access wxFrame(s) & wxDialog(s) globally - c++

I'm new to C++ and new to codelite and also new to wxCrafter. I'm trying to build some GUI apps, but I'm messed up about object passthrough in C++. I spent a few hours and I just understand a little bit of that. First, to pass variables between wxFrame/wxDialog, I should create a instance of that class.
in frameA.cpp
void frameA::buttonAClicked() {
frameB * frameB1 = new frameB(NULL);
frameB1->connect(this);
}
in frameB.cpp
void frameB::connect(frameA *upper) {
//now I can access frameA via upper
}
But for a more complex case(e.g. 10 frames), values entered by user need to be shared between frames. I think it's better to make the frames/dialogs to be handle by a parent. Since all classes were triggered by main.cpp, so I think MainApp() will be good idea. So I tried to do this:
main.cpp:
class MainApp : public wxApp {
public:
frameA * frameA1;
frameB * frameB1
//frameC, frameD, frameE etc.
MainApp() {}
virtual ~MainApp() {}
virtual bool OnInit() {
frameA1 = new frameA(NULL);
frameB1 = new frameB(NULL);
frameA1->connect(this);
frameB1->connect(this);
SetTopWindow(frameA);
return GetTopWindow()->Show();
}
};
in both frameA.cpp and frameB.cpp:
frameA::connect(wxApp *par) {
this->parent = par;
}
Now I'm able to access MainApp via parent, but the two member objects(one is itself) was not found. Am I missed something? I'm really new to C++. Is that any better way (or a formal way) to do?

There is convenient way to make kind of global data in wxWidgets application. Create file ApplicationData.h:
#pragma once // replace with #ifndef ... if not supported by your compiler
class frameA;
// place here required forward declarations
// ...
struct ApplicationData
{
frameA* frameA1;
// any other data you need
};
Include this file to application class h-file:
#include "ApplicationData.h"
class MainApp: public wxApp
{
public:
ApplicationData applicationData; // or may it private with get/set functions
...
};
Finally, you can access applicationData from any place of wxWidgets application:
ApplicationData* pData = &wxGetApp().applicationData;
// Set/read global data members here:
// pData->...
See also: wxGetApp function definition in wxWidgets reference: http://docs.wxwidgets.org/2.6/wx_appinifunctions.html Note that you must add IMPLEMENT_APP and DECLARE_APP macros to make it working.

Related

Creo Parametric OBJECT TOOLKIT - Passing Variables in Event Listener Classes

I am developing some code to run synchronously with a 3D Software Program.
I've created a menu using its tools, but, by default, I can't pass variables from different features that are connected to Action Listeners. I'll post the multiple snippets of code that are spread across multiple files (from my 3D software API) that are relevant to a single function.
I wanted to know what should I edit in these files in order to NOT use global variables (which is what will ultimately happen if I can't figure this out).
I omitted the code to the other controls. What I want is to pass a variable through the I_NomeInputPanelListener(), but here's my main code (which creates the Dialog).
uifcDialog_ptr parafusos = uifcDialogFind(PARAFUSOS_DIALOG, PARAFUSOS_DIALOG);
ParafusosDialogListener *parafusosLis = new ParafusosDialogListener();
parafusos->AddActionListener(parafusosLis);
i_diametro = uifcOptionMenuFind(PARAFUSOS_DIALOG, PARAFUSOS_I_DIAMETRO);
I_DiametroOptionMenuListener *i_diametroLis = new I_DiametroOptionMenuListener();
i_diametro->AddActionListener(i_diametroLis);
status = uifcActivateDialog(PARAFUSOS_DIALOG);
This is on my header file:
class I_DiametroOptionMenuListener : public uifcDefaultOptionMenuListener
{
public:
I_DiametroOptionMenuListener() {}
~I_DiametroOptionMenuListener() {}
void OnItemSelect(uifcOptionMenu_ptr handle);
};
This code exist on the Software API files:
class uifcDefaultOptionMenuListener : public uifcOptionMenuListener
{
void OnItemSelect (uifcOptionMenu_ptr handle) {}
};
class uifcOptionMenuListener : virtual public uifcComponentListener
{
xaideclare (uifcOptionMenuListener)
protected:
virtual ~uifcOptionMenuListener ()
{
}
public:
virtual void OnItemSelect (uifcOptionMenu_ptr handle) = 0;
};
class uifcComponentListener : virtual public xobject
{
xaideclare (uifcComponentListener)
public:
virtual ~uifcComponentListener ()
{
}
};
I've tried adding a ",int var)" to all the functions OnItemSelect in all the classes, but I tried to print an int = 10 and I got something like hundreds of millions.
I don't know if you can help me with this or if I should be messing with these files in the first place. Regardless, any suggestion that helps me not use Global Variables is welcomed.

