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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: 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<W3DWebBrowser>; }
- inline AudioManager *Win32GameEngine::createAudioManager( void ) { return NEW MilesAudioManager; }
-
- #endif // end __WIN32GAMEENGINE_H_
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