1 | /*! |
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2 | * @file fast_factory.h |
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3 | * The ObjectManager (FastFactory) is designed, to automatically generate and remove |
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4 | * (without to much overhead) many instances of different classes. |
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5 | * |
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6 | * It is especially usefull for objects, that come only for a short time into existence, |
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7 | * and get killed after a small amount of time (like shots). |
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8 | * |
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9 | * The Creation of an Object is usually done in the Weapon Class, where one subscribes |
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10 | * a Projectile with: |
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11 | * this->bulletFactory = tFastFactory<TestBullet>::getFastFactory(CL_TEST_BULLET, "TestBullet"); |
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12 | * (this might change over time). |
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13 | * Then you can at loading time initialize an amount of the class with something like: |
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14 | * this->bulletFactory->prepare(100); // creates 100 entities of TestBullet (dead ones) |
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15 | * afterwards one can just retrieve an Object form the Class with |
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16 | * this->bulletFactory->resurrect(); // this returns a BaseObject an Object of the class. |
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17 | * |
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18 | * The big difference to the FastFactory-class is, that this one is used more for the purpose |
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19 | * of fast game-interaction than for loading. althought one can also load FastFactorized classes |
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20 | * it is not the main topic. |
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21 | */ |
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22 | |
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23 | #ifndef _FAST_FACTORY_H |
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24 | #define _FAST_FACTORY_H |
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25 | |
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26 | #include "base_object.h" |
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27 | /** |
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28 | * Creates a FastFactory to a Createable FastFactory. |
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29 | */ |
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30 | #define CREATE_FAST_FACTORY(CLASS_NAME, CLASS_ID) \ |
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31 | FastFactory* global_##CLASS_NAME##_FastFactory = tFastFactory<CLASS_NAME>::getFastFactory(CLASS_ID, #CLASS_NAME) |
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32 | /** |
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33 | * Creates a FastFactory for a Class' static function named ClassName::fastFactory. |
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34 | * @param CLASS_NAME the name of the Class to create the fast-factory for. |
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35 | * @param CLASS_ID the ID of the class to create the fast-factory for @see "class_id_DEPRECATED.h" |
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36 | * |
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37 | * notice, that the Class to be called, must implement: |
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38 | * static FastFactory* fastFactory; |
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39 | */ |
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40 | #define CREATE_FAST_FACTORY_STATIC(CLASS_NAME) \ |
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41 | FastFactory* CLASS_NAME::fastFactory = tFastFactory<CLASS_NAME>::getFastFactory(CLASS_NAME::staticClassID(), #CLASS_NAME) |
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42 | |
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43 | //! A struct, that holds Lists of Objects of a certain type. |
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44 | typedef struct FastObjectMember |
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45 | { |
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46 | BaseObject* objectPointer; //!< Pointer to the Object Stored in this Class (if it is the DeadList, else it is bork) |
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47 | |
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48 | FastObjectMember* next; //!< the next stored FastObjectMember. (or NULL if this is the last one stored in either the deadList or the unusedContainers) |
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49 | }; |
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50 | |
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51 | //! The FastFactory is a fast loadable object creator, and Dynamic List of dead object handler. |
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52 | /** |
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53 | * The ObjectManager (FastFactory) is designed, to automatically generate and remove |
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54 | * (without to much overhead) many instances of different classes. |
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55 | * |
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56 | * FastFactory is needed to glue all the tFastFactories together. |
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57 | * It is also the general class that implements the necessary functions |
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58 | * to generate, resurrect kill and stuff... |
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59 | */ |
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60 | class FastFactory : public BaseObject |
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61 | { |
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62 | ObjectListDeclaration(FastFactory); |
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63 | |
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64 | public: |
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65 | virtual ~FastFactory (); |
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66 | static void deleteAll(); |
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67 | |
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68 | // functions to push and pop elements of this class |
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69 | BaseObject* resurrect(); |
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70 | static BaseObject* resurrect(const ClassID& classID); |
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71 | void kill(BaseObject* object); |
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72 | static void kill(BaseObject* object, bool searchForFastFactory); |
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73 | |
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74 | void prepare(unsigned int count); |
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75 | |
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76 | static void flushAll(bool hardFLUSH = false); |
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77 | void flush(bool hardFLUSH = false); |
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78 | |
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79 | /** @returns the first FastFactory */ |
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80 | inline static FastFactory* getFirst() { return FastFactory::first; }; |
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81 | |
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82 | static FastFactory* searchFastFactory(const ClassID& classID); |
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83 | static FastFactory* searchFastFactory(const std::string& fastFactoryName); |
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84 | |