C++ object method calling methods from another class that includes it's

First of all, sorry for the title. I didn't know exactly how to give name to the situation I'm facing.
I am developing a project in C++ that will run over QNX (so answers that recur to Windows libraries are not good).
I have one class that holds and manipulates all my data, and a few other classes that are responsible for dealing with my UI.
The UI manipulating classes include my data class, and when they are initialized, they all get a pointer to the same data object (each one uses different parts of it, though). And the normal flow of the program is the UI receiving events from the user, and then making calls to the data class and updating itself, according to the data class replies. That all works just fine.
The problem is, sometimes it might happen that this data class object receives calls from other sorts of external events (let's say a call from a class responsible for communication), asking it to change some of it's values. After doing so, it would have to update the UI (thus, having to make a call to the UI classes).
The actual objects to all the classes (UI and data) are contained by the "main" class. But as the UI classes include the data class to be able to call it's methods, the data class including UI classes in order to be able to call their methods would fall into mutual inclusion.
The problem resumes, in a very simplistic way (I am just trying to give a visual example of the information flow), to something like this:
main.cpp
#include "interface.h"
#include "data.h"
Data data_;
Interface interface_;
// Initialize all data from files, etc
data_.Init();
// Call the interface that will use all of this data
interface_.Init(&data_);
while(1);
interface.h
#include "data.h"
class Interface
{
Data *data_;
void Init(Data *data);
void ReceiveEvent();
void ChangeScreen (int value);
};
interface.cpp
#include "interface.h"
void Interface::Init(Data *data)
{
// Get the pointer locally
data_ = data;
}
// Function called when a (for example) a touch screen input is triggered
void Interface::ReceiveEvent()
{
ChangeScreen(data_->IncreaseParam1());
}
void Interface::ChangeScreen (int value);
{
// Set the value on screen
}
data.h
class Data
{
int param 1;
void Init();
int IncreaseParam1();
void ReceiveExternalEvent();
};
**data.cpp"
#include "data.h"
void Data::Init()
{
// The value actually come from file, but this is enough for my example
param1 = 5;
}
int IncreaseParam1()
{
param1 += 5;
return param1;
}
// This is called from (for example) a communication class that has a
// pointer to the same object that the interface class object has
void ReceiveExternalEvent()
{
IncreaseParam1();
// NOW HERE IT WOULD HAVE TO CALL A METHOD TO UPDATE THE INTERFACE
// WITH THE NEW PARAM1 VALUE!
}
I hope I made myself clear enough.
Can someone please give me ideas on how to deal with this situation?
Thanks a lot in advance!
Both Data and Interface are singletons. You expect to only have one instance of each class in existence. So:
Class Data {
public:
static Data *instance;
Data()
{
instance=this;
}
// Everything else that goes into Data, etc...
};
Class Interface {
public:
static Interface *instance;
Interface()
{
instance=this;
}
// Everything else that goes into Data, etc...
};
Now, ReceiveExternalEvent() will simply invoke Data::instance->method() and/or Interface::instance->method(), and so on...
This is a classical singleton design pattern.
Also, you might find some additional Google food of likely interest to you: "model view controller" and "mvc".

