📄 objectfactories.h
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/* Copyright (C) Bruce Dawson, 2001.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) Bruce Dawson, 2001"
*/
#ifndef OBJECTFACTORIES_H
#define OBJECTFACTORIES_H
#include "gameobjects.h"
#include <vector>
// Menu IDs - not used in game.
const int k_firstDynamicID = 40000;
class ObjectFactory;
class GameWorld;
GameObject* CreateGameObject(const char* objectType);
void DestroyObject(GameObject* pObject);
// Get a list of all game objects currently in existence.
const std::vector<GameObject*>& GetGameObjects();
// Get a list of all the registered game object types.
std::vector<const char*> GetObjectTypes();
size_t GetNumObjectTypes();
// Call this once at the end of each frame to purge delete objects and do other housekeeping.
void ObjectFrameEnd();
// Call this to register your object factory. Normally you will use AutoFactory
// to do this, using the DECLARE_OBJECT_FACTORY macro.
void RegisterFactory(const ObjectFactory* pFactory);
// This macro - DECLARE_OBJECT_FACTORY - is used to easily create object
// factories. When you pass it the name of a game object class it
// automatically creates a static template AutoFactory. The object
// type is used to specialize the AutoFactory, give it a unique name,
// and pass the object type as a string to the constructor, which allows
// the object to be created by name. For instance, this:
//DECLARE_OBJECT_FACTORY(RotatingObject);
// gives you this:
//static AutoFactory<RotatingObject> s_RotatingObjectFactory("RotatingObject");
#define DECLARE_OBJECT_FACTORY(objectType) \
static AutoFactory<objectType> s_##objectType(#objectType)
class ObjectFactory
{
public:
ObjectFactory() {}
virtual GameObject* CreateGameObject() const = 0;
virtual const char* GetObjectType() const = 0;
private:
ObjectFactory& operator=(const ObjectFactory&); // Not implemented.
ObjectFactory(const ObjectFactory&); // Not implemented.
};
template <class ObjectType>
class AutoFactory : public ObjectFactory
{
public:
AutoFactory(const char* objectType)
: m_name(objectType)
{
RegisterFactory(this);
}
virtual GameObject* CreateGameObject() const
{
return new ObjectType;
}
virtual const char* GetObjectType() const
{
return m_name;
}
private:
const char* m_name;
};
#endif
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