| stateDebug :: Bool | Set this to True to emit lots of debugging info.
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| stateAnimate :: Bool | Whether to call the user's draw repetedly to get an animation.
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| stateAnimateStart :: Bool | Whether this is the first frame of the animation.
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| stateAnimateTime :: Int | Number of msec the animation has been running for
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| stateWindowSize :: (Float, Float) | The size of the current window.
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| stateShowOverlay :: Bool | Whether the overlay is being displayed.
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| stateDisplayTime :: Int | The time when we entered the display callback for the current frame.
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| stateDisplayTimeLast :: Int | |
| stateDisplayTimeClamp :: Int | Clamp the minimum time between frames to this value (in msec)
Most LCD monitors refresh at around 50Hz so setting
this to < 20msec probably isn't worthwhile.
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| stateGateTimeStart :: Int | The time when the last call to the users render function finished.
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| stateGateTimeEnd :: Int | The time when displayInWindow last finished (after sleeping to clamp fps).
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| stateRenderColor :: Bool | Whether to use colors.
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| stateRenderWireframe :: Bool | Whether to draw wireframes only.
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| stateRenderBlendAlpha :: Bool | Whether to use blending.
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| stateRenderLineSmooth :: Bool | Whether to use line smoothing.
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| stateViewScale :: Float | The world is scaled by this factor in both x and y directions.
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| stateViewTranslate :: (Float, Float) | The world is translated by this vector.
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| stateViewRotate :: Float | The world is rotated by this vector, in degrees.
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| stateViewScaleStep :: Float | How much to scale the world by for each step of the mouse wheel.
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| stateViewRotateFactor :: Float | How many degrees to rotate the world by for each pixel of x motion.
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| stateViewTranslateMark :: (Maybe (Int, Int)) | During viewport translation,
where the mouse was clicked on the window.
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| stateViewRotateMark :: (Maybe (Int, Int)) | During viewport rotation,
where the mouse was clicked on the window
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| stateImages :: (Map String Image) | Cache of loaded images.
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| stateTextures :: (Map String Texture) | Cache of loaded textures. If there is an entry here then there will
also be a corresponding entry in stateImages.
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