Member Function Pointer with base class argument accepting derived class argument - c++

So I'm working on this event management class. I'm storing a list of pointers to member functions of the signature void (Event*) where Event is just a struct that stores some random data at the moment.
typedef boost::function<void(Event*)> Callback;
typedef vector<Callback> CallbackList;
class EventManager
{
public:
template<typename T>
void RegisterEventHandler(const std::string& type, void (T::*handler)(Event*), T* obj)
{
mCallbackList[type].push_back(boost::bind(handler, obj, _1));
}
void DispatchEvent(const std::string& type, Event* evt)
{
for(CallbackList::iterator it = mCallbackList[type].begin(); it != mCallbackList[type].end(); ++it)
{
Callback callback = (*it);
callback(evt);
}
}
private:
hash_map<std::string, CallbackList> mCallbackList;
};
I'm wondering, if it's possible for me to derive different versions of Event, and pass pointers to those member functions into this class? Currently I'm trying this.
class MouseEvent : public Event
{
public:
int testMouseData1;
int testMouseData2;
int testMouseData3;
};
class HelloWorld
{
public:
void Display(MouseEvent* evt)
{
cout << "Hello, world!" << endl;
}
};
int main(void)
{
MouseEvent* evt = new MouseEvent();
HelloWorld* world = new HelloWorld();
eventManager->RegisterEventHandler("testType", &HelloWorld::Display, world);
return 0;
}
This gives me the following error in XCode.
error: no matching function for call to 'EventManager::RegisterEventHandler(const char [9], void (HelloWorld::*)(MouseEvent*), HelloWorld*&)'
Do you know how I can safely pass in a pointer that's expecting a derived class in its function signature? Thanks.

So I found a solution that seems to be working for me, but I'm not sure if it's entirely safe to do. I changed the RegisterEventHandler method to cast all of the function pointers that I send in to the same type...
template<typename T1, typename T2>
void RegisterEventHandler(const String& type, T1 handler, T2* obj)
{
void (T2::*evtHandler)(Event*) = (void (T2::*)(Event*)) (handler);
mCallbackList[type].push_back(boost::bind(evtHandler, obj, _1));
}
now it all seems to just work as I originally intended. But I'm pretty new to all this so I'm not entirely sure if this is a safe thing to do. Any thoughts? Thanks

If your prototype expects "Event" type then you need to make sure the void Display(MouseEvent* evt) function is accepting the "Event" type. So change it to void Display(Event *evt) Then inside the call you can typecast it back to a MouseEvent, assuming that the caller passed an actual MouseEvent, referenced as an "Event".
Secondly, I believe you may have some other issues with the way you are calling RegisterEventHandler since it is in a template but you are not specifying the template type.

Related

Replacing a design to use capturing lambda only

I am trying to generalize a callback mechanism.
I need two things for that:
Calling it in a general matter: void call() - that I was able to manage
I mean that everyone can get a void call() function, and I can even (easily) store them in an array. They are all of the same type.
class Function{
public:
virtual void call()=0;
};
template<typename T>
class TemplatedFunction : public Function{
public:
int (T::*m_fkt)();
T* m_obj;
TemplatedFunction(T* obj, int (T::*fkt)()):m_fkt(fkt),m_obj(obj){}
// Can also set here a [&](){ f(Args...args) } that will capture the callback arguments, and call it via call(). f being the std::function created for the callback.
void call(){
(m_obj->*m_fkt)();
}
};
Set (register callback) in a general matter: here I got lost...
My callbacks are statically allocated.
I saw this great option, but my only option is using a capturing lambda.
( no bind, or tuple.. )
This option is great as I can store an array of EventHandler that basically will differ by the ID of a message I will get. Unfortunately I can't use new. (I use an in place static allocation for lambda)
class EventHandler{
public:
Function* m_func=nullptr;
template<class T>
void SetCallbackFunction(T* obj, void (T::*mem_fkt)()){
if(m_func != nullptr)
delete m_func;
m_func = new TemplatedFunction<T>(obj,mem_fkt); // can't use it.
}
void TestCallback(){
if(m_func != nullptr)
m_func->call();
}
~EventHandler(){
if(m_func != nullptr)
delete m_func;
}
};
As of my callbacks are statically allocated in advanced, containing the option to call, but not to set.
I know that there are many designs available, but I am limited to using a capturing lambda only with an std::function replacement to store it.
My goal is to pass a single type EventHandler to all my messages, without the need to template the messages, so I will be able to store them in a std::array<Msg_t>
here how I want it to look in the end:
// Statically allocated callbacks that have general `void call()`
//Function* m_func_to_run_callback1 = TemplatedFunction<> Callback1();
// Function* m_func_to_run_callback2 = TemplatedFunction<> Callback2();
int main()
{
EventHandler eh, eh1;
Foo foo; // some class
Foo2 foo2; // some other class
eh.SetCallbackFunction(&foo, &Foo::bar, m_func_to_run_callback1 ) ;
eh1.SetCallbackFunction(&foo2, &Foo2::bar2, m_func_to_run_callback1) ;
return 0;
}
I think that what I am missing is :
class Function{
public:
virtual void call()=0;
virtual void set(void*) = 0; // void* being the callback function
};