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85 | const ClassID& getStoredID() const { return this->storedClassID; }; |
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86 | |
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87 | protected: |
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88 | FastFactory (const ClassID& classID, const std::string& fastFactoryName = ""); |
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89 | |
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90 | /** sets the Next factory in the list @param nextFactory the next factory */ |
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91 | inline void setNext( FastFactory* nextFastFactory) { this->next = nextFastFactory; }; |
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92 | /** @returns the next FastFactory */ |
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93 | FastFactory* getNext() const { return this->next; }; |
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94 | |
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95 | /** generates a new Object of the Class T */ |
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96 | virtual void fabricate() = 0; |
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97 | |
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98 | private: |
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99 | static void registerFastFactory(FastFactory* fastFactory); |
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100 | |
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101 | protected: |
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102 | ClassID storedClassID; //!< The classID of the specified class. |
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103 | unsigned int storedDeadObjects; //!< How many dead objects are stored in this class |
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104 | |
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105 | FastObjectMember* deadList; //!< A List of all stored dead Objects of this class. |
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106 | FastObjectMember* unusedContainers; //!< This is a List of unused containers, that will be reused by kill. |
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107 | |
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108 | private: |
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109 | static FastFactory* first; //!< A pointer to the first FastFactory. |
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110 | |
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111 | FastFactory* next; //!< pointer to the next FastFactory. |
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112 | }; |
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113 | |
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114 | |
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115 | |
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116 | /** |
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117 | * a FastFactory that is able to load any kind of Object from a ClassID |
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118 | * (this is a Functor) |
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119 | */ |
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120 | template<class T> |
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121 | class tFastFactory : public FastFactory |
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122 | { |
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123 | public: |
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124 | static tFastFactory<T>* getFastFactory(const ClassID& classID, const std::string& fastFactoryName); |
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125 | |
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126 | private: |
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127 | tFastFactory(const ClassID& classID, const std::string& fastFactoryName); |
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128 | |
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129 | virtual void fabricate(); |
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130 | }; |
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131 | |
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132 | /** |
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133 | * construnts a FastFactory with |
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134 | * @param fastFactoryName the name of the FastFactory |
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135 | * @param fastFactory the ID of the class |
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136 | * @todo (can this be written in another form??) |
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137 | */ |
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138 | template<class T> |
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139 | tFastFactory<T>::tFastFactory(const ClassID& classID, const std::string& fastFactoryName) |
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140 | : FastFactory(classID, fastFactoryName) |
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141 | {} |
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142 | |
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143 | /** |
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144 | * creates (if not existent) a Factory of Class T, and assigns some values to it |
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145 | * @param classID the ClassID to assign to this class |
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146 | * @param fastFactoryName the name to assign |
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147 | * @returns The FastFactory if existent a new Factory if not. |
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148 | */ |
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149 | template<class T> |
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150 | tFastFactory<T>* tFastFactory<T>::getFastFactory(const ClassID& classID, const std::string& fastFactoryName) |
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151 | { |
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152 | tFastFactory<T>* tmpFac = NULL; |
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153 | if (FastFactory::getFirst() != NULL) |
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154 | tmpFac = static_cast<tFastFactory<T>*>(FastFactory::getFirst()->searchFastFactory(classID)); |
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155 | |
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156 | if (tmpFac != NULL) |
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157 | return tmpFac; |
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158 | else |
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159 | return new tFastFactory<T>(classID, fastFactoryName); |
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160 | } |
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161 | |
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162 | /** |
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163 | * fabricates an Object of Class T, that corresponds to classID. |
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164 | */ |
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165 | template<class T> |
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166 | void tFastFactory<T>::fabricate() |
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167 | { |
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168 | FastObjectMember* tmpFirstDead = new FastObjectMember; |
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169 | tmpFirstDead->objectPointer = new T(); |
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170 | tmpFirstDead->next = this->deadList; |
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171 | ++this->storedDeadObjects; |
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172 | |
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173 | this->deadList = tmpFirstDead; |
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174 | } |
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175 | |
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176 | #endif /* _FAST_FACTORY_H */ |
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