C++ Class member callback - c++

I have an error compiling this code:
template <class T> class purple_multitimer {
public:
typedef struct _timerinfo timerinfo, *ptimerinfo;
typedef gboolean (T::*multitimer_callback) (ptimerinfo pti);
typedef struct _timerinfo {
guint id;
multitimer_callback cb;
T * pthis;
purple_multitimer<T> * pmt;
} timerinfo, *ptimerinfo;
purple_multitimer() {
memset(m_ti, 0, sizeof(m_ti));
}
~purple_multitimer() {
stop();
}
void start(multitimer_callback mt_cb, T * pthis, guint timeout = 10) {
ptimerinfo pti = ti_get();
assert(pti);
pti->pthis = pthis;
pti->pmt = this;
pti->cb = mt_cb;
pti->id = purple_timeout_add_seconds(timeout, GSourceFunc(timeout_cb), pti);
}
void stop(multitimer_callback mt_cb = NULL) {
for (register guint n = 0; n < sizeof(m_ti)/sizeof(timerinfo); ++ n)
if (m_ti[n].cb == mt_cb) {
purple_timeout_remove(m_ti[n].id);
ti_zero(n);
}
}
private:
timerinfo m_ti[32];
inline ptimerinfo ti_get(guint n) {
return &m_ti[n];
}
inline ptimerinfo ti_get() {
for (register guint n = 0; n < sizeof(m_ti)/sizeof(timerinfo); ++ n)
if (m_ti[n].id == 0) return &m_ti[n];
return NULL;
}
inline ptimerinfo ti_zero(ptimerinfo pti) {
memset(pti, 0, sizeof(timerinfo));
return pti;
}
inline ptimerinfo ti_zero(guint n) {
memset(&m_ti[n], 0, sizeof(timerinfo));
return &m_ti[n];
}
static gboolean timeout_cb(ptimerinfo pti) {
gboolean res = (pti->pthis->*(pti->cb))(pti);
if (!res) pti->pmt->stop(pti->cb);
return res;
}
};
class _ctrl {
public:
purple_multitimer<_ctrl> pmt;
gboolean on_tomeout (purple_multitimer<_ctrl>::ptimerinfo pti) {
return false;
};
void on_connected(PurpleConnection *gc) {
pmt.start(purple_multitimer<_ctrl>::multitimer_callback(&_ctrl::on_tomeout), this);
}
void on_disconnected(PurpleConnection *gc) {
}
} controller;
When compiling this code got error:
[Error] E:\dnc-imexchange\dnc-imexchange.cpp:117: error: no matching function for call to `purple_multitimer<_ctrl>::start(gboolean (_ctrl::*)(_timerinfo*), _ctrl* const)'
[Warning] E:\dnc-imexchange\dnc-imexchange.cpp:52: note: candidates are: void purple_multitimer<T>::start(gboolean (T::*)(_timerinfo*), T*, guint) [with T = _ctrl]
I need to implement callbacks in such way.

If you want some good quality callbacks (able to call multiple functions at once, suitable for observer pattern), may I suggest boost::signals2.
If you just want to call one function as a callback you can use std::function:
void Foo(const std::function<bool (const int)> &callback)
{
const int number = 4;
if (callback(number))
{
std::cout << "Callback returned true!" << std::endl;
}
else
{
std::cout << "Callback returned false!" << std::endl;
}
}
// Use this if you have C++11
void CallFooLambda()
{
const auto lambda = [](const int number) -> bool
{
return number % 2;
};
Foo(lambda);
}
// Else use these functions
bool FooCallback(const int number)
{
return number % 2;
}
void CallFoo()
{
Foo(&FooCallback);
}

The _ctrl is a const pointer, and the function you try to call require a non-const ptr-to _ctrl (pthis).

Can you define pthis as follows?
T *pthis const
That should make your code match the 'candidate' in the error message.
this is a pointer that you can't change.