Give another class access to specific methods

I am working on game engine as a project during the summer. Every scriptable component should have access to some methods in the scene which they are in. To make this possible i pass lambdas from the scene that calls the respective methods to the scriptable where they are implicitly converted to std::function types.
Scene.h:
class Scene
{
private:
unsigned int _currentId;
std::vector<System*> _systems;
//SCRIPTABLE NEEDS THE BELOW METHODS THESE EXCLUSIVELY:
bool exists(unsigned id);
void destroy(unsigned int);
void addComponent(Component*, unsigned int);
template<typename T> T& getComponent(unsigned int);
template<typename T> bool hasComponent(unsigned int);
template<typename T> void removeComponent(unsigned int);
protected:
unsigned int instantiate(std::vector<Component*>);
public:
Scene(ChangeSceneCallback);
~Scene();
void initiate();
void update(long dt);
};
template<typename T>
inline T & Scene::getComponent(unsigned int id)
{
for (System* system : _systems) {
if (system->corresponds(T)) {
return static_cast<T*>(system->getComponent(entityId));
}
}
}
template<typename T>
inline bool Scene::hasComponent(unsigned int id)
{
for (System* system : _systems) {
if (system->corresponds(T)) {
return system->contains(id);
}
}
}
template<typename T>
inline void Scene::removeComponent(unsigned int id)
{
for (System* system : _systems) {
if (system->corresponds(T)) {
return system->destroy(id);
}
}
}
The callback method works for the non-template functions i need access to, but not the templated ones, so it's out of the question.
Scriptable:
typedef std::function<void(int)> ChangeSceneCallback;
typedef std::function<int(std::vector<Component*>)> InstantiateCallback;
typedef std::function<void(int)> DestroyCallback;
typedef std::function<bool(int)> ExistCallback;
typedef std::function<void(Component*, unsigned int)> AddComponentCallback;
class Scriptable: public Component
{
protected:
ChangeSceneCallback changeScene;
InstantiateCallback instantiate;
DestroyCallback destroy;
ExistCallback exists;
public:
~Scriptable();
Scriptable();
void assignCallbacks(ChangeSceneCallback, InstantiateCallback etc ...);
virtual void init() = 0;
virtual void update() = 0;
};
Scriptable can't have access to public methods in scene because this would give the user / developer access to them (Scriptable is a base class for the behaviour of the game). That is why i need to come up with something that gives scriptable limited access to scene.
Any thoughts?
You cannot have a type erased "template callback". You have to choose between the template or the type erasure. Let me explain.
This is what a "template callback" look like. This is in fact a generic lambda:
auto print_callback = [](auto var) {
std::cout << var << std::endl;
}
print_callback(4) ; // prints "4"
print_callback(4.5); // prints "4.5"
print_callback("hello"); // prints "hello"
It seems good but notice that you can't do that with std::function, since you have to predefine the signature.
std::function<void(int)> func_print_callback = print_callback;
func_print_callback(5); // Yay! Prints "5"
func_print_callback("hello"); // error
The thing is, you might think the limitation is only because std::function need a specific signature to work with, but the limitation is much deeper than that.
The thing is, the is no template function. They don't exists. Function template on the other hand, do exist. Why I emphasize so much on the order of my words is because the name of this thing says it all: it is not a function, it a template that is used to make functions.
Here's a simple example:
template<typename T>
void foo(T t) {
std::cout << t << std::endl;
}
This function is not compiled. Because it's not a function. No function foo will exist until the hole T has been filled.
How do you fill the hole named T supposed to be a type?
By filling it with a type of course!
foo(5.4); // the hole T is `double`
When the compiler sees this, it knows you need a function named foo that takes a double as parameter. There is no function named foo that takes a double. But we gave the compiler a tool to create one: the template!
So the compiler will generate this function:
void foo_double(double t) {
std::cout << t std::endl;
}
The word here is this: generate. The compiler need to create the function in order to exist. The compiler generate code for you.
When the function is generated and compiled, T do not exist anymore. A template parameter is a compile-time entity, and only the compiler knows about them.
Now, I'll explain to you why there is no such thing as a template callback.
Type erased container such as std::function are implemented with pointer to function. I'll use type aliases to ease the syntax a bit. It works like this:
// A function
void foo(int) {}
// The type of the pointer to function
using func_ptr = void(*)(int);
// A pointer to foo
func_ptr ptr = &foo;
The pointer to the function foo has a value that points to the location of foo in the memory.
Now imagine we have a way to have template function pointer. We would have to point to a function that does not exist yet. It has no memory location, so it cannot make sense. And through the pointer, when invoked as a function, you'd have to generate the function code.
Since a pointer to function can point to any function, even functions that aren't known to the compiler yet, you'd have to somehow generate the function code and compile it. But the value of the pointer, to which function our pointer points to, is defined at runtime! So you'd have to compile code at runtime, for code that you don't know yet, from a value that does not exist, when the compiler don't exist anymore. As you can see, pointer to template function, template std::function or virtual template function cannot exist.
Now that you have understood the problem, let me propose a solution: drop the callback usage. You should call those functions directly.
You seem to use callback only to be able to call private member functions. This is the wrong way to do it, even if it works. What you need is friend, the feature of C++ that allows you to access private members.
class Scene {
friend Component;
// ...
};
class Component {
protected:
// Let `scene` be a reference to your scene
void addComponent(Component* c, unsigned int id) {
scene.addComponent(c, id);
}
template<typename T>
T& getComponent(unsigned int id) {
return scene.getComponent<T>(id);
}
template<typename T>
bool hasComponent(unsigned int id) {
return scene.hasComponent(id);
}
template<typename T>
void removeComponent(unsigned int id) {
removeComponent(id);
}
// ...
};
Since the Component class is the only friend to Scene, only it can call private member functions. Since all those newly defined functions in Component are protected, only class that extends from Component can call those. They are invoked like this:
class Scriptable : public Component {
void foo() {
hasComponent<Bar>(87); // works, call function defined in `Component`
}
};

