1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
/*
 *  Copyright 2021 QuantumBadger
 *
 *  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.
 */

//! Hardware-accelerated drawing of shapes, images, and text, with an easy to
//! use API.
//!
//! Speedy2D aims to be:
//!
//!  - The simplest Rust API for creating a window, rendering graphics/text, and
//!    handling input
//!  - Compatible with any device supporting OpenGL 2.0+ or WebGL 2.0. Support
//!    for OpenGL ES 2.0+ is planned.
//!  - Very fast
//!
//! Supports Windows, Mac, Linux, and WebGL. Support for Android and iOS is in
//! development.
//!
//! By default, Speedy2D contains support for setting up a window with an OpenGL
//! context. If you'd like to handle this yourself, and use Speedy2D only for
//! rendering, you can disable the `windowing` feature.
//!
//! # Useful Links
//!
//! * [Source repository](https://github.com/QuantumBadger/Speedy2D)
//! * [Crate](https://crates.io/crates/speedy2d)
//!
//! # Getting Started (Windows/Mac/Linux)
//!
//! ## Create a window
//!
//! After adding Speedy2D to your Cargo.toml dependencies, create a window as
//! follows:
//!
//! ```rust,no_run
//! use speedy2d::Window;
//!
//! let window = Window::new_centered("Title", (640, 480)).unwrap();
//! ```
//!
//! You may also use [Window::new_fullscreen_borderless()],
//! [Window::new_with_options()], or [Window::new_with_user_events()].
//!
//! ## Implement the callbacks
//!
//! Create a struct implementing the `WindowHandler` trait. Override
//! whichever callbacks you're interested in, for example `on_draw()`,
//! `on_mouse_move()`, or `on_key_down()`.
//!
//! ```
//! use speedy2d::window::{WindowHandler, WindowHelper};
//! use speedy2d::Graphics2D;
//!
//! struct MyWindowHandler {}
//!
//! impl WindowHandler for MyWindowHandler
//! {
//!     fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D)
//!     {
//!         // Draw things here using `graphics`
//!     }
//! }
//! ```
//!
//! The full list of possible callbacks is currently as follows. See
//! [WindowHandler] for full documentation.
//!
//! It's only necessary to implement the callbacks you actually want to use. The
//! default implementation will do nothing and continue the event loop.
//!
//! ```text
//! fn on_start()
//! fn on_user_event()
//! fn on_resize()
//! fn on_scale_factor_changed()
//! fn on_draw()
//! fn on_mouse_move()
//! fn on_mouse_button_down()
//! fn on_mouse_button_up()
//! fn on_key_down()
//! fn on_key_up()
//! fn on_keyboard_char()
//! fn on_keyboard_modifiers_changed()
//! ```
//!
//! Each callback gives you a [window::WindowHelper] instance, which
//! lets you perform window-related actions, like requesting that a new frame is
//! drawn using [window::WindowHelper::request_redraw()].
//!
//! Note: Unless you call [window::WindowHelper::request_redraw()], frames will
//! only be drawn when necessary, for example when resizing the window.
//!
//! ## Render some graphics
//!
//! The [WindowHandler::on_draw()] callback gives you a [Graphics2D]
//! instance, which lets you draw shapes, text, and images.
//!
//! ```
//! # use speedy2d::window::{WindowHandler, WindowHelper};
//! # use speedy2d::Graphics2D;
//! # use speedy2d::color::Color;
//! #
//! # struct MyWindowHandler {}
//! #
//! # impl WindowHandler for MyWindowHandler
//! # {
//!     fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D)
//!     {
//!         graphics.clear_screen(Color::from_rgb(0.8, 0.9, 1.0));
//!         graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE);
//!
//!         // Request that we draw another frame once this one has finished
//!         helper.request_redraw();
//!     }
//! # }
//! ```
//!
//! ## Start it running!
//!
//! Once you've implemented the callbacks you're interested in, start the event
//! loop running with [Window::run_loop()]:
//!
//! ```rust,no_run
//! # use speedy2d::Window;
//! # struct MyWindowHandler {}
//! # impl speedy2d::window::WindowHandler for MyWindowHandler {}
//! let window = Window::<()>::new_centered("Title", (640, 480)).unwrap();
//!
//! window.run_loop(MyWindowHandler{});
//! ```
//!
//! ## Alternative: Managing the GL context yourself
//!
//! If you'd rather handle the window creation and OpenGL context management
//! yourself, simply disable Speedy2D's `windowing` feature in your `Cargo.toml`
//! file, and create a context as follows. You will need to specify a loader
//! function to allow Speedy2D to obtain the OpenGL function pointers.
//!
//! ```rust,no_run
//! use speedy2d::GLRenderer;
//! # struct WindowContext {}
//! # impl WindowContext {
//! #     fn get_proc_address(&self, fn_name: &str) -> *const std::ffi::c_void
//! #     {
//! #         std::ptr::null()
//! #     }
//! # }
//! # let window_context = WindowContext {};
//!
//! let mut renderer = unsafe {
//!     GLRenderer::new_for_gl_context((640, 480), |fn_name| {
//!         window_context.get_proc_address(fn_name) as *const _
//!     })
//! }.unwrap();
//! ```
//!
//! Then, draw a frame using [GLRenderer::draw_frame()]:
//!
//! ```rust,no_run
//! # use speedy2d::GLRenderer;
//! # use speedy2d::color::Color;
//! # let mut renderer = unsafe {
//! #    GLRenderer::new_for_current_context((640, 480))
//! # }.unwrap();
//! renderer.draw_frame(|graphics| {
//!     graphics.clear_screen(Color::WHITE);
//!     graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE);
//! });
//! ```
//!
//! # Laying out text
//!
//! To render text, a font must be created. Call [font::Font::new()] with the
//! bytes from the TTF or OTF font file.
//!
//! (note: OTF support may be limited)
//!
//! ```rust,no_run
//! use speedy2d::font::Font;
//!
//! let bytes = include_bytes!("../assets/fonts/NotoSans-Regular.ttf");
//! let font = Font::new(bytes).unwrap();
//! ```
//!
//! Then, invoke `font.layout_text()` (part of the [font::TextLayout] trait) to
//! calculate the necessary line breaks and spacing. This will give you
//! a [font::FormattedTextBlock].
//!
//! ```rust,no_run
//! # use speedy2d::font::{Font, TextOptions};
//! # let font = Font::new(&[]).unwrap();
//! use speedy2d::font::TextLayout;
//!
//! let block = font.layout_text("Hello World", 32.0, TextOptions::new());
//! ```
//!
//! Finally, call [Graphics2D::draw_text()] to draw the text block!
//!
//! ```rust,no_run
//! # use speedy2d::GLRenderer;
//! # use speedy2d::color::Color;
//! # use speedy2d::font::{Font, TextOptions, TextLayout};
//! # let font = Font::new(&[]).unwrap();
//! # let block = font.layout_text("Hello World", 32.0, TextOptions::new());
//! # let mut renderer = unsafe {
//! #    GLRenderer::new_for_current_context((640, 480))
//! # }.unwrap();
//! # renderer.draw_frame(|graphics| {
//! graphics.draw_text((100.0, 100.0), Color::BLUE, &block);
//! # });
//! ```
//!
//! ## Word wrap
//!
//! To wrap lines of text to a certain width, use
//! [font::TextOptions::with_wrap_to_width()]:
//!
//! ```rust,no_run
//! # use speedy2d::font::{Font, TextOptions};
//! # let font = Font::new(&[]).unwrap();
//! use speedy2d::font::{TextLayout, TextAlignment};
//!
//! let block = font.layout_text(
//!     "The quick brown fox jumps over the lazy dog.",
//!     32.0,
//!     TextOptions::new().with_wrap_to_width(300.0, TextAlignment::Left));
//! ```
//!
//! # Loading images
//!
//! Image files (in formats such as PNG, JPG, and BMP) can be loaded using the
//! following APIs, available in both `Graphics2D` and `GLRenderer`.
//!
//! * [Graphics2D::create_image_from_file_path()]
//! * [Graphics2D::create_image_from_file_bytes()]
//! * [GLRenderer::create_image_from_file_path()]
//! * [GLRenderer::create_image_from_file_bytes()]
//!
//! Alternatively, you can create an image from raw pixel data, using:
//!
//! * [Graphics2D::create_image_from_raw_pixels()]
//! * [GLRenderer::create_image_from_raw_pixels()]
//!
//! # Getting Started (WebGL)
//!
//! To use Speedy2D with WebGL, your app must be compiled for WebAssembly.
//! Speedy2D can attach itself to a `canvas` on the page using an ID you
//! specify.
//!
//! As with Windows/Mac/Linux targets, it's possible to use Speedy2D either in a
//! full rendering and event handling configuation, or for rendering only.
//!
//! For rendering only, use the following API:
//!
//! * [GLRenderer::new_for_web_canvas_by_id()]
//!
//! For full keyboard/mouse/etc event handling in addition to rendering, use:
//!
//! * [WebCanvas::new_for_id()]
//! * [WebCanvas::new_for_id_with_user_events()]
//!
//! After initialization, the usual [WindowHandler] callbacks and
//! [window::WindowHelper]/[Graphics2D] APIs should operate as on other
//! platforms.
//!
//! For an example, see the `examples/webgl` directory. To build this, first
//! install the prerequisites:
//!
//! ```shell
//! cargo install wasm-bindgen-cli just
//! ```
//!
//! Then use the following command to run the build:
//!
//! ```shell
//! just build-example-webgl
//! ```

