初始化仅由一组对象C ++共享的静态变量

时间:2016-08-21 21:35:27

标签: c++ templates static

我想知道是否可以创建仅由同一个类的一组对象共享的类数据成员。

我有一个名为 Scene 的类,另一个名为 GameObject , 场景创建GameObjects,并且创建的每个GameObject必须具有对其创建场景的引用。

我可以通过声明:

来实现这一目标
class GameObject
{
    public:
        Scene* scene;
}

每当场景创建游戏对象时放置。

void Scene::add_game_object(){
    GameObject* gameobject = new GameObject();
    gameobject->scene = this;
}

但是,这肯定会占用大量内存。

我正在考虑一个解决方案,(目前还没有编译,但可能是我们可以从中形成一些东西)

class GameObject
{
    public:
        template< Scene* S >
        Scene* get_scene();
}
//
template< Scene* S >
Scene* GameObject::get_scene(){
    static Scene* sc = nullptr;
    if( sc == nullptr ){
        sc = S;
    }
    return sc;
}

void Scene::add_game_object(){
    GameObject* gameobject = new GameObject();
    // link scene and gameobject.
    gameobject->get_scene(this);
}

使用它:

gameobject->get_scene<nullptr>();

谢谢。 亲切。

1 个答案:

答案 0 :(得分:3)

即使您有多个Scene对象,也可以将GameObject对象的指针存储在Scene的静态变量中。

我们的想法是为每个Scene对象设置单独的类型,为其GameObject设置单独的类型。这允许为可以存储指针的每个Scene对象提供单独的静态变量

以下代码实现了这个想法。它要求在编译时设置最大Scenes个数以填充函数指针表:

#include <cassert>
#include <array>
#include <iostream>
#include <memory>
#include <string>
#include <vector>

// forward declaration
template <std::size_t N>
struct Scene;

template <std::size_t N>
struct GameObject
{
    GameObject()
    {
        std::cout << "created GameObject<" << N << "> which belongs to '" << scene->name << "'"<< std::endl;
    }
    static Scene<N>* scene;
};

template <std::size_t N>
Scene<N>* GameObject<N>::scene;

struct SceneBase
{
    virtual ~SceneBase() = default;
    virtual void addGameObject() = 0;
};

template <std::size_t N>
struct Scene : SceneBase
{
    using GO = GameObject<N>;
    Scene(const std::string& name) : SceneBase(), name(name)
    {
        GO::scene = this;
    }

    void addGameObject() override
    {
        gameObjects.push_back(std::make_unique<GO>());
    }

    std::vector<std::unique_ptr<GO>> gameObjects;
    std::string name;
};


template <std::size_t N>
struct SceneMaker
{
    static std::unique_ptr<SceneBase> make(const std::string& name)
    {
        std::cout << "making Scene<" << N <<"> with name '" << name << "'" << std::endl;
        return std::make_unique<Scene<N>>(name);
    }
};

using FunctionPtr = std::unique_ptr<SceneBase> (*)(const std::string&);

// based on http://stackoverflow.com/a/20408889/678093
template <std::size_t N, std::size_t... Rest>
struct FunctionTable
{
    static constexpr auto& value = FunctionTable<N - 1, N, Rest...>::value;
};

template <std::size_t... Rest>
struct FunctionTable<0, Rest...>
{
    static constexpr std::array<FunctionPtr,sizeof...(Rest)+1> value = {SceneMaker<0>::make,SceneMaker<Rest>::make...};
};

template <std::size_t... Rest>
constexpr std::array<FunctionPtr, sizeof...(Rest)+1> FunctionTable<0, Rest...>::value;


struct SceneFactory
{
    auto makeScene(const std::string& name)
    {
        assert(sceneIndex < maxScenes);
        return fTable[sceneIndex++](name);
    }

    static constexpr std::size_t maxScenes = 10;
    static constexpr auto& fTable = FunctionTable<maxScenes>::value;

    std::size_t sceneIndex = 0;
};


int main()
{
    SceneFactory factory;
    auto scene1 = factory.makeScene("first scene");
    scene1->addGameObject();
    scene1->addGameObject();
    auto scene2 = factory.makeScene("second scene");
    scene2->addGameObject();
    scene2->addGameObject();
}

<强>输出:

making Scene<0> with name 'first scene'
created GameObject<0> which belongs to 'first scene'
created GameObject<0> which belongs to 'first scene'
making Scene<1> with name 'second scene'
created GameObject<1> which belongs to 'second scene'
created GameObject<1> which belongs to 'second scene'

live example