view mde/gl/draw.d @ 45:0fd51d2c6c8a

Several changes to resising windows and layout widgets. This commit still has some bugs. Moved the implementable widgets from mde.gui.widget.Widget to miscWidgets, leaving base widgets in Widget. Rewrote some of GridLayoutWidget's implementation. Made many operations general to work for either columns or rows. Some optimisations were intended but ended up being removed due to problems. Allowed layout's to resize from either direction (only with window resizes). committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Thu, 22 May 2008 11:34:09 +0100
parents 316b0230a849
children a98ffb64f066
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/* LICENSE BLOCK
Part of mde: a Modular D game-oriented Engine
Copyright © 2007-2008 Diggory Hardy

This program is free software: you can redistribute it and/or modify it under the terms
of the GNU General Public License as published by the Free Software Foundation, either
version 2 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>. */

/** The OpenGL draw loop.
*
* Everything here is really intended as makeshift code to enable GUI development. */
module mde.gl.draw;

import mde.gui.Gui;

import derelict.sdl.sdl;
import derelict.opengl.gl;

import tango.time.Time;     // TimeSpan (type only; unused)
import tango.util.log.Log : Log, Logger;

private Logger logger;
static this () {
    logger = Log.getLogger ("mde.gl.draw");
}

//BEGIN Drawing loop
// Temporary draw function
void draw (TimeSpan) {
    glClear(GL_COLOR_BUFFER_BIT);
    
    gui.draw ();
    
    GLenum err = glGetError();
    if (err != GL_NO_ERROR) {
        char[128] tmp;
        logger.error (logger.format (tmp, "GL error: {}", err));
    }
    
    glFinish();		// Use Finish rather than Flush to make sure gl is ready to swap buffers
    SDL_GL_SwapBuffers();
}
//END Drawing loop