我知道围绕这个问题有很多话题,但我无法弄清楚。
我正在为我的游戏工作一个信号驱动的输入管理器,因为我需要控制多个玩家,我需要将PlayerController实例的成员函数连接到我的信号向量。
问题是,不仅要有PlayerController,还要有MenuController等。所以我需要将MenuController的成员函数连接到信号上。
我很确定我接近解决方案,但我似乎无法弄明白。
有人可以帮我解决registerEvent函数签名以及如何调用connect方法。
InputManager.tcc
#include "boost/function.hpp"
template<class T>
void InputManager::registerEvent(SDL_Keycode key,KeyState state,boost::function<void ()> const& function)
{
auto &inputEvents = (state == KeyState::Up) ? m_keyUpEvents : m_keyDownEvents;
if(inputEvents.find(key) == inputEvents.end())
{
inputEvents.insert(std::make_pair(key, boost::signals2::signal<void()>()));
m_keyStates[key] = KeyState::Up;
}
inputEvents[key].connect(boost::bind(T::function, instance));
}
InputManager.hpp:
#ifndef SSB_INPUTMANAGER_HPP
#define SSB_INPUTMANAGER_HPP
#include <functional>
#include <algorithm>
#include <vector>
#include <map>
#include <SDL_keycode.h>
#include <SDL_events.h>
#include <boost/signals2.hpp>
enum KeyState{
Down,
Up
};
class InputManager
{
public:
InputManager();
template<class T>
void registerEvent(SDL_Keycode key,KeyState state, boost::function<void ()> const& function);
void pollEvent(SDL_Event event);
private:
std::map<SDL_Keycode, boost::signals2::signal<void ()>> m_keyDownEvents;
std::map<SDL_Keycode, boost::signals2::signal<void ()>> m_keyUpEvents;
std::map<SDL_Keycode, KeyState> m_keyStates;
};
#include "InputManager.tcc"
#endif //SSB_INPUTMANAGER_HPP
PlayerController.hpp
#ifndef SSB_PLAYERCONTROLLER_HPP
#define SSB_PLAYERCONTROLLER_HPP
class PlayerController
{
public:
void jump();
private:
Player m_player;
};
#endif //SSB_PLAYERCONTROLLER_HPP
然后我想在游戏中的某个地方调用初始化方法:
PlayerController playerController;
InputManager inputController;
inputController.registerEvent(SDLK_0, KeyState::Down, playerController.jump());
答案 0 :(得分:2)
boost::function<>
和std::function<>
都已执行类型删除。这意味着他们“抽象”了任何绑定参数。
this*
参数实际上只是 :参数。所以,同样适用。
<强> Live On Coliru (c++11) 强>
#include <boost/function.hpp>
#include <boost/signals2.hpp>
#include <map>
#include <iostream>
enum SDL_Keycode { K_A, K_B, K_C, K_Up, K_Down, K_Right, K_Left, K_LCtrl, /*etc....*/ };
enum KeyState { Down, Up };
struct InputManager {
void registerEvent(SDL_Keycode key, KeyState state, boost::function<void()> const &function) {
auto& map = state == Up? m_keyUpEvents : m_keyDownEvents;
map[key].connect(function);
}
void poll_event() {
// hardcoded for demo
m_keyDownEvents[K_B]();
}
private:
std::map<SDL_Keycode, boost::signals2::signal<void()>> m_keyDownEvents;
std::map<SDL_Keycode, boost::signals2::signal<void()>> m_keyUpEvents;
std::map<SDL_Keycode, KeyState> m_keyStates;
};
struct Player {};
class PlayerController {
public:
void jump() {
std::cout << "Player jumped\n";
}
private:
Player m_player;
};
class CowController {
public:
void moo() {
std::cout << "Cow mooed\n";
}
};
int main() {
InputManager inputController;
PlayerController p;
inputController.poll_event(); // nothing
inputController.registerEvent(K_B, Down, [&] { p.jump(); });
inputController.poll_event(); // player jumps
CowController c;
inputController.registerEvent(K_B, Down, [&] { c.moo(); });
inputController.poll_event(); // player jumps, cow moos
}
打印
Player jumped
Player jumped
Cow mooed
如果您没有lambdas,可以使用Boost Bind(或std::tr1::bind
):
inputController.registerEvent(K_B, Down, boost::bind(&PlayerController::jump, boost::ref(p)));
inputController.poll_event(); // player jumps
CowController c;
inputController.registerEvent(K_B, Down, boost::bind(&CowController::moo, boost::ref(c)));