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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ModuleFactory.h //////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, September 2001
- // Desc: TheModuleFactory is where we actually instance modules for objects
- // and drawbles. Those modules are things such as an UpdateModule
- // or DamageModule or DrawModule etc.
- //
- // TheModuleFactory will contain a list of ModuleTemplates, when we
- // request a new module, we will look for that template in our
- // list and create it
- //
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __MODULEFACTORY_H_
- #define __MODULEFACTORY_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include <stdlib.h>
- #include "Common/GameMemory.h"
- #include "Common/SubsystemInterface.h"
- #include "Common/AsciiString.h"
- #include "Common/NameKeyGenerator.h"
- #include "Common/Module.h"
- #include "Common/STLTypedefs.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class Object;
- class Drawable;
- class INI;
- // TYPE DEFINITIONS ///////////////////////////////////////////////////////////////////////////////
- typedef Module *(*NewModuleProc)(Thing *thing, const ModuleData* moduleData);
- typedef ModuleData* (*NewModuleDataProc)(INI* ini);
- //-------------------------------------------------------------------------------------------------
- /** We use TheModulyFactory to register classes that will be attached
- * to objects and drawables which will be executed or "called back" in the
- * correct situations ... such as Die, Damage, Update etc or just as
- * a place to store data specific to that type of thing */
- //-------------------------------------------------------------------------------------------------
- class ModuleFactory : public SubsystemInterface, public Snapshot
- {
- public:
- ModuleFactory( void );
- virtual ~ModuleFactory( void );
- virtual void init( void );
- virtual void reset( void ) { } ///< We don't reset during the lifetime of the app
- virtual void update( void ) { } ///< As of now, we don't have a need for an update
- Module *newModule( Thing *thing, const AsciiString& name, const ModuleData* data, ModuleType type ); ///< allocate a new module
- // module-data
- ModuleData* newModuleDataFromINI(INI* ini, const AsciiString& name, ModuleType type, const AsciiString& moduleTag);
- Int findModuleInterfaceMask(const AsciiString& name, ModuleType type);
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- protected:
- class ModuleTemplate
- {
- public:
- ModuleTemplate() : m_createProc(NULL), m_createDataProc(NULL), m_whichInterfaces(0)
- {
- }
- NewModuleProc m_createProc; ///< creation method
- NewModuleDataProc m_createDataProc; ///< creation method
- Int m_whichInterfaces;
- };
- const ModuleTemplate* findModuleTemplate(const AsciiString& name, ModuleType type);
- /// adding a new module template to the factory, and assisting macro to make it easier
- void addModuleInternal( NewModuleProc proc, NewModuleDataProc dataproc, ModuleType type, const AsciiString& name, Int whichIntf );
- #define addModule( classname ) \
- addModuleInternal( classname::friend_newModuleInstance, \
- classname::friend_newModuleData, \
- classname::getModuleType(), \
- AsciiString( #classname ), \
- classname::getInterfaceMask())
- static NameKeyType makeDecoratedNameKey(const AsciiString& name, ModuleType type);
- typedef std::map< NameKeyType, ModuleTemplate, std::less<NameKeyType> > ModuleTemplateMap;
- typedef std::vector<const ModuleData*> ModuleDataList;
- ModuleTemplateMap m_moduleTemplateMap;
- ModuleDataList m_moduleDataList;
- }; // end class ModuleFactory
- // EXTERN /////////////////////////////////////////////////////////////////////////////////////////
- extern ModuleFactory *TheModuleFactory; ///< singleton definition
- #endif // __MODULEFACTORY_H_
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