view mde/mde.d @ 83:2813ac68576f

Start of creating a separate gui demo module and leaving mde.d for testing.
author Diggory Hardy <diggory.hardy@gmail.com>
date Sat, 30 Aug 2008 10:54:32 +0100
parents 25cb7420dc91
children e0f1ec7fe73a
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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/>. */

/** Modular D Engine
 *
 * This module contains a minimal main() function. Practically, it is useful for running unittests
 * and some other testing. It also serves as a basic example program.
 */
module mde.mde;

import mde.imde;                        // this module's interface for external modules
import mde.setup.Init;                  // initialization
import mde.lookup.Options;              // pollInterval option
import mde.scheduler.Scheduler;         // mainSchedule
import mde.events;                      // pollEvents()
import gl = mde.gl.draw;                // gl.draw()

import tango.core.Thread : Thread;	// Thread.sleep()
import tango.time.Clock;                // Clock.now()
import tango.util.log.Log : Log, Logger;

int main(char[][] args)
{
    // If compiled with unittests, notify that they completed and exit:
    debug (mdeUnitTest) {
        Logger logger = Log.getLogger ("mde.mde");
        logger.info ("Compiled unittests have completed; terminating.");
        return 0;
    }
    
    scope Init init = new Init(args);	// initialize mde
    
    // Make sure pollInterval has a sane value. FIXME: get Options class to enforce range
    if (miscOpts.pollInterval !<= 1.0 || miscOpts.pollInterval !>= 0.0)
        miscOpts.set!(double) ("pollInterval", 0.01);
    
    //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, &gl.draw); // Draw, per event only.
    mainSchedule.add (mainSchedule.getNewID, &mde.events.pollEvents).frame = true;
    //END Main loop setup
    
    while (run) {
        mainSchedule.execute (Clock.now());
        
        Thread.sleep (miscOpts.pollInterval);	// sleep this many seconds
    }
    
    return 0;		// cleanup handled by init's DTOR
}