Error in templates in probably wrong designed resource manager
-
14-07-2021 - |
Pergunta
I'm creating my first game. It will be Pacman or Snake. I'm going to use DirectX 11.
I'm writing resource manager at the moment. I want to create it the most simple to use but I think that it is not well designed. Here's what I wrote:
#pragma once
class Shader;
class Mesh;
class Texture;
typedef std::map<std::string, std::auto_ptr<Shader>> shaders_map;
typedef std::map<std::string, std::auto_ptr<Mesh>> meshes_map;
typedef std::map<std::string, std::auto_ptr<Texture>> textures_map;
template<class C, class E>
inline int findElementInMap(const C& cont, E *ptr)
{
C::const_iterator it = cont.begin();
int i = 0;
while(it != cont.end())
{
if(it->second.get() == ptr) // ERROR AT THIS LINE!!!!
return i;
i++;
it++;
}
return -1;
}
class ResourceManager
{
public:
ResourceManager(void);
~ResourceManager(void);
template<class T>
inline T* get(const std::string &name)
{
if(typeid(T) == typeid(Shader)) {
return (T*)getShader(name);
}
else if(typeid(T) == typeid(Mesh)) {
return (T*)getMesh(name);
}
else if(typeid(T) == typeid(Texture)) {
return (T*)getTexture(name);
}
return nullptr;
}
Shader* getShader(const std::string &name);
Mesh* getMesh(const std::string &name);
Texture* getTexture(const std::string &name);
template<class T>
inline bool add(T *ptr)
{
if(typeid(T) == typeid(Shader)) {
return addShader((Shader*)((void*)ptr));
}
else if(typeid(T) == typeid(Mesh)) {
return addMesh((Mesh*)((void*)ptr));
}
else if(typeid(T) == typeid(Texture)) {
return addTexture((Texture*)((void*)ptr));
}
return false;
}
bool addShader(Shader *ptr);
bool addMesh(Mesh *ptr);
bool addTexture(Texture *ptr);
template<class E>
inline void release(E *ptr)
{
if(typeid(E) == typeid(Shader)) {
release<shaders_map, E>(shaders, (E*)((void*)ptr));
return;
}
else if(typeid(E) == typeid(Mesh)) {
release<meshes_map, E>(meshes, (E*)((void*)ptr));
return;
}
else if(typeid(E) == typeid(Texture)) {
release<textures_map, E>(textures, ptr);
}
}
// THIS METHOD CAUSES PROBLEM
template<class C, class E>
void release(C &container, E *ptr)
{
assert(ptr != nullptr);
int index = findElementInMap<C, E>(container, ptr);
if(index < 0)
return;
C::iterator it = container.begin();
it->second.release();
}
private:
shaders_map shaders;
meshes_map meshes;
textures_map textures;
};
And now compile error:
error C2440: '==' : cannot convert from 'Shader *' to 'Mesh *'
int findElementInMap<C,E>(const C &,E *)' being compiled
with
[
C=textures_map,
E=Shader
]
So the container type and the element type don't match. Any ideas on how to set it work?
Or should I build new resource manager from scratch?
Edit: That's how I use this class:
Shader *sh = new Shader();
resourceManager.add<Shader>(sh);
resourceManager.release<Shader>(sh);
Solução
Many ways to do it .
You could do with simple overloading :
bool add(Shader *ptr){
return addShader(ptr);
}
bool add(Mesh *ptr){
return addMesh(ptr);
}
bool add(Texture *ptr){
return addTexture(ptr);
}
or if you want to use templates, just make the add and get methods template methods and specialize
template<class T>
void add(T *ptr){
}
and for each resource type
template<>
ResourceManager<Texture>::add(Texture *ptr){
return addTexture(ptr);
}
template<>
ResourceManager<Shader>::add(Shader *ptr){
return addShader(ptr);
}
template<>
ResourceManager<Mesh>::add(Mesh *ptr){
return addMesh(ptr);
}
Another cleaner option would be to make a template method which would return the target container
template<typename T>
std::map<std::string, std::auto_ptr<typename T> > &getContainer(){
}
Specialize it to return the good container given the type
template<>
std::map<std::string, std::auto_ptr<Mesh> > &ResourceManager::getContainer<Mesh>(){
return meshes_map;
}
template<>
std::map<std::string, std::auto_ptr<Texture> > &ResourceManager::getContainer<Texture>(){
return textures_map;
}
template<>
std::map<std::string, std::auto_ptr<Shader> > &ResourceManager::getContainer<Shader>(){
return shader_map;
}
This would boil down the get method for example to something like:
template<typename T>
T* get(const std::string &name){
return getContainer<T>().get(name);
}
Disclaimer: that is just a quickie, i did'nt compiled it.Ask if you have more questions
Edit concerning your compilation error:
You call resourceManager.release<Shader>(sh);
For the picture, replace E with Shader in the release method and you'll see that it cannot compile . release(textures, ptr)
For your release method to compile you have to cast explicitely ie:
template<class E>
inline void release(E *ptr)
{
if(typeid(E) == typeid(Shader)) {
release<shaders_map, Shader>(shaders, (Shader*)((void*)ptr));
return;
}
else if(typeid(E) == typeid(Mesh)) {
release<meshes_map, Mesh>(meshes, (Mesh*)((void*)ptr));
return;
}
else if(typeid(E) == typeid(Texture)) {
release<textures_map, Texture>(textures, (Texture*)((void*)ptr));
}
}