Use root controller with factory pattern

This commit is contained in:
James Whiteman 2022-01-26 11:53:02 -08:00
parent cea3710c76
commit 23694c755d
7 changed files with 23 additions and 31 deletions

3
.gitignore vendored
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@ -1,2 +1,5 @@
link/
.vscode/
earn/
*.swp
*.swo

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@ -0,0 +1 @@
apt install -y libx11-dev

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@ -1,22 +1,10 @@
#include "act/root.h"
#include "allocate/factory.h"
#include "draw/window.h"
#include <stdlib.h>
root_controller_t::configuration_t::configuration_t(std::vector<root_controller_t::mode_t> modes_p) {
modes_m = modes_p;
}
root_controller_t::root_controller_t(root_controller_t::configuration_t configuration_p) {
configuration_m = configuration_p;
}
root_controller_t* root_controller_factory_t::create(root_controller_t::configuration_t configuration_p) {
void* ptr = malloc(sizeof(root_controller_t));
return static_cast<root_controller_t*>(ptr);
}
factory_t::status_t root_controller_factory_t::dispose(root_controller_t* root_controller_p) {
free(root_controller_p);
return factory_t::status_t::ok;
root_controller_t::root_controller_t(root_controller_t::configuration_t* configuration_p) {
mode_m = configuration_p->mode_m;
}
controller_t::status_t root_controller_t::on_event(controller_t::event_t event_p) {
if (
window_service_t* window_service = new window_service_t();
window_service_t::status_t window_status = window_service->create_window();
controller_t::status_t controller_status;
@ -31,3 +19,10 @@ controller_t::status_t root_controller_t::on_event(controller_t::event_t event_p
}
return controller_status;
}
root_controller_t* root_controller_factory_t::create(root_controller_t::configuration_t* configuration_p) {
return new root_controller_t(configuration_p);
}
factory_t<root_controller_t::configuration_t, root_controller_t>::status_t root_controller_factory_t::dispose(root_controller_t* root_controller_p) {
delete root_controller_p;
return factory_t<root_controller_t::configuration_t, root_controller_t>::status_t::ok;
}

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@ -10,20 +10,15 @@ class root_controller_t : public controller_t {
app,
game
};
class configuration_t {
private:
std::vector<mode_t> modes_m;
public:
configuration_t(std::vector<mode_t> modes_p);
struct configuration_t {
mode_t mode_m;
};
root_controller_t(configuration_t* configuration_p);
controller_t::status_t on_event(event_t event_p) override;
private:
configuration_t configuration_m;
root_controller_t(configuration_t configuration_p);
friend class root_controller_factory_t;
mode_t mode_m;
};
class root_controller_factory_t : public factory_t<root_controller_t::configuration_t, root_controller_t> {
public:
root_controller_t* create(root_controller_t::configuration_t* configuration_p) override;
factory_t::status_t dispose(root_controller_t* root_controller_p) override;
};

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@ -2,12 +2,10 @@
#include "act/root.h"
#include <vector>
int main(int argc, char *argv[]) {
root_controller_factory_t factory_l;
std::vector<root_controller_t::mode_t> modes_l;
modes_l.push_back(root_controller_t::mode_t::app);
root_controller_t::configuration_t configuration_l(modes_l);
root_controller_t* controller_l = factory_l.create(&configuration_l);
root_controller_t::configuration_t configuration_l;
configuration_l.mode_m = root_controller_t::mode_t::app;
root_controller_t* controller_l = new root_controller_t(&configuration_l);
controller_t::status_t status_l = controller_l->on_event(controller_t::event_t::start);
factory_l.dispose(controller_l);
delete controller_l;
return status_l;
}

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@ -1,3 +1,3 @@
main.cpp
act/root.cpp
platform/linux/draw/window.cpp
target/linux/draw/window.cpp

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