Boost.Function is a good toolkit for simplifying callback syntax and implementation.
The Boost.Function library contains a
family of class templates that are
function object wrappers. The notion
is similar to a generalized callback.
It shares features with function
pointers in that both define a call
interface (e.g., a function taking two
integer arguments and returning a
floating-point value) through which
some implementation can be called, and
the implementation that is invoked may
change throughout the course of the
program.
Generally, any place in which a
function pointer would be used to
defer a call or make a callback,
Boost.Function can be used instead to
allow the user greater flexibility in
the implementation of the target.
Targets can be any 'compatible'
function object (or function pointer),
meaning that the arguments to the
interface designated by Boost.Function
can be converted to the arguments of
the target function object.

Related

Can typeid be used to invoke a templated c++ function

Can typeid (or some other way to dynamically pass the type) be used to invoke a templated function.
Ultimately I need a conversion function which will convert data buffers from about a dozen source types to a dozen destination types which leads to hundred cases to statically code. It would be nice to be able to pass type information for source and destination which would automatically build the appropriate template function and invoke it.
Here is the simplified code that demonstrates what I am trying to do:
template<typename T>
void myFunc(T buf, int val) { *buf = val; }
const std::type_info& GetTypeInfo(int csType)
{
switch(csType)
{
case dsCHAR:
{
return typeid(char*);
}
case dsWCHAR:
{
return typeid(wchar_t*);
}
default:
{
return typeid(int*);
}
}
}
void convert(void* buf, int csType, char* src, int len)
{
const std::type_info& theType = GetTypeInfo(csType);
for(int ix = 1; ix < len; ix++)
{
myFunc<theType>(&dynamic_cast<theType>(buf)[ix], src[ix]); // <- This fails to compile
}
}
Using type_info& with the template or in a cast is not allowed by the compiler and I have not been able to figure out how to get around it, if it is even possible.
At the first you are using dynamic_cast ... and it's in the runtime, and the next instruction is a function that is template<typename T> ... that is in compile time!
so it's not possible , you should decide do you want to do that in runtime or compile-time.
I think you need something like this(GodLambda :D)
enum CHARS { dsCHAR, dsWCHAR };
using csType = CHARS;
using MyFunc = std::function<bool(void*)>;
std::map<csType, MyFunc> godLambda = {
{dsCHAR,
[](void* ptr) -> bool {
auto theType = reinterpret_cast<char*>(ptr);
if (nullptr == theType) return false;
// my func specialize:
return true;
}},
{dsWCHAR,
[](void* ptr) -> bool {
auto theType = reinterpret_cast<wchar_t*>(ptr);
if (nullptr == theType) return false;
// my func specialize:
return true;
}}
};

c++ callbacks to another member function

I have a question on callbacks. Previously, I am associating my callbacks to a class Q
class Q{
using Callback = std::function<void(char*, int)>;
Q:Q();
Q:~Q();
void Q::RegisterCB(Callback callbackfunc)
{
callback_func = callbackfunc;
}
void Q:someEvent()
{
callback_func();
}
};
void handleCallback( char*, int)
{
// perform some routine
}
// from my main file
int main()
{
Q q;
q.RegisterCB(&handleCallback);
}
It works well for me. However, when I need to transfer the handleCallback function to another class for cleaner code. I have problem with using same code
class R{
void R::handleCallback( char*, int)
{
// perform some routine
}
void R::someOp()
{
// q is some member variables of R
q.RegisterCB(&R::handleCallback, this);
}
};
However, i run into some problems of saying there is a "no matching function for call to .....". I thought it was just simply assigning from function name to class function name
May I have a hint to where I might go wrong?
Regards
&R::handleCallback has the type void (R::*)(char*, int), which is not convertible to std::function<void(char*, int)>.
Also, RegisterCB takes one argument, not two.
The most straightforward fix is to wrap the call in a lambda function,
q.RegisterCB([this](char* p, int x) { handleCallback(p, x); });
Example on how to use a lambda function to register a member function of an instance of R as event handler. (I replaced char* with string_view out of habit, it's not essential for this example). The use of "const" wherever you can is a recommendation.
#include <functional>
#include <string_view>
#include <iostream>
class Q
{
public:
// use const arguments, the callback is not supposed to change them
// just passing information on to callback
using callback_t = std::function<void(const std::string_view&, const int)>;
// initialize callback with a (lambda) function that does nothing
// this prevents the need for a check if callback has been set or not
// (Pattern : Null Strategy)
Q() :
m_callback_func( [](const std::string_view&,const int) {} )
{
}
~Q() = default;
void RegisterCallback(callback_t fn)
{
m_callback_func = fn;
}
void Event(const std::string_view& string, const int value)
{
m_callback_func(string,value);
}
private:
callback_t m_callback_func;
};
void handleCallback(const std::string_view& string, const int value)
{
std::cout << string << ", " << value << "\n";
}
class R
{
public:
void handleCallback(const std::string_view& string, const int value)
{
std::cout << string << ", " << value << "\n";
}
};
// from my main file
int main()
{
Q q1;
q1.RegisterCallback(handleCallback);
q1.Event("Hello", 42);
// to pass a callback to an instance of a class
// you can use a lambda function https://en.cppreference.com/w/cpp/language/lambda
R r;
Q q2;
q2.RegisterCallback([&r](const std::string_view& string, const int value)
{
r.handleCallback(string,value);
});
q2.Event("World",21);
return 0;
}

