Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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#include <FactoryService.h>
Protected Member Functions | |
virtual void | RegisterFactory (RTTI::IdType baseId, std::unique_ptr< IFactoryBase > &&factory) override |
virtual IFactoryBase * | GetFactory (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 |
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overrideprotectedvirtual |
Implements Fiea::Engine::Content::IFactoryService.
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overrideprotectedvirtual |
Implements Fiea::Engine::Content::IFactoryService.