Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Fiea::Engine::Content::FactoryService Class Reference

#include <FactoryService.h>

Inheritance diagram for Fiea::Engine::Content::FactoryService:
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Collaboration diagram for Fiea::Engine::Content::FactoryService:
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Protected Member Functions

virtual void RegisterFactory (RTTI::IdType baseId, std::unique_ptr< IFactoryBase > &&factory) override
virtual IFactoryBaseGetFactory (RTTI::IdType baseId, const std::string &productName) override

Additional Inherited Members

Public Member Functions inherited from Fiea::Engine::Content::IFactoryService
template<typename BaseType>
void Register (std::unique_ptr< IAbstractFactory< BaseType > > &&concreteFactory)
template<typename BaseType>
BaseType * Create (const std::string &productName)
Public Attributes inherited from Fiea::Engine::Content::IFactoryService
 FIEA_SERVICE_INTERFACE

Member Function Documentation

◆ GetFactory()

IFactoryBase * Fiea::Engine::Content::FactoryService::GetFactory ( RTTI::IdType baseId,
const std::string & productName )
overrideprotectedvirtual

◆ RegisterFactory()

void Fiea::Engine::Content::FactoryService::RegisterFactory ( RTTI::IdType baseId,
std::unique_ptr< IFactoryBase > && factory )
overrideprotectedvirtual

The documentation for this class was generated from the following files: