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More haddock docs. (#131)
* More haddock docs. * Remove unused imports. * Replace '#' with '&' from Control.Lens
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36 changed files with 310 additions and 142 deletions
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@ -1,8 +1,8 @@
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#!/usr/bin/env stack
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-- stack runghc --package reanimate
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{-# LANGUAGE ApplicativeDo #-}
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE QuasiQuotes #-}
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{-# LANGUAGE ApplicativeDo #-}
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module Main (main) where
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import Reanimate
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@ -10,13 +10,13 @@ import Reanimate.Povray (povraySlow')
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import Codec.Picture
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import Codec.Picture.Types
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import Control.Lens ((^.))
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import Control.Lens ((&), (^.))
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import Control.Monad
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import qualified Data.Text as T
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import Data.Monoid
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import NeatInterpolation
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import Data.Text (Text)
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import Graphics.SvgTree hiding (Text,text)
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import qualified Data.Text as T
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import Graphics.SvgTree hiding (Text, text)
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import NeatInterpolation
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import System.Random
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import System.Random.Shuffle
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@ -109,7 +109,7 @@ latexExample = sceneAnimation $ do
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mapM_ destroySprite sprites
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-- Undraw equations
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play $ drawAnimation' (Just 0xdeadbeef) 1 0.1 strokedSvg
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# reverseA
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& reverseA
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where
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glyphs = svgGlyphs svg
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strokedSvg =
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@ -151,7 +151,7 @@ drawAnimation' mbSeed fillDur step svg = sceneAnimation $ do
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fork $ do
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wait (n*step)
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play $ mapA fn $ (animate (\t -> withFillOpacity 0 $ partialSvg t tree)
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# applyE (overEnding fillDur $ fadeLineOutE sWidth))
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& applyE (overEnding fillDur $ fadeLineOutE sWidth))
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fork $ do
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wait (n*step+(1-fillDur))
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newSprite $ do
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