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use std::{
cell::{Cell, RefCell},
collections::BTreeMap,
rc::Rc,
};
use dces::prelude::{Entity, EntityComponentManager, System};
use crate::{css_engine::*, prelude::*, shell::WindowShell, tree::Tree};
pub struct PostLayoutStateSystem {
pub shell: Rc<RefCell<WindowShell<WindowAdapter>>>,
pub states: Rc<RefCell<BTreeMap<Entity, Rc<dyn State>>>>,
pub render_objects: Rc<RefCell<BTreeMap<Entity, Box<dyn RenderObject>>>>,
pub layouts: Rc<RefCell<BTreeMap<Entity, Box<dyn Layout>>>>,
pub handlers: EventHandlerMap,
pub update: Rc<Cell<bool>>,
pub running: Rc<Cell<bool>>,
}
impl System<Tree, StringComponentStore> for PostLayoutStateSystem {
fn run(&self, ecm: &mut EntityComponentManager<Tree, StringComponentStore>) {
if !self.update.get() || !self.running.get() {
return;
}
let root = ecm.entity_store().root;
let window_shell = &mut self.shell.borrow_mut();
let theme = ecm
.component_store()
.get::<Theme>("theme", root)
.unwrap()
.clone();
let mut ctx = Context::new(
(root, ecm),
window_shell,
&theme,
self.render_objects.clone(),
self.layouts.clone(),
self.handlers.clone(),
self.states.clone(),
);
for (node, state) in &*self.states.borrow() {
ctx.entity = *node;
state.update_post_layout(&mut ctx);
{
}
}
}
}