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Haskell GTK, double buffering with primitives

With an example like this. How can I do 2d double buffering with gtk and haskell. I want to render primitives to an offscreen buffer and flip. This code only renders a pixel/rectangle. I want to add movement using a double buffered approach.

import Graphics.UI.Gtk
import Graphics.UI.Gtk.Gdk.GC
import Graphics.UI.Gtk hiding (Color, Point, Object)

defaultFgColor :: Color
defaultFgColor = Color 65535 65535 65535

defaultBgColor :: Color
defaultBgColor = Color 0 0 0

renderScene d ev = do
    dw     <- widgetGetDrawWindow d
    (w, h) <- widgetGetSize d
    gc     <- gcNew dw
    let fg = Color  (round (65535 * 205))
                    (round (65535 * 0))
                    (round (65535 * 0))
    gcSetValues gc $ newGCValues { foreground = fg }
  开发者_如何学Python  drawPoint dw gc (120, 120)
    drawPoint dw gc (22, 22)
    drawRectangle dw gc True 20 20 20 20
    return True

main :: IO ()   
main = do
    initGUI
    window  <- windowNew
    drawing <- drawingAreaNew
    windowSetTitle window "Cells"
    containerAdd window drawing
    let bg = Color  (round (65535 * 205))
                    (round (65535 * 205))
                    (round (65535 * 255))
    widgetModifyBg drawing StateNormal bg
    onExpose drawing (renderScene drawing)

    onDestroy window mainQuit
    windowSetDefaultSize window 800 600
    windowSetPosition window WinPosCenter
    widgetShowAll window
    mainGUI


This is what I'm using to paint with cairo in a drawing area and avoid flickering. Try adding this code to your renderScene function:

  -- Get the draw window (dw) and its size (w,h)
  -- ...

  regio <- regionRectangle $ Rectangle 0 0 w h
  drawWindowBeginPaintRegion dw regio

  -- Put paiting code here
  -- ..

  drawWindowEndPaint dw

Your final code could look like this:

import Graphics.UI.Gtk
import Graphics.UI.Gtk.Gdk.GC
import Graphics.UI.Gtk hiding (Color, Point, Object)
import Data.IORef

defaultFgColor :: Color
defaultFgColor = Color 65535 65535 65535

defaultBgColor :: Color
defaultBgColor = Color 0 0 0

renderScene pref d _ev = renderScene' pref d

renderScene' :: IORef Int -> DrawingArea -> IO Bool
renderScene' pref d = do
    dw     <- widgetGetDrawWindow d
    (w, h) <- widgetGetSize d
    regio <- regionRectangle $ Rectangle 0 0 w h

    pos <- readIORef pref
    -- Go around, CCW, in a circle of size 20, centered at (100,100)
    let x = 100 + round ( 20 * sin (fromIntegral pos * pi * 2 / 360) )
        y = 100 + round ( 20 * cos (fromIntegral pos * pi * 2 / 360) )
        pos' = (pos + 1) `mod` 360
    writeIORef pref pos'

    drawWindowBeginPaintRegion dw regio
    gc     <- gcNew dw
    let fg = Color  (round (65535 * 205))
                    (round (65535 * 0))
                    (round (65535 * 0))
    gcSetValues gc $ newGCValues { foreground = fg }
    drawPoint dw gc (120, 120)
    drawPoint dw gc (22, 22)
    drawRectangle dw gc True x y 20 20
    -- Paint an extra rectangle
    drawRectangle dw gc True 200 200 200 200
    drawWindowEndPaint dw
    return True

main :: IO ()   
main = do
    initGUI
    window  <- windowNew
    drawing <- drawingAreaNew
    windowSetTitle window "Cells"
    containerAdd window drawing
    let bg = Color  (round (65535 * 205))
                    (round (65535 * 205))
                    (round (65535 * 255))
    widgetModifyBg drawing StateNormal bg

    pref <- newIORef 0

    onExpose drawing (renderScene pref drawing)
    timeoutAdd (renderScene' pref drawing) 10

    onDestroy window mainQuit
    windowSetDefaultSize window 800 600
    windowSetPosition window WinPosCenter
    widgetShowAll window
    mainGUI


It might be an idea to have a look at ThreadScope. Scrolling is implemented there with something that's pretty close to double-buffering. Here's a simplified version of what I think they do:

prev_surface <- readIORef prevView
win <- widgetGetDrawWindow timelineDrawingArea
renderWithDrawable win $ do

  -- Create new surface based on the old one
  new_surface <- liftIO $ createSimilarSurface [...]
  renderWith new_surface $ do
    setSourceSurface prev_surface off 0
    Cairo.rectangle [...]
    Cairo.fill
    [... render newly exposed stuff ...]
  surfaceFinish new_surface

  -- Save back new view
  liftIO $ writeIORef prevView new_surface

  -- Paint new view
  setSourceSurface new_surface 0 0
  setOperator OperatorSource
  paint

The actual code can be found in Timeline/Render.hs. No idea whether this is the best way to do it, but it seems to work well enough in practice. I hope this helps.

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