//============================================================================
//
//   SSSS    tt          lll  lll
//  SS  SS   tt           ll   ll
//  SS     tttttt  eeee   ll   ll   aaaa
//   SSSS    tt   ee  ee  ll   ll      aa
//      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator"
//  SS  SS   tt   ee      ll   ll  aa  aa
//   SSSS     ttt  eeeee llll llll  aaaaa
//
// Copyright (c) 1995-2014 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: MediaFactory.hxx 2838 2014-01-17 23:34:03Z stephena $
//============================================================================

#ifndef MEDIA_FACTORY_HXX
#define MEDIA_FACTORY_HXX

class FrameBuffer;
class Sound;
class OSystem;

//#include "OSystem.hxx"
//#include "Settings.hxx"
//
//#include "FrameBuffer.hxx"
//#include "FrameBufferSoft.hxx"
//#ifdef DISPLAY_OPENGL
//  #include "FrameBufferGL.hxx"
//#endif
//
//#include "Sound.hxx"
//#ifdef SOUND_SUPPORT
//  #include "SoundSDL.hxx"
//#else
//  #include "SoundNull.hxx"
//#endif

/**
  This class deals with the different framebuffer/sound implementations
  for the various ports of Stella, and always returns a valid media object
  based on the specific port and restrictions on that port.

  I think you can see why this mess was put into a factory class :)

  @author  Stephen Anthony
  @version $Id: MediaFactory.hxx 2838 2014-01-17 23:34:03Z stephena $
*/
class MediaFactory
{
  public:
    static FrameBuffer* createVideo(OSystem* osystem)
//    {
//      FrameBuffer* fb = (FrameBuffer*) NULL;
//
//      // OpenGL mode *may* fail, so we check for it first
//    #ifdef DISPLAY_OPENGL
//      if(osystem->settings().getString("video") == "gl")
//      {
//        const string& gl_lib = osystem->settings().getString("gl_lib");
//        if(FrameBufferGL::loadLibrary(gl_lib))
//          fb = new FrameBufferGL(osystem);
//      }
//    #endif
//
//      // If OpenGL failed, or if it wasn't requested, create the appropriate
//      // software framebuffer
//      if(!fb)
//        fb = new FrameBufferSoft(osystem);
//
//      // This should never happen
//      assert(fb != NULL);
//
//      return fb;
//    }

    static Sound* createAudio(OSystem* osystem)
//    {
//      Sound* sound = (Sound*) NULL;
//
//    #ifdef SOUND_SUPPORT
//      sound = new SoundSDL(osystem);
//    #else
//      sound = new SoundNull(osystem);
//    #endif
//
//      return sound;
//    }
};

#endif
