
Working with HOpenGL and GLUT, I find myself approaching a common problem with a common solution that I don't really like all that much, as it reeks of procedural programming. Basically the problem is that of complex program state, such that when the user provides input to the program in the form of a mouse click or a typed string or character, the program updates its internal state to reflect this, whether that's changing the rotation, scale, or position of a screen element, or deciding what data to have loaded from disc. What I often do is something that looks like this: data ProgramState = ProgramState { some_associative_data :: Map String String , position :: GL.Vector3 Float , look_at :: GL Vector3 Float , selectables :: Map GLuint NamedObject } render :: IORef ProgramState -> IO () render state = do st <- readIORef state ... handleMouseClicks :: IORef ProgramState -> GLUT.KeyboardMouseHandler handleMouseClicks state ... = do st <- readIORef state ... main = do ... let st = ProgramState { Map.empty ... } render' = render st mouse' = handleMouseClicks st GLUT.renderCallback $= render GLUT.keyboardMouseCallback $= Just mouse' and so on and so forth. Generally there are not fewer than 5 and not more than about 32 variables that I have to track between mouse clicks, and there's all this boilerplate code as well. I'm searching for a better way to do this, and I feel sure there is one. I'm considering using Template Haskell or possibly SYB to generate this code, but it also seems like I also ought to be able to declare some kind of state monad or continuation monad that can encapsulate ProgramState without having to declare an explicit structure for it everytime. For one thing, I'd like to genericize this code and write something akin to Processing for Haskell (http://www.processing.org).