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  • 【more effective c++读书笔记】【第5章】技术(7)——让函数根据一个以上的对象类型来决定如何虚化(2)

    四、自行仿真虚函数表格(使用非成员函数的碰撞处理函数)

    //GameObject.h
    #ifndef GAMEOBJECT_H
    #define GAMEOBJECT_H
    
    class GameObject{ //抽象基类
    public:
    	virtual ~GameObject() = 0;
    };
    
    class SpaceShip : public GameObject{ //宇宙飞船类
    public:
    	virtual ~SpaceShip();
    };
    
    class SpaceStation : public GameObject{ //太空站类
    public:
    	virtual ~SpaceStation();
    };
    
    class Asteroid : public GameObject{ //小行星类
    public:
    	virtual ~Asteroid();
    };
    
    class UnkonwnCollision{//异常类
    public:
    	UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2);
    };
    
    #endif
    //GameObject.cpp
    #include"GameObject.h"
    #include<iostream>
    
    GameObject::~GameObject(){}
    
    SpaceShip::~SpaceShip(){}
    
    SpaceStation:: ~SpaceStation(){}
    
    Asteroid::~Asteroid(){}
    
    UnkonwnCollision::UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2){
    	std::cout << "异常类" << std::endl;
    }
    //collision.h
    #ifndef COLLISION_H 
    #define COLLISION_H
    
    #include "GameObject.h"  
    #include<string>
    #include<map>
    #include<iostream>
    
    namespace{
    	//主要的碰撞处理函数   
    	void shipStation(GameObject& spaceShip, GameObject& spaceStation){
    		std::cout << "SpaceShip<=>SpaceStation" << std::endl;
    	}
    	void shipAsteroid(GameObject& spaceShip, GameObject& asteroid){
    		std::cout << "SpaceShip<=>Asteroid" << std::endl;
    	}
    	void stationAsteroid(GameObject& spaceStation, GameObject& asteroid){
    		std::cout << "SpaceStation<=>Asteroid" << std::endl;
    	}
    	void shipShip(GameObject& spaceShip1, GameObject& spaceShip2){
    		std::cout << "SpaceShip<=>SpaceShip" << std::endl;
    	}
    	void stationStation(GameObject& spaceStation1, GameObject& spaceStation2){
    		std::cout << "SpaceStation<=>SpaceStation" << std::endl;
    	}
    	void asteroidAsteroid(GameObject& asteroid1, GameObject& asteroid2){
    		std::cout << "Asteroid<=>Asteroid" << std::endl;
    	}
    	//对称版本  
    	void stationShip(GameObject& spaceStation, GameObject& spaceShip){
    		shipStation(spaceShip, spaceStation);
    	}
    	void asteroidShip(GameObject& asteroid, GameObject& spaceShip){
    		shipAsteroid(spaceShip, asteroid);
    	}
    	void asteroidStation(GameObject& asteroid, GameObject& spaceStation){
    		stationAsteroid(spaceStation, asteroid);
    	}
    
    	typedef void(*HitFunctionPtr)(GameObject&, GameObject&); //指向碰撞函数的函数指针    
    	//函数表的类型:每项关联了碰撞函数两个参数的动态类型名和碰撞函数本身  
    	typedef std::map<std::pair<std::string,std::string>, HitFunctionPtr> HitMap;
        std::pair<std::string, std::string> makeStringPair(const char* s1,const char* s2);
    	