Convert C++ function pointer to c function pointer

I am developing a C++ application using a C library. I have to send a pointer to function to the C library.
This is my class:
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
private:
Ui::MainWindow *ui;
void f(int*);
private slots:
void on_btn_clicked();
};
This is my on_btn_clicked function:
void MainWindow::on_btn_clicked()
{
void (MainWindow::* ptfptr) (int*) = &MainWindow::f;
c_library_function(static_cast<void()(int*)>(ptfptr), NULL);
}
The C function should get a pointer to a such function : void f(int*).
But the code above doesn't work, I cannot succeed to convert my f member function to the desired pointer.
Can anybody please help?
You can't pass a non-static member function pointer as an ordinary function pointer. They're not the same thing, and probably not even the same size.
You can however (usually) pass a pointer to a static member function through C. Usually when registering a callback in a C API, you also get to pass a "user data" pointer which gets passed back to your registered function. So you can do something like:
class MyClass
{
void non_static_func(/* args */);
public:
static void static_func(MyClass *ptr, /* other args */) {
ptr->non_static_func(/* other args */);
}
};
Then register your callback as
c_library_function(MyClass::static_func, this);
i.e. pass the instance pointer to the static method, and use that as a forwarding function.
Strictly speaking for total portability you need to use a free function declared extern "C" rather than a static member to do your forwarding (declared as a friend if necessary), but practically speaking I've never had any problems using this method to interface C++ code with GObject code, which is C callback-heavy.
You can't pass a function pointer to a non-static member function. What you can do is to create a static or global function that makes the call with an instance parameter.
Here's an example I find useful which uses a helper class with two members: a function wrapper and a callback function that calls the wrapper.
template <typename T>
struct Callback;
template <typename Ret, typename... Params>
struct Callback<Ret(Params...)> {
template <typename... Args>
static Ret callback(Args... args) { return func(args...); }
static std::function<Ret(Params...)> func;
};
// Initialize the static member.
template <typename Ret, typename... Params>
std::function<Ret(Params...)> Callback<Ret(Params...)>::func;
Using this you can store any callable, even non-static member functions (using std::bind) and convert to a c-pointer using the Callback::callback function. E.g:
struct Foo {
void print(int* x) { // Some member function.
std::cout << *x << std::endl;
}
};
int main() {
Foo foo; // Create instance of Foo.
// Store member function and the instance using std::bind.
Callback<void(int*)>::func = std::bind(&Foo::print, foo, std::placeholders::_1);
// Convert callback-function to c-pointer.
void (*c_func)(int*) = static_cast<decltype(c_func)>(Callback<void(int*)>::callback);
// Use in any way you wish.
std::unique_ptr<int> iptr{new int(5)};
c_func(iptr.get());
}
If I recall it correctly, Only static methods of a class can be accessed via "normal" C pointer to function syntax. So try to make it static. The pointer to a method of a class needs extra information, such as the "object" (this) which has no meaning for a pure C method.
The FAQ shown here has good explanation and a possible (ugly) solution for your problem.
