GLConsoleRuleMethodIAdapter.h from Scorched 3D at Krugle
Show GLConsoleRuleMethodIAdapter.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_GLConsoleRuleMethodIAdapterh_INCLUDE__)
#define __INCLUDE_GLConsoleRuleMethodIAdapterh_INCLUDE__
#include <GLEXT/GLConsole.h>
// Q. Hmm what happens when you have a long winded naming scheme?
// A. name -> inf
// Usage pattern :-
// new GLConsoleRuleMethodIAdapter<InfoMap>(
// this, showHeightBands, "InfoHeightBands");
// Calls InfoMap::showHeightBands when InfoHeightBands is selected
// in the console
template<class T>
class GLConsoleRuleMethodIAdapter : public GLConsoleRuleMethodI
{
public:
GLConsoleRuleMethodIAdapter(T *inst, void (T::*call)(), const char *name)
: inst_(inst), call_(call)
{
GLConsole::instance()->addMethod(name, this);
};
virtual ~GLConsoleRuleMethodIAdapter()
{
};
virtual void runMethod(const char *name,
std::list<GLConsoleRuleSplit> split,
std::string &result,
std::list<std::string> &resultList)
{
(inst_->*call_)();
};
protected:
T *inst_;
void (T::*call_)();
};
// Same as above but passed params to method
template<class T>
class GLConsoleRuleMethodIAdapterEx : public GLConsoleRuleMethodI
{
public:
GLConsoleRuleMethodIAdapterEx(T *inst, void (T::*call)(std::list<GLConsoleRuleSplit>), const char *name)
: inst_(inst), call_(call)
{
GLConsole::instance()->addMethod(name, this);
};
virtual ~GLConsoleRuleMethodIAdapterEx()
{
};
virtual void runMethod(const char *name,
std::list<GLConsoleRuleSplit> split,
std::string &result,
std::list<std::string> &resultList)
{
(inst_->*call_)(split);
};
protected:
T *inst_;
void (T::*call_)(std::list<GLConsoleRuleSplit>);
};
// Same as above but passed params and result to method
template<class T>
class GLConsoleRuleMethodIAdapterEx2 : public GLConsoleRuleMethodI
{
public:
GLConsoleRuleMethodIAdapterEx2(T *inst, void (T::*call)(std::list<GLConsoleRuleSplit>,
std::list<std::string>&), const char *name)
: inst_(inst), call_(call)
{
GLConsole::instance()->addMethod(name, this);
};
virtual ~GLConsoleRuleMethodIAdapterEx2()
{
};
virtual void runMethod(const char *name,
std::list<GLConsoleRuleSplit> split,
std::string &result,
std::list<std::string> &resultList)
{
(inst_->*call_)(split, resultList);
};
protected:
T *inst_;
void (T::*call_)(std::list<GLConsoleRuleSplit>, std::list<std::string>&);
};
#endif
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