/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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 .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Win32GameEngine.h ////////////////////////////////////////////////////////////////////////
// Author: Colin Day, April 2001
// Description:
// Device implementation of the game engine ... this is, of course, the
// highest level of the game that creates the necessary interfaces to the
// devices we need
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32GAMEENGINE_H_
#define __WIN32GAMEENGINE_H_
#include "Common/GameEngine.h"
#include "GameLogic/GameLogic.h"
#include "GameNetwork/NetworkInterface.h"
#include "MilesAudioDevice/MilesAudioManager.h"
#include "Win32Device/Common/Win32BIGFileSystem.h"
#include "Win32Device/Common/Win32LocalFileSystem.h"
#include "W3DDevice/Common/W3DModuleFactory.h"
#include "W3DDevice/GameLogic/W3DGameLogic.h"
#include "W3DDevice/GameClient/W3DGameClient.h"
#include "W3DDevice/GameClient/W3DWebBrowser.h"
#include "W3DDevice/Common/W3DFunctionLexicon.h"
#include "W3DDevice/Common/W3DRadar.h"
#include "W3DDevice/Common/W3DFunctionLexicon.h"
#include "W3DDevice/Common/W3DThingFactory.h"
//-------------------------------------------------------------------------------------------------
/** Class declaration for the Win32 game engine */
//-------------------------------------------------------------------------------------------------
class Win32GameEngine : public GameEngine
{
public:
Win32GameEngine();
virtual ~Win32GameEngine();
virtual void init( void ); ///< initialization
virtual void reset( void ); ///< reset engine
virtual void update( void ); ///< update the game engine
virtual void serviceWindowsOS( void ); ///< allow windows maintenance in background
protected:
virtual GameLogic *createGameLogic( void ); ///< factory for game logic
virtual GameClient *createGameClient( void ); ///< factory for game client
virtual ModuleFactory *createModuleFactory( void ); ///< factory for creating modules
virtual ThingFactory *createThingFactory( void ); ///< factory for the thing factory
virtual FunctionLexicon *createFunctionLexicon( void ); ///< factory for function lexicon
virtual LocalFileSystem *createLocalFileSystem( void ); ///< factory for local file system
virtual ArchiveFileSystem *createArchiveFileSystem( void ); ///< factory for archive file system
virtual NetworkInterface *createNetwork( void ); ///< Factory for the network
virtual Radar *createRadar( void ); ///< Factory for radar
virtual WebBrowser *createWebBrowser( void ); ///< Factory for embedded browser
virtual AudioManager *createAudioManager( void ); ///< Factory for audio device
virtual ParticleSystemManager* createParticleSystemManager( void );
protected:
UINT m_previousErrorMode;
}; // end Win32GameEngine
// INLINE -----------------------------------------------------------------------------------------
inline GameLogic *Win32GameEngine::createGameLogic( void ) { return NEW W3DGameLogic; }
inline GameClient *Win32GameEngine::createGameClient( void ) { return NEW W3DGameClient; }
inline ModuleFactory *Win32GameEngine::createModuleFactory( void ) { return NEW W3DModuleFactory; }
inline ThingFactory *Win32GameEngine::createThingFactory( void ) { return NEW W3DThingFactory; }
inline FunctionLexicon *Win32GameEngine::createFunctionLexicon( void ) { return NEW W3DFunctionLexicon; }
inline LocalFileSystem *Win32GameEngine::createLocalFileSystem( void ) { return NEW Win32LocalFileSystem; }
inline ArchiveFileSystem *Win32GameEngine::createArchiveFileSystem( void ) { return NEW Win32BIGFileSystem; }
inline ParticleSystemManager* Win32GameEngine::createParticleSystemManager( void ) { return NEW W3DParticleSystemManager; }
inline NetworkInterface *Win32GameEngine::createNetwork( void ) { return NetworkInterface::createNetwork(); }
inline Radar *Win32GameEngine::createRadar( void ) { return NEW W3DRadar; }
inline WebBrowser *Win32GameEngine::createWebBrowser( void ) { return NEW CComObject; }
inline AudioManager *Win32GameEngine::createAudioManager( void ) { return NEW MilesAudioManager; }
#endif // end __WIN32GAMEENGINE_H_