/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/ffactorylist.h $* * * * $Author:: Greg_h $* * * * $Modtime:: 6/20/02 2:07p $* * * * $Revision:: 8 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef FFACTORYLIST_H #define FFACTORYLIST_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef SIMPLEVEC_H #include "simplevec.h" #endif #ifndef FFACTORY_H #include "ffactory.h" #endif /* ** */ class FileFactoryListClass : public FileFactoryClass { public: FileFactoryListClass( void ); ~FileFactoryListClass( void ); void Add_FileFactory( FileFactoryClass * factory, const char * name ); void Remove_FileFactory( FileFactoryClass * factory ); FileFactoryClass *Remove_FileFactory(void); void Set_Search_Start( const char *name ); void Reset_Search_Start( void ) { SearchStartIndex = 0; } void Add_Temp_FileFactory( FileFactoryClass * factory ); FileFactoryClass * Remove_Temp_FileFactory( void ); FileFactoryClass * Peek_Temp_FileFactory( void ) { return TempFactory; } virtual FileClass * Get_File( char const *filename ); virtual void Return_File( FileClass *file ); static FileFactoryListClass * Get_Instance( void ) { return Instance; } int Get_Factory_Count (void) const { return FactoryList.Count (); } FileFactoryClass * Get_Factory (int index) { return FactoryList[index]; } private: FileFactoryClass * TempFactory; SimpleDynVecClass FactoryList; DynamicVectorClass FactoryNameList; int SearchStartIndex; static FileFactoryListClass * Instance; }; #endif