#![deny(warnings)]
#![deny(missing_docs)]

use std::fmt::{Display, Formatter};
#[cfg(any(doc, doctest, all(target_arch = "wasm32", feature = "windowing")))]
use std::marker::PhantomData;
use std::rc::Rc;

#[cfg(any(feature = "image-loading", doc, doctest))]
use {
    crate::image::ImageFileFormat,
    std::io::{BufRead, Seek},
    std::path::Path
};

use crate::color::Color;
use crate::dimen::{UVec2, Vec2};
use crate::error::{BacktraceError, ErrorMessage};
use crate::font::FormattedTextBlock;
use crate::glbackend::GLBackend;
#[cfg(not(target_arch = "wasm32"))]
use crate::glbackend::{GLBackendGLRS, GLBackendGlow};
use crate::glwrapper::{GLContextManager, GLVersion};
use crate::image::{ImageDataType, ImageHandle, ImageSmoothingMode, RawBitmapData};
use crate::renderer2d::Renderer2D;
use crate::shape::{Polygon, Rect, Rectangle};
#[cfg(target_arch = "wasm32")]
use crate::web::WebCanvasElement;
#[cfg(any(doc, doctest, feature = "windowing"))]
use crate::window::WindowHandler;
#[cfg(any(doc, doctest, all(feature = "windowing", not(target_arch = "wasm32"))))]
use crate::window::{
    UserEventSender,
    WindowCreationError,
    WindowCreationOptions,
    WindowPosition,
    WindowSize
};
#[cfg(any(doc, doctest))]
use crate::window_internal_doctest::{WebCanvasImpl, WindowGlutin};
#[cfg(all(
    feature = "windowing",
    not(target_arch = "wasm32"),
    not(any(doc, doctest))
))]
use crate::window_internal_glutin::WindowGlutin;
#[cfg(all(feature = "windowing", target_arch = "wasm32", not(any(doc, doctest))))]
use crate::window_internal_web::WebCanvasImpl;

