Read:
Feedback for poor, tired me?Code:/* * GameSystem.h * * Manages system states. * Copyright (C) 2006 The Elements of Form */ #pragma once #include "Singleton.h" /* FIXME: I don't really like the way this works. I have considered using 'Dators' in a similar * way to matey who wrote the "Enginuity" series @ GameDev. I need to be able to represent generic * data that the GameSystem can hold on to. unions can suck my ass. * * It's not *that* important, but it makes me feel all dirty :-( */ // See I could have an array and use some neat const's like STATE_WINDOW_HANDLE which is // an index into said array. //const int STATE_WINDOW_HANDLE = 0; //const int STATE_GAME_INSTANCE = 1; class GameSystem :public Singleton<GameSystem> { public: GameSystem(); ~GameSystem(); inline void SetWindowHandle(HWND hWnd) { m_hGameWindowHandle = hWnd; } inline void SetGameInstance(HINSTANCE hInst) { m_hGameInstance = hInst; } inline HWND GetWindowHandle() { return m_hGameWindowHandle; } inline HINSTANCE GetGameInstance() { return m_hGameInstance; } private: HWND m_hGameWindowHandle; HINSTANCE m_hGameInstance; };
Mentioned this: http://www.gamedev.net/reference/art...rticle1959.asp
Any other suggestions?
EDIT: In case you were wondering, "The Elements of Form" is me and my brother. We've decided to go into hobbyist game developement together
EDIT2: Why? It makes the most sense to me to have a globally accessible singleton which keeps track of what otherwise would be global data. Horrible, global data.