    	HitMap* initializeCollisionMap(); ////建立函数表
    	//在函数表中查找需要的碰撞函数  
    	HitFunctionPtr lookup(const std::string& class1, const std::string& class2); 
    } 
    
    void processCollision(GameObject& object1, GameObject& object2){
    	//根据参数的动态类型查找相应碰撞函数  
    	HitFunctionPtr phf = lookup(typeid(object1).name(), typeid(object2).name());
    	if (phf)
    		phf(object1, object2); //调用找到的碰撞处理函数来进行碰撞处理  
    	else
    		throw UnkonwnCollision(object1, object2); //没有找到则抛出异常  
    }
    
    namespace{
    	std::pair<std::string, std::string> makeStringPair(const char* s1, const char* s2){
    		return std::pair<std::string, std::string>(s1, s2);
    	}
    }
    
    namespace{
    	HitMap* initializeCollisionMap(){  //创建并初始化虚函数表  
    		HitMap *phm = new HitMap; //创建函数表  
    		//初始化函数表  
    		(*phm)[makeStringPair(typeid(SpaceShip).name(),
    			typeid(SpaceStation).name())] = &shipStation;
    		(*phm)[makeStringPair(typeid(SpaceShip).name(),
    			typeid(Asteroid).name())] = &shipAsteroid;
    		(*phm)[makeStringPair(typeid(SpaceShip).name(),
    			typeid(SpaceShip).name())] = &shipAsteroid;
    
    		(*phm)[makeStringPair(typeid(SpaceStation).name(),
    			typeid(Asteroid).name())] = &shipAsteroid;
    		(*phm)[makeStringPair(typeid(SpaceStation).name(),
    			typeid(SpaceShip).name())] = &shipStation;
    		(*phm)[makeStringPair(typeid(SpaceStation).name(),
    			typeid(SpaceStation).name())] = &shipAsteroid;
    
    		(*phm)[makeStringPair(typeid(Asteroid).name(),
    			typeid(SpaceShip).name())] = &shipAsteroid;
    		(*phm)[makeStringPair(typeid(Asteroid).name(),
    			typeid(SpaceStation).name())] = &asteroidStation;
    		(*phm)[makeStringPair(typeid(Asteroid).name(),
    			typeid(Asteroid).name())] = &asteroidAsteroid;
    
    		return phm;
    	}
    }
    namespace{
    	//根据参数类型名在函数表中查找需要的碰撞函数  
    	HitFunctionPtr lookup(std::string const& class1,
    		std::string const& class2){
    		//用智能指针指向返回的函数表,为静态,表示只能有一个函数表  
    		static std::auto_ptr<HitMap> collisionMap(initializeCollisionMap());
    
    		HitMap::iterator mapEntry = collisionMap->find(make_pair(class1, class2));
    		if (mapEntry == collisionMap->end())
    			return 0; //没找到,则返回空指针  
    		return (*mapEntry).second; //找到则返回关联的碰撞函数  
    	}
    }
    
    #endif    
    //main.cpp
    #include"Collision.h"
    using namespace std;
    
    int main(){
    	SpaceShip sp;
    	SpaceStation ss;
    	Asteroid ad;
    
    	processCollision(sp, ss);
    	processCollision(sp, ad);
    	processCollision(sp, sp);
    	cout << "-----------" << endl;
    	processCollision(ss, sp);
    	processCollision(ss, ad);
    	processCollision(ss, ss);
    	cout << "-----------" << endl;
    	processCollision(ad, sp);
    	processCollision(ad, ss);
    	processCollision(ad, ad);
    
    	system("pause");
    	return 0;
    }
    

    五、自行仿真虚函数表格(使用非成员函数的碰撞处理函数)

    //GameObject.h
    #ifndef GAMEOBJECT_H
    #define GAMEOBJECT_H
    
    class GameObject{ //抽象基类
    public:
    	virtual ~GameObject() = 0;
    };
    
    class SpaceShip : public GameObject{ //宇宙飞船类
    public:
    	virtual ~SpaceShip();
    };
    
    class SpaceStation : public GameObject{ //太空站类
    public:
    	virtual ~SpaceStation();
    };
    
    class Asteroid : public GameObject{ //小行星类
    public:
    	virtual ~Asteroid();
    };
    
    class UnkonwnCollision{//异常类
    public:
    	UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2);
    };
    
