gloss

Painless 2D vector graphics, animations and simulations. Gloss hides the pain of drawing simple vector graphics behind a nice data type and a few display functions. Gloss uses OpenGL under the hood, but you won't need to worry about any of that. Get something cool on the screen in under 10 minutes.
Gloss hides the pain of drawing simple vector graphics behind a nice data type and a few display functions. Getting something on the screen is as easy as:
import Graphics.Gloss
main = display (InWindow "Nice Window" (200, 200) (10, 10)) white (Circle 80)

Once the window is open you can use the following:
* Quit
- esc-key

* Move Viewport
- arrow keys
- left-click drag

* Zoom Viewport
- page up/down-keys
- control-left-click drag
- right-click drag
- mouse wheel

* Rotate Viewport
- home/end-keys
- alt-left-click drag

* Reset Viewport
r-key
Animations can be constructed similarly using the animate. If you want to run a simulation based around finite time steps then try simulate. If you want to manage your own key/mouse events then use play. Gloss uses OpenGL under the hood, but you don't have to worry about any of that. Gloss programs should be compiled with -threaded, otherwise the GHC runtime will limit the frame-rate to around 20Hz. To build gloss using the GLFW window manager instead of GLUT use cabal install gloss --flags="GLFW -GLUT"
Release Notes:

For 1.13.1:
Thanks to Thaler Jonathan
* Repaired GLFW backend.
Thanks to Samuel Gfrörer
* Support for bitmap sections.
Thanks to Basile Henry
* Handle resize events in playField driver.

For 1.12.1:
Thanks to Trevor McDonell
* Travis CI integration, general cleanups.

For 1.11.1:
Thanks to Lars Wyssard
* Use default display resolution in full-screen mode.

For 1.10.1:
* Gloss no longer consumes CPU time when displaying static pictures.
* Added displayIO wrapper for mostly static pictures, eg when
plotting graphs generated from infrequently updated files.
* Allow viewport to be scaled with control-left-click drag.
* Rotation of viewport changed to alt-left-click drag.
* Preserve current colour when rendering bitmpaps.
* Changed to proper sum-of-squares colour mixing, rather than naive
addition of components which was causing mixed colours to be too dark.
Thanks to Thomas DuBuisson
* Allow bitmaps to be specified in RGBA byte order as well as ABGR.
Thanks to Gabriel Gonzalez
* Package definitions for building with Stack.
For more information, check out http://gloss.ouroborus.net.
Wrapper library to write gloss Gloss applications in Rhine. A pure Rhine app with gloss backend must use the GlossClock or GlossCombinedClock (from Single and Combined, respectively), since the gloss API only offers callbacks. In order to run such a reactive program, you have to use flowGloss. A more flexible alternative, at the cost of introducing IO concurrency, is the IO wrapper. There, you can combine the gloss clocks with arbitrary other IO clocks.
Gloss picture data types and rendering functions. Gloss picture data types and rendering functions. These functions don't do any window management. If you want gloss to setup your window as well then use the plain gloss package.
Not on Stackage, so not searched. Parallel rendering of raster images.
Not on Stackage, so not searched. Load any image supported by Juicy.Pixels in your gloss application
Not on Stackage, so not searched. Extras to interface Gloss and Accelerate
Rescale a gloss clock like GlossSimClockIO or GlossEventClockIO to UTCTime. Uses addUTC. For other strategies to rescale a gloss clock to UTCTime, see FRP.Rhine.Clock.Realtime.
An IO clock lifted to GlossConc.
A MonadIO clock lifted to GlossConcT.
Tick on every event.
Select the relevant events by converting them to Just a, and the irrelevant ones to Nothing.
Stores the time passed since the last tick
Stores all Events that arrived since the last tick
Write True here to stop the gloss thread
Will create a handle for communication with the gloss thread, and start gloss.
Stores the next Picture to be painted
Given a cell in the gloss monad PictureM, start the gloss backend and connect the cell to it. This introduces Handles containing the gloss background thread, which need to be taken care of by calling runHandlingState or a similar function. The resulting cell never blocks, but returns Nothing if there currently is no gloss tick.
Data structures and algorithms for working with 2D graphics. Data structures and algorithms for working with 2D graphics.