Handle non-member function pointer and member function pointer at the same time

I want to do a member function that will call every X seconds. I did a little prototype that can handle non member function, but I don't know if I did it well, and I can't handle both member function and non member function.
I have an Event object, which handle the function and the delay, with a basic timer, to detect when we need to run the function:
typedef void (*ScheduleFunction)(float dt);
class Event
{
private:
ScheduleFunction m_Func;
double m_Timer;
double m_Delay;
public:
Event(ScheduleFunction function, double delay)
{
m_Func = function;
m_Delay = delay;
}
void Call(float dt)
{
m_Timer += dt;
if (m_Timer >= m_Delay)
{
m_Func(dt);
m_Timer = 0.0;
}
}
};
Then, I have another object that call every frames each function into a vector<Event>:
class Handler
{
private:
void m_MemberFunction(float dt)
{
std::cout << "A member function." << std::endl;
}
std::vector<Event> m_ScheduleItems;
public:
Handler()
{
// This will not compile, because the function expect a non member function
Schedule(&Handler::m_MemberFunction, 1.0);
}
void CallScheduledFunctions(float dt)
{
for (std::vector<Event>::iterator it = m_ScheduleItems.begin(); it != m_ScheduleItems.end(); ++it)
{
it->Call(dt);
}
}
void Schedule(ScheduleFunction func, double delay)
{
Event event(func, delay);
m_ScheduleItems.push_back(event);
}
void Unschedule()
{
// TODO
}
};
As you can see, I have a function Schedule that register new Event. But right now, it only handle non member function. Is there a way that I can handle non member function and member function, not only from the Handler but also on all others objects?
If there is no way, how can I achieve this?
Using std::function is the way to go. Anything that can be called can be transformed/wrapped into an std::function.
In your case, you could write your Event constructor like this:
Event(std::function<void(float)>, double delay);
And you can call this with a standalone function, a functor or a lambda.
Some examples:
// declaration
auto myDummyFunction (float) -> void;
// Calling the constructor
auto event = Event(myDummyFunction,1.0);
If we want to pass a member function, just use a lambda:
// declaration of the class with the member function
class SomeOtherClass
{
public:
auto someMethod(float) -> void;
};
// Calling the constructor
auto someOtherClass = SomeOtherClass{};
auto event = Event([&someOtherClass](float f){someOtherClass.someMethod(v)},1.0);
In general I find lambda's more readable and flexible than the std::bind approach. As far as I can remember, it's advised (was it Herb or Scott?) not to use std::bind anymore, but to use lambda's instead.
UPDATE 1
Added "call any object's members" below.
BRIEF
I recommend using std::function and std::bind. But remind that std::function has some overhead due to the internal mechanisms!
std::function is very powerful as there are many things you can store in it.
Important:
Using a function-pointer only approach is possible, but would cause some code and complexity if you must retain the simple unified interface.
EXAMPLE
#include <functional>
using ScheduleFunction_t = std::function<void(float)>;
class Event {
private:
ScheduleFunction_t
m_Func;
double
m_Timer,
m_Delay;
public:
Event(
ScheduleFunction_t const&function,
double delay)
: m_Func(function)
, m_Delay(delay)
{ }
void Call(float dt) {
m_Timer += dt;
if (m_Timer >= m_Delay)
{
// Important, if you do not assert in the constructor, check if the fn is valid...
// The ctr shouldn't throw on runtime assert fail... memory leak and incpomplete construction...
if(m_Func)
m_Func(dt);
m_Timer = 0.0;
}
}
};
As you can see, including the <functional> header will give you the template std::function<R(Args...)>, where R is the return type and Args... a comma separated list of fully qualified argument types.
void g_freeFunction(float f) {
std::cout << "Globally floating for " << f << "ms" << std::endl;
}
class Handler {
private:
void m_MemberFunction(float dt) {
std::cout << "Floating around with " << dt << " m/s" << std::endl;
}
std::vector<Event> m_ScheduleItems;
public:
Handler() {
// Bind member function
Schedule<Handler, &Handler::m_MemberFunction>(this);
// Or free
Schedule(&g_freeFunction);
// Or lambda
Schedule([](float f) -> void { std::cout << "Weeeeeeeh...." << std::endl; });
}
void CallScheduledFunctions(float dt)
{
for(Event& e : m_ScheduleItems)
e.Call(dt);
}
template <typename TClass, void(TClass::*TFunc)(float)>
void Schedule(
TClass *const pInstance,
double delay = 0.0)
{
m_ScheduleItems.emplace_back(std::bind(TFunc, pInstance, std::placeholders::_1), delay); // Create in place at the end of vector.
}
void Schedule(
ScheduleFunction_t fn,
double delay = 0.0)
{
m_ScheduleItems.emplace_back(fn, delay); // Create in place at the end of vector.
}
void Unschedule() { /* TODO */ }
};
This way you can now bind almost whatever you want. :D
Update:
The Schedule-function can not be called for any other type that has a matching public method, e.g.:
struct Test {
void foo(float f) {
std::cout << "TEST ME!" << std::endl;
}
};
int main()
{
Test t={};
Handler h = Handler();
h.Schedule<Test, &Test::foo>(&t);
for(uint32_t k=0; k < 32; ++k)
h.CallScheduledFunctions(k);
}
RESOURCES
http://en.cppreference.com/w/cpp/utility/functional
http://en.cppreference.com/w/cpp/utility/functional/function
http://en.cppreference.com/w/cpp/utility/functional/bind
WORKING EXAMPLE
http://cpp.sh/7uluut

