Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Factories/AbstractWarFoundryFactory.cs @ 480:e0641e0eb86c
Re #410: "N units per M models in parent" requirement
* Move context to a sub-folder/namespace to reduce clutter
* Add simple "parent unit" context
author | IBBoard <dev@ibboard.co.uk> |
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date | Wed, 23 May 2012 21:00:33 +0100 |
parents | 3c4a6403a88c |
children | 1ed2f3ab5e35 |
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// This file (AbstractWarFoundryFactory.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using System.IO; using System.Collections.Generic; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.API.Factories { public abstract class AbstractWarFoundryFactory<FILE_TYPE> : IWarFoundryFactory { public event SingleArgMethodInvoker<GameSystem> GameSystemLoaded; public event SingleArgMethodInvoker<Race> RaceLoaded; public event SingleArgMethodInvoker<Army> ArmyLoaded; public virtual void CompleteLoading(IWarFoundryStagedLoadObject obj) { //Pretend we've fully loaded, as this will probably be standard for non-native factories and some native factories obj.SetAsFullyLoaded(); } public bool CanHandleFileFormat (FileInfo file) { FILE_TYPE typedFile = GetFileAsSupportedType(file); bool canHandle = typedFile != null && CheckCanHandleFileFormat(typedFile); if (typedFile != null) { CleanUpFileAsSupportedType(typedFile); } return canHandle; } public bool CanHandleFileAsRace(FileInfo file) { FILE_TYPE typedFile = GetFileAsSupportedType(file); bool canHandle = typedFile != null && CheckCanHandleFileAsRace(typedFile); if (typedFile != null) { CleanUpFileAsSupportedType(typedFile); } return canHandle; } public bool CanHandleFileAsGameSystem(FileInfo file) { FILE_TYPE typedFile = GetFileAsSupportedType(file); bool canHandle = typedFile != null && CheckCanHandleFileAsGameSystem(typedFile); if (typedFile != null) { CleanUpFileAsSupportedType(typedFile); } return canHandle; } public bool CanHandleFileAsArmy(FileInfo file) { FILE_TYPE typedFile = GetFileAsSupportedType(file); bool canHandle = typedFile != null && CheckCanHandleFileAsArmy(typedFile); if (typedFile != null) { CleanUpFileAsSupportedType(typedFile); } return canHandle; } protected virtual void CleanUpFileAsSupportedType(FILE_TYPE typedFile) { //Do nothing by default } /// <summary> /// Converts the <see cref="FileInfo"/> object in to the appropriate type for this class so that it can perform its checks. If no conversion is required (the test can be performed on a <see cref="FileInfo"/> object) the object should be returned with no modification. /// If the file is not of supported type the <code>null</code> should be returned. /// </summary> /// <param name="file"> /// A <see cref="FileInfo"/> to get the supported source object from. /// </param> /// <returns> /// An object of type <see cref="FILE_TYPE"/> that has been converted from the input <see cref="FileInfo"/> object, or <code>null</code> if the conversion cannot be made. /// </returns> protected abstract FILE_TYPE GetFileAsSupportedType(FileInfo file); /// <summary> /// Checks whether the factory thinks it can load data from the file in its paramaterised type. /// </summary> /// <param name="file"> /// An object of the converted <see cref="FILE_TYPE"/> to check support for /// </param> /// <returns> /// <code>true</code> if the factory thinks it can support the file, else <code>false</code> /// </returns> protected abstract bool CheckCanHandleFileFormat(FILE_TYPE file); /// <summary> /// Checks whether the factory thinks it can load data from the file in its paramaterised type as a Race object. /// </summary> /// <param name="file"> /// An object of the converted <see cref="FILE_TYPE"/> to check support for /// </param> /// <returns> /// <code>true</code> if the factory thinks it can support the file as a Race, else <code>false</code> /// </returns> protected abstract bool CheckCanHandleFileAsRace(FILE_TYPE file); /// <summary> /// Checks whether the factory thinks it can load data from the file in its paramaterised type as a GameSystem object. /// </summary> /// <param name="file"> /// An object of the converted <see cref="FILE_TYPE"/> to check support for /// </param> /// <returns> /// <code>true</code> if the factory thinks it can support the file as a GameSystem, else <code>false</code> /// </returns> protected abstract bool CheckCanHandleFileAsGameSystem(FILE_TYPE file); /// <summary> /// Checks whether the factory thinks it can load data from the file in its paramaterised type as an Army object. /// </summary> /// <param name="file"> /// An object of the converted <see cref="FILE_TYPE"/> to check support for /// </param> /// <returns> /// <code>true</code> if the factory thinks it can support the file as a Army, else <code>false</code> /// </returns> protected abstract bool CheckCanHandleFileAsArmy(FILE_TYPE file); public ICollection<IWarFoundryObject> CreateObjectsFromFile(FileInfo file) { return DoCreateObjectsFromFile(GetFileAsSupportedType(file)); } /// <summary> /// Reads the data from the supplied converted <see cref="FILE_TYPE"/> object and returns it as a collection of loadable objects. /// In addition, the method fires the appropriate XxxLoaded event for each object created for asynchronous use. /// </summary> /// <param name="file"> /// An object of the converted <see cref="FILE_TYPE"/> for the file to load data from /// </param> /// <returns> /// A <see cref="ICollection`1"/> of <see cref="IWarFoundryObject"/>s that were loaded from the file object /// </returns> protected abstract ICollection<IWarFoundryObject> DoCreateObjectsFromFile(FILE_TYPE file); protected void OnGameSystemLoaded(GameSystem system) { if (GameSystemLoaded != null) { GameSystemLoaded(system); } } protected void OnRaceLoaded(Race race) { if (RaceLoaded != null) { RaceLoaded(race); } } protected void OnArmyLoaded(Army army) { if (ArmyLoaded != null) { ArmyLoaded(army); } } } }