eliot/game/game_factory.h
Olivier Teulière 70be50c64e A lot of clean-up:
- Removed logiv from the History class
 - Used BOOST_FOREACH to simplify loops
 - Remove useless annotations and doxygen blocks
 - Added some constness
 - Marked Training::setRack() as deprecated
 - Improved compilation order in game/
2008-11-22 13:09:28 +00:00

109 lines
2.9 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2007 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#ifndef _GAME_FACTORY_H_
#define _GAME_FACTORY_H_
#include <string>
#include <vector>
using std::string;
using std::wstring;
using std::vector;
using std::pair;
class Dictionary;
class Game;
class Training;
class FreeGame;
class Duplicate;
/**
* This class is the entry point to create Game objects, either directly or
* using command-line parameters. It also offers a method to destroy Game
* objects.
* This class implements the Singleton pattern.
*/
class GameFactory
{
public:
static GameFactory *Instance();
static void Destroy();
/*************************
* Functions to create and destroy a game
* The dictionary does not belong to the
* game (ie: it won't be destroyed by ~Game)
*************************/
Training *createTraining(const Dictionary &iDic);
FreeGame *createFreeGame(const Dictionary &iDic);
Duplicate *createDuplicate(const Dictionary &iDic);
/**
* load() returns the loaded game, or NULL if there was a problem
* load() might need some more work to be robust enough to
* handle "hand written" files
*/
Game *load(const string &iFileName, const Dictionary &iDic);
Game *createFromCmdLine(int argc, char **argv);
/// Destroy a Game object, created by any of the createXXX methods above
void releaseGame(Game &iGame);
private:
GameFactory();
~GameFactory();
/// The unique instance of the class
static GameFactory *m_factory;
/// Initial dictionary (it could be changed later)
Dictionary *m_dic;
/** Parameters specified on the command-line */
//@{
/// Dictionary
string m_dicStr;
/// Game mode
string m_modeStr;
/// Variant of the game
bool m_joker;
typedef pair<bool, wstring> PlayerDesc;
vector<PlayerDesc> m_players;
//@}
/// Print command-line usage
void printUsage(const string &iBinaryName) const;
/// Print version
void printVersion() const;
};
#endif // _GAME_FACTORY_H_