattenQuadTreeWithExtents extentInit treeInit- = flatten' extentInit treeInit- where flatten' extent tree- = case tree of- TNil -> []- TLeaf x - -> [(extent, x)]-- TNode{} -> concat $ map (flattenQuad extent tree) allQuads- - flattenQuad extent tree quad- = let extent' = cutQuadOfExtent quad extent- Just tree' = takeQuadOfTree quad tree- in flatten' extent' tree'--
− Graphics/Gloss/Data/Vector.hs
@@ -1,91 +0,0 @@-{-# OPTIONS -fno-warn-missing-methods #-}-{-# LANGUAGE TypeSynonymInstances #-}---- | Geometric functions concerning vectors.-module Graphics.Gloss.Data.Vector- ( Vector- , magV- , argV- , dotV- , detV- , mulSV- , rotateV- , angleVV- , normaliseV- , unitVectorAtAngle )-where-import Graphics.Gloss.Data.Point-import Graphics.Gloss.Geometry.Angle---- | A vector can be treated as a point, and vis-versa.-type Vector = Point----- | The magnitude of a vector.-magV :: Vector -> Float-magV (x, y) - = sqrt (x * x + y * y)-{-# INLINE magV #-}----- | The angle of this vector, relative to the +ve x-axis.-argV :: Vector -> Float-argV (x, y)- = normaliseAngle $ atan2 y x-{-# INLINE argV #-}----- | The dot product of two vectors.-dotV :: Vector -> Vector -> Float-dotV (x1, x2) (y1, y2)- = x1 * y1 + x2 * y2-{-# INLINE dotV #-}----- | The determinant of two vectors.-detV :: Vector -> Vector -> Float-detV (x1, y1) (x2, y2)- = x1 * y2 - y1 * x2-{-# INLINE detV #-}----- | Multiply a vector by a scalar.-mulSV :: Float -> Vector -> Vector-mulSV s (x, y) - = (s * x, s * y)-{-# INLINE mulSV #-}----- | Rotate a vector by an angle (in radians). +ve angle is counter-clockwise.-rotateV :: Float -> Vector -> Vector-rotateV r (x, y)- = ( x * cos r - y * sin r- , x * sin r + y * cos r)-{-# INLINE rotateV #-}----- | Compute the inner angle (in radians) between two vectors.-angleVV :: Vector -> Vector -> Float-angleVV p1 p2- = let m1 = magV p1- m2 = magV p2- d = p1 `dotV` p2- aDiff = acos $ d / (m1 * m2)-- in aDiff -{-# INLINE angleVV #-}----- | Normalise a vector, so it has a magnitude of 1.-normaliseV :: Vector -> Vector-normaliseV v = mulSV (1 / magV v) v-{-# INLINE normaliseV #-}----- | Produce a unit vector at a given angle relative to the +ve x-axis.--- The provided angle is in radians.-unitVectorAtAngle :: Float -> Vector-unitVectorAtAngle r- = (cos r, sin r)-{-# INLINE unitVectorAtAngle #-}-
− Graphics/Gloss/Data/ViewPort.hs
@@ -1,57 +0,0 @@-module Graphics.Gloss.Data.ViewPort- ( ViewPort(..)- , viewPortInit- , applyViewPortToPicture- , invertViewPort )-where-import Graphics.Gloss.Data.Vector-import Graphics.Gloss.Geometry.Angle-import Graphics.Gloss.Data.Picture (Picture(..))-import Graphics.Gloss.Data.Point----- | The 'ViewPort' represents the global transformation applied to the displayed picture.--- When the user pans, zooms, or rotates the display then this changes the 'ViewPort'.-data ViewPort- = ViewPort { - -- | Global translation.- viewPortTranslate :: !(Float, Float)-- -- | Global rotation (in degrees).- , viewPortRotate :: !Float -- -- | Global scaling (of both x and y coordinates).- , viewPortScale :: !Float - }- - --- | The initial state of the viewport.-viewPortInit :: ViewPort-viewPortInit- = ViewPort- { viewPortTranslate = (0, 0) - , viewPortRotate = 0- , viewPortScale = 1 - }----- | Translates, rotates, and scales an image according to the 'ViewPort'.-applyViewPortToPicture :: ViewPort -> Picture -> Picture-applyViewPortToPicture- ViewPort { viewPortScale = scale- , viewPortTranslate = (transX, transY)- , viewPortRotate = rotate }- = Scale scale scale . Rotate rotate . Translate transX transY----- | Takes a point using screen coordinates, and uses the `ViewPort` to convert--- it to Picture coordinates. This is the inverse of `applyViewPortToPicture` --- for points.-invertViewPort :: ViewPort -> Point -> Point-invertViewPort- ViewPort { viewPortScale = scale- , viewPortTranslate = trans- , viewPortRotate = rotate }- pos- = rotateV (degToRad rotate) (mulSV (1 / scale) pos) - trans-
− Graphics/Gloss/Geometry.hs
@@ -1,8 +0,0 @@--module Graphics.Gloss.Geometry- ( module Graphics.Gloss.Geometry.Angle- , module Graphics.Gloss.Geometry.Line )-where-import Graphics.Gloss.Geometry.Angle-import Graphics.Gloss.Geometry.Line-
− Graphics/Gloss/Geometry/Angle.hs
@@ -1,25 +0,0 @@--- | Geometric functions concerning angles. If not otherwise specified, all angles are in radians.-module Graphics.Gloss.Geometry.Angle- ( degToRad- , radToDeg- , normaliseAngle )-where---- | Convert degrees to radians-{-# INLINE degToRad #-}-degToRad :: Float -> Float-degToRad d = d * pi / 180----- | Convert radians to degrees-{-# INLINE radToDeg #-}-radToDeg :: Float -> Float-radToDeg r = r * 180 / pi----- | Normalise an angle to be between 0 and 2*pi radians-{-# INLINE normaliseAngle #-}-normaliseAngle :: Float -> Float-normaliseAngle f = f - 2 * pi * floor' (f / (2 * pi))- where floor' :: Float -> Float- floor' x = fromIntegral (floor x :: Int)
− Graphics/Gloss/Geometry/Line.hs