#Snps answer is great. I extended it with a maker function that creates a callback, as I always use void callbacks without parameters:
typedef void (*voidCCallback)();
template<typename T>
voidCCallback makeCCallback(void (T::*method)(),T* r){
Callback<void()>::func = std::bind(method, r);
void (*c_function_pointer)() = static_cast<decltype(c_function_pointer)>(Callback<void()>::callback);
return c_function_pointer;
}
From then on, you can create your plain C callback from within the class or anywhere else and have the member called:
voidCCallback callback = makeCCallback(&Foo::print, this);
plainOldCFunction(callback);
#Snps answer is perfect! But as #DXM mentioned it can hold only one callback. I've improved it a little, now it can keep many callbacks of the same type. It's a little bit strange, but works perfect:
#include <type_traits>
template<typename T>
struct ActualType {
typedef T type;
};
template<typename T>
struct ActualType<T*> {
typedef typename ActualType<T>::type type;
};
template<typename T, unsigned int n,typename CallerType>
struct Callback;
template<typename Ret, typename ... Params, unsigned int n,typename CallerType>
struct Callback<Ret(Params...), n,CallerType> {
typedef Ret (*ret_cb)(Params...);
template<typename ... Args>
static Ret callback(Args ... args) {
func(args...);
}
static ret_cb getCallback(std::function<Ret(Params...)> fn) {
func = fn;
return static_cast<ret_cb>(Callback<Ret(Params...), n,CallerType>::callback);
}
static std::function<Ret(Params...)> func;
};
template<typename Ret, typename ... Params, unsigned int n,typename CallerType>
std::function<Ret(Params...)> Callback<Ret(Params...), n,CallerType>::func;
#define GETCB(ptrtype,callertype) Callback<ActualType<ptrtype>::type,__COUNTER__,callertype>::getCallback
Now you can just do something like this:
typedef void (cb_type)(uint8_t, uint8_t);
class testfunc {
public:
void test(int x) {
std::cout << "in testfunc.test " <<x<< std::endl;
}
void test1(int x) {
std::cout << "in testfunc.test1 " <<x<< std::endl;
}
};
cb_type* f = GETCB(cb_type, testfunc)(std::bind(&testfunc::test, tf, std::placeholders::_2));
cb_type* f1 = GETCB(cb_type, testfunc)(
std::bind(&testfunc::test1, tf, std::placeholders::_2));
f(5, 4);
f1(5, 7);
The short answer is: you can convert a member function pointer to an ordinary C function pointer using std::mem_fn.
That is the answer to the question as given, but this question seems to have a confused premise, as the asker expects C code to be able to call an instance method of MainWindow without having a MainWindow*, which is simply impossible.
If you use mem_fn to cast MainWindow::on_btn_clicked to a C function pointer, then you still a function that takes a MainWindow* as its first argument.
void (*window_callback)(MainWindow*,int*) = std::mem_fn(&MainWindow::on_btn_clicked);
That is the answer to the question as given, but it doesn't match the interface. You would have to write a C function to wrap the call to a specific instance (after all, your C API code knows nothing about MainWindow or any specific instance of it):
void window_button_click_wrapper(int* arg)
{
MainWindow::inst()->on_btn_clicked(arg);
}
This is considered an OO anti-pattern, but since the C API knows nothing about your object, it's the only way.
I've got an idea (not entirely standard-compliant, as extern "C" is missing):
class MainWindow;
static MainWindow* instance;
class MainWindow
{
public:
MainWindow()
{
instance = this;
registerCallback([](int* arg){instance->...});
}
};
You will have problems if multiple instances of MainWindow are instantiated.

