Mercurial > projects > mde
view examples/guiDemo.d @ 161:e3fe6acc16fb
Replaced WidgetManager's click and motion callbacks with a drag event system.
This is less flexible, but much closer to what is required (and is simpler and less open to bugs through unintended use).
The widget under the mouse is now passed (although could just as easily have been before).
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Thu, 21 May 2009 22:15:40 +0200 |
parents | 9f035cd139c6 |
children | a1ba9157510e |
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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/>. */ /** Main module for a gui demo & testing executable. */ module examples.guiDemo; import mde.imde; import mde.mainLoop; // Some setup for the main loop import mde.menus; // add default menus import mde.setup.Init; // initialization import mde.scheduler.Scheduler; // mainSchedule import mde.setup.Screen; // Screen.draw() import mde.setup.InitStage; // StageState import mde.gui.WMScreen; import tango.core.Thread : Thread; // Thread.sleep() import tango.time.Clock; // Clock.now() import tango.util.log.Log : Log, Logger; 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 WMScreen gui = new WMScreen ("guiDemo"); StageState guiLoad () { // init func 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 mainSchedule.add (SCHEDULE.DRAW, &Screen.draw).request = true; // Draw, per event and first frame only. while (run) { mainSchedule.execute (Clock.now()); Thread.sleep (mainInterval); // sleep this many seconds } return 0; // cleanup handled by init's DTOR }