Qt access D-Pointer of inherited Class

I am trying to understand how the whole d-pointer thing i working. I got most parts but I am currently facing a problem:
Like the guy here Dpointer inheritance i want to inherit a class using d-pointers (infact it is QProcess).
Since the function to access the d-pointer is private i can not access it with simple inheritance. My idea is to again use the Q_DECLARE_PRIVATE macro to get the function and to access it. Can this work? Before I try out I want some hints since I dont know if this can even work.
(I need this to avoid the whole licensing issues.)
MyProcess.h
#ifndef MYPROCESS_H
#define MYPROCESS_H
class QProcessPrivate;
class MyProcess : public QProcess {
public:
MyProcess(QObject *parent = 0);
protected:
Q_DECLARE_PRIVATE(QProcessPrivate);
};
#endif /* WIDGET_H */
MyProcess.cpp
#include "myprocess.h"
MyProcess::MyProcess(QObject *parent = 0)
: QProcess(parent) {
}
MyProcess::setPid(Q_PID pid) {
Q_D(const QProcess);
d->pid = pid;
}
First of all, let's cover the basics. IANAL, but here it goes:
I presume that you have a closed-source application that wishes to use Qt under terms of LGPL.
Under some interpretations of U.S. law, making your code dependent on Qt's private headers makes it a derived work of Qt, so your code must be available under terms of LGPL (or GPL), unless you have a commercial license.
Your obligation under LGPL is to make it possible for people you distribute your app, to relink it with a version of Qt they compiled from the sources you're obliged to offer to them. This may be dynamic linking done by the OS, or static linking done with a linker utility. It doesn't matter whether you modified Qt or not. They ask, you must give them Qt sources with the exact build scripts you used to build the Qt that you use in your app.
When you depend on private headers, it's impossible for someone to make binary compatible changes to the Qt version you offer and relink it with your code, without things breaking. The private Qt classes can be changed without breaking binary compatibility - that's why they are private. Myself I interpret LGPL as follows: My code is not derived work if it will successfully link and work with any version of Qt that's binary-compatible to the version I offer along with my application. Of course that's within limits of Qt bugs and other changes I made, so it may not be viable for someone to patch this Qt to an older version and expect it to run OK.
So, the only thing you can do to keep your code closed-source is to modify the *public interface of QProcess within Qt proper. Anyone can take this modified version of Qt (that you offer!), make further binary compatible changes to it, and relink with your code. So if you think that not modifying Qt and depending on private headers makes your life easier, you are quite off base.
Generally speaking, you can't inherit from QXyzPrivate since you need to include Qt's private headers. So that's not a good practice, and there's really no good reason to do it. The price you pay is an extra heap allocation when you instantiate the class, so I'd say don't worry about it.
