Reputation: 3336
I'm coding in c++ for the Nintendo DS, but this should be universal with all c++.
I already know about switch statements, but I need to make a set of if, then, and else that have multiple arguments:
void doSomething(int number)
{
...
}
bool left = true;
bool right = false;
bool top = false;
bool bottom = false;
if (left && top && right)
doSomething(1);
else if (top && right && bottom)
doSomething(2);
else if (left && right && bottom)
doSomething(3);
else if (left && top && bottom)
doSomething(4);
Any help is appreciated.
Upvotes: 2
Views: 2279
Reputation: 42072
I am adding this response just to show how can a std::bitset
could be used for this purpose. I am aware that maybe your target platform will not support the C++11 Standard, but hopefully this can help someone else.
#include<iostream>
#include<bitset>
#include<vector>
#include<map>
// The location is represented as a set of four bits; we also need a
// comparator so that we can later store them in a map.
using Location = std::bitset<4>;
struct LocationComparator {
bool operator()(const Location& loc1, const Location& loc2) const {
return loc1.to_ulong() < loc2.to_ulong();
}
};
// the callback (handler) has a signature "void callback()"
using Callback = void (*)( );
// the mapping between location and callback is stored in a simple
// std::map
using CallbackMap = std::map<Location, Callback, LocationComparator>;
// we define the fundamental locations
const Location Top ("1000");
const Location Bottom("0100");
const Location Right ("0010");
const Location Left ("0001");
// ... and define some actions (notice the signature corresponds to
// Callback)
void action_1() { std::cout<<"action 1"<<std::endl;}
void action_2() { std::cout<<"action 2"<<std::endl;}
void action_3() { std::cout<<"action 3"<<std::endl;}
void action_4() { std::cout<<"action 4"<<std::endl;}
// ... now create the map between specific locations and actions
// (notice that bitset can perform logical operations)
CallbackMap callbacks = {
{ Top | Right , action_1 },
{ Top | Left , action_2 },
{ Bottom | Right , action_3 },
{ Bottom | Left , action_4 },
};
// an abstract game element has a location, the interaction will
// depend on the defined callbacks
class GameElement {
public:
GameElement(const Location& location)
: m_location(location) { }
void interact() const {
callbacks[m_location]();
}
virtual ~GameElement() { } // so that others can inherit
private:
Location m_location;
};
int main() {
// create a vector of game elements and make them interact according
// to their positions
std::vector<GameElement> elements;
elements.emplace_back(Top | Right);
elements.emplace_back(Top | Left);
elements.emplace_back(Bottom | Right);
elements.emplace_back(Bottom | Left);
for(auto & e : elements) {
e.interact();
}
}
I compiled it on OS X using GCC 4.7.2 using the following command:
g++ locations.cpp -std=c++11
The output is:
action 1
action 2
action 3
action 4
Upvotes: 0
Reputation: 1434
If you are really a psycho (or obfuscator), you could use something like bitmasks:
unsigned char direction = 8; // 1 0 0 0 for l r t b
or by staying consistent with the convention you used in your question:
unsigned char direction = left + (right << 1) + (top << 2) + (bottom << 3);
and then you will have (*):
switch(direction) {
case 14: // 1 1 1 0
doSomething(1);
break;
case 7: // 0 1 1 1
doSomething(2);
break;
case 13: // 1 1 0 1
doSomething(3);
break;
case 11: // 1 0 1 1
doSomething(4);
break;
}
And if you need to access the individual value conveniently:
inline bool left() {return (direction & 8) == 8;}
inline bool right() {return (direction & 4) == 4;}
inline bool top() {return (direction & 2) == 2;}
inline bool bottom() {return (direction & 1) == 1;}
Actually, this should be pretty fast...
(*) As an alternative, you could also write:
const unsigned char left_c = 8;
const unsigned char right_c = 4;
const unsigned char top_c = 2;
const unsigned char bottom_c = 1;
And test the combination like this (constant-expression are accepted in switches):
switch(direction) {
case (left_c + right_c + top_c):
doSomething(1);
break;
...
}
Upvotes: 1
Reputation: 11209
Encapsulate this into a getSide () that returns an enum. I assume that the boolean variables are accessible from the class implementing or calling doSomething
...
bool left = true;
bool right = false;
bool top = false;
bool bottom = false;
...
doSomething(getSide());
...
enum Side {
Top, Bottom, Left, Right
}
void doSomething(Side side)
{
...
}
Side getSide () {
if (left && top && right) //Bottom Border
return Side.Bottom;
else if (top && right && bottom) //Left Border
return Side.Left;
else if (left && right && bottom) //Top Border
return Side.Top;
else if (left && top && bottom) //Right Border
return Side.Right;
}
Upvotes: 0
Reputation: 726479
You can convert the four booleans into a binary number 0..15, and use an array to look up the parameter, like this:
int location = (left ? 1<<0 : 0)
| (right ? 1<<1 : 0)
| (top ? 1<<2 : 0)
| (bottom ? 1<<3 : 0);
Now location
has a number from 0 to 15, so you can do this:
int lookup[] = {-1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, 3, -1, 4, 2, -1};
int arg = lookup[location];
if (arg != -1) {
doSomething(arg);
}
Upvotes: 10