/// Types representing colors.
pub mod color;

/// Types representing shapes.
pub mod shape;

/// Components for loading fonts and laying out text.
pub mod font;

/// Types representing sizes and positions.
pub mod dimen;

/// Utilities and traits for numeric values.
pub mod numeric;

/// Error types.
pub mod error;

/// Types relating to images.
pub mod image;

/// Utilities for accessing the system clock on all platforms.
pub mod time;

/// Allows for the creation and management of windows.
#[cfg(any(doc, doctest, feature = "windowing"))]
pub mod window;

#[cfg(all(
    feature = "windowing",
    not(target_arch = "wasm32"),
    not(any(doc, doctest))
))]
mod window_internal_glutin;

#[cfg(all(feature = "windowing", target_arch = "wasm32", not(any(doc, doctest))))]
mod window_internal_web;

#[cfg(any(doc, doctest))]
mod window_internal_doctest;

#[cfg(any(target_arch = "wasm32"))]
mod web;

mod font_cache;
mod glbackend;
mod glwrapper;
mod renderer2d;
mod texture_packer;
mod utils;

/// An error encountered during the creation of a [GLRenderer].
#[derive(Clone, Debug)]
pub struct GLRendererCreationError
{
    description: String
}

impl GLRendererCreationError
{
    fn msg_with_cause<S, Cause>(description: S, cause: Cause) -> BacktraceError<Self>
    where
        S: AsRef<str>,
        Cause: std::error::Error + 'static
    {
        BacktraceError::new_with_cause(
            Self {
                description: description.as_ref().to_string()
            },
            cause
        )
    }

    #[allow(dead_code)]
    fn msg<S>(description: S) -> BacktraceError<Self>
    where
        S: AsRef<str>
    {
        BacktraceError::new(Self {
            description: description.as_ref().to_string()
        })
    }
}

impl Display for GLRendererCreationError
{
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result
    {
        Display::fmt("GL renderer creation error: ", f)?;
        Display::fmt(&self.description, f)
    }
}

/// A graphics renderer using an OpenGL backend.
///
/// Note: There is no need to use this struct if you are letting Speedy2D create
/// a window for you.
pub struct GLRenderer
{
    context: GLContextManager,
    renderer: Graphics2D
}

impl GLRenderer
{
    /// Creates a `GLRenderer` for the current OpenGL context.
    /// `viewport_size_pixels` should be set to the initial viewport size,
    /// however this can be changed later using [GLRenderer::
    /// set_viewport_size_pixels()].
    ///
    /// Note: This function must not be called if you are letting Speedy2D
    /// create a window for you.
    ///
    /// # Deprecation
    ///
    /// Note: This function will be removed in a future version of Speedy2D.
    /// Please use [GLRenderer::new_for_gl_context] instead.
    ///
    /// # Safety
    ///
    /// While a `GLRenderer` object is active, you must not make any changes to
    /// the active GL context. Doing so may lead to undefined behavior,
    /// which is why this function is marked `unsafe`. It is strongly
    /// advised not to use any other OpenGL libraries in the same thread
    /// as `GLRenderer`.
    #[cfg(not(target_arch = "wasm32"))]
    pub unsafe fn new_for_current_context<V: Into<UVec2>>(
        viewport_size_pixels: V
    ) -> Result<Self, BacktraceError<GLRendererCreationError>>
    {
        Self::new_with_gl_backend(
            viewport_size_pixels,
            Rc::new(GLBackendGLRS {}),
            GLVersion::OpenGL2_0
        )
    }

    /// Creates a `GLRenderer` with the specified OpenGL loader function. The
    /// loader function takes the name of an OpenGL function, and returns the
    /// associated function pointer. `viewport_size_pixels` should be set to
    /// the initial viewport size, however this can be changed later using
    /// [GLRenderer:: set_viewport_size_pixels()].
    ///
    /// Note: This function must not be called if you are letting Speedy2D
    /// create a window for you.
    ///
    /// # Safety
    ///
    /// While a `GLRenderer` object is active, you must not make any changes to
    /// the active GL context. Doing so may lead to undefined behavior,
    /// which is why this function is marked `unsafe`. It is strongly
    /// advised not to use any other OpenGL libraries in the same thread
    /// as `GLRenderer`.
    #[cfg(not(target_arch = "wasm32"))]
    pub unsafe fn new_for_gl_context<V, F>(
        viewport_size_pixels: V,
        loader_function: F
    ) -> Result<Self, BacktraceError<GLRendererCreationError>>
    where
        V: Into<UVec2>,
        F: FnMut(&str) -> *const std::os::raw::c_void
    {
        let backend =
            GLBackendGlow::new(glow::Context::from_loader_function(loader_function));

        Self::new_with_gl_backend(
            viewport_size_pixels,
            Rc::new(backend),
            GLVersion::OpenGL2_0
        )
    }

    /// Creates a `GLRenderer` for the specified HTML canvas. The canvas
    /// will be found based on the specified ID.
    ///
    /// The parameter `viewport_size_pixels` should be set to
    /// the initial canvas size, however this can be changed later using
    /// [GLRenderer:: set_viewport_size_pixels()].
    #[cfg(any(doc, doctest, target_arch = "wasm32"))]
    pub fn new_for_web_canvas_by_id<V, S>(
        viewport_size_pixels: V,
        element_id: S
    ) -> Result<Self, BacktraceError<GLRendererCreationError>>
    where
        V: Into<UVec2>,
        S: AsRef<str>
    {
        WebCanvasElement::new_by_id(element_id.as_ref())
            .map_err(|err| {
                GLRendererCreationError::msg_with_cause("Failed to get canvas", err)
            })?
            .get_webgl2_context(viewport_size_pixels)
    }

    fn new_with_gl_backend<V: Into<UVec2>>(
        viewport_size_pixels: V,
        gl_backend: Rc<dyn GLBackend>,
        gl_version: GLVersion
    ) -> Result<Self, BacktraceError<GLRendererCreationError>>
    {
        let viewport_size_pixels = viewport_size_pixels.into();

        let context =
            GLContextManager::create(gl_backend, gl_version).map_err(|err| {
                GLRendererCreationError::msg_with_cause(
                    "GL context manager creation failed",
                    err
                )
            })?;

        let renderer = Graphics2D {
            renderer: Renderer2D::new(&context, viewport_size_pixels).map_err(|err| {
                GLRendererCreationError::msg_with_cause("Renderer2D creation failed", err)
            })?
        };