You must start your own private PIMPL class hierarchy. Note how each class that intends to be derived from must offer a constructor taking a reference to an instance of the private class.
// myprocess.h
class MyProcessPrivate;
class MyProcess : public QProcess {
Q_DECLARE_PRIVATE(MyProcess) // No semicolon!
public:
explicit MyProcess(int arg, QObject * parent = 0);
~MyProcess();
protected:
MyProcess(MyProcessPrivate&, int arg, QObject * parent); // Must be present to allow derivation
const QScopedPointer<MyProcessPrivate> d_ptr; // Only in the base class, must be protected!
}
// myprocess_p.h
class MyProcessPrivate {
Q_DECLARE_PUBLIC(MyProcess) // No semicolon!
...
public:
explicit MyProcessPrivate(MyProcess*);
protected:
MyProcess * const q_ptr; // Only in the base class, must be protected!
};
// derivedprocess.h
#include "myprocess.h"
class DerivedProcessPrivate;
class DerivedProcess {
Q_DECLARE_PRIVATE(DerivedProcess) // No semicolon!
public:
explicit DerivedProcess(int arg, QObject * parent = 0);
~DerivedProcess();
}
// derivedprocess_p.h
#include "myprocess_p.h"
class DerivedProcessPrivate : public MyProcessPrivate {
Q_DECLARE_PUBLIC(DerivedProcess) // No semicolon!
//...
public:
explicit DerivedProcessPrivate(DerivedProcess*);
};
// myprocess.cpp
MyProcess::MyProcess(int arg, QObject * parent) :
QProcess(parent),
d_ptr(new MyProcessPrivate(this)) {}
MyProcess::MyProcess(MyProcessPrivate & d, int arg) :
d_ptr(&d) {}
MyProcessPrivate::MyProcessPrivate(MyProcess* parent) :
q_ptr(parent) {}
// derivedprocess.cpp
DerivedProcess::DerivedProcess(int arg, QObject * parent) :
MyProcess(* new DerivedProcessPrivate(this), arg, parent) {}
DerivedProcessPrivate::DerivedProcessPrivate(DerivedProcess* parent) :
MyProcessPrivate(parent) {}
It can be accessed by d_ptr.data().
I want to extend the behaviors of QML without recompiling Qt source code, which need access to d_ptr. Here's how I get the QTextDocument in d_ptr of QDeclarativeTextEdit in an inherit class:
QT_FORWARD_DECLARE_CLASS(QDeclarativeTextEditPrivate)
class MyTextEdit : public QDeclarativeTextEdit
{
...
void aMethod()
{
QDeclarativeTextEditPrivate *d = reinterpret_cast<QDeclarativeTextEditPrivate *>(QDeclarativeItem::d_ptr.data());
QTextDocument *d_doc = d->document;
...
}
};
btw, we can also get d_ptr without inheriting classes.
For example, here's how I get QTextDocument in QDeclaractiveTextEditPrivate without inheritance:
#include <QtGui/QGraphicsItem>
QT_FORWARD_DECLARE_CLASS(QGraphicsItemPrivate)
class DQGraphicsItem : public QGraphicsItem
{
DQGraphicsItem() {}
public:
QGraphicsItemPrivate *d() const { return d_ptr.data(); }
};
inline QGraphicsItemPrivate *d_qgraphicsitem(const QGraphicsItem *q)
{ return static_cast<const DQGraphicsItem *>(q)->d(); }
#include <qt/src/declarative/graphicsitems/qdeclarativetextedit_p.h>
#include <qt/src/declarative/graphicsitems/qdeclarativetextedit_p_p.h>
inline QDeclarativeTextEditPrivate *d_qdeclarativetextedit(const QDeclarativeTextEdit *q)
{ return static_cast<QDeclarativeTextEditPrivate *>(d_qgraphicsitem(q)); }
inline QTextDocument *d_qdeclarativetextedit_document(const QDeclarativeTextEdit *q)
{ return d_qdeclarativetextedit(q)->document; }

