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use std::thread;
use std::time::{Duration, Instant};

use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::WindowCanvas;
use sdl2::video::{Window, WindowContext};
use specs::prelude::*;

use crate::components::{Pos, StaticDrawable};
use crate::texture_manager::TextureManager;

/// The minimum time in micro a frame should take to limit the number of
/// frames drawn to the screen. 5000 microseconds for a maximum of 200 frames
/// per second.
pub const FRAME_TIME_MIN_US: u64 = (1_000_000. / 200.) as u64;

pub struct SysDraw
{
    last_frame_time: Instant,
    canvas:          WindowCanvas,
    texture_manager: TextureManager<WindowContext>,
}

impl SysDraw
{
    pub fn new(window: Window) -> Self
    {
        let mut canvas = window
            .into_canvas()
            .build()
            .expect("Unable to create canvas");
        canvas.set_draw_color(Color::RGB(255, 255, 0));

        let texture_manager = TextureManager::new(canvas.texture_creator());

        Self {
            last_frame_time: Instant::now(),
            canvas,
            texture_manager,
        }
    }

    pub fn delay_for_min_frametime(&mut self)
    {
        let frame_duration_us = (Instant::now() - self.last_frame_time).as_micros() as u64;
        if frame_duration_us < FRAME_TIME_MIN_US {
            thread::sleep(Duration::from_micros(FRAME_TIME_MIN_US - frame_duration_us));
        }
        self.last_frame_time = Instant::now();
    }
}

impl<'a> System<'a> for SysDraw
{
    type SystemData = (ReadStorage<'a, Pos>, ReadStorage<'a, StaticDrawable>);

    fn run(&mut self, (pos, drawable): Self::SystemData)
    {
        self.canvas.clear();

        /* XXX: This is so slow.. yaaaawn. Replace with ids and texture manager
         * lifetime? */
        for (pos, drawable) in (&pos, &drawable).join() {
            let texture = self
                .texture_manager
                .get(&drawable.texture_name)
                .expect("Unable to load texture");

            self.canvas
                .copy(
                    &texture,
                    Some(drawable.source_rect),
                    Rect::new(
                        pos.0.x as i32,
                        pos.0.y as i32,
                        drawable.source_rect.width(),
                        drawable.source_rect.height(),
                    ),
                )
                .expect("Unable to draw texture");
        }

        self.delay_for_min_frametime();

        self.canvas.present();
    }
}