Does there exist a Haskell graphics library or binding to an external library that fulfills the following requirements:
ghci, i.e. I don't have to link and restart the program.?
Please include a minimal source code example or a reference to it (just a window on screen, maybe with a green line drawn inside it) so that I can check the points 1. and 2. in particular. Also, if one of these feature requests is more elaborate (for example OpenGL + 4), please include a good reference.
PS: Concerning 1 and 2, I know about the enableGUI trick and I am willing to use it. However, most libraries have the problem that you can't run the main function multiple times and hence don't qualify.
Edit: To avoid wasting your time, here a list of packages that I've tried:
libstdc++ main to be a macro. Compile-time only.main twice, something about "failing because it can't install mouse event handler".EDIT: Actually, I'm no longer sure. Several versions later, it seems that GLFW no longer works in GHCi on OS X.
It turns out that GLFW+OpenGL fulfills all four requirements!
ghci -framework Carbon.EnableGUI.hs file, which you can get here. Note that you can't load it right into GHCi, you have to comiple it, first.Here is a small example that puts a bitmap onto the screen. There are some restrictions on the bitmap: its dimensions must be a power of two (here 256) and it must be a .tga file (here "Bitmap.tga"). But since transparency is supported, this is not much of a problem.
You should be able to call main multiple times without problem. The key point is that you should not call GLFW.terminate.
import Graphics.Rendering.OpenGL as GL import qualified Graphics.UI.GLFW as GLFW import Graphics.Rendering.OpenGL (($=)) import Control.Monad import EnableGUI main = do enableGUI GLFW.initialize -- open window GLFW.openWindow (GL.Size 400 400) [GLFW.DisplayAlphaBits 8] GLFW.Window GLFW.windowTitle $= "Bitmap Test" -- enable alpha channel GL.blend $= GL.Enabled GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha) -- set the color to clear background GL.clearColor $= GL.Color4 0.8 0.8 0.8 0 -- set 2D orthogonal view inside windowSizeCallback because -- any change to the Window size should result in different -- OpenGL Viewport. GLFW.windowSizeCallback $= \ size@(GL.Size w h) -> do GL.viewport $= (GL.Position 0 0, size) GL.matrixMode $= GL.Projection GL.loadIdentity GL.ortho2D 0 (realToFrac w) (realToFrac h) 0 render <- initialize loop render GLFW.closeWindow loop render = do -- draw the entire screen render -- swap buffer GLFW.swapBuffers -- check whether ESC is pressed for termination p <- GLFW.getKey GLFW.ESC unless (p == GLFW.Press) $ do -- sleep for 1ms to yield CPU to other applications GLFW.sleep 0.001 -- only continue when the window is not closed windowOpenStatus <- GLFW.getParam GLFW.Opened unless (windowOpenStatus == False) $ loop render -- rendering initialize = do -- load texture from file GL.texture GL.Texture2D $= Enabled [textureName] <- GL.genObjectNames 1 GL.textureBinding GL.Texture2D $= Just textureName GL.textureFilter GL.Texture2D $= ((GL.Nearest, Nothing), GL.Nearest) GLFW.loadTexture2D "Bitmap.tga" [] return $ do GL.clear [GL.ColorBuffer] GL.renderPrimitive GL.Quads $ do GL.texCoord $ texCoord2 0 0 GL.vertex $ vertex3 (0) 256 0 GL.texCoord $ texCoord2 0 1 GL.vertex $ vertex3 (0) (0) 0 GL.texCoord $ texCoord2 1 1 GL.vertex $ vertex3 256 (0) 0 GL.texCoord $ texCoord2 1 0 GL.vertex $ vertex3 256 256 0 -- type signatures to avoid ambiguity vertex3 :: GLfloat -> GLfloat -> GLfloat -> GL.Vertex3 GLfloat vertex3 = GL.Vertex3 texCoord2 :: GLfloat -> GLfloat -> GL.TexCoord2 GLfloat texCoord2 = GL.TexCoord2 color3 :: GLfloat -> GLfloat -> GLfloat -> GL.Color3 GLfloat color3 = GL.Color3 Here an example bitmap (which you need to convert to .tga).

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