protot/3rdparty/RuntimeCompiledCpp/RuntimeObjectSystem/IObjectFactorySystem.h

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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#pragma once
#ifndef IOBJECTFACTORYSYSTEM_INCLUDED
#define IOBJECTFACTORYSYSTEM_INCLUDED
#include "../RuntimeCompiler/AUArray.h"
#include "../RuntimeObjectSystem/ObjectInterface.h"
#include "../RuntimeCompiler/ICompilerLogger.h"
struct IRuntimeObjectSystem;
struct IObjectFactoryListener
{
// Called after a full serialization of objects is done when a new
// object constructor is added, so listeners can update any object
// pointers they're holding
virtual void OnConstructorsAdded() = 0;
virtual ~IObjectFactoryListener() {}
};
struct IObjectFactorySystem
{
virtual IObjectConstructor* GetConstructor( const char* type ) const = 0;
virtual ConstructorId GetConstructorId( const char* type ) const = 0;
virtual IObjectConstructor* GetConstructor( ConstructorId id ) const = 0;
virtual void AddConstructors(IAUDynArray<IObjectConstructor*> &constructors) = 0;
virtual void GetAll(IAUDynArray<IObjectConstructor*> &constructors) const = 0;
virtual IObject* GetObject( ObjectId id ) const = 0;
virtual void AddListener(IObjectFactoryListener* pListener) = 0;
virtual void RemoveListener(IObjectFactoryListener* pListener) = 0;
virtual void SetLogger( ICompilerLogger* pLogger ) = 0;
virtual void SetRuntimeObjectSystem( IRuntimeObjectSystem* pRuntimeObjectSystem ) = 0;
virtual void SetTestSerialization( bool bTest ) = 0;
virtual bool GetTestSerialization() const = 0;
virtual ~IObjectFactorySystem() {}
// sets the history of object constructors to a given size
// if set to smaller than before, will preserve the latest
// will not resize smaller than required to preserve current undo state
// default history size is 0, which means history is off (no undo & redo)
// if AddConstructors is called when the current history location is -ve,
// the constructors are updated to locatin 0 (current) prior to adding.
virtual void SetObjectConstructorHistorySize( int num_ ) = 0;
virtual int GetObjectConstructorHistorySize() = 0;
// undo & redo object constructor changes
// this will only undo swapped constructors, not new ones
virtual bool UndoObjectConstructorChange() = 0;
virtual bool RedoObjectConstructorChange() = 0;
// history location is 0 for current, +ve number for a previous location
// undo calls causes location +1, redo -1 bounded by HistorySize and 0.
virtual int GetObjectContstructorHistoryLocation() = 0;
};
#endif //IOBJECTFACTORYSYSTEM_INCLUDED