    #endif
    //GameObject.cpp
    #include"GameObject.h"
    #include<iostream>
    
    GameObject::~GameObject(){}
    
    SpaceShip::~SpaceShip(){}
    
    SpaceStation:: ~SpaceStation(){}
    
    Asteroid::~Asteroid(){}
    
    UnkonwnCollision::UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2){
    	std::cout << "异常类" << std::endl;
    }
    //collision.h
    #ifndef COLLISION_H 
    #define COLLISION_H
    
    #include "GameObject.h"  
    #include<string>
    #include<map>
    #include<iostream>
    
    //主要的碰撞处理函数   
    void shipStation(GameObject& spaceShip, GameObject& spaceStation){
    	std::cout << "SpaceShip<=>SpaceStation" << std::endl;
    }
    void shipAsteroid(GameObject& spaceShip, GameObject& asteroid){
    	std::cout << "SpaceShip<=>Asteroid" << std::endl;
    }
    void stationAsteroid(GameObject& spaceStation, GameObject& asteroid){
    	std::cout << "SpaceStation<=>Asteroid" << std::endl;
    }
    void shipShip(GameObject& spaceShip1, GameObject& spaceShip2){
    	std::cout << "SpaceShip<=>SpaceShip" << std::endl;
    }
    void stationStation(GameObject& spaceStation1, GameObject& spaceStation2){
    	std::cout << "SpaceStation<=>SpaceStation" << std::endl;
    }
    void asteroidAsteroid(GameObject& asteroid1, GameObject& asteroid2){
    	std::cout << "Asteroid<=>Asteroid" << std::endl;
    }
    //对称版本  
    void stationShip(GameObject& spaceStation, GameObject& spaceShip){
    	shipStation(spaceShip, spaceStation);
    }
    void asteroidShip(GameObject& asteroid, GameObject& spaceShip){
    	shipAsteroid(spaceShip, asteroid);
    }
    void asteroidStation(GameObject& asteroid, GameObject& spaceStation){
    	stationAsteroid(spaceStation, asteroid);
    }
    
    #endif    
    //CollisionMap.h
    #ifndef COLLISIONMAP_H  
    #define COLLISIONMAP_H
    
    #include "GameObject.h"  
    #include <string>  
    #include <memory> 
    #include <map>  
    
    class CollisionMap{ //碰撞函数映射表  
    public:
    	typedef void(*HitFunctionPtr)(GameObject&, GameObject&); //指向碰撞函数的函数指针   
    	//函数表的类型:每项关联了碰撞函数两个参数的动态类型名和碰撞函数本身  
    	typedef std::map<std::pair<std::string, std::string>, HitFunctionPtr> HitMap;
    	//根据参数类型名称向映射表中加入一个碰撞函数  
    	void addEntry(const std::string& type1, const std::string& type2,
    		HitFunctionPtr collisionFunction, bool symmetric = true);
    	//根据参数类型名称从映射表中删除一个碰撞函数  
    	void removeEntry(const std::string& type1, const std::string& type2);
    	//根据参数类型名称在函数映射表中查找需要的碰撞函数  
    	HitFunctionPtr lookup(const std::string& type1, const std::string& type2);
    	static CollisionMap& theCollisionMap();//返回唯一的一个碰撞函数映射表  
    private:
    	std::auto_ptr<HitMap> collisionMap; //函数映射表,用智能指针存储  
    	//构造函数声明为私有,以避免创建多个碰撞函数映射表  
    	CollisionMap();
    	CollisionMap(const CollisionMap&);
    };
    