        Ok(GLRenderer { context, renderer })
    }

    /// Sets the renderer viewport to the specified pixel size, in response to a
    /// change in the window size.
    pub fn set_viewport_size_pixels(&mut self, viewport_size_pixels: UVec2)
    {
        self.renderer
            .renderer
            .set_viewport_size_pixels(viewport_size_pixels)
    }

    /// Creates a new [ImageHandle] from the specified raw pixel data.
    ///
    /// The data provided in the `data` parameter must be in the format
    /// specified by `data_type`.
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    pub fn create_image_from_raw_pixels(
        &mut self,
        data_type: ImageDataType,
        smoothing_mode: ImageSmoothingMode,
        size: UVec2,
        data: &[u8]
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer
            .create_image_from_raw_pixels(data_type, smoothing_mode, size, data)
    }

    /// Loads an image from the specified file path.
    ///
    /// If no `data_type` is provided, an attempt will be made to guess the file
    /// format.
    ///
    /// For a list of supported image types, see [image::ImageFileFormat].
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    #[cfg(any(feature = "image-loading", doc, doctest))]
    pub fn create_image_from_file_path<S: AsRef<Path>>(
        &mut self,
        data_type: Option<ImageFileFormat>,
        smoothing_mode: ImageSmoothingMode,
        path: S
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer
            .create_image_from_file_path(data_type, smoothing_mode, path)
    }

    /// Loads an image from the provided encoded image file data.
    ///
    /// If no `data_type` is provided, an attempt will be made to guess the file
    /// format.
    ///
    /// The data source must implement `std::io::BufRead` and `std::io::Seek`.
    /// For example, if you have a `&[u8]`, you may wrap it in a
    /// `std::io::Cursor` as follows:
    ///
    /// ```rust,no_run
    /// # use speedy2d::GLRenderer;
    /// # use speedy2d::color::Color;
    /// # use speedy2d::image::ImageSmoothingMode;
    /// use std::io::Cursor;
    /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap();
    ///
    /// let image_bytes : &[u8] = include_bytes!("../assets/screenshots/hello_world.png");
    ///
    /// let image_result = renderer.create_image_from_file_bytes(
    ///     None,
    ///     ImageSmoothingMode::Linear,
    ///     Cursor::new(image_bytes));
    /// ```
    ///
    /// For a list of supported image types, see [image::ImageFileFormat].
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    #[cfg(any(feature = "image-loading", doc, doctest))]
    pub fn create_image_from_file_bytes<R: Seek + BufRead>(
        &mut self,
        data_type: Option<ImageFileFormat>,
        smoothing_mode: ImageSmoothingMode,
        file_bytes: R
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer
            .create_image_from_file_bytes(data_type, smoothing_mode, file_bytes)
    }

    /// Starts the process of drawing a frame. A `Graphics2D` object will be
    /// provided to the callback. When the callback returns, the internal
    /// render queue will be flushed.
    ///
    /// Note: if calling this method, you are responsible for swapping the
    /// window context buffers if necessary.
    #[inline]
    pub fn draw_frame<F: FnOnce(&mut Graphics2D) -> R, R>(&mut self, callback: F) -> R
    {
        self.renderer.set_clip(None);
        let result = callback(&mut self.renderer);
        self.renderer.renderer.finish_frame();
        result
    }
}

impl Drop for GLRenderer
{
    fn drop(&mut self)
    {
        self.context.mark_invalid();
    }
}

/// A `Graphics2D` object allows you to draw shapes, images, and text to the
/// screen.
///
/// An instance is provided in the [window::WindowHandler::on_draw] callback.
///
/// If you are managing the GL context yourself, you must invoke
/// [GLRenderer::draw_frame] to obtain an instance.
pub struct Graphics2D
{
    renderer: Renderer2D
}

impl Graphics2D
{
    /// Creates a new [ImageHandle] from the specified raw pixel data.
    ///
    /// The data provided in the `data` parameter must be in the format
    /// specified by `data_type`.
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    pub fn create_image_from_raw_pixels<S: Into<UVec2>>(
        &mut self,
        data_type: ImageDataType,
        smoothing_mode: ImageSmoothingMode,
        size: S,
        data: &[u8]
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer.create_image_from_raw_pixels(
            data_type,
            smoothing_mode,
            size.into(),
            data
        )
    }

    /// Loads an image from the specified file path.
    ///
    /// If no `data_type` is provided, an attempt will be made to guess the file
    /// format.
    ///
    /// For a list of supported image types, see [image::ImageFileFormat].
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    #[cfg(any(feature = "image-loading", doc, doctest))]
    pub fn create_image_from_file_path<S: AsRef<Path>>(
        &mut self,
        data_type: Option<ImageFileFormat>,
        smoothing_mode: ImageSmoothingMode,
        path: S
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer
            .create_image_from_file_path(data_type, smoothing_mode, path)
    }