How to pass a method as callback to another class?

I have a question regarding callbacks using tr1::function. I've defined the following:
class SomeClass {
public:
typedef std::tr1::function<void(unsigned char*, int)> Callback;
void registerCallback(Callback);
private:
Callback callback;
}
I've defined another class:
class SomeOtherClass {
void myCallback(unsigned char*, int);
}
Now I want to register my function 'myCallback' as callback at class 'SomeClass'using the method 'registerCallback'. However, it is not working. I've had a look on the boost documentation on the function and it seems legit to use (member) methods of a class for callbacks. Am I wrong?
Thanks in advance!
Member functions have an implicit first parameter, a this pointer so as to know which object to call the function on. Normally, it's hidden from you, but to bind a member function to std::function, you need to explicitly provide the class type in template parameter.
#include <functional>
#include <iostream>
struct Callback_t {
void myCallback(int)
{
std::cout << "You called me?";
}
};
class SomeClass {
public:
SomeClass() : callback() { }
typedef std::function<void(Callback_t*, int)> Callback;
// ^^^^^^^^^^^
void registerCallback(const Callback& c)
{
callback = c;
}
void callOn(Callback_t* p)
{
callback(p, 42);
}
private:
Callback callback;
};
int main()
{
SomeClass sc;
sc.registerCallback(&Callback_t::myCallback);
Callback_t cb; // we need an instance of Callback_t to call a member on
sc.callOn(&cb);
}
Output: You called me?;
Why all this complicated mumbo-jumbo?
Why not create a class as thus (for example)
Class MouseOverEventCallBack
{
public:
virtual void RunMouseOverCallback() = 0;
};
Then just create classes that inherit this class (and redefine the method RunMouseOverCallback)
Then Register function just needs to be
void registerCallback(MouseOverEventCallBack *callbackObject); // possible could use a reference
The register method will just call the method and the object will have all that it needs.
Seems a bit simpler. Let the compiler do the work with pointers to functions etc.
the function void (*)(unsigned char*, int) is a free function, which is a different type from void (SomeOtherClass::*)(unsigned char*, int), thus the error. You need an object to call the latter, while the former is a free function.
Look at the possible solutions listed in the Boost documentation
Another possibility is that your SomeOtherClass::myCallback is private, so you do not have access to it.
Use templates:
template <class T>
class B
{
public:
typedef void (T::*TCallBackFunction)(void);
void SetCallBack(T* pCallBackClass, TCallBackFunction pCallBackFunction)
{
if(pCallBackFunction && pCallBackClass)
{
m_pCallBackFunction = pCallBackFunction;
m_pCallBackClass = pCallBackClass;
}
}
void StartCallBackFunction()
{
(pCallBackClass->(*m_pCallBackFunction))();
}
private:
TCallBackFunction m_pCallBackFunction;
T* m_pCallBackClass;
};
Such like this. And use it:
...
B<MyClass> b;
b.SetCallBack(&b, &MyClass::MyFunction);
...

