Mercurial > projects > mde
view mde/setup/init2.d @ 84:e0f1ec7fe73a
Merge plus a few tweaks.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Sun, 31 Aug 2008 15:59:17 +0100 |
parents | 25cb7420dc91 |
children |
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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 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.WidgetManager; 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.init; gui.loadDesign(); cleanup.addFunc (&guiSave, "guiSave"); } catch (Exception e) { logger.fatal ("guiLoad failed: " ~ e.msg); setInitFailure; } } void guiSave () { // cleanup func try { gui.save; // NOTE: can save() just be called from DTOR? } catch (Exception e) { logger.fatal ("guiSave failed: " ~ e.msg); setInitFailure; } } void initInput () { // init func try { imde.input.loadConfig ("input"); // 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:"; +/