    /// Loads an image from the provided encoded image file data.
    ///
    /// If no `data_type` is provided, an attempt will be made to guess the file
    /// format.
    ///
    /// The data source must implement `std::io::BufRead` and `std::io::Seek`.
    /// For example, if you have a `&[u8]`, you may wrap it in a
    /// `std::io::Cursor` as follows:
    ///
    /// ```rust,no_run
    /// # use speedy2d::GLRenderer;
    /// # use speedy2d::color::Color;
    /// # use speedy2d::image::ImageSmoothingMode;
    /// use std::io::Cursor;
    /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap();
    /// # renderer.draw_frame(|graphics| {
    ///
    /// let image_bytes : &[u8] = include_bytes!("../assets/screenshots/hello_world.png");
    ///
    /// let image_result = graphics.create_image_from_file_bytes(
    ///     None,
    ///     ImageSmoothingMode::Linear,
    ///     Cursor::new(image_bytes));
    /// # });
    /// ```
    ///
    /// For a list of supported image types, see [image::ImageFileFormat].
    ///
    /// The returned [ImageHandle] is valid only for the current graphics
    /// context.
    #[cfg(any(feature = "image-loading", doc, doctest))]
    pub fn create_image_from_file_bytes<R: Seek + BufRead>(
        &mut self,
        data_type: Option<ImageFileFormat>,
        smoothing_mode: ImageSmoothingMode,
        file_bytes: R
    ) -> Result<ImageHandle, BacktraceError<ErrorMessage>>
    {
        self.renderer
            .create_image_from_file_bytes(data_type, smoothing_mode, file_bytes)
    }

    /// Fills the screen with the specified color.
    pub fn clear_screen(&mut self, color: Color)
    {
        self.renderer.clear_screen(color);
    }

    /// Draws the provided block of text at the specified position.
    ///
    /// Lines of text can be prepared by loading a font (using
    /// [crate::font::Font::new]), and calling `layout_text_line()` on that
    /// font with your desired text.
    ///
    /// To fall back to another font if a glyph isn't found, see
    /// [crate::font::FontFamily].
    ///
    /// To achieve good performance, it's possible to layout a line of text
    /// once, and then re-use the same [crate::font::FormattedTextLine]
    /// object whenever you need to draw that text to the screen.
    ///
    /// Note: Text will be rendered with subpixel precision. If the subpixel
    /// position changes between frames, performance may be degraded, as the
    /// text will need to be re-rendered and re-uploaded. To avoid this,
    /// call `round()` on the position coordinates, to ensure that
    /// the text is always located at an integer pixel position.
    pub fn draw_text<V: Into<Vec2>>(
        &mut self,
        position: V,
        color: Color,
        text: &Rc<FormattedTextBlock>
    )
    {
        self.renderer.draw_text(position, color, text);
    }

    /// Draws the provided block of text at the specified position, cropped to
    /// the specified window. Characters outside this window will not be
    /// rendered. Characters partially inside the window will be cropped.
    ///
    /// Both `position` and `crop_window` are relative to the overall render
    /// window.
    ///
    /// See the documentation for [Graphics2D::draw_text] for more details.
    pub fn draw_text_cropped<V: Into<Vec2>>(
        &mut self,
        position: V,
        crop_window: Rect,
        color: Color,
        text: &Rc<FormattedTextBlock>
    )
    {
        self.renderer
            .draw_text_cropped(position, crop_window, color, text);
    }

    /// Draws a polygon with a single color, with the specified offset in
    /// pixels.
    pub fn draw_polygon<V: Into<Vec2>>(
        &mut self,
        polygon: &Polygon,
        offset: V,
        color: Color
    )
    {
        self.renderer.draw_polygon(polygon, offset, color)
    }

    /// Draws a triangle with the specified colors (one color for each corner).
    ///
    /// The vertex positions (and associated colors) must be provided in
    /// clockwise order.
    pub fn draw_triangle_three_color(
        &mut self,
        vertex_positions_clockwise: [Vec2; 3],
        vertex_colors_clockwise: [Color; 3]
    )
    {
        self.renderer.draw_triangle_three_color(
            vertex_positions_clockwise,
            vertex_colors_clockwise
        );
    }

    /// Draws part of an image, tinted with the provided colors, at the
    /// specified location. The sub-image will be scaled to fill the
    /// triangle described by the vertices in `vertex_positions_clockwise`.
    ///
    /// The coordinates in `image_coords_normalized` should be in the range
    /// `0.0` to `1.0`, and define the portion of the source image which
    /// should be drawn.
    ///
    /// The tinting is performed by for each pixel by multiplying each color
    /// component in the image pixel by the corresponding color component in
    /// the `color` parameter.
    ///
    /// The vertex positions (and associated colors and image coordinates) must
    /// be provided in clockwise order.
    pub fn draw_triangle_image_tinted_three_color(
        &mut self,
        vertex_positions_clockwise: [Vec2; 3],
        vertex_colors: [Color; 3],
        image_coords_normalized: [Vec2; 3],
        image: &ImageHandle
    )
    {
        self.renderer.draw_triangle_image_tinted(
            vertex_positions_clockwise,
            vertex_colors,
            image_coords_normalized,
            image
        );
    }

    /// Draws a triangle with the specified color.
    ///
    /// The vertex positions must be provided in clockwise order.
    #[inline]
    pub fn draw_triangle(&mut self, vertex_positions_clockwise: [Vec2; 3], color: Color)
    {
        self.draw_triangle_three_color(vertex_positions_clockwise, [color, color, color]);
    }

    /// Draws a quadrilateral with the specified colors (one color for each
    /// corner).
    ///
    /// The vertex positions (and associated colors) must be provided in
    /// clockwise order.
    #[inline]
    pub fn draw_quad_four_color(
        &mut self,
        vertex_positions_clockwise: [Vec2; 4],
        vertex_colors: [Color; 4]
    )
    {
        let vp = vertex_positions_clockwise;
        let vc = vertex_colors;

        self.draw_triangle_three_color([vp[0], vp[1], vp[2]], [vc[0], vc[1], vc[2]]);

        self.draw_triangle_three_color([vp[2], vp[3], vp[0]], [vc[2], vc[3], vc[0]]);
    }

