Reputation: 33
i would like to generate classes from a list of class properties. For each property, the implementation is deduced through a template.
For the sake of the question i will illustrate my problem by trying to create a class to handle a virtual entity with two properties : healer and merchant
#include <iostream>
// Base class for entities
class entity
{
public:
virtual void do_walk() { std::cout << "I like walking" << std::endl; };
};
// A class property for healer characters
class healer
{
public:
// interface
virtual void do_heal() = 0;
};
// A class property for healer npcs
class merchant
{
public:
// interface
virtual void do_sell() = 0;
};
// implementation of the healer property
class healer_implementation : public healer
{
public:
virtual void do_heal() { std::cout << "I heal people" << std::endl; }
};
// implementation of the healer property
class merchant_implementation : public merchant
{
public:
virtual void do_sell() { std::cout << "I sell things" << std::endl; }
};
// To deduce the implementation of a property, we'll use the template property which will be specialized for each property and reference an implementation
template<typename T>
class property
{};
template<>
class property<merchant>
{
public: typedef merchant_implementation implementation;
};
template<>
class property<healer>
{
public: typedef healer_implementation implementation;
};
// This class is a class helper to deduce the right class type from a list of property for an entity
template<typename PROPERTY0, typename PROPERTY1=void>
class factory
{
public:
typedef typename property<PROPERTY0>::implementation base0;
typedef typename property<PROPERTY1>::implementation base1;
class custom : public base0, public base1, public entity {};
};
int main()
{
entity* bob = new factory<healer, merchant>::custom();
// bob will try to sell things
merchant* m = dynamic_cast<merchant*>(bob);
if (m)
m->do_sell();
// bob will try to heal people
healer* h = dynamic_cast<healer*>(bob);
if (h)
h->do_heal();
// and as an entity, bob can walk
bob->do_walk();
return 1;
}
If i execute this code, i got as expected:
I sell things
I heal people
I like walking
Now, if i want to create an entity with only one property, i must add a specialization for factory :
template<typename PROPERTY0>
class factory<PROPERTY0, void>
{
public:
typedef typename property<PROPERTY0>::implementation base0;
class custom : public base0, public entity {};
};
And i can test it this way :
entity* joe = new factory<merchant>::custom();
h = dynamic_cast<healer*>(joe);
if (!h)
std::cout << "Joe is not an healer." << std::endl;
m = dynamic_cast<merchant*>(joe);
if (m)
m->do_sell();
Then i get :
Joe is not an healer
I sell things
My question is : Is there a way to code the class factory with variadic templates to handle any number of properties, or must i have to create N specializations of factory if i need an entity with up to N properties ?
Upvotes: 3
Views: 110
Reputation: 171127
If you can live without the typedefs base0
, base1
etc., you can indeed do this variadically:
template <class... Property>
class factory
{
public:
typedef typename property<PROPERTY0>::implementation base0;
typedef typename property<PROPERTY1>::implementation base1;
class custom : public property<Property>::implementation..., public entity {};
};
Upvotes: 2