view examples/guiDemo.d @ 132:264028f4115a

Cleaned up mde.imde and a couple of widget functions. New mde.menus module to add default menus. The input singleton is now created in mde.input.Input instead of mde.imde.
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 23 Jan 2009 14:59:05 +0000
parents 41582439a42b
children 9f035cd139c6
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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/>. */

/** Main module for a gui demo & testing executable. */
module examples.guiDemo;

import mde.imde;                        // this module's interface for external modules
import mde.menus;		// add default menus
import mde.events;      // pollEvents() // NOTE: Must be imported before Init, otherwise fonts don't display properly (why??)
import mde.setup.Init;                  // initialization
import mde.lookup.Options;              // pollInterval option
import mde.scheduler.Scheduler;         // mainSchedule
import mde.setup.Screen;                // Screen.draw()
import mde.setup.InitStage;             // StageState
import mde.gui.WMScreen;

import tango.core.Thread : Thread;	// Thread.sleep()
import tango.time.Clock;                // Clock.now()
import tango.util.log.Log : Log, Logger;
debug (mdeUnitTest) {
    import mde.file.ssi;
    import mde.file.mergetag.mdeUT;
}

int main(char[][] args)
{
    Logger logger = Log.getLogger ("mde.mde");
    // If compiled with unittests, notify that they completed and exit:
    debug (mdeUnitTest) {
        logger.info ("Compiled unittests have completed; terminating.");
        return 0;
    }
    
    // Set up the gui
    scope WMScreen gui = new WMScreen ("guiDemo");
    StageState guiLoad () {   // init func
        gui.loadDesign();
        return StageState.ACTIVE;
    }
    StageState guiSave () {
        gui.save;
        return StageState.INACTIVE;
    }
    addInitStage ("GuiM", &guiLoad, &guiSave, ["SWnd", "Font"]);
    
    scope Init init = new Init(args);	// initialize mde
    
    //BEGIN Main loop setup
    /* Note: the main loop is currently controlled by the scheduler. This is not really ideal,
     * since it provides no direct control of the order in which components are executed and does
     * not allow running components simultaeneously with threads.
     * Note: probably drawing should start at the beginning of the loop and glFlush()/swapBuffers
     * be called at the end to optimise. */
    mainSchedule.add (SCHEDULE.DRAW, &Screen.draw).request = true;      // Draw, per event and first frame only.
    mainSchedule.add (mainSchedule.getNewID, &mde.events.pollEvents).frame = true;
    //END Main loop setup
    
    double pollInterval = miscOpts.pollInterval();
    while (run) {
	mainSchedule.execute (Clock.now());
	
	Thread.sleep (pollInterval);	// sleep this many seconds
    }
    
    return 0;		// cleanup handled by init's DTOR
}