У меня есть класс, который я не могу изменить (SuperClass), который имеет интерфейс для добавления обратного вызова, который мне не очень нравится, но я не могу сделать его лучше.Можно ли избавиться от всех функций-оболочек, используя магию шаблонов?
#include <iostream>
#include <string>
#include <vector>
enum EventType
{
OkButtonPressed = 0,
CancelButtonPressed,
KeyPad1ButtonPressed,
KeyPad2ButtonPressed,
KeyPad3ButtonPressed,
KeyPad4ButtonPressed,
KeyPad5ButtonPressed,
SomeOtherNonButtonEvent,
EventType_count
};
// Not sure how the SuperClass is implemented, but from the outside all you can see is
// the AddCallback(). The class can not be changed. Same applies to the callback typedef
typedef void (*EventCallback)(int argument, void *callbackOwner);
class SuperClass
{
private:
#define CallbackPair std::pair<EventCallback, void*>
std::vector<CallbackPair> m_callbackList[EventType_count];
public:
void AddCallback(EventType eventType, EventCallback function, void * callbackOwner)
{
CallbackPair pair(function, callbackOwner);
m_callbackList[eventType].push_back(pair);
}
void TriggerEvent(EventType type)
{
int someArguemt = (int)type;
for(unsigned int i = 0; i < m_callbackList[type].size(); i++)
m_callbackList[type][i].first(someArguemt, m_callbackList[type][i].second);
}
};
class MyClass
{
public:
void OnKeypadFunction(int argument){std::cout << "OnKeypadFunction called with " << argument << std::endl;}
void OnOkFunction(int argument){std::cout << "OnOkFunction called with " << argument << std::endl;}
void OnCancelFunction(int argument){std::cout << "OnCancelFunction called with " << argument << std::endl;}
};
// Wrapper functions which i would like to remove
static void s_OnKeypadFunctionWrapper(int arguemt, void *callbackOwner)
{
((MyClass*)callbackOwner)->OnKeypadFunction(arguemt);
}
static void s_OnOkFunctionWrapper(int arguemt, void *callbackOwner)
{
((MyClass*)callbackOwner)->OnOkFunction(arguemt);
}
static void s_OnCancelFunctionWrapper(int arguemt, void *callbackOwner)
{
((MyClass*)callbackOwner)->OnCancelFunction(arguemt);
}
int main()
{
SuperClass super;
MyClass myClass;
// Register some callbacks
super.AddCallback(KeyPad1ButtonPressed, s_OnKeypadFunctionWrapper, &myClass);
super.AddCallback(KeyPad2ButtonPressed, s_OnKeypadFunctionWrapper, &myClass);
super.AddCallback(KeyPad3ButtonPressed, s_OnKeypadFunctionWrapper, &myClass);
super.AddCallback(KeyPad4ButtonPressed, s_OnKeypadFunctionWrapper, &myClass);
super.AddCallback(KeyPad5ButtonPressed, s_OnKeypadFunctionWrapper, &myClass);
super.AddCallback(OkButtonPressed, s_OnOkFunctionWrapper, &myClass);
// How I would like to add the code..
/*
super.AddCallback(KeyPad1ButtonPressed, myClass->OnKeypadFunction, NULL);
super.AddCallback(KeyPad2ButtonPressed, myClass->OnKeypadFunction, NULL);
super.AddCallback(KeyPad3ButtonPressed, myClass->OnKeypadFunction, NULL);
super.AddCallback(KeyPad4ButtonPressed, myClass->OnKeypadFunction, NULL);
super.AddCallback(KeyPad5ButtonPressed, myClass->OnKeypadFunction, NULL);
super.AddCallback(OkButtonPressed, myClass->s_OnOkFunctionWrapper, NULL);
*/
// This is called some other place...
super.TriggerEvent(OkButtonPressed);
super.TriggerEvent(KeyPad1ButtonPressed);
super.TriggerEvent(KeyPad5ButtonPressed);
}