@@ -1,326 +0,0 @@-{-# LANGUAGE PatternGuards #-}---- | Geometric functions concerning lines and segments.------ A @Line@ is taken to be infinite in length, while a @Seg@ is finite length--- line segment represented by its two endpoints. -module Graphics.Gloss.Geometry.Line- ( segClearsBox-- - -- * Closest points- , closestPointOnLine- , closestPointOnLineParam -- -- * Line-Line intersection- , intersectLineLine-- -- * Seg-Line intersection- , intersectSegLine- , intersectSegHorzLine- , intersectSegVertLine-- -- * Seg-Seg intersection- , intersectSegSeg- , intersectSegHorzSeg- , intersectSegVertSeg)- -where-import Graphics.Gloss.Data.Point-import Graphics.Gloss.Data.Vector----- | Check if line segment (P1-P2) clears a box (P3-P4) by being well outside it.-segClearsBox - :: Point -- ^ P1 First point of segment. - -> Point -- ^ P2 Second point of segment.- -> Point -- ^ P3 Lower left point of box.- -> Point -- ^ P4 Upper right point of box.- -> Bool--segClearsBox (x1, y1) (x2, y2) (xa, ya) (xb, yb)- | x1 < xa, x2 < xa = True- | x1 > xb, x2 > xb = True- | y1 < ya, y2 < ya = True- | y1 > yb, y2 > yb = True- | otherwise = False----- | Given an infinite line which intersects `P1` and `P1`,--- return the point on that line that is closest to `P3`-closestPointOnLine- :: Point -- ^ `P1`- -> Point -- ^ `P2`- -> Point -- ^ `P3`- -> Point -- ^ the point on the line P1-P2 that is closest to `P3`--{-# INLINE closestPointOnLine #-}--closestPointOnLine p1 p2 p3- = p1 + (u `mulSV` (p2 - p1))- where u = closestPointOnLineParam p1 p2 p3----- | Given 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--- |--- @----{-# INLINE closestPointOnLineParam #-}-closestPointOnLineParam- :: Point -- ^ `P1`- -> Point -- ^ `P2`- -> Point -- ^ `P3`- -> Float--closestPointOnLineParam p1 p2 p3- = (p3 - p1) `dotV` (p2 - p1) - / (p2 - p1) `dotV` (p2 - p1)------ Line-Line intersection --------------------------------------------------------- | Given 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--- / \\--- @----intersectLineLine - :: Point -- ^ `P1`- -> Point -- ^ `P2`- -> Point -- ^ `P3`- -> Point -- ^ `P4`- -> Maybe Point--intersectLineLine (x1, y1) (x2, y2) (x3, y3) (x4, y4)- = let dx12 = x1 - x2- dx34 = x3 - x4-- dy12 = y1 - y2- dy34 = y3 - y4- - den = dx12 * dy34 - dy12 * dx34-- in if den == 0- then Nothing- else let- det12 = x1*y2 - y1*x2- det34 = x3*y4 - y3*x4 -- numx = det12 * dx34 - dx12 * det34- numy = det12 * dy34 - dy12 * det34- in Just (numx / den, numy / den)----- Segment-Line intersection ----------------------------------------------------- | Get the point where a segment @P1-P2@ crosses an infinite line @P3-P4@,--- if any.----intersectSegLine- :: Point -- ^ `P1`- -> Point -- ^ `P2`- -> Point -- ^ `P3`- -> Point -- ^ `P4`- -> Maybe Point--intersectSegLine p1 p2 p3 p4- -- TODO: merge closest point check with intersection, reuse subterms.- | Just p0 <- intersectLineLine p1 p2 p3 p4- , t12 <- closestPointOnLineParam p1 p2 p0- , t12 >= 0 && t12 <= 1- = Just p0- - | otherwise- = Nothing- ---- | Get the point where a segment crosses a horizontal line, if any.------ @ --- + P1--- /--- -------+------------ / y0--- P2 +--- @----intersectSegHorzLine - :: Point -- ^ P1 First point of segment.- -> Point -- ^ P2 Second point of segment.- -> Float -- ^ y value of line.- -> Maybe Point-intersectSegHorzLine (x1, y1) (x2, y2) y0- - -- seg is on line- | y1 == y0, y2 == y0 = Nothing- - -- seg is above line- | y1 > y0, y2 > y0 = Nothing- - -- seg is below line- | y1 < y0, y2 < y0 = Nothing- - -- seg is a single point on the line.- -- this should be caught by the first case, - -- but we'll test for it anyway.- | y2 - y1 == 0 - = Just (x1, y1)- - | otherwise - = Just ( (y0 - y1) * (x2 - x1) / (y2 - y1) + x1- , y0)------ | Get the point where a segment crosses a vertical line, if any.------ @--- |--- | + P1--- | /--- +--- / |--- P2 + |--- | x0--- @----intersectSegVertLine - :: Point -- ^ P1 First point of segment.- -> Point -- ^ P2 Second point of segment.- -> Float -- ^ x value of line.- -> Maybe Point--intersectSegVertLine (x1, y1) (x2, y2) x0- - -- seg is on line- | x1 == x0, x2 == x0 = Nothing- - -- seg is to right of line- | x1 > x0, x2 > x0 = Nothing- - -- seg is to left of line- | x1 < x0, x2 < x0 = Nothing- - -- seg is a single point on the line.- -- this should be caught by the first case, - -- but we'll test for it anyway.- | x2 - x1 == 0 - = Just (x1, y1)- - | otherwise - = Just ( x0- , (x0 - x1) * (y2 - y1) / (x2 - x1) + y1)----- Segment-Segment intersection --------------------------------------------------- | Get the point where a segment @P1-P2@ crosses another segement @P3-P4@,--- if any.-intersectSegSeg- :: Point -- ^ `P1`- -> Point -- ^ `P2`- -> Point -- ^ `P3`- -> Point -- ^ `P4`- -> Maybe Point--intersectSegSeg p1 p2 p3 p4- -- TODO: merge closest point checks with intersection, reuse subterms.- | Just p0 <- intersectLineLine p1 p2 p3 p4- , t12 <- closestPointOnLineParam p1 p2 p0- , t23 <- closestPointOnLineParam p3 p4 p0- , t12 >= 0 && t12 <= 1- , t23 >= 0 && t23 <= 1- = Just p0- - | otherwise- = Nothing----- | Check if an arbitrary segment intersects a horizontal segment.------ @--- + P2--- /--- (xa, y3) +---+----+ (xb, y3)--- /--- P1 +--- @ --intersectSegHorzSeg- :: Point -- ^ P1 First point of segment.- -> Point -- ^ P2 Second point of segment.- -> Float -- ^ (y3) y value of horizontal segment.- -> Float -- ^ (xa) Leftmost x value of horizontal segment.- -> Float -- ^ (xb) Rightmost x value of horizontal segment.- -> Maybe Point -- ^ (x3, y3) Intersection point, if any.- -intersectSegHorzSeg p1@(x1, y1) p2@(x2, y2) y0 xa xb- | segClearsBox p1 p2 (xa, y0) (xb, y0)- = Nothing-- | x0 < xa = Nothing- | x0 > xb = Nothing- | otherwise = Just (x0, y0)- - where x0 | (y2 - y1) == 0 = x1- | otherwise = (y0 - y1) * (x2 - x1) / (y2 - y1) + x1----- | Check if an arbitrary segment intersects a vertical segment.