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