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.
haskell opengl functional-programming
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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.
haskell opengl functional-programming
So is yourkeyboardMouse
called? Put thereprint 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
add a comment |
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.
haskell opengl functional-programming
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
haskell opengl functional-programming
asked Nov 20 at 16:14
Chris Wohlert
383111
383111
So is yourkeyboardMouse
called? Put thereprint 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
add a comment |
So is yourkeyboardMouse
called? Put thereprint 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
add a comment |
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So is your
keyboardMouse
called? Put thereprint 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