std::vector of std::functions find

I have a vector populated with callback functions and I would like to check whether callback to the function already exists prior to adding it. I don't know whether it will even work bu so far it doesn't even compile.
vector<std::function<void(void*)>> _callbacks;
void Event::RegisterCallback(std::function<void(void*)> callback)
{
if (callback == NULL)
return;
vector<std::function<void(void*)>>::iterator it = std::find(_callbacks.begin(), _callbacks.end(), callback);
if (it == _callbacks.end())
{
_callbacks.push_back(callback);
}
else
{
//print error
throw;
}
}
This gives a compile error:
"Overload resolution selected deleted operator '=='" in alorithm(805). This is related to the find function call.
How do I get this to work and is it even going to compare function calls to the same method properly?
Thanks
As noted in the comments the simplest solution is to use default C-style function pointers as they support == operator in opposite to C++11 function which does not.
using func_type = void(*)();
vector<func_type> _callbacks;
void Event::RegisterCallback(func_type callback)
{
if (callback == nullptr)
return;
auto it = std::find(_callbacks.begin(), _callbacks.end(), callback);
if (it == _callbacks.end()) {
_callbacks.push_back(callback);
}
else {
throw;
}
}
void f() {};
void g() {};
/*
evt.RegisterCallback(f); // works fine
evt.RegisterCallback(g); // works fine
evt.RegisterCallback(f); // throws exception
*/
If you don't like this approach you can write your own function-pointer class with support of equality operator.
Another solution is to have a class with a std::function member and another comperable member, and then overloading the () to get the std::function parameter and call it with the parameter, and the == operator to compeare the class using the comperable member.
CompareableFunction.h:
class CompareableFunction
{
public:
CompareableFunction(int nId, std::function<void(parameter)> handler);
~CompareableFunction();
void operator()(parameter param);
bool operator== (CompareableFunction compareableFunc);
private:
std::function<void(parameter)> m_handler;
int m_nId;
};
CompareableFunction.cpp:
CompareableFunction::CompareableFunction(int nId, std::function<void(parameter)> handler)
{
m_nId = nId;
m_handler = handler;
}
CompareableFunction::~CompareableFunction()
{
}
void CompareableFunction::operator()(parameter param)
{
return m_handler(param);
}
bool CompareableFunction::operator==(CompareableFunction compareableFunc)
{
return (m_nId == compareableFunc.m_nId);
}
EDIT: you can convert the std::function to a C-style function pointer and use it to compare. example to a conversion is here: http://www.cplusplus.com/forum/general/63552/

