Check for key down in OpenGL Haskell











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I am fairly new at Haskell and I am trying to create a small game in my free time.



This tutorial does a great job of explaining how it works, and I can get the entire thing running smoothly. However, whenever they make things move in the example, they manipulate the entire viewport.



What I want for my game, is to change the data it displays when pressing a key.



Instead of this:



main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
displayCallback $= display
reshapeCallback $= Just reshape
keyboardMouseCallback $= Just keyboardMouse
mainLoop


I tried:



import Graphics.UI.GLUT

main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
go [(1,1,1),(0.5,0.5,0.5)] -- Initial state
mainLoop

go points = do
displayCallback $= (display points) -- Parse points to draw lines between
keyboardMouseCallback $= Just keyboardMouse
return ()
where
keyboardMouse _key _state _modifiers _position = go ((0,0,0):points)
-- Defined here so I can reference 'go'

display :: [(GLfloat,GLfloat,GLfloat)] -> DisplayCallback
display points = do
clear [ColorBuffer]
renderPrimitive Lines $
mapM_ ((x, y, z) -> vertex $ Vertex3 x y z) points
flush


However, it only draws the first line. It doesn't redraw when I press a key.
So imagine that I match on the key pressed, and from there I determine which point to add to the list of points. Can I get that working here, I should be able to implement it in my game.










share|improve this question






















  • So is your keyboardMouse called? Put there print something and see if it prints when you press the button
    – max630
    Nov 21 at 21:46










  • I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
    – Chris Wohlert
    Nov 22 at 8:56















up vote
1
down vote

favorite












I am fairly new at Haskell and I am trying to create a small game in my free time.



This tutorial does a great job of explaining how it works, and I can get the entire thing running smoothly. However, whenever they make things move in the example, they manipulate the entire viewport.



What I want for my game, is to change the data it displays when pressing a key.



Instead of this:



main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
displayCallback $= display
reshapeCallback $= Just reshape
keyboardMouseCallback $= Just keyboardMouse
mainLoop


I tried:



import Graphics.UI.GLUT

main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
go [(1,1,1),(0.5,0.5,0.5)] -- Initial state
mainLoop

go points = do
displayCallback $= (display points) -- Parse points to draw lines between
keyboardMouseCallback $= Just keyboardMouse
return ()
where
keyboardMouse _key _state _modifiers _position = go ((0,0,0):points)
-- Defined here so I can reference 'go'

display :: [(GLfloat,GLfloat,GLfloat)] -> DisplayCallback
display points = do
clear [ColorBuffer]
renderPrimitive Lines $
mapM_ ((x, y, z) -> vertex $ Vertex3 x y z) points
flush


However, it only draws the first line. It doesn't redraw when I press a key.
So imagine that I match on the key pressed, and from there I determine which point to add to the list of points. Can I get that working here, I should be able to implement it in my game.










share|improve this question






















  • So is your keyboardMouse called? Put there print something and see if it prints when you press the button
    – max630
    Nov 21 at 21:46










  • I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
    – Chris Wohlert
    Nov 22 at 8:56













up vote
1
down vote

favorite









up vote
1
down vote

favorite











I am fairly new at Haskell and I am trying to create a small game in my free time.



This tutorial does a great job of explaining how it works, and I can get the entire thing running smoothly. However, whenever they make things move in the example, they manipulate the entire viewport.



What I want for my game, is to change the data it displays when pressing a key.



Instead of this:



main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
displayCallback $= display
reshapeCallback $= Just reshape
keyboardMouseCallback $= Just keyboardMouse
mainLoop


I tried:



import Graphics.UI.GLUT

main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
go [(1,1,1),(0.5,0.5,0.5)] -- Initial state
mainLoop

go points = do
displayCallback $= (display points) -- Parse points to draw lines between
keyboardMouseCallback $= Just keyboardMouse
return ()
where
keyboardMouse _key _state _modifiers _position = go ((0,0,0):points)
-- Defined here so I can reference 'go'

display :: [(GLfloat,GLfloat,GLfloat)] -> DisplayCallback
display points = do
clear [ColorBuffer]
renderPrimitive Lines $
mapM_ ((x, y, z) -> vertex $ Vertex3 x y z) points
flush


However, it only draws the first line. It doesn't redraw when I press a key.
So imagine that I match on the key pressed, and from there I determine which point to add to the list of points. Can I get that working here, I should be able to implement it in my game.










share|improve this question













I am fairly new at Haskell and I am trying to create a small game in my free time.



This tutorial does a great job of explaining how it works, and I can get the entire thing running smoothly. However, whenever they make things move in the example, they manipulate the entire viewport.



What I want for my game, is to change the data it displays when pressing a key.



Instead of this:



main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
displayCallback $= display
reshapeCallback $= Just reshape
keyboardMouseCallback $= Just keyboardMouse
mainLoop


I tried:



import Graphics.UI.GLUT

main :: IO ()
main = do
(_progName, _args) <- getArgsAndInitialize
_window <- createWindow "Hello World"
go [(1,1,1),(0.5,0.5,0.5)] -- Initial state
mainLoop

go points = do
displayCallback $= (display points) -- Parse points to draw lines between
keyboardMouseCallback $= Just keyboardMouse
return ()
where
keyboardMouse _key _state _modifiers _position = go ((0,0,0):points)
-- Defined here so I can reference 'go'

display :: [(GLfloat,GLfloat,GLfloat)] -> DisplayCallback
display points = do
clear [ColorBuffer]
renderPrimitive Lines $
mapM_ ((x, y, z) -> vertex $ Vertex3 x y z) points
flush


However, it only draws the first line. It doesn't redraw when I press a key.
So imagine that I match on the key pressed, and from there I determine which point to add to the list of points. Can I get that working here, I should be able to implement it in my game.







haskell opengl functional-programming






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asked Nov 20 at 16:14









Chris Wohlert

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  • So is your keyboardMouse called? Put there print something and see if it prints when you press the button
    – max630
    Nov 21 at 21:46










  • I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
    – Chris Wohlert
    Nov 22 at 8:56


















  • So is your keyboardMouse called? Put there print something and see if it prints when you press the button
    – max630
    Nov 21 at 21:46










  • I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
    – Chris Wohlert
    Nov 22 at 8:56
















So is your keyboardMouse called? Put there print something and see if it prints when you press the button
– max630
Nov 21 at 21:46




So is your keyboardMouse called? Put there print something and see if it prints when you press the button
– max630
Nov 21 at 21:46












I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
– Chris Wohlert
Nov 22 at 8:56




I actually managed to get something working, by further reading and understanding the tutorial. I hoped for at stateless solution, but that doesn't seem to be possible.
– Chris Wohlert
Nov 22 at 8:56

















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