Mercurial > projects > mde
view examples/guiDemo.d @ 85:56c0ddd90193
Intermediate commit (not stable). Changes to init system.
author | Diggory Hardy <diggory.hardy@gmail.com> |
---|---|
date | Thu, 11 Sep 2008 11:33:51 +0100 |
parents | mde/mde.d@e0f1ec7fe73a |
children | 2a364c7d82c9 |
line wrap: on
line source
/* 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); // 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 }