------ @--- (x3, yb) +--- | + P1--- | /--- +--- / |--- P2 + |--- + (x3, ya)--- @ --intersectSegVertSeg- :: Point -- ^ P1 First point of segment.- -> Point -- ^ P2 Second point of segment.- -> Float -- ^ (x3) x value of vertical segment- -> Float -- ^ (ya) Lowest y value of vertical segment.- -> Float -- ^ (yb) Highest y value of vertical segment.- -> Maybe Point -- ^ (x3, y3) Intersection point, if any.--intersectSegVertSeg p1@(x1, y1) p2@(x2, y2) x0 ya yb- | segClearsBox p1 p2 (x0, ya) (x0, yb)- = Nothing- - | y0 < ya = Nothing- | y0 > yb = Nothing- | otherwise = Just (x0, y0)- - where y0 | (x2 - x1) == 0 = y1- | otherwise = (x0 - x1) * (y2 - y1) / (x2 - x1) + y1--
Graphics/Gloss/Internals/Interface/Animate.hs view
@@ -5,8 +5,7 @@ import Graphics.Gloss.Data.Color import Graphics.Gloss.Data.Picture import Graphics.Gloss.Data.ViewState-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Internals.Render.Picture+import Graphics.Gloss.Render import Graphics.Gloss.Internals.Interface.Backend import Graphics.Gloss.Internals.Interface.Window import Graphics.Gloss.Internals.Interface.Common.Exit@@ -51,10 +50,12 @@ renderS <- readIORef renderSR portS <- viewStateViewPort <$> readIORef viewSR + windowSize <- getWindowDimensions backendRef+ -- render the frame renderAction- backendRef- (renderPicture backendRef renderS portS picture)+ windowSize+ (renderPicture renderS portS picture) -- perform GC every frame to try and avoid long pauses performGC
Graphics/Gloss/Internals/Interface/Display.hs view
@@ -5,8 +5,7 @@ import Graphics.Gloss.Data.Color import Graphics.Gloss.Data.Picture import Graphics.Gloss.Data.ViewState-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Internals.Render.Picture+import Graphics.Gloss.Render import Graphics.Gloss.Internals.Interface.Backend import Graphics.Gloss.Internals.Interface.Window import Graphics.Gloss.Internals.Interface.Common.Exit@@ -37,9 +36,10 @@ let renderFun backendRef = do port <- viewStateViewPort <$> readIORef viewSR options <- readIORef renderSR+ windowSize <- getWindowDimensions backendRef renderAction- backendRef- (renderPicture backendRef options port picture)+ windowSize+ (renderPicture options port picture) let callbacks = [ Callback.Display renderFun
Graphics/Gloss/Internals/Interface/Game.hs view
@@ -7,8 +7,7 @@ import Graphics.Gloss.Data.Color import Graphics.Gloss.Data.Picture import Graphics.Gloss.Data.ViewPort-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Internals.Render.Picture+import Graphics.Gloss.Render import Graphics.Gloss.Internals.Interface.Event import Graphics.Gloss.Internals.Interface.Backend import Graphics.Gloss.Internals.Interface.Window@@ -71,12 +70,14 @@ -- display the picture in the current view renderS <- readIORef renderSR- viewS <- readIORef viewSR+ viewPort <- readIORef viewSR + windowSize <- getWindowDimensions backendRef+ -- render the frame renderAction- backendRef- (renderPicture backendRef renderS viewS picture)+ windowSize+ (renderPicture renderS viewPort picture) -- perform garbage collection performGC@@ -87,7 +88,7 @@ , Callback.Display (animateEnd animateSR) , Callback.Idle (callback_simulate_idle stateSR animateSR (readIORef viewSR)- worldSR worldStart (\_ -> worldAdvance)+ worldSR (\_ -> worldAdvance) singleStepTime) , callback_keyMouse worldSR viewSR worldHandleEvent , callback_motion worldSR worldHandleEvent
Graphics/Gloss/Internals/Interface/Simulate.hs view
@@ -7,8 +7,7 @@ import Graphics.Gloss.Data.Color import Graphics.Gloss.Data.Picture import Graphics.Gloss.Data.ViewState-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Internals.Render.Picture+import Graphics.Gloss.Render import Graphics.Gloss.Internals.Interface.Backend import Graphics.Gloss.Internals.Interface.Window import Graphics.Gloss.Internals.Interface.Common.Exit@@ -73,10 +72,12 @@ -- display the picture in the current view renderS <- readIORef renderSR + windowSize <- getWindowDimensions backendRef+ -- render the frame renderAction- backendRef- (renderPicture backendRef renderS port picture)+ windowSize+ (renderPicture renderS port picture) -- perform garbage collection performGC@@ -88,7 +89,7 @@ , Callback.Idle (callback_simulate_idle stateSR animateSR (viewStateViewPort <$> readIORef viewSR)- worldSR worldStart worldAdvance+ worldSR worldAdvance singleStepTime) , callback_exit () , callback_viewState_keyMouse viewSR
Graphics/Gloss/Internals/Interface/Simulate/Idle.hs view
