Original Post
I'm currently designing what I call an engine, but is basically a framework for my upcoming game project. I'm having some serious issues concerning access of modules by different modules. My engine base class is the EngineApp, which consists of a number of modules, like a texture manager, window manager, renderer, error manager, etc. Now, this EngineApp should, in my opinion, be globally accessible because each module might need to access different modules. For example, if something goes wrong in the texture manager because the renderer tries to access a non-existant texture, the error manager should handle the error, which in turn may mean it needs to tell the window manager to exit. Since these modules are all defined in EngineApp, the simplest thing to do (to me) is to make the engine app a singleton class. However, in a game, it would be useful to derive a class from the EngineApp (say GameApp). However, if I make the EngineApp singleton, the GameApp class will call the functions from EngineApp (so GameApp::GetSingletonPtr()->Run(); would actually execute EngineApp::GetSingletonPtr->Run();). This is not intended obviously. Is there a way, with or without singleton usage, to fix these global access problems? I could obviously pass pointers to all modules that are needed when working in some module, but that doesn't seem like a very good idea to me. Now I know how most people think about singletons, and I try not to use them if I can do without, but for now I don't see another solution that works equally well. Who can help me? Edit: not that I think it matters, but for the record, the engine code should ultimately be put in a lib or dll, while the game code (and thus also the GameApp class) is in another project that uses the library.