Event Callback Daemon

I am working on an event daemon in C++ that I would like to use member function callbacks. Basically an event queue would collect events which the daemon continuously services. There is a base class Event struct with an ID and all events would derive from it. I would like the methods registered for each event to use the derived event type in their signature.
struct Event
{
unsigned int eventId;
};
struct EventA : public Event
{
unsigned int x;
unsigned int y;
};
// and struct EventB, EventC (use your imagination...)
const unsigned int EVENT_A = 1;
const unsigned int EVENT_B = 2;
const unsigned int EVENT_C = 3;
class Foo
{
public:
void handlerMethod_A(const EventA& e);
void handlerMethod_B(const EventB& e);
};
class Bar
{
public:
void handlerMethod_C(const EventC& e);
};
Then the Daemon would allow these classes to subscribe their member functions using their 'this' pointer.
class EventDaemon
{
public:
void serviceEvents();
template <class CallbackClass, class EventType>
void subscribe(
const unsigned int eventId,
CallbackClass* classInstancePtr,
void (CallbackClass::*funcPtr)(EventType));
private:
Queue<Event*> eventQueue_;
};
So outside this class you could do something like:
EventDaemon* ed = new EventDaemon();
Foo* foo = new Foo();
Bar* bar = new Bar();
ed->subscribe(EVENT_A, foo, Foo::handlerMethod_A);
ed->subscribe(EVENT_B, foo, Foo::handlerMethod_B);
ed->subscribe(EVENT_C, bar, Bar::handlerMethod_C);
And the EventDaemon loop would be along the lines of
void EventDaemon::serviceEvents()
{
while (true)
{
if (eventQueue_.empty())
{
// yield to other threads
}
else
{
// pop an event out of the FIFO queue
Event e* = eventQueue_.pop();
// somehow look up the callback info and use it
classInstancePtr->*funcPtr(reinterpret_cast<?*>(e));
}
}
}
So my question is how I can store the 'this' pointers and member function pointers in some sort of array by event ID. That way I could look up the 'classInstancePtr' and 'funcPtr' by using e->eventId and the event type as well for the reinterpret cast.
You are working too hard. Use boost functions:
http://www.boost.org/doc/libs/1_47_0/doc/html/function.html
These work whether you have a object or not. They will increase your compile time.
Note, whenever you come across these types of questions where you know many people must have had the same problem, there is probably a simple option and, if it is not in the standard library, it is probably in boost.
In response to Nick, I'm constantly throwing boost function objects into vectors and whatnot.
I've found that, while boost function objects can hold object references, having them do so can lead to bugs with object lifetimes and it is better to have them hold copies of the class objects (you run into the same bugs however you try to hold a reference to a object instance that you don't necessarily control the lifetime of). The pattern:
class Foo
{
struct Member
{
// member variable definitions
};
shared_ptr<Member> m_; // the only real member variable
public:
// etc. including the all-important copy
// constructor and assignment operator and
// don't forget the member function that gets stuck into
// the boost function as a callback!
};
where all the member variables get held in a shared_ptr allows for good performance and you don't have to worry about lifetimes of objects held by function objects because you can copy them by value. Threaded code (what I always seem to be writing nowadays) needs additional things like at least one boost mutex element in Member or some other way to assure values don't get stomped on.
boost::function [or, if your system supports it, std::function] will take care of holding the this pointer quite well, with the added benefit of not requiring an actual object if it isn't necessary. So instead of void (SomeType::*)(EventA) you have std::function<void(EventA)>, and you call std::bind as appropriate.
subscribe(EVENT_A, std::bind(&foo::handleEventA, &foo, std::placeholders::_1));
A trivial wrapper function can be used to provide the same signature as you originally proposed and hide the nasty placeholders.
You do, of course, still have the issue of each event type having its own signature, and the need to ensure you use the correct Event ID code. In both cases, your base Event type can help out. Your callback need not accept an EventA&; it can accept an Event&, and dynamic_cast it to an EventA at runtime. For the ID, query the type directly.
struct Event {
virtual void ~Event() { }
virtual int ID() =0;
};
template<typename E>
struct EventHelper : Event {
virtual int ID() { return E::EventID; }