@@ -24,44 +24,16 @@ -- directly because sometimes we hold a ref to a 'ViewPort' (in -- Game) and sometimes a ref to a 'ViewState'. -> IORef world -- ^ the current world- -> world -- ^ the initial world -> (ViewPort -> Float -> world -> IO world) -- ^ fn to advance the world -> Float -- ^ how much time to advance world by -- in single step mode -> IdleCallback -callback_simulate_idle simSR animateSR viewSA worldSR worldStart worldAdvance singleStepTime backendRef+callback_simulate_idle simSR animateSR viewSA worldSR worldAdvance _singleStepTime backendRef = {-# SCC "callbackIdle" #-}- do simS <- readIORef simSR- let result- | SM.stateReset simS- = simulate_reset simSR worldSR worldStart-- | SM.stateRun simS- = simulate_run simSR animateSR viewSA worldSR worldAdvance- - | SM.stateStep simS- = simulate_step simSR viewSA worldSR worldAdvance singleStepTime- - | otherwise- = \_ -> return ()- - result backendRef+ do simulate_run simSR animateSR viewSA worldSR worldAdvance backendRef --- reset the world to -simulate_reset :: IORef SM.State -> IORef a -> a -> IdleCallback-simulate_reset simSR worldSR worldStart backendRef- = do writeIORef worldSR worldStart-- simSR `modifyIORef` \c -> c - { SM.stateReset = False - , SM.stateIteration = 0 - , SM.stateSimTime = 0 }- - Backend.postRedisplay backendRef- - -- take the number of steps specified by controlWarp simulate_run :: IORef SM.State@@ -117,32 +89,9 @@ -- update the control state simSR `modifyIORef` \c -> c { SM.stateIteration = nFinal- , SM.stateSimTime = newSimTime - , SM.stateStepsPerFrame = fromIntegral thisSteps }+ , SM.stateSimTime = newSimTime } -- tell glut we want to draw the window after returning- Backend.postRedisplay backendRef----- take a single step-simulate_step - :: IORef SM.State- -> IO ViewPort- -> IORef world- -> (ViewPort -> Float -> world -> IO world) - -> Float- -> IdleCallback--simulate_step simSR viewSA worldSR worldAdvance singleStepTime backendRef- = do viewS <- viewSA- world <- readIORef worldSR- world' <- worldAdvance viewS singleStepTime world- - writeIORef worldSR world'- simSR `modifyIORef` \c -> c - { SM.stateIteration = SM.stateIteration c + 1 - , SM.stateStep = False }- Backend.postRedisplay backendRef
Graphics/Gloss/Internals/Interface/Simulate/State.hs view
@@ -11,23 +11,11 @@ { -- | The iteration number we're up to. stateIteration :: !Integer - -- | Whether the animation is free-running (or single step)- , stateRun :: !Bool-- -- | Signals to callbackIdle to take a single step of the automation.- , stateStep :: !Bool-- -- | Signals to callbackIdle to roll-back to the initial world.- , stateReset :: !Bool- -- | How many simulation setps to take for each second of real time , stateResolution :: !Int -- | How many seconds worth of simulation we've done so far- , stateSimTime :: !Float- - -- | Record how many steps we've been taking per frame- , stateStepsPerFrame :: !Int }+ , stateSimTime :: !Float } -- | Initial control state@@ -35,11 +23,7 @@ stateInit resolution = State { stateIteration = 0- , stateRun = True- , stateStep = False- , stateReset = False , stateResolution = resolution - , stateSimTime = 0 - , stateStepsPerFrame = 0 }+ , stateSimTime = 0 }
− Graphics/Gloss/Internals/Render/Bitmap.hs
@@ -1,86 +0,0 @@-{-# OPTIONS -fwarn-incomplete-patterns #-}---- | Helper functions for rendering bitmaps-module Graphics.Gloss.Internals.Render.Bitmap- ( BitmapData(..)- , reverseRGBA- , bitmapPath- , freeBitmapData- )-where-import Data.Data-import Foreign----- | Abstract 32-bit RGBA bitmap data.-data BitmapData - = BitmapData - Int -- length (in bytes)- (ForeignPtr Word8) -- pointer to data- deriving (Eq, Data, Typeable)---instance Show BitmapData where- show _ = "BitmapData"----- | Generates the point path to display the bitmap centred-bitmapPath :: Float -> Float -> [(Float, Float)]-bitmapPath width height - = [(-width', -height'), (width', -height'), (width', height'), (-width', height')]- where width' = width / 2- height' = height / 2----- | Destructively reverse the byte order in an array.--- This is necessary as OpenGL reads pixel data as ABGR, rather than RGBA-reverseRGBA :: BitmapData -> IO ()-reverseRGBA (BitmapData length8 fptr)- = withForeignPtr fptr (reverseRGBA_ptr length8)----- | Destructively reverses the byte order in an array.-reverseRGBA_ptr :: Int -> Ptr Word8 -> IO ()-reverseRGBA_ptr length8 ptr8- = go (length8 `div` 4) (castPtr ptr8) 0- where- go :: Int -> Ptr Word32 -> Int -> IO ()- go len ptr count- | count < len - = do curr <- peekElemOff ptr count- let byte0 = shift (isolateByte0 curr) 24- let byte1 = shift (isolateByte1 curr) 8- let byte2 = shift (isolateByte2 curr) (-8)- let byte3 = shift (isolateByte3 curr) (-24)- pokeElemOff ptr count (byte0 .|. byte1 .|. byte2 .|. byte3)- go len ptr (count + 1)-- | otherwise - = return ()---- | Frees the allocated memory given to OpenGL to avoid a memory leak-freeBitmapData :: Ptr Word8 -> IO ()-{-# INLINE freeBitmapData #-}-freeBitmapData p = free p----- | These functions work as bit masks to isolate the Word8 components-{-# INLINE isolateByte0 #-}-isolateByte0 :: Word32 -> Word32-isolateByte0 word =- word .&. (255 :: Word32)--{-# INLINE isolateByte1 #-}-isolateByte1 :: Word32 -> Word32-isolateByte1 word =- word .&. (65280 :: Word32)--{-# INLINE isolateByte2 #-}-isolateByte2 :: Word32 -> Word32-isolateByte2 word =- word .&. (16711680 :: Word32)--{-# INLINE isolateByte3 #-}-isolateByte3 :: Word32 -> Word32-isolateByte3 word =- word .&. (4278190080 :: Word32)
− Graphics/Gloss/Internals/Render/Circle.hs
