// Copyright 2025 International Digital Economy Academy
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
///|
struct CanvasBackend {
canvas : @dom.HTMLCanvasElement
context : @dom.CanvasRenderingContext2D
mut viewport_size : @smath.Vec2D
mut zoom : Double
mut time_scale : Double
mouse_movement : Ref[@inputs.MouseMovement?]
}
///|
pub fn CanvasBackend::new() -> CanvasBackend {
let canvas = @dom.document()
.get_element_by_id("canvas")
.unwrap()
.to_html_canvas_element()
.unwrap()
let context = canvas.get_context("2d").to0().unwrap()
{
context,
canvas,
viewport_size: @smath.Vec2D::zero(),
time_scale: 1.0,
mouse_movement: Ref::new(None),
zoom: 1.0,
}
}
///|
let canvas_backend : CanvasBackend = CanvasBackend::new()
///|
pub fn set_time_scale(time_scale : Double) -> Unit {
canvas_backend.time_scale = time_scale
}
///|
let realtime_delta : Ref[Double] = Ref::new(0.0)
///|
pub fn initialize(
startup~ : () -> Unit,
render_loop~ : (Double) -> Unit,
game_loop~ : (Double) -> Unit,
canvas_width~ : Double,
canvas_height~ : Double,
fps~ : UInt,
image_smooth~ : Bool,
zoom~ : Double,
) -> () -> Unit {
if fps > 60 {
println(
"Warning: FPS is set above 60. The browser's window only support up to 60 FPS.",
)
}
canvas_backend.viewport_size = @smath.Vec2D(canvas_width, canvas_height)
set_viewport_height(canvas_backend.canvas, canvas_height)
set_viewport_width(canvas_backend.canvas, canvas_width)
set_image_smoothing_enabled(canvas_backend.context, image_smooth)
canvas_backend.context.scale(zoom, zoom)
canvas_backend.zoom = zoom
startup()
schedule_with_fixed_interval(1000 / fps.to_double(), fn(delta) {
let delta = delta / 1000.0
// canvas_backend.current_fps = 1.0 / delta
canvas_backend.context.clear_rect(0, 0, canvas_width, canvas_height)
realtime_delta.val = delta
render_loop(delta * canvas_backend.time_scale)
game_loop(delta * canvas_backend.time_scale)
if canvas_backend.mouse_movement.val is Some(mouse_movement) {
mouse_movement.movement = @smath.Vec2D(0.0, 0.0)
}
})
|> ignore
return fn() { }
}
///|
pub fn get_canvas_size() -> @smath.Vec2D {
canvas_backend.viewport_size
}
///|
pub fn get_zoom() -> Double {
canvas_backend.zoom
}
///|
pub fn get_realtime_delta() -> Double {
realtime_delta.val
}
///|
let window : @dom.Window = @dom.window()
///|
fn schedule_with_fixed_interval(
interval : Double,
callback : (Double) -> Unit,
) -> () -> Unit {
let lastTime = { val: 0.0 }
let accumulator = { val: 0.0 }
let lastId = { val: 0.0 }
fn update(time : Double) -> Unit {
if lastTime.val == 0.0 {
lastTime.val = time
}
let delta = time - lastTime.val
lastTime.val = time
accumulator.val = accumulator.val + delta
// Run callback for each complete interval
while accumulator.val >= interval {
callback(delta)
accumulator.val = accumulator.val - interval
}
lastId.val = window.request_animation_frame(update)
}
lastId.val = window.request_animation_frame(update)
() => if lastId.val != 0.0 { window.cancel_animation_frame(lastId.val) }
}
///|
pub fn load_font(font : String, path : String) -> Unit {
load_font_async(font, path)
}
///|
pub fn get_time_scale() -> Double {
canvas_backend.time_scale
}