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A silly experiment with low-res graphics in Haskell

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Just trying out the SDL2 library with Haskell.

  • This uses a shell.nix file to bring in the necessary dependencies to build the code.
  • This uses direnv (and thus a .envrc) with the use_nix feature to automatically use the above shell.nix upon entering this directory.

The code doesn't do much: it displays a window, and a littel dot. It can be moved with the arrow keys, a dot can be drawn by pressing space, and q exits the program.

Simply setting an environment variable is enough to get controller events even when the window is not visible:

$ SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS=1 bin/loading run

Building

To build the binary at bin/loading, simply run

$ nix-build -A binaries

To validate the code during developement, use ghcid by running:

$ scripts/ghcid.sh

Current status

  • The rendering is done with a low resolution, similar to old games.
  • Some basic shapes (point, line, triangle) are rendered.
  • Some commands can be done with a gamepad.
  • Left mouse button clicks change the cursor location, and sets the magnified zone location.
  • Pressing q quits the application.
  • Pressing e enables/disables logging polled events.
  • Pressing m or right shoulder button show/hide a magnified zone of the screen.
  • Pressing the arrow keys or d-pad move the cursor.
  • Pressing space or "A" button draw a point where the cursor is.
  • loading headless generates directly a screenshot, without actually opening an interactive window.
  • A crude fixed frame rate is implemented. This limits CPU usage to 2% (window on a hidden workspace) or 5% (window visible) on my T480, instead of 99% (hidden) or 50% (visible).

When quitting, a screenshot is captured as screenshot.png.

A nice way to view the screenshot that mimics the behavior of the SDL window under my xmonad configuration is using the following call:

$ feh --borderless --force-aliasing -g 1920x1200+320+120 --zoom fill screenshot.png

This creates a floating, centered window with the 384x240 image scaled, conserving sharp "big" pixels.

Notes

The defaultWindow has its windowResizable to False. With XMonad, this makes the window appear at the requested size and centered (above tiled windows). Setting windowResizable to True instead makes it behave like a regular window: when it appears, it is tiled among the other windows.

To obtain "big" pixels, i.e. an appearance of a low resolution image similar to old games, there is a rendererLogicalSize function. At first it seems to work, but actually some drawing routines are not properly scaled (e.g. drawLine, or triangle from the sdl-gfx library). Instead I have used a low resolution texture as rendering target, which is then copied to the default render target.

I was unsure if my X Box controller would work. I plugged it in (wired), and checked dmesg:

[16352.189193] input: Microsoft X-Box One S pad as /devices/pci0000:00/0000:00:14.0/usb1/1-1/1-1:1.0/input/input21
[16352.189271] usbcore: registered new interface driver xpad

This looked good and I confirmed it was working with jstest /dev/input/js0.

Note: the build scripts hard-code paths into the Nix store to build against the sdl2 image library. This should be fixed.

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A silly experiment with low-res graphics in Haskell

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