@@ -1,246 +0,0 @@-{-# LANGUAGE BangPatterns, MagicHash, PatternGuards #-}-{-# OPTIONS_HADDOCK hide #-}---- | Fast(ish) rendering of circles.-module Graphics.Gloss.Internals.Render.Circle- ( renderCircle- , renderArc)-where-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Geometry.Angle-import qualified Graphics.Rendering.OpenGL.GL as GL-import GHC.Exts----- | Decide how many line segments to use to render the circle.--- The number of segments we should use to get a nice picture depends on --- the size of the circle on the screen, not its intrinsic radius.--- If the viewport has been zoomed-in then we need to use more segments.----{-# INLINE circleSteps #-}-circleSteps :: Float -> Int-circleSteps sDiam- | sDiam < 8 = 8- | sDiam < 16 = 16- | sDiam < 32 = 32- | otherwise = 64----- Circle ------------------------------------------------------------------------ | Render a circle with the given thickness-renderCircle :: Float -> Float -> Float -> Float -> Float -> IO ()-renderCircle posX posY scaleFactor radius_ thickness_- = go (abs radius_) (abs thickness_)- where go radius thickness-- -- If the circle is smaller than a pixel, render it as a point.- | thickness == 0- , radScreen <- scaleFactor * (radius + thickness / 2)- , radScreen <= 1- = GL.renderPrimitive GL.Points- $ GL.vertex $ GL.Vertex2 (gf posX) (gf posY)-- -- Render zero thickness circles with lines.- | thickness == 0- , radScreen <- scaleFactor * radius- , steps <- circleSteps radScreen- = renderCircleLine posX posY steps radius-- -- Some thick circle.- | radScreen <- scaleFactor * (radius + thickness / 2)- , steps <- circleSteps radScreen- = renderCircleStrip posX posY steps radius thickness----- | Render a circle as a line.-renderCircleLine :: Float -> Float -> Int -> Float -> IO ()-renderCircleLine (F# posX) (F# posY) steps (F# rad)- = let n = fromIntegral steps- !(F# tStep) = (2 * pi) / n- !(F# tStop) = (2 * pi)-- in GL.renderPrimitive GL.LineLoop- $ renderCircleLine_step posX posY tStep tStop rad 0.0#-{-# INLINE renderCircleLine #-}----- | Render a circle with a given thickness as a triangle strip-renderCircleStrip :: Float -> Float -> Int -> Float -> Float -> IO ()-renderCircleStrip (F# posX) (F# posY) steps r width- = let n = fromIntegral steps- !(F# tStep) = (2 * pi) / n- !(F# tStop) = (2 * pi) + (F# tStep) / 2- !(F# r1) = r - width / 2- !(F# r2) = r + width / 2-- in GL.renderPrimitive GL.TriangleStrip- $ renderCircleStrip_step posX posY tStep tStop r1 0.0# r2 - (tStep `divideFloat#` 2.0#)-{-# INLINE renderCircleStrip #-}----- Arc --------------------------------------------------------------------------- | Render an arc with the given thickness.-renderArc :: Float -> Float -> Float -> Float -> Float -> Float -> Float -> IO ()-renderArc posX posY scaleFactor radius_ a1 a2 thickness_- = go (abs radius_) (abs thickness_)- where go radius thickness-- -- Render zero thickness arcs with lines.- | thickness == 0- , radScreen <- scaleFactor * radius- , steps <- circleSteps radScreen- = renderArcLine posX posY steps radius a1 a2-- -- Some thick arc.- | radScreen <- scaleFactor * (radius + thickness / 2)- , steps <- circleSteps radScreen- = renderArcStrip posX posY steps radius a1 a2 thickness- ---- | Render an arc as a line.-renderArcLine :: Float -> Float -> Int -> Float -> Float -> Float -> IO ()-renderArcLine (F# posX) (F# posY) steps (F# rad) a1 a2- = let n = fromIntegral steps- !(F# tStep) = (2 * pi) / n- !(F# tStart) = degToRad a1- !(F# tStop) = degToRad a2 + if a1 >= a2 then 2 * pi else 0-- -- force the line to end at the desired angle- endVertex = addPointOnCircle posX posY rad tStop-- in GL.renderPrimitive GL.LineStrip- $ do renderCircleLine_step posX posY tStep tStop rad tStart- endVertex-{-# INLINE renderArcLine #-}----- | Render an arc with a given thickness as a triangle strip-renderArcStrip :: Float -> Float -> Int -> Float -> Float -> Float -> Float -> IO ()-renderArcStrip (F# posX) (F# posY) steps r a1 a2 width- = let n = fromIntegral steps- tStep = (2 * pi) / n-- t1 = normaliseAngle $ degToRad a1- t2 = normaliseAngle $ degToRad a2- (tStart, tStop) = if t1 <= t2 then (t1, t2) else (t2, t1)- tDiff = tStop - tStart- tMid = tStart + tDiff / 2-- !(F# tStep') = tStep- !(F# tStep2') = tStep / 2- !(F# tStart') = tStart- !(F# tStop') = tStop- !(F# tCut') = tStop - tStep- !(F# tMid') = tMid- !(F# r1') = r - width / 2- !(F# r2') = r + width / 2- - in GL.renderPrimitive GL.TriangleStrip- $ do - -- start vector- addPointOnCircle posX posY r1' tStart'- addPointOnCircle posX posY r2' tStart'-- -- If we don't have a complete step then just drop a point- -- between the two ending lines.- if tDiff < tStep- then do- addPointOnCircle posX posY r1' tMid'-- -- end vectors- addPointOnCircle posX posY r2' tStop'- addPointOnCircle posX posY r1' tStop'--- else do- renderCircleStrip_step posX posY tStep' tCut' r1' tStart' r2'- (tStart' `plusFloat#` tStep2')-- -- end vectors- addPointOnCircle posX posY r1' tStop'- addPointOnCircle posX posY r2' tStop'-{-# INLINE renderArcStrip #-}----- Step functions --------------------------------------------------------------renderCircleLine_step- :: Float# -> Float#- -> Float# -> Float#- -> Float# -> Float# - -> IO ()--renderCircleLine_step posX posY tStep tStop rad tt- | 1# <- tt `geFloat#` tStop- = return ()- - | otherwise- = do addPointOnCircle posX posY rad tt- renderCircleLine_step posX posY tStep tStop rad - (tt `plusFloat#` tStep)-{-# INLINE renderCircleLine_step #-}---renderCircleStrip_step - :: Float# -> Float# - -> Float# -> Float# - -> Float# -> Float#- -> Float# -> Float# -> IO ()--renderCircleStrip_step posX posY tStep tStop r1 t1 r2 t2- | 1# <- t1 `geFloat#` tStop- = return ()- - | otherwise- = do addPointOnCircle posX posY r1 t1- addPointOnCircle posX posY r2 t2- renderCircleStrip_step posX posY tStep tStop r1 - (t1 `plusFloat#` tStep) r2 (t2 `plusFloat#` tStep)-{-# INLINE renderCircleStrip_step #-}---addPoint :: Float# -> Float# -> IO ()-addPoint x y =- GL.vertex $ GL.Vertex2 (gf (F# x)) (gf (F# y))-{-# INLINE addPoint #-}---addPointOnCircle :: Float# -> Float# -> Float# -> Float# -> IO ()-addPointOnCircle posX posY rad tt =- addPoint- (posX `plusFloat#` (rad `timesFloat#` (cosFloat# tt)))- (posY `plusFloat#` (rad `timesFloat#` (sinFloat# tt)))-{-# INLINE addPointOnCircle #-}----{- Unused sector drawing code.