    /// Draws a quadrilateral with the specified color.
    ///
    /// The vertex positions must be provided in clockwise order.
    #[inline]
    pub fn draw_quad(&mut self, vertex_positions_clockwise: [Vec2; 4], color: Color)
    {
        self.draw_quad_four_color(
            vertex_positions_clockwise,
            [color, color, color, color]
        );
    }

    /// Draws part of an image, tinted with the provided colors, at the
    /// specified location. The sub-image will be scaled to fill the
    /// quadrilateral described by the vertices in
    /// `vertex_positions_clockwise`.
    ///
    /// The coordinates in `image_coords_normalized` should be in the range
    /// `0.0` to `1.0`, and define the portion of the source image which
    /// should be drawn.
    ///
    /// The tinting is performed by for each pixel by multiplying each color
    /// component in the image pixel by the corresponding color component in
    /// the `color` parameter.
    ///
    /// The vertex positions (and associated colors and image coordinates) must
    /// be provided in clockwise order.
    #[inline]
    pub fn draw_quad_image_tinted_four_color(
        &mut self,
        vertex_positions_clockwise: [Vec2; 4],
        vertex_colors: [Color; 4],
        image_coords_normalized: [Vec2; 4],
        image: &ImageHandle
    )
    {
        let vp = vertex_positions_clockwise;
        let vc = vertex_colors;
        let ic = image_coords_normalized;

        self.draw_triangle_image_tinted_three_color(
            [vp[0], vp[1], vp[2]],
            [vc[0], vc[1], vc[2]],
            [ic[0], ic[1], ic[2]],
            image
        );

        self.draw_triangle_image_tinted_three_color(
            [vp[2], vp[3], vp[0]],
            [vc[2], vc[3], vc[0]],
            [ic[2], ic[3], ic[0]],
            image
        );
    }

    /// Draws part of an image, tinted with the provided color, at the specified
    /// location. The sub-image will be scaled to fill the pixel coordinates
    /// in the provided rectangle.
    ///
    /// The coordinates in `image_coords_normalized` should be in the range
    /// `0.0` to `1.0`, and define the portion of the source image which
    /// should be drawn.
    ///
    /// The tinting is performed by for each pixel by multiplying each color
    /// component in the image pixel by the corresponding color component in
    /// the `color` parameter.
    #[inline]
    pub fn draw_rectangle_image_subset_tinted(
        &mut self,
        rect: Rectangle,
        color: Color,
        image_coords_normalized: Rectangle,
        image: &ImageHandle
    )
    {
        self.draw_quad_image_tinted_four_color(
            [
                *rect.top_left(),
                rect.top_right(),
                *rect.bottom_right(),
                rect.bottom_left()
            ],
            [color, color, color, color],
            [
                *image_coords_normalized.top_left(),
                image_coords_normalized.top_right(),
                *image_coords_normalized.bottom_right(),
                image_coords_normalized.bottom_left()
            ],
            image
        );
    }

    /// Draws an image, tinted with the provided color, at the specified
    /// location. The image will be scaled to fill the pixel coordinates in
    /// the provided rectangle.
    ///
    /// The tinting is performed by for each pixel by multiplying each color
    /// component in the image pixel by the corresponding color component in
    /// the `color` parameter.
    #[inline]
    pub fn draw_rectangle_image_tinted(
        &mut self,
        rect: Rectangle,
        color: Color,
        image: &ImageHandle
    )
    {
        self.draw_rectangle_image_subset_tinted(
            rect,
            color,
            Rectangle::new(Vec2::ZERO, Vec2::new(1.0, 1.0)),
            image
        );
    }

    /// Draws an image at the specified location. The image will be
    /// scaled to fill the pixel coordinates in the provided rectangle.
    #[inline]
    pub fn draw_rectangle_image(&mut self, rect: Rectangle, image: &ImageHandle)
    {
        self.draw_rectangle_image_tinted(rect, Color::WHITE, image);
    }

    /// Draws an image at the specified pixel location. The image will be
    /// drawn at its original size with no scaling.
    #[inline]
    pub fn draw_image<P: Into<Vec2>>(&mut self, position: P, image: &ImageHandle)
    {
        let position = position.into();

        self.draw_rectangle_image(
            Rectangle::new(position, position + image.size().into_f32()),
            image
        );
    }

    /// Draws a single-color rectangle at the specified location. The
    /// coordinates of the rectangle are specified in pixels.
    #[inline]
    pub fn draw_rectangle(&mut self, rect: Rectangle, color: Color)
    {
        self.draw_quad(
            [
                *rect.top_left(),
                rect.top_right(),
                *rect.bottom_right(),
                rect.bottom_left()
            ],
            color
        );
    }