Why we need a "friend" here? (C++)

The qml viewer (for 4.8 and 5.0) is implemented like that:
In the .h(eader) we have:
class QtQuick2ApplicationViewer : public QQuickView
{
Q_OBJECT
...
private:
class QtQuick2ApplicationViewerPrivate *d;
};
Then in the .CPP file:
class QtQuick2ApplicationViewerPrivate
{
QString mainQmlFile;
friend class QtQuick2ApplicationViewer;
static QString adjustPath(const QString &path);
};
QtQuick2ApplicationViewer::QtQuick2ApplicationViewer(QWindow *parent)
: QQuickView(parent)
, d(new QtQuick2ApplicationViewerPrivate())
{
connect(engine(), SIGNAL(quit()), SLOT(close()));
setResizeMode(QQuickView::SizeRootObjectToView);
#ifdef Q_OS_ANDROID
engine()->setBaseUrl(QUrl::fromLocalFile("/"));
#endif
}
Why is using friend necessary here? I don't see any reason why would anybody use a friend class. Is there any real use for friend classes (except for exotics that anybody could live without)?
.h
#include
class QtQuick2ApplicationViewer : public QQuickView
{
Q_OBJECT
public:
explicit QtQuick2ApplicationViewer(QWindow *parent = 0);
virtual ~QtQuick2ApplicationViewer();
void setMainQmlFile(const QString &file);
void addImportPath(const QString &path);
void showExpanded();
private:
class QtQuick2ApplicationViewerPrivate *d;
};
.cpp
#include "qtquick2applicationviewer.h"
#include <QtCore/QCoreApplication>
#include <QtCore/QDir>
#include <QtQml/QQmlEngine>
class QtQuick2ApplicationViewerPrivate
{
QString mainQmlFile;
friend class QtQuick2ApplicationViewer;
static QString adjustPath(const QString &path);
};
QString QtQuick2ApplicationViewerPrivate::adjustPath(const QString &path)
{
#ifdef Q_OS_UNIX
#ifdef Q_OS_MAC
if (!QDir::isAbsolutePath(path))
return QString::fromLatin1("%1/../Resources/%2")
.arg(QCoreApplication::applicationDirPath(), path);
#elif !defined(Q_OS_ANDROID)
const QString pathInInstallDir =
QString::fromLatin1("%1/../%2").arg(QCoreApplication::applicationDirPath(), path);
if (QFileInfo(pathInInstallDir).exists())
return pathInInstallDir;
#endif
#endif
return path;
}
QtQuick2ApplicationViewer::QtQuick2ApplicationViewer(QWindow *parent)
: QQuickView(parent)
, d(new QtQuick2ApplicationViewerPrivate())
{
connect(engine(), SIGNAL(quit()), SLOT(close()));
setResizeMode(QQuickView::SizeRootObjectToView);
#ifdef Q_OS_ANDROID
engine()->setBaseUrl(QUrl::fromLocalFile("/"));
#endif
}
QtQuick2ApplicationViewer::~QtQuick2ApplicationViewer()
{
delete d;
}
void QtQuick2ApplicationViewer::setMainQmlFile(const QString &file)
{
d->mainQmlFile = QtQuick2ApplicationViewerPrivate::adjustPath(file);
setSource(QUrl::fromLocalFile(d->mainQmlFile));
}
void QtQuick2ApplicationViewer::addImportPath(const QString &path)
{
engine()->addImportPath(QtQuick2ApplicationViewerPrivate::adjustPath(path));
}
void QtQuick2ApplicationViewer::showExpanded()
{
#if defined(Q_WS_SIMULATOR)
showFullScreen();
#else
show();
#endif
}
Friends examine friends' privates. You sure can do without access restrictions at all, but once you use it, being friendly helps in intimate situations.
class Me;
class You {
friend class Me;
private:
Home _home;
Car _car;
public:
void bar(Me my);
};
class Me {
Stuff _stuff;
public:
foo(You you) {
//If you consider me a friend
you._home.enter(); //I can enter your `private _home`
you._car.drive(); //I can drive your `private _car`.
}
};
void You::bar(Me my) {
my.stuff //this is an error because I don't consider you a friend so you can't touch my `private _stuff`.
}
Knowing you can always count on me, for sure. That's what friends are for. http://www.youtube.com/watch?v=xGbnua2kSa8
But I guess you're asking about friend classes in C++.
The whole point of "scope" is to define exactly who can see what in another class. You don't "need friends" any more than you need "protected" or "private", in the sense that you could make everything in all your classes public, and your program would successfullly compile and run. But the idea is to establish -- and document -- exactly what is the public interface of a class, and thus cannot be changed without considering the impact on other classes, and what is an internal implementation, which can be freely re-worked or re-organized without fear of impacting other classes.