- Sectors are currently drawn as compound Pictures,- but we might want this if we end up implementing the ThickSector - version as well.---- | Render a sector as a line.-renderSectorLine :: Float -> Float -> Int -> Float -> Float -> Float -> IO ()-renderSectorLine pX@(F# posX) pY@(F# posY) steps (F# rad) a1 a2- = let n = fromIntegral steps- !(F# tStep) = (2 * pi) / n- !(F# tStart) = degToRad a1- !(F# tStop) = degToRad a2 + if a1 >= a2 then 2 * pi else 0-- -- need to set up the edges of the start/end triangles- startVertex = GL.vertex $ GL.Vertex2 (gf pX) (gf pY)- endVertex = addPointOnCircle posX posY rad tStop-- in GL.renderPrimitive GL.LineLoop- $ do startVertex- renderCircleLine_step posX posY tStep tStop rad tStart- endVertex---- | Render a sector.-renderSector :: Float -> Float -> Float -> Float -> Float -> Float -> IO ()-renderSector posX posY scaleFactor radius a1 a2- | radScreen <- scaleFactor * radius- , steps <- circleSteps (2 * radScreen)- = renderSectorLine posX posY steps radius a1 a2--}-
− Graphics/Gloss/Internals/Render/Common.hs
@@ -1,51 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}-module Graphics.Gloss.Internals.Render.Common where--import Graphics.Gloss.Internals.Interface.Backend-import Graphics.Rendering.OpenGL (($=))-import qualified Graphics.Rendering.OpenGL.GL as GL-import Unsafe.Coerce-import Data.IORef---- | The OpenGL library doesn't seem to provide a nice way convert--- a Float to a GLfloat, even though they're the same thing--- under the covers. ------ Using realToFrac is too slow, as it doesn't get fused in at--- least GHC 6.12.1----gf :: Float -> GL.GLfloat-{-# INLINE gf #-}-gf x = unsafeCoerce x---- | Used for similar reasons to above-gsizei :: Int -> GL.GLsizei-{-# INLINE gsizei #-}-gsizei x = unsafeCoerce x---- | Perform a rendering action setting up the coords first-renderAction- :: Backend a- => IORef a- -> IO ()- -> IO ()--renderAction backendRef action- = do- GL.matrixMode $= GL.Projection- GL.preservingMatrix- $ do- -- setup the co-ordinate system- GL.loadIdentity- (sizeX, sizeY) <- getWindowDimensions backendRef- let (sx, sy) = (fromIntegral sizeX / 2, fromIntegral sizeY / 2)-- GL.ortho (-sx) sx (-sy) sy 0 (-100)- - -- draw the world- GL.matrixMode $= GL.Modelview 0- action-- GL.matrixMode $= GL.Projection- - GL.matrixMode $= GL.Modelview 0
− Graphics/Gloss/Internals/Render/Picture.hs
@@ -1,382 +0,0 @@-{-# OPTIONS -fwarn-incomplete-patterns #-}-{-# OPTIONS_HADDOCK hide #-}-{-# LANGUAGE ImplicitParams, ScopedTypeVariables #-}--module Graphics.Gloss.Internals.Render.Picture- (renderPicture)-where-import Graphics.Gloss.Data.Picture-import Graphics.Gloss.Data.Color-import Graphics.Gloss.Data.ViewPort-import Graphics.Gloss.Internals.Interface.Backend-import Graphics.Gloss.Internals.Render.State-import Graphics.Gloss.Internals.Render.Common-import Graphics.Gloss.Internals.Render.Circle-import Graphics.Gloss.Internals.Render.Bitmap-import System.Mem.StableName-import Foreign.ForeignPtr-import Data.IORef-import Data.List-import Control.Monad-import Graphics.Rendering.OpenGL (($=), get)-import qualified Graphics.Rendering.OpenGL.GL as GL-import qualified Graphics.Rendering.OpenGL.GLU.Errors as GLU-import qualified Graphics.UI.GLUT as GLUT----- | Render a picture using the given render options and viewport.-renderPicture- :: forall a . Backend a- => IORef a- -> State -- ^ The render state- -> ViewPort -- ^ The current viewport.- -> Picture -- ^ The picture to render.- -> IO ()--renderPicture- backendRef- renderS- viewS- picture- = do- -- This GL state doesn't change during rendering, - -- so we can just read it once here- (matProj_ :: GL.GLmatrix GL.GLdouble) - <- get $ GL.matrix (Just GL.Projection)- viewport_ <- get $ GL.viewport- windowSize_ <- getWindowDimensions backendRef-- -- - let ?modeWireframe = stateWireframe renderS- ?modeColor = stateColor renderS- ?refTextures = stateTextures renderS- ?matProj = matProj_- ?viewport = viewport_- ?windowSize = windowSize_- - -- setup render state for world- setLineSmooth (stateLineSmooth renderS)- setBlendAlpha (stateBlendAlpha renderS)- - -- Adjust the picture- let picture' = applyViewPortToPicture viewS picture- checkErrors "before drawPicture."- drawPicture (viewPortScale viewS) picture'- checkErrors "after drawPicture."---drawPicture- :: ( ?modeWireframe :: Bool- , ?modeColor :: Bool- , ?refTextures :: IORef [Texture])- => Float -> Picture -> IO () --drawPicture circScale picture- = {-# SCC "drawComponent" #-}- case picture of-- -- nothin'- Blank- -> return ()-- -- line- Line path - -> GL.renderPrimitive GL.LineStrip - $ vertexPFs path--- -- polygon (where?)