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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, CONSOLE},
tree::Tree,
};
pub struct RenderSystem {
pub render_objects: Rc<RefCell<BTreeMap<Entity, Box<dyn RenderObject>>>>,
pub shell: Rc<RefCell<WindowShell<WindowAdapter>>>,
pub update: Rc<Cell<bool>>,
pub running: Rc<Cell<bool>>,
pub states: Rc<RefCell<BTreeMap<Entity, Rc<dyn State>>>>,
pub layouts: Rc<RefCell<BTreeMap<Entity, Box<dyn Layout>>>>,
pub handlers: EventHandlerMap,
}
impl System<Tree, StringComponentStore> for RenderSystem {
fn run(&self, ecm: &mut EntityComponentManager<Tree, StringComponentStore>) {
if !self.update.get() || ecm.entity_store().parent.is_empty() || !self.running.get() {
return;
}
let mut shell = &mut self.shell.borrow_mut();
#[cfg(feature = "debug")]
let debug = true;
#[cfg(not(feature = "debug"))]
let debug = false;
let root = ecm.entity_store().root;
let theme = ecm
.component_store()
.get::<Theme>("theme", root)
.unwrap()
.clone();
let mut offsets = BTreeMap::new();
offsets.insert(root, (0.0, 0.0));
CONSOLE.time("render");
shell.render_context_2_d().start();
shell.render_context_2_d().begin_path();
self.render_objects.borrow()[&root].render(
&mut shell,
root,
ecm,
&self.render_objects,
&self.layouts,
&self.handlers,
&self.states,
&theme,
&mut offsets,
debug,
);
shell.render_context_2_d().finish();
}
}