};
struct EventA : EventHelper<EventA> {
static const int EventID = 89;
};
Now, if you have an Event* object [when you go to dispatch your events], you can do p->ID() to get the appropriate ID, and if you have a EventA type [when you register your callbacks] you can do EventA::EventID.
So now, all you have to store is a std::function<void(const Event&)> and an associated int value for each of your callbacks, no matter what the actual type of event you have.
void subscribe(int id, std::function<void(const Event&)> f) {
callbacks.insert(std::make_pair(id, f));
}
template<typename E>
void subscribe(std::function<void(const Event&)> f) {
subscribe(E::EventID, f);
}
template<typename O, typename E>
void subscribe(O* p, void (O::*f)(const Event&)) {
subscribe<E>(std::bind(f, p, std::placeholders::_1));
}
You still have the issue that user error when subscribing can result in a function being called incorrectly. If you've used dynamic_cast correctly within the callback, this will get caught at runtime, but a compile time check would be nice. So what if we automate that dynamic_cast? For this step, I'm going to use c++11 lambdas, but it can be implemented in C++03 as well using a variety of methods.
template <class CallbackClass, class EventType>
void subscribe(CallbackClass* classInstancePtr, void (CallbackClass::*funcPtr)(EventType)) {
subscribe<EventType::EventID>([&](const Event& e) {
(classInstancePtr->*funcPtr)(dynamic_cast<const EventType&>(e));
});
}
So now we've gone full circle back to your original interface where your callbacks accept the actual type they are going to be working on, but internally you've squeezed them all into a common signature.
Okay, so I finished an implementation of my original desired interface. I was looking through Dennis' answer but eventually got lead to functors and I realized what I was looking for was a simple polymorphic solution. I failed to grasp before that I could create a non-templated base class with which to use for storing templated classes in vectors/arrays. I think this is what mheyman was trying to tell me... so I apologize I didn't get it right away. Just to clarify though I was really looking for the implementation solution for my own benefit and knowledge, not just a 3rd party library to get the job done. So I guess I would be looking for how Boost functions work, not just that they exist and are awesome.
If anyone is still interested here are the important parts of what I ended up with (minus some extraneous stuff and error checking):
EventFunctor is basically a pointer to member function template class
EventFunctorBase is the non-templated base class used to store them in a vector
The Event is dynamic cast using the templated type before being used to invoke the callback
class EventDaemon
{
public:
template <class CallbackClass, class EventType>
void subscribe(
const EventId eventId,
CallbackClass* callbackClassInstancePtr,
void (CallbackClass::*funcPtr)(const EventType&));
private:
EventFunctorBase* callbacks_[MAX_NUM_EVENTS];
};
template <class CallbackClass, class EventType>
void EventDaemon::subscribe(
const EventId eventId,
CallbackClass* callbackClassInstancePtr,
void (CallbackClass::*funcPtr)(const EventType&))
{
callbacks_[eventId] = new EventFunctor<CallbackClass,EventType>(callbackClassInstancePtr,funcPtr);
}
class EventFunctorBase
{
public:
EventFunctorBase();
virtual ~EventFunctorBase();
virtual void operator()(const Event& e)=0;
};
template <class CallbackClass, class EventType>
class EventFunctor : public EventFunctorBase
{
public:
EventFunctor(
CallbackClass* callbackClassInstancePtr,
void (CallbackClass::*funcPtr)(const EventType&));
virtual void operator()(const Event& e);
private:
CallbackClass* callbackClassInstancePtr_;
void (CallbackClass::*funcPtr_)(const EventType&);
};
template <class CallbackClass, class EventType>
EventFunctor<CallbackClass,EventType>::EventFunctor(
CallbackClass* callbackClassInstancePtr,
void (CallbackClass::*funcPtr)(const EventType&))
:
callbackClassInstancePtr_(callbackClassInstancePtr),
funcPtr_(funcPtr)
{
}
template <class CallbackClass, class EventType>
/*virtual*/ void EventFunctor<CallbackClass,EventType>::operator()(const Event& e)
{
(callbackClassInstancePtr_->*funcPtr_)(dynamic_cast<const EventType&>(e));
}
EventDaemon loop
while (true_)
{
if (eventQueue_->empty())
{
// yield to other threads
}
else
{
Event* e = eventQueue_.pop();
(*(callbacks_[e->ID]))(*e);
}
}
My final steps here will be to try and remove the need to have the developer define an ID for each event... of course this might end up a new post later this week.