view mde/scheduler/initFunctions.d @ 32:316b0230a849

Lots more work on the GUI. Also renamed lots of files. Lots of changes to the GUI. Renderer is now used exclusively for rendering and WidgetDecoration is gone. Renamed lots of files to conform to case policies. committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Wed, 30 Apr 2008 18:05:56 +0100
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children 5132301e9ed7
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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/>. */

/** This module is responsible for calling all init functions.
*
* It is also responsible for setting up all scheduled functions for now.

* Idea: change import direction so this module adds all init functions. All init functions are
* wrapped in another function before being run in a thread (i.e. run indirectly). Functions fail
* either by throwing an exception or by returning a boolean. Functions may take parameters, e.g.
* "out cleanupFunc[]". */
module mde.scheduler.initFunctions;

/+ unused
import tango.util.log.Log : Log, Logger;
static this() {
    logger = Log.getLogger ("mde.scheduler.InitFunctions");
}+/

void setInitFailure () {    /// Call to indicate failure in an init function
    initFailure = true;
}

/** Represents all functions to be called for a particular init stage. */
struct InitStage
{
    struct InitFunction {
        void delegate() func;       // the actual function
        char[] name;                // it's name;
    }
    
    /** Add a function to be called during this init stage.
    *
    * Called in order added when not threaded (reverse order for cleanup).
    *
    * Exceptions should never be thrown, since each function may run as a thread, and catching
    * thread exceptions is not guaranteed to work. Log a message, call setFailure() and return
    * instead. */
    void addFunc (void delegate() f, char[] name) {
        InitFunction s;
        s.func = f;
        s.name = name;
        funcs ~= s;
    }
    void addFunc (void function() f, char[] name) { /// ditto
        InitFunction s;
        s.func.funcptr = f;
        s.name = name;
        funcs ~= s;
    }
    
    InitFunction[] funcs = [];
}

InitStage init;     // all functions called during init (all should be thread-safe)
InitStage cleanup;  // all functions called during cleanup (all should be thread-safe)

package:
bool initFailure = false;   // set on failure (throwing through threads isn't a good idea)

private:
//Logger logger;