    /// Draws a single-color line between the given points, specified in pixels.
    ///
    /// # Pixel alignment
    ///
    /// On a display with square pixels, an integer-valued coordinate is located
    /// at the boundary between two pixels, rather than the center of the
    /// pixel. For example:
    ///
    ///  * `(0.0, 0.0)` = Top left of pixel
    ///  * `(0.5, 0.5)` = Center of pixel
    ///  * `(1.0, 1.0)` = Bottom right of pixel
    ///
    /// If drawing a line of odd-numbered thickness, it is advisable to locate
    /// the start and end of the line at the centers of pixels, rather than
    /// the edges.
    ///
    /// For example, a one-pixel-thick line between `(0.0, 10.0)` and `(100.0,
    /// 10.0)` will be drawn as a rectangle with corners `(0.0, 9.5)` and
    /// `(100.0, 10.5)`, meaning that the line's thickness will actually
    /// span two half-pixels. Drawing the same line between `(0.0, 10.5)`
    /// and `(100.0, 10.5)` will result in a pixel-aligned rectangle between
    /// `(0.0, 10.0)` and `(100.0, 11.0)`.
    pub fn draw_line<VStart: Into<Vec2>, VEnd: Into<Vec2>>(
        &mut self,
        start_position: VStart,
        end_position: VEnd,
        thickness: f32,
        color: Color
    )
    {
        let start_position = start_position.into();
        let end_position = end_position.into();

        let gradient_normalized = match (end_position - start_position).normalize() {
            None => return,
            Some(gradient) => gradient
        };

        let gradient_thickness = gradient_normalized * (thickness / 2.0);

        let offset_anticlockwise = gradient_thickness.rotate_90_degrees_anticlockwise();
        let offset_clockwise = gradient_thickness.rotate_90_degrees_clockwise();

        let start_anticlockwise = start_position + offset_anticlockwise;
        let start_clockwise = start_position + offset_clockwise;

        let end_anticlockwise = end_position + offset_anticlockwise;
        let end_clockwise = end_position + offset_clockwise;

        self.draw_quad(
            [
                start_anticlockwise,
                end_anticlockwise,
                end_clockwise,
                start_clockwise
            ],
            color
        );
    }

    /// Draws a circle, filled with a single color, at the specified pixel
    /// location.
    pub fn draw_circle<V: Into<Vec2>>(
        &mut self,
        center_position: V,
        radius: f32,
        color: Color
    )
    {
        let center_position = center_position.into();

        let top_left = center_position + Vec2::new(-radius, -radius);
        let top_right = center_position + Vec2::new(radius, -radius);
        let bottom_right = center_position + Vec2::new(radius, radius);
        let bottom_left = center_position + Vec2::new(-radius, radius);

        self.renderer.draw_circle_section(
            [top_left, top_right, bottom_right],
            [color, color, color],
            [
                Vec2::new(-1.0, -1.0),
                Vec2::new(1.0, -1.0),
                Vec2::new(1.0, 1.0)
            ]
        );

        self.renderer.draw_circle_section(
            [bottom_right, bottom_left, top_left],
            [color, color, color],
            [
                Vec2::new(1.0, 1.0),
                Vec2::new(-1.0, 1.0),
                Vec2::new(-1.0, -1.0)
            ]
        );
    }

    /// Draws a triangular subset of a circle.
    ///
    /// Put simply, this function will draw a triangle on the screen, textured
    /// with a region of a circle.
    ///
    /// The circle region is specified using `vertex_circle_coords_normalized`,
    /// which denotes UV coordinates relative to an infinitely-detailed
    /// circle of radius `1.0`, and center `(0.0, 0.0)`.
    ///
    /// For example, to draw the top-right half of a circle with radius 100px:
    ///
    /// ```rust,no_run
    /// # use speedy2d::GLRenderer;
    /// # use speedy2d::dimen::Vec2;
    /// # use speedy2d::color::Color;
    /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap();
    /// # renderer.draw_frame(|graphics| {
    /// graphics.draw_circle_section_triangular_three_color(
    ///         [
    ///                 Vec2::new(200.0, 200.0),
    ///                 Vec2::new(300.0, 200.0),
    ///                 Vec2::new(300.0, 300.0)],
    ///         [Color::MAGENTA; 3],
    ///         [
    ///                 Vec2::new(-1.0, -1.0),
    ///                 Vec2::new(1.0, -1.0),
    ///                 Vec2::new(1.0, 1.0)]);
    /// # });
    /// ```
    #[inline]
    pub fn draw_circle_section_triangular_three_color(
        &mut self,
        vertex_positions_clockwise: [Vec2; 3],
        vertex_colors: [Color; 3],
        vertex_circle_coords_normalized: [Vec2; 3]
    )
    {
        self.renderer.draw_circle_section(
            vertex_positions_clockwise,
            vertex_colors,
            vertex_circle_coords_normalized
        );
    }

    /// Sets the current clip to the rectangle specified by the given
    /// coordinates. Rendering operations have no effect outside of the
    /// clipping area.
    pub fn set_clip(&mut self, rect: Option<Rectangle<i32>>)
    {
        self.renderer.set_clip(rect);
    }

    /// Captures a screenshot of the render window. The returned data contains
    /// the color of each pixel. Pixels are represented using a `u8` for each
    /// component (red, green, blue, and alpha). Use the `format` parameter to
    /// specify the byte layout (and size) of each pixel.
    pub fn capture(&mut self, format: ImageDataType) -> RawBitmapData
    {
        self.renderer.capture(format)
    }
}

/// Struct representing a window.
#[cfg(any(doc, doctest, all(feature = "windowing", not(target_arch = "wasm32"))))]
pub struct Window<UserEventType = ()>
where
    UserEventType: 'static
{
    window_impl: WindowGlutin<UserEventType>,
    renderer: GLRenderer
}

#[cfg(any(doc, doctest, all(feature = "windowing", not(target_arch = "wasm32"))))]
impl Window<()>
{
    /// Create a new window, centered in the middle of the primary monitor.
    pub fn new_centered<Str, Size>(
        title: Str,
        size: Size
    ) -> Result<Window<()>, BacktraceError<WindowCreationError>>
    where
        Str: AsRef<str>,
        Size: Into<UVec2>
    {
        let size = size.into();

        Self::new_with_options(
            title.as_ref(),
            WindowCreationOptions::new_windowed(
                WindowSize::PhysicalPixels(size),
                Some(WindowPosition::Center)
            )
        )
    }