- Polygon path- | ?modeWireframe- -> GL.renderPrimitive GL.LineLoop- $ vertexPFs path- - | otherwise- -> GL.renderPrimitive GL.Polygon- $ vertexPFs path-- -- circle- Circle radius- -> renderCircle 0 0 circScale radius 0- - ThickCircle radius thickness- -> renderCircle 0 0 circScale radius thickness- - -- arc- Arc a1 a2 radius- -> renderArc 0 0 circScale radius a1 a2 0- - ThickArc a1 a2 radius thickness- -> renderArc 0 0 circScale radius a1 a2 thickness- - -- stroke text- -- text looks weird when we've got blend on,- -- so disable it during the renderString call.- Text str - -> do- GL.blend $= GL.Disabled- GL.preservingMatrix $ GLUT.renderString GLUT.Roman str- GL.blend $= GL.Enabled-- -- colors with float components.- Color col p- | ?modeColor- -> do oldColor <- get GL.currentColor-- let (r, g, b, a) = rgbaOfColor col-- GL.currentColor $= GL.Color4 (gf r) (gf g) (gf b) (gf a)- drawPicture circScale p- GL.currentColor $= oldColor -- | otherwise- -> drawPicture circScale p--- -- Translation --------------------------- -- Easy translations are done directly to avoid calling GL.perserveMatrix.- Translate posX posY (Circle radius)- -> renderCircle posX posY circScale radius 0-- Translate posX posY (ThickCircle radius thickness)- -> renderCircle posX posY circScale radius thickness-- Translate posX posY (Arc a1 a2 radius)- -> renderArc posX posY circScale radius a1 a2 0-- Translate posX posY (ThickArc a1 a2 radius thickness)- -> renderArc posX posY circScale radius a1 a2 thickness- - Translate tx ty (Rotate deg p)- -> GL.preservingMatrix- $ do GL.translate (GL.Vector3 (gf tx) (gf ty) 0)- GL.rotate (gf deg) (GL.Vector3 0 0 (-1))- drawPicture circScale p-- Translate tx ty p- -> GL.preservingMatrix- $ do GL.translate (GL.Vector3 (gf tx) (gf ty) 0)- drawPicture circScale p--- -- Rotation ------------------------------ -- Easy rotations are done directly to avoid calling GL.perserveMatrix.- Rotate _ (Circle radius)- -> renderCircle 0 0 circScale radius 0-- Rotate _ (ThickCircle radius thickness)- -> renderCircle 0 0 circScale radius thickness-- Rotate deg (Arc a1 a2 radius)- -> renderArc 0 0 circScale radius (a1-deg) (a2-deg) 0-- Rotate deg (ThickArc a1 a2 radius thickness)- -> renderArc 0 0 circScale radius (a1-deg) (a2-deg) thickness-- - Rotate deg p- -> GL.preservingMatrix- $ do GL.rotate (gf deg) (GL.Vector3 0 0 (-1))- drawPicture circScale p--- -- Scale --------------------------------- Scale sx sy p- -> GL.preservingMatrix- $ do GL.scale (gf sx) (gf sy) 1- let mscale = max sx sy- drawPicture (circScale * mscale) p- - -- Bitmap -------------------------------- Bitmap width height imgData cacheMe- -> do - -- Load the image data into a texture,- -- or grab it from the cache if we've already done that before.- tex <- loadTexture ?refTextures width height imgData cacheMe- - -- Set up wrap and filtering mode- GL.textureWrapMode GL.Texture2D GL.S $= (GL.Repeated, GL.Repeat)- GL.textureWrapMode GL.Texture2D GL.T $= (GL.Repeated, GL.Repeat)- GL.textureFilter GL.Texture2D $= ((GL.Nearest, Nothing), GL.Nearest)- - -- Enable texturing- GL.texture GL.Texture2D $= GL.Enabled- GL.textureFunction $= GL.Combine- - -- Set current texture- GL.textureBinding GL.Texture2D $= Just (texObject tex)- - -- Set to opaque- GL.currentColor $= GL.Color4 1.0 1.0 1.0 1.0- - -- Draw textured polygon- GL.renderPrimitive GL.Polygon- $ zipWithM_- (\(pX, pY) (tX, tY)- -> do GL.texCoord $ GL.TexCoord2 (gf tX) (gf tY)- GL.vertex $ GL.Vertex2 (gf pX) (gf pY))-- (bitmapPath (fromIntegral width) (fromIntegral height))- [(0,0), (1.0,0), (1.0,1.0), (0,1.0)]-- -- Disable texturing- GL.texture GL.Texture2D $= GL.Disabled-- -- Free uncachable texture objects.- freeTexture tex- -- Pictures ps- -> mapM_ (drawPicture circScale) ps- --- Errors ----------------------------------------------------------------------checkErrors :: String -> IO ()-checkErrors place- = do errors <- get $ GLU.errors- when (not $ null errors)- $ mapM_ (handleError place) errors--handleError :: String -> GLU.Error -> IO ()-handleError place err- = case err of- GLU.Error GLU.StackOverflow _- -> error $ unlines - [ "Gloss / OpenGL Stack Overflow " ++ show place- , " This program uses the Gloss vector graphics library, which tried to"- , " draw a picture using more nested transforms (Translate/Rotate/Scale)"- , " than your OpenGL implementation supports. The OpenGL spec requires"- , " all implementations to have a transform stack depth of at least 32,"- , " and Gloss tries not to push the stack when it doesn't have to, but"- , " that still wasn't enough."- , ""- , " You should complain to your harware vendor that they don't provide"- , " a better way to handle this situation at the OpenGL API level."- , ""- , " To make this program work you'll need to reduce the number of nested"- , " transforms used when defining the Picture given to Gloss. Sorry." ]-- -- Issue #32: Spurious "Invalid Operation" errors under Windows 7 64-bit.- -- When using GLUT under Windows 7 it complains about InvalidOperation, - -- but doesn't provide any other details. All the examples look ok, so - -- we're just ignoring the error for now.- GLU.Error GLU.InvalidOperation _- -> return ()- _ - -> error $ unlines - [ "Gloss / OpenGL Internal Error " ++ show place- , " Please report this on haskell-gloss@googlegroups.com."- , show err ]----- Textures ---------------------------------------------------------------------- | Load a texture.--- If we've seen it before then use the pre-installed one from the texture--- cache, otherwise load it into OpenGL.