I'm just learning Spring4D and i have one question. If class implement only one interface its all clear:
IWeapon = interface
['{E679EDA6-5D43-44AD-8F96-3B5BD43A147B}']
procedure Attack;
end;
TSword = class(TInterfacedObject, IWeapon)
public
procedure Attack;
end;
GlobalContainer.RegisterType<TSword>.Implements<IWeapon>('sword');
sword := ServiceLocator.GetService<IWeapon>('sword');
and im really happy now, I have sword and i dont need to Free it.
but if class implements two or more interfaces:
IWeapon = interface
['{E679EDA6-5D43-44AD-8F96-3B5BD43A147B}']
procedure Attack;
end;
IShield = interface
['{B2B2F443-85FE-489C-BAF4-538BB5B377B3}']
function Block: Integer;
end;
TSpikedShield = class(TInterfacedObject, IWeapon, IShield)
public
function Block: Integer;
procedure Attack;
end;
GlobalContainer.RegisterType<TSpikedShield>.Implements<IWeapon>.Implements<IShield>;
I can ask ServiceLocator for an instance of TSpikedShield but i need choose one IWeapon or IShield. But I want use it in two ways(or i shouldn't want?) like:
spikedShield.Attack;
spikedShield.Block;
So if I good undestand, I have to create instance of TSpikedShiled directly(i mean without interface).
function MakeSpikedShield: TSpickedShield;
begin
result := TSpickedShield.Create;
end;
There is any way to use this class but with automagical Free?
(there won't be problem if interfaces could implement multi interfeces but its not allowed in delphi)
Edited: maybe somethink like that?
ISpikedSield = interface
function AsWeapon: IWeapon;
function AsShield: IShield;
end;
TSpikedShield = class(TInterfacedObject, ISpikedShield)
There won't be problem if interfaces could implement multi interfaces but it's not allowed in Delphi
That is the exact cause of the problem.
I would just make an ISpikedShield
interface that has the methods of IWeapon
and IShield
and making sure that every class that implements ISpikedShield
also explicitly implements IWeapon
and IShield
(this is what the compiler basically does for you in C# for example where an interface can inherit from multiple other interfaces).
You then cannot assign an ISpikedShield
to an IWeapon
and IShield
but using as operator will work because the class behind implements them.
However I am not sure if there is not a misconception in your architecture because if you think further there won't be a class that has an ISpikedShield
as dependency but rather an IWeapon
and/or IShield
. Some game code would then check if your IShield
supports ICanAttack
to do an additional hit apart from those you can do with your IWeapon
.