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CLK/Machines/DynamicMachine.hpp

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//
// DynamicMachine.hpp
// Clock Signal
//
// Created by Thomas Harte on 29/01/2018.
// Copyright 2018 Thomas Harte. All rights reserved.
//
#ifndef DynamicMachine_h
#define DynamicMachine_h
#include "../Configurable/Configurable.hpp"
#include "../Activity/Source.hpp"
#include "CRTMachine.hpp"
#include "JoystickMachine.hpp"
#include "KeyboardMachine.hpp"
#include "MediaTarget.hpp"
#include "MouseMachine.hpp"
#include "Utility/Typer.hpp"
namespace Machine {
/*!
Provides the structure for owning a machine and dynamically casting it as desired without knowledge of
the machine's parent class or, therefore, the need to establish a common one.
*/
struct DynamicMachine {
virtual ~DynamicMachine() {}
virtual Activity::Source *activity_source() = 0;
virtual Configurable::Device *configurable_device() = 0;
virtual CRTMachine::Machine *crt_machine() = 0;
virtual JoystickMachine::Machine *joystick_machine() = 0;
virtual KeyboardMachine::Machine *keyboard_machine() = 0;
virtual MouseMachine::Machine *mouse_machine() = 0;
virtual MediaTarget::Machine *media_target() = 0;
/*!
Provides a raw pointer to the underlying machine if and only if this dynamic machine really is
only a single machine.
Very unsafe. Very temporary.
TODO: eliminate in favour of introspection for machine-specific inputs. This is here temporarily
only to permit continuity of certain features in the Mac port that have not yet made their way
to the SDL/console port.
*/
virtual void *raw_pointer() = 0;
};
}
#endif /* DynamicMachine_h */