-loadTexture- :: IORef [Texture]- -> Int -> Int -> BitmapData- -> Bool- -> IO Texture--loadTexture refTextures width height imgData cacheMe- = do textures <- readIORef refTextures-- -- Try and find this same texture in the cache.- name <- makeStableName imgData- let mTexCached - = find (\tex -> texName tex == name- && texWidth tex == width- && texHeight tex == height)- textures- - case mTexCached of- Just tex- -> return tex- - Nothing- -> do tex <- installTexture width height imgData cacheMe- when cacheMe- $ writeIORef refTextures (tex : textures)- return tex----- | Install a texture into OpenGL.-installTexture - :: Int -> Int- -> BitmapData- -> Bool- -> IO Texture--installTexture width height bitmapData@(BitmapData _ fptr) cacheMe- = do - -- Allocate texture handle for texture- [tex] <- GL.genObjectNames 1- GL.textureBinding GL.Texture2D $= Just tex-- -- Sets the texture in imgData as the current texture- -- This copies the data from the pointer into OpenGL texture memory, - -- so it's ok if the foreignptr gets garbage collected after this.- withForeignPtr fptr- $ \ptr ->- GL.texImage2D- GL.Texture2D- GL.NoProxy- 0- GL.RGBA8- (GL.TextureSize2D- (gsizei width)- (gsizei height))- 0- (GL.PixelData GL.RGBA GL.UnsignedInt8888 ptr)-- -- Make a stable name that we can use to identify this data again.- -- If the user gives us the same texture data at the same size then we- -- can avoid loading it into texture memory again.- name <- makeStableName bitmapData-- return Texture- { texName = name- , texWidth = width- , texHeight = height- , texData = fptr- , texObject = tex- , texCacheMe = cacheMe }----- | If this texture does not have its `cacheMe` flag set then delete it from --- OpenGL and free the memory.-freeTexture :: Texture -> IO ()-freeTexture tex- | texCacheMe tex = return ()- | otherwise = GL.deleteObjectNames [texObject tex]------ Utils ------------------------------------------------------------------------- | Turn alpha blending on or off-setBlendAlpha :: Bool -> IO ()-setBlendAlpha state- | state - = do GL.blend $= GL.Enabled- GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)-- | otherwise- = do GL.blend $= GL.Disabled- GL.blendFunc $= (GL.One, GL.Zero) ---- | Turn line smoothing on or off-setLineSmooth :: Bool -> IO ()-setLineSmooth state- | state = GL.lineSmooth $= GL.Enabled- | otherwise = GL.lineSmooth $= GL.Disabled---vertexPFs :: [(Float, Float)] -> IO ()-{-# INLINE vertexPFs #-}-vertexPFs [] = return ()-vertexPFs ((x, y) : rest)- = do GL.vertex $ GL.Vertex2 (gf x) (gf y)- vertexPFs rest---
− Graphics/Gloss/Internals/Render/State.hs
@@ -1,69 +0,0 @@-{-# OPTIONS_HADDOCK hide #-}---- | Rendering options-module Graphics.Gloss.Internals.Render.State- ( State (..)- , stateInit- , Texture (..))-where-import qualified Graphics.Rendering.OpenGL.GL as GL-import Foreign.ForeignPtr-import System.Mem.StableName-import Data.Word-import Data.IORef-import Graphics.Gloss.Data.Picture---- | Render options settings-data State- = State- { -- | Whether to use color- stateColor :: !Bool-- -- | Whether to force wireframe mode only- , stateWireframe :: !Bool-- -- | Whether to use alpha blending- , stateBlendAlpha :: !Bool-- -- | Whether to use line smoothing- , stateLineSmooth :: !Bool- - -- | Cache of Textures that we've sent to OpenGL.- , stateTextures :: !(IORef [Texture])- }- ---- | A texture that we've sent to OpenGL.-data Texture- = Texture- { -- | Stable name derived from the `BitmapData` that the user gives us.- texName :: StableName BitmapData-- -- | Width of the image, in pixels.- , texWidth :: Int-- -- | Height of the image, in pixels.- , texHeight :: Int-- -- | Pointer to the Raw texture data.- , texData :: ForeignPtr Word8- - -- | The OpenGL texture object.- , texObject :: GL.TextureObject-- -- | Whether we want to leave this in OpenGL texture memory between frames.- , texCacheMe :: Bool }----- | Default render options-stateInit :: IO State-stateInit- = do textures <- newIORef []- return State- { stateColor = True- , stateWireframe = False- , stateBlendAlpha = True- , stateLineSmooth = False - , stateTextures = textures }- -
gloss.cabal view
@@ -1,5 +1,5 @@ Name: gloss-Version: 1.8.2.2+Version: 1.9.1.1 License: MIT License-file: LICENSE Author: Ben Lippmeier@@ -43,25 +43,14 @@ bytestring == 0.10.*, OpenGL == 2.9.*, GLUT == 2.5.*,- bmp == 1.2.*+ bmp == 1.2.*,+ gloss-rendering == 1.9.1.* ghc-options: -O2 -Wall Exposed-modules: Graphics.Gloss- Graphics.Gloss.Geometry- Graphics.Gloss.Geometry.Angle- Graphics.Gloss.Geometry.Line- Graphics.Gloss.Data.Display- Graphics.Gloss.Data.Point- Graphics.Gloss.Data.Vector- Graphics.Gloss.Data.Quad- Graphics.Gloss.Data.Extent- Graphics.Gloss.Data.QuadTree- Graphics.Gloss.Data.Color- Graphics.Gloss.Data.Picture- Graphics.Gloss.Data.ViewPort Graphics.Gloss.Data.ViewState Graphics.Gloss.Algorithms.RayCast Graphics.Gloss.Interface.Pure.Display@@ -87,12 +76,6 @@ Graphics.Gloss.Internals.Interface.ViewState.Motion Graphics.Gloss.Internals.Interface.ViewState.Reshape Graphics.Gloss.Internals.Interface.Window- Graphics.Gloss.Internals.Render.Bitmap- Graphics.Gloss.Internals.Render.Circle- Graphics.Gloss.Internals.Render.Common- Graphics.Gloss.Internals.Render.State- Graphics.Gloss.Internals.Render.Picture- Graphics.Gloss.Internals.Interface.Display Graphics.Gloss.Internals.Interface.Animate Graphics.Gloss.Internals.Interface.Simulate