    CollisionMap::CollisionMap() : collisionMap(new HitMap){}
    //根据参数类型名称向映射表中加入一个碰撞函数  
    void CollisionMap::addEntry(const std::string& type1, const std::string& type2,
    	HitFunctionPtr collisionFunction, bool symmetric){
    	if (lookup(type1, type2) == 0) //映射表中没找到时插入相应条目       
    		collisionMap->insert(make_pair(make_pair(type1, type2), collisionFunction));
    }
    //根据参数类型名称从映射表中删除一个碰撞函数  
    void CollisionMap::removeEntry(const std::string& type1, const std::string& type2){
    	if (lookup(type1, type2) != 0)  //若找到,则删除该条目  
    		collisionMap->erase(make_pair(type1, type2));
    }
    //根据参数类型名称在函数映射表中查找需要的碰撞函数  
    CollisionMap::HitFunctionPtr CollisionMap::lookup(const std::string& type1, const std::string& type2){
    	HitMap::iterator mapEntry = collisionMap->find(make_pair(type1, type2));
    	if (mapEntry == collisionMap->end())
    		return 0; //没找到,则返回空指针  
    	return (*mapEntry).second; //找到则返回关联的碰撞函数  
    }
    //返回唯一的一个碰撞函数映射表  
    CollisionMap& CollisionMap::theCollisionMap(){
    	static CollisionMap cm;
    	return cm;
    }
    
    void processCollision(GameObject& object1, GameObject& object2){
    	//根据参数的动态类型查找相应碰撞函数  
    	CollisionMap::HitFunctionPtr phf = CollisionMap::theCollisionMap().lookup(typeid(object1).name(), typeid(object2).name());
    	if (phf)
    		phf(object1, object2); //调用找到的碰撞处理函数来进行碰撞处理  
    	else
    		throw UnkonwnCollision(object1, object2); //没有找到则抛出异常  
    }
    
    #endif  
    //RegisterCollisionFunction.h
    #ifndef REGISTERCOLLISONFUNCTION_H
    #define REGISTERCOLLISONFUNCTION_H
    
    #include"CollisionMap.h"
    #include<string>
    
    class RegisterCollisionFunction{
    public:
    	RegisterCollisionFunction(const std::string& type1, const std::string& type2,
    		CollisionMap::HitFunctionPtr collisionFunction, bool sysmetric = true){
    		CollisionMap::theCollisionMap().addEntry(type1, type2, collisionFunction, sysmetric);
    	}
    };
    
    #endif
    //main.cpp
    #include"Collision.h"
    #include"RegisterCollisionFunction.h"
    using namespace std;
    
    RegisterCollisionFunction cf1("class SpaceShip", "class SpaceShip", &shipShip);
    RegisterCollisionFunction cf2("class SpaceShip", "class SpaceStation", &shipStation);
    RegisterCollisionFunction cf3("class SpaceShip", "class Asteroid", &shipAsteroid);
    
    RegisterCollisionFunction cf4("class SpaceStation", "class SpaceStation", &stationStation);
    RegisterCollisionFunction cf5("class SpaceStation", "class SpaceShip", &stationShip);
    RegisterCollisionFunction cf6("class SpaceStation", "class Asteroid", &stationAsteroid);
    
    RegisterCollisionFunction cf7("class Asteroid", "class Asteroid", &asteroidAsteroid);
    RegisterCollisionFunction cf8("class Asteroid", "class SpaceShip", &asteroidShip);
    RegisterCollisionFunction cf9("class Asteroid", "class SpaceStation", &asteroidStation);
    
    int main(){
    	SpaceShip sp;
    	SpaceStation ss;
    	Asteroid ad;
    
    	processCollision(sp, ss);
    	processCollision(sp, ad);
    	processCollision(sp, sp);
    	cout << "-----------" << endl;
    	processCollision(ss, sp);
    	processCollision(ss, ad);
    	processCollision(ss, ss);
    	cout << "-----------" << endl;
    	processCollision(ad, sp);
    	processCollision(ad, ss);
    	processCollision(ad, ad);
    
    	system("pause");
    	return 0;
    }
    

    版权声明:本文为博主原创文章,未经博主允许不得转载。

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  • 原文地址:https://www.cnblogs.com/ruan875417/p/4921350.html
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