Passing a member function as parameter of a member function

I'm busy with making a leveleditor class in an engine but I'm stuck at passing a member function as parameter of another member function.
First I've made a typedef
typedef void (LevelEditor::*CallFunctionPtr)();
Then I have made a member function to check if the user clicks with his mouse on a hitregion. If so, another function needs to be called. So I've my first member function with 2 parameters
LevelEditor.h
void CheckClickCollision(HitRegion* region, CallFunctionPtr callFunctionPtr);
LevelEditor.cpp
void LevelEditor::CheckClickCollision( HitRegion* region, CallFunctionPtr callFunctionPtr)
{
if(GAME_ENGINE->GetLButtonMouseState())
{
if(!m_bIsLeftPressed && region->HitTest(m_MousePosition))
(this->*callFunction)();
m_bIsLeftPressed = true;
}
else
m_bIsLeftPressed = false;
}
Then I've two stupid example member functions:
LevelEditor.h
void LevelUp();
void LevelDown();
LevelEditor.cpp
void LevelEditor::LevelUp()
{
++m_iCurrentLevel;
}
void LevelEditor::LevelDown()
{
if(m_iCurrentLevel > 0)
--m_iCurrentLevel;
else
return;
}
And now I want to call that function every tick to check if there is a hit. So in my tick function:
CheckClickCollision(m_LeftArrowRegionPtr, LevelDown);
CheckClickCollision(m_RightArrowRegionPtr, LevelUp);
And here I get the error on LevelDown and Levelup:
Error: argument of type void (LevelEditor::*)()" is incompatible with parameter of type "CallFunctionPtr *"
Dont know how to fix it. Tried different things, nothing worked
Try
CheckClickCollision(m_LeftArrowRegionPtr, &LevelEditor::LevelDown);
CheckClickCollision(m_RightArrowRegionPtr, &LevelEditor::LevelUp);
For your convenience, here's the working sample (the compiler is GCC 4.7):
#include <stdio.h>
class LevelEditor;
typedef void (LevelEditor::*CallFunctionPtr)();
class LevelEditor
{
public:
LevelEditor() {}
void CheckClickCollision(void* region, CallFunctionPtr callFunction)
{
(this->*callFunction)();
}
void LevelUp() { printf("up\n"); }
void LevelDown() { printf("down\n"); }
void Test()
{
CheckClickCollision(NULL, &LevelEditor::LevelDown);
CheckClickCollision(NULL, &LevelEditor::LevelUp);
}
};
int main()
{
LevelEditor e;
e.Test();
return 0;
}
The other way to call this:
void Test()
{
CallFunctionPtr p;
p = &LevelEditor::LevelDown;
CheckClickCollision(NULL, p);
p = &LevelEditor::LevelUp;
CheckClickCollision(NULL, p);
}
You need to use std::function and std::bind, or lambdas if you have a supporting compiler.
void LevelEditor::CheckClickCollision( HitRegion* region, std::function<void()> callFunction)
{
if(GAME_ENGINE->GetLButtonMouseState())
{
if(!m_bIsLeftPressed && region->HitTest(m_MousePosition))
callFunction();
m_bIsLeftPressed = true;
}
else
m_bIsLeftPressed = false;
}
void Test()
{
// lambda
CheckClickCollision(NULL, [this] { LevelDown(); });
// bind
CheckClickCollision(NULL, std::bind(&LevelEditor::LevelDown, this));
}