Mercurial > projects > mde
view examples/guiDemo.d @ 95:2a364c7d82c9
Boolean options can be adjusted from the gui now (using a very basic widget). Also some bug-fixes.
Fixed a minor bug where layouts with the same id but without shared alignments would be messed up.
Tracked down the "nothing trawn until a resize" bug (see jobs.txt).
If widgets throw during creation they're now replaced by debug widgets.
Function pointers are converted to delegates using a safer method.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Thu, 06 Nov 2008 11:07:18 +0000 |
parents | 56c0ddd90193 |
children | 49e7cfed4b34 |
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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.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.WidgetManager; 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 WidgetManager gui = new WidgetManager ("gui"); StageState guiLoad () { // init func gui.init; 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 // 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, &Screen.draw).request = true; // Draw, per event and first frame 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 }