So the point of a "friend" is to say: Hey, I have this class X, and this other class Y. And in general other classes don't need to know how X goes about doing it's job. But Y interacts with some low-level thing in X, so it needs to see it. Thus I make Y a friend of X. Like, I have an Investor class that has a function that (presumably among other things) has a function to calculate the total amount of a customer's investments. In general, other classes shouldn't care how I do that calculation: they just want the total. But now I have a TaxReporting class that needs to know how much of that balance is in taxable securities and how much is in non-taxable securities. Maybe I don't want to make these functions public because the information is confidential and I want to limit access for real-world privacy reasons. More often, I don't want to make it public because the calculation is tricky or subject to frequent change, and I want to keep tight control on what classes access it to limit the problems caused when things change. So I make TaxReporting a friend so it can access some functions that make the distinction, without opening these to the world.
In practice, when I was doing C++ I rarely used friends. But "rarely" is not "never". If you find yourself saying, "Oh, I have to make this public just so this one other class can see it", then maybe instead of making it public you should make a friend.
"friend" is super useful and something you want to use all the time.
Typical use cases are:
You have a class that uses subclasses where the subclass is allowed to use private functions of the class that owns the subclasses:
class ManagedObject
{
public:
void doStuff() { mMgr->updateManager(); }
private:
Manager* mMgr;
};
class Manager
{
friend ManagedObject;
public:
ManagedObject* createManagedObject();
private:
void updateManager() { }
};
So in this case you have a class that creates and deals with "managedObject". Whenever this object is manipulated it needs to update the object that created it. You want users of your class to know that they don't ever need to call "updateManager" and in fact wat to generate a compile time error if they do.
Another common case is when you have a function which acts like a class member but cannot for some reason be a class member. An example is operator<<. If you write your own io stream class, or if you want to create a serialization system that users operator<<:
class serializedObject
{
public:
friend Serializer& operator<< ( Serializer& s, const serializedObject& obj );
protected:
u32 mSecretMember;
};
Serializer& operator<<( Serializer& s, serializedObject& obj )
{
serializer << obj.mSecretMember;
return s;
}
In this case the serialization function cannot be a member of serializedObject, but needs to look at the internals of serializedObject to serialize it. You will see similar patterns of you create other operators ( like addition ) where the RHS of the operator is not the same class as the LHS
In Qt, there is something called a 'guarantee of binary compatibility', which means that your app can run against Qt4.8, 4.8.1, and 4.8.2 and so forth without recompiling.
In order to achieve this the vtable for objects cannot change. So, Qt classes are written using the "PIMPL" (pointer to implementation) idiom.
The "Private" class is the PRIVATE implementation of the public class - it is an implementation detail of QtQuick2ApplicationViewer. No one in the whole world knows about the private class except the public class. These two classes are deeply intertwined by design. In fact, they are really different aspects of a single object that has been partitioned c++ wise in order to achieve the binary compatibility guarantee.
It is reasonable in this context that the private class can access the public class.
2) In this context quit is not QApplication::quit(), that is slot of cause, but some internal signal of engine().