    /// Create a new window, in fullscreen borderless mode on the primary
    /// monitor.
    pub fn new_fullscreen_borderless<Str>(
        title: Str
    ) -> Result<Window<()>, BacktraceError<WindowCreationError>>
    where
        Str: AsRef<str>
    {
        Self::new_with_options(
            title.as_ref(),
            WindowCreationOptions::new_fullscreen_borderless()
        )
    }

    /// Create a new window with the specified options.
    pub fn new_with_options(
        title: &str,
        options: WindowCreationOptions
    ) -> Result<Window<()>, BacktraceError<WindowCreationError>>
    {
        Self::new_with_user_events(title, options)
    }
}

#[cfg(any(doc, doctest, all(feature = "windowing", not(target_arch = "wasm32"))))]
impl<UserEventType: 'static> Window<UserEventType>
{
    /// Create a new window with the specified options, with support for user
    /// events. See [window::UserEventSender].
    pub fn new_with_user_events(
        title: &str,
        options: WindowCreationOptions
    ) -> Result<Self, BacktraceError<WindowCreationError>>
    {
        let window_impl = WindowGlutin::new(title, options)?;

        let renderer = GLRenderer::new_with_gl_backend(
            window_impl.get_inner_size_pixels(),
            window_impl.gl_backend().clone(),
            GLVersion::OpenGL2_0
        )
        .map_err(|err| {
            BacktraceError::new_with_cause(
                WindowCreationError::RendererCreationFailed,
                err
            )
        })?;

        Ok(Window {
            window_impl,
            renderer
        })
    }

    /// Creates a [window::UserEventSender], which can be used to post custom
    /// events to this event loop from another thread.
    ///
    /// If calling this, specify the type of the event data using
    /// `Window::<YourTypeHere>::new_with_user_events()`.
    ///
    /// See [UserEventSender::send_event], [WindowHandler::on_user_event].
    pub fn create_user_event_sender(&self) -> UserEventSender<UserEventType>
    {
        self.window_impl.create_user_event_sender()
    }

    /// Run the window event loop, with the specified callback handler.
    ///
    /// Once the event loop finishes running, the entire app will terminate,
    /// even if other threads are still running. See
    /// [window::WindowHelper::terminate_loop()].
    pub fn run_loop<H>(self, handler: H) -> !
    where
        H: WindowHandler<UserEventType> + 'static
    {
        self.window_impl.run_loop(handler, self.renderer);
    }
}

/// Struct representing an HTML canvas.
#[cfg(any(doc, doctest, all(target_arch = "wasm32", feature = "windowing")))]
pub struct WebCanvas<UserEventType = ()>
where
    UserEventType: 'static
{
    inner: Option<WebCanvasImpl>,
    should_cleanup: bool,
    user_event_type: PhantomData<UserEventType>
}

#[cfg(any(doc, doctest, all(target_arch = "wasm32", feature = "windowing")))]
impl WebCanvas<()>
{
    /// Creates (and starts running) a new WebCanvas instance, attached to the
    /// HTML canvas with the specified ID. Event handlers will be registered for
    /// keyboard, mouse, and other events.
    ///
    /// The event loop/handlers will continue to exist after the WebCanvas is
    /// dropped. This behaviour can be avoided using
    /// [WebCanvas::unregister_when_dropped].
    ///
    /// The provided [WindowHandler] will start to receive callbacks as soon as
    /// this function returns. Note that the main thread must not be blocked.
    pub fn new_for_id<S, H>(
        element_id: S,
        handler: H
    ) -> Result<WebCanvas<()>, BacktraceError<ErrorMessage>>
    where
        S: AsRef<str>,
        H: WindowHandler<()> + 'static
    {
        WebCanvas::<()>::new_for_id_with_user_events(element_id, handler)
    }
}

#[cfg(any(doc, doctest, all(target_arch = "wasm32", feature = "windowing")))]
impl<UserEventType: 'static> WebCanvas<UserEventType>
{
    /// Creates (and starts running) a new WebCanvas instance, attached to the
    /// HTML canvas with the specified ID. Event handlers will be registered for
    /// keyboard, mouse, and other events.
    ///
    /// This variant has support for user-generated events. See
    /// [window::UserEventSender] for more details.
    ///
    /// The event loop/handlers will continue to exist after the WebCanvas is
    /// dropped. This behaviour can be avoided using
    /// [WebCanvas::unregister_when_dropped].
    ///
    /// The provided [WindowHandler] will start to receive callbacks as soon as
    /// this function returns. Note that the main thread must not be blocked.
    pub fn new_for_id_with_user_events<S, H>(
        element_id: S,
        handler: H
    ) -> Result<Self, BacktraceError<ErrorMessage>>
    where
        S: AsRef<str>,
        H: WindowHandler<UserEventType> + 'static
    {
        Ok(WebCanvas {
            inner: Some(WebCanvasImpl::new(element_id, handler)?),
            should_cleanup: false,
            user_event_type: PhantomData::default()
        })
    }

    /// Causes the WebCanvas event loop to terminate when the WebCanvas is
    /// dropped. If this function is not called, then the event loop (and
    /// associated event handlers) will continue to run after the WebCanvas
    /// struct is dropped.
    pub fn unregister_when_dropped(&mut self)
    {
        self.should_cleanup = true;
    }
}

#[cfg(any(doc, doctest, all(target_arch = "wasm32", feature = "windowing")))]
impl<UserEventType: 'static> Drop for WebCanvas<UserEventType>
{
    fn drop(&mut self)
    {
        if !self.should_cleanup {
            std::mem::forget(self.inner.take());
            log::info!(
                "Deliberately leaking speedy2d::WebCanvas object. This is normally \
                 fine, but if you want to clean up before the page closes, call \
                 WebCanvas::unregister_when_dropped(), and retain ownership of the \
                 WebCanvas until you want to delete it."
            )
        }
    }
}