view mde/scheduler/init2.d @ 34:6b4116e6355c

Work on the Gui: some of the framework for drag & drop. Also made Window an IWidget. Implemented getWidget(x,y) to find the widget under this location for IWidgets (but not Gui). Made Window an IWidget and made it work a little more similarly to widgets. Implemented callbacks on the Gui for mouse events (enabling drag & drop, etc.). committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 02 May 2008 16:03:52 +0100
parents 6886402c1545
children 57d000574d75
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. */
module mde.scheduler.init2;

import mde.scheduler.initFunctions;

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

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

// NOTE: error reporting needs a revision

private Logger logger;
static this () {
    logger = Log.getLogger ("mde.scheduler.Init2");
    
    init.addFunc (&initInput, "initInput");
    init.addFunc (&guiLoad, "guiLoad");
    init.addFunc (&initFreeType, "initFreeType");
}

void guiLoad () {   // init func
    try {
        gui.load ("gui");
    } catch (Exception e) {
        logger.fatal ("guiLoad failed: " ~ e.msg);
        setInitFailure;
    }
}

void initInput () { // init func
    try {
        global.input = new Input();
        global.input.loadConfig ();         // (may also create instance)
        
        // Quit on escape. NOTE: quit via SDL_QUIT event is handled completely independently!
        global.input.addButtonCallback (cast(Input.inputID) 0x0u, delegate void(Input.inputID i, bool b) {
            if (b) {
                logger.info ("Quiting...");
                global.run = false;
            }
        } );
        
        // Aught to be added by the gui, but it doesn't know if input exists then.
        global.input.addMouseClickCallback(&gui.clickEvent);
        global.input.addMouseMotionCallback(&gui.motionEvent);
    } catch (Exception e) {
        logger.fatal ("initInput failed: " ~ e.msg);
        setInitFailure;
    }
}

void initFreeType () {  // init func
    try {
        ft.initFreeType;
    } catch (Exception e) {
        logger.fatal ("initFreeType 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:";
+/