calling a function from a set of overloads depending on the dynamic type of an object

I feel like the answer to this question is really simple, but I really am having trouble finding it. So here goes:
Suppose you have the following classes:
class Base;
class Child : public Base;
class Displayer
{
public:
Displayer(Base* element);
Displayer(Child* element);
}
Additionally, I have a Base* object which might point to either an instance of the class Base or an instance of the class Child.
Now I want to create a Displayer based on the element pointed to by object, however, I want to pick the right version of the constructor. As I currently have it, this would accomplish just that (I am being a bit fuzzy with my C++ here, but I think this the clearest way)
object->createDisplayer();
virtual void Base::createDisplayer()
{
new Displayer(this);
}
virtual void Child::createDisplayer()
{
new Displayer(this);
}
This works, however, there is a problem with this:
Base and Child are part of the application system, while Displayer is part of the GUI system. I want to build the GUI system independently of the Application system, so that it is easy to replace the GUI. This means that Base and Child should not know about Displayer. However, I do not know how I can achieve this without letting the Application classes know about the GUI.
Am I missing something very obvious or am I trying something that is not possible?
Edit: I missed a part of the problem in my original question. This is all happening quite deep in the GUI code, providing functionality that is unique to this one GUI. This means that I want the Base and Child classes not to know about the call at all - not just hide from them to what the call is
It seems a classic scenario for double dispatch. The only way to avoid the double dispatch is switching over types (if( typeid(*object) == typeid(base) ) ...) which you should avoid.
What you can do is to make the callback mechanism generic, so that the application doesn't have to know of the GUI:
class app_callback {
public:
// sprinkle const where appropriate...
virtual void call(base&) = 0;
virtual void call(derived&) = 0;
};
class Base {
public:
virtual void call_me_back(app_callback& cb) {cb.call(*this);}
};
class Child : public Base {
public:
virtual void call_me_back(app_callback& cb) {cb.call(*this);}
};
You could then use this machinery like this:
class display_callback : public app_callback {
public:
// sprinkle const where appropriate...
virtual void call(base& obj) { displayer = new Displayer(obj); }
virtual void call(derived& obj) { displayer = new Displayer(obj); }
Displayer* displayer;
};
Displayer* create_displayer(Base& obj)
{
display_callback dcb;
obj.call_me_back(dcb);
return dcb.displayer;
}
You will have to have one app_callback::call() function for each class in the hierarchy and you will have to add one to each callback every time you add a class to the hierarchy.
Since in your case calling with just a base& is possible, too, the compiler won't throw an error when you forget to overload one of these functions in a callback class. It will simply call the one taking a base&. That's bad.
If you want, you could move the identical code of call_me_back() for each class into a privately inherited class template using the CRTP. But if you just have half a dozen classes it doesn't really add all that much clarity and it requires readers to understand the CRTP.
Have the application set a factory interface on the system code. Here's a hacked up way to do this. Obviously, apply this changes to your own preferences and coding standards. In some places, I'm inlining the functions in the class declaration - only for brevity.
// PLATFORM CODE
// platformcode.h - BEGIN
class IDisplayer;
class IDisplayFactory
{
virtual IDisplayer* CreateDisplayer(Base* pBase) = 0;
virtual IDisplayer* CreateDisplayer(Child* pBase) = 0;
};
namespace SystemDisplayerFactory
{
static IDisplayFactory* s_pFactory;
SetFactory(IDisplayFactory* pFactory)
{
s_pFactory = pFactory;
}
IDisplayFactory* GetFactory()
{
return s_pFactory;
}
};
// platformcode.h - end
// Base.cpp and Child.cpp implement the "CreateDisplayer" methods as follows
void Base::CreateDisplayer()
{
IDisplayer* pDisplayer = SystemDisplayerFactory::GetFactory()->CreateDisplayer(this);
}
void Child::CreateDisplayer()
{
IDisplayer* pDisplayer = SystemDisplayerFactory::GetFactory()->CreateDisplayer(this);
}
// In your application code, do this:
#include "platformcode.h"
class CDiplayerFactory : public IDisplayerFactory
{
IDisplayer* CreateDisplayer(Base* pBase)
{
return new Displayer(pBase);
}
IDisplayer* CreateDisplayer(Child* pChild)
{
return new Displayer(pChild);
}
}
Then somewhere early in app initialization (main or WinMain), say the following:
CDisplayerFactory* pFactory = new CDisplayerFactory();
SystemDisplayFactory::SetFactory(pFactory);
This will keep your platform code from having to know the messy details of what a "displayer" is, and you can implement mock versions of IDisplayer later to test Base and Child independently of the rendering system.
Also, IDisplayer (methods not shown) becomes an interface declaration exposed by the platform code. Your implementation of "Displayer" is a class (in your app code) that inherits from IDisplayer.