package main import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/ui" "github.com/hajimehoshi/go-ebiten/ui/cocoa" "image" _ "image/png" "os" "runtime" "time" ) func init() { runtime.LockOSThread() } func loadImage(path string) (image.Image, error) { file, err := os.Open(path) if err != nil { return nil, err } defer file.Close() img, _, err := image.Decode(file) if err != nil { return nil, err } return img, nil } func main() { const screenWidth = 256 const screenHeight = 240 const screenScale = 3 const fps = 60 const title = "Ebiten Demo" type UI interface { ui.UI graphics.TextureFactory } var u UI = cocoa.NewUI() window := u.CreateWindow(screenWidth, screenHeight, screenScale, title) textureCreated := u.TextureCreated() renderTargetCreated := u.RenderTargetCreated() for tag, path := range TexturePaths { tag := tag path := path go func() { img, err := loadImage(path) if err != nil { panic(err) } u.CreateTexture(tag, img) }() } for tag, size := range RenderTargetSizes { tag := tag size := size go func() { u.CreateRenderTarget(tag, size.Width, size.Height) }() } drawing := make(chan *graphics.LazyCanvas) quit := make(chan struct{}) go func() { defer close(quit) inputStateUpdated := window.InputStateUpdated() screenSizeUpdated := window.ScreenSizeUpdated() windowClosed := window.WindowClosed() game := NewGame() frameTime := time.Duration(int64(time.Second) / int64(fps)) tick := time.Tick(frameTime) for { select { case e := <-textureCreated: game.OnTextureCreated(e) case e := <-renderTargetCreated: game.OnRenderTargetCreated(e) case e := <-inputStateUpdated: game.OnInputStateUpdated(e) case _, ok := <-screenSizeUpdated: if ok { // Do nothing } else { screenSizeUpdated = nil } case <-windowClosed: return case <-tick: game.Update() case canvas := <-drawing: game.Draw(canvas) drawing <- canvas } } }() for { u.PollEvents() select { default: window.Draw(func(actualCanvas graphics.Canvas) { drawing <- graphics.NewLazyCanvas() canvas := <-drawing canvas.Flush(actualCanvas) }) case <-quit: return } } }