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1 /* LICENSE BLOCK
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2 Part of mde: a Modular D game-oriented Engine
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3 Copyright © 2007-2008 Diggory Hardy
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4
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5 This program is free software; you can redistribute it and/or modify it under the terms of
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6 the GNU General Public License, version 2, as published by the Free Software Foundation.
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7
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8 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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9 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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10 See the GNU General Public License for more details.
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11
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12 You should have received a copy of the GNU General Public License along
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13 with this program; if not, write to the Free Software Foundation, Inc.,
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14 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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15
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16 /** This module is used to create a list of all functions required to run for initialisation and
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17 * cleanup.
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18 *
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19 * It has been separated out of Init.d to massively reduce dependancies of modules adding init
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20 * functions.
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21 */
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22 module mde.scheduler.InitStage;
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23
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24 /** Represents all functions to be called for a particular init stage.
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25 *
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26 * No code is included here to run the functions intentionally, to keep dependancies minimal.
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27 */
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28 struct InitStage
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29 {
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30 alias void function() InitFunction; /// Alias
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31
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32 /** Add a function to be called during this init stage.
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33 *
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34 * Called in order added when not threaded (reverse order for cleanup).
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35 *
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36 * Exceptions should never be thrown, since each function may run as a thread, and catching
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37 * thread exceptions is not guaranteed to work. Log a message, call setFailure() and return
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38 * instead. */
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39 void addFunc (InitFunction f) {
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40 funcs ~= f;
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41 }
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42
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43 /** Should be called by an init function when a failure occurs. */
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44 void setFailure () {
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45 synchronized failure = true;
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46 }
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47
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48 package InitFunction[] funcs = [];
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49 package bool failure = false;
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50 }
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51
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52 /** Init can be divided up into these stages, each run in order:
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53 *
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54 * init0:
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55 * static this() (not represented here)
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56 *
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57 * init1:
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58 * Also known as pre-init; is where options get loaded by Init (not represented here).
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59 *
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60 * init2:
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61 * Main symbol and config loading and general low-level stage. This stage is threaded, so all
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62 * called functions need to be thread-safe.
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63 *
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64 * init3:
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65 * Reserved as an unthreaded stage.
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66 *
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67 * init4:
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68 * Main loading stage for data files and setup for higher-level elements, e.g. windows and input
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69 * devices. This stage is threaded, so all called functions need to be thread-safe.
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70 *
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71 * cleanupX:
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72 * Corresponding cleanup stage to initX. Called in reverse order (e.g. cleanup2 called before
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73 * cleanup1). Cleanup is never threaded.
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74 *
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75 * The following functions get called (update list as appropriate):
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76 *
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77 * init2:
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78 * mde.SDL.initSdlAndGl, mde.events.initInput
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79 *
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80 * init4:
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81 * mde.SDL.setupWindow
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82 *
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83 * cleanup2:
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84 * (Potentially): mde.SDL.cleanupSDL, mde.init.joystick.closeJoysticks
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85 */
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86 InitStage init2;
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87 InitStage init4; /// ditto
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88 InitStage cleanup2; /// ditto
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89 InitStage cleanup4; /// ditto
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