view mde/setup/init2.d @ 63:66d555da083e

Moved many modules/packages to better reflect usage.
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 27 Jun 2008 18:35:33 +0100
parents mde/scheduler/init2.d@bca7e2342d77
children 3a737e06dc50
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/>. */

/** This module is the start of implementing the following:
*
* 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[]".
*
* This should make it much easier to tell what actually happens during init and to order init such
* that dependencies are honoured.
*
* Currently some external modules depend on InitFunctions, while some are set up from here. Once
* all are set up from here, the Init* modules can be rearranged. */
/* Idea: go back to init being controlled from elsewhere. Add a function to wait for another init
 * function to complete (threaded; might need to be done differently for non-threaded). */
module mde.setup.init2;

import mde.setup.initFunctions;

import tango.util.log.Log : Log, Logger;

// Modules requiring init code running:
import imde = mde.imde;
import mde.gui.Gui;
import mde.input.Input;
import font = mde.font.font;

// NOTE: error reporting needs a revision

private Logger logger;
static this () {
    logger = Log.getLogger ("mde.setup.init2");
    
    init.addFunc (&initInput, "initInput");
    init.addFunc (&guiLoad, "guiLoad");
}

void guiLoad () {   // init func
    try {
        font.FontStyle.initialize;
        gui.load (GUI);
        cleanup.addFunc (&guiSave, "guiSave");
    } catch (Exception e) {
        logger.fatal ("guiLoad failed: " ~ e.msg);
        setInitFailure;
    }
}
void guiSave () {   // cleanup func
    try {
        gui.save (GUI);
    } catch (Exception e) {
        logger.fatal ("guiSave failed: " ~ e.msg);
        setInitFailure;
    }
}
private const GUI = "gui";

void initInput () { // init func
    try {
        imde.input.loadConfig ();         // (may also create instance)
        
        // Quit on escape. NOTE: quit via SDL_QUIT event is handled completely independently!
        imde.input.addButtonCallback (cast(Input.inputID) 0x0u, delegate void(Input.inputID i, bool b) {
            if (b) {
                logger.info ("Quiting...");
                imde.run = false;
            }
        } );
    } catch (Exception e) {
        logger.fatal ("initInput failed: " ~ e.msg);
        setInitFailure;
    }
}

/+ Potential wrapper function:
// Template to call function, catching exceptions:
void wrap(alias Func) () {
    try {
        Func();
    } catch (Exception e) {
        logger.fatal (FAIL_MSG);
        logger.fatal (e.msg);
        setInitFailure;
    }
}
private const FAIL_MSG = "Unexpected exception caught:";
+/