On Thu, Jan 3, 2013 at 5:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Normally that would work great Stephane, but if you look at my macro list, > it's a list of lists. > > I agree, if it was a single list i could do multiple passes and do: > > // 1 - define class header and member vars and getters / setters > // 2 - define constructor parameters > // 3 - define constructor body and then end class declaration > > But the problem is that i have multiple classes represented in my list, > which means i can only do a single pass since i can't do the header for each > class, then the constructor header for each class, and then end each class. > Yeah you can't make that work... Couldn't you turn the TRIGGEREVENTLIST into TRIGGEREVENTLIST_BEGIN and TRIGGEREVENTLIST_END? Intuitively that would work. Stéphane > In the below, 3 classes need to be generated from the single macro list: > > #define TRIGGEREVENTLIST \ > \ > TRIGGEREVENT_BEGIN(PokeEvent, Base) \ > TRIGGEREVENT_ITEM(int, PokeCount, true, 0) \ > TRIGGEREVENT_ITEM(bool, PokeHard, false, false) \ > TRIGGEREVENT_END() \ > \ > TRIGGEREVENT_BEGIN(AnotherEvent, Base) \ > TRIGGEREVENT_ITEM(float, Something, true, 0.5f) \ > TRIGGEREVENT_END() \ > \ > TRIGGEREVENT_BEGIN(UberPokeEvent, PokeEvent) \ > > TRIGGEREVENT_ITEM(float, UberPokeMultiplier, true, 2.0f) \ > TRIGGEREVENT_END() > But why not make it: > > > > > On Thu, Jan 3, 2013 at 5:26 PM, Stéphane Marchesin > <stephane.marchesin@xxxxxxxxx> wrote: >> >> On Wed, Jan 2, 2013 at 10:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> > Any C++ macro champions out there? I'm Trying to figure out how to do >> > something and hoping i don't have to fall back on code generation or >> > manual >> > maintenance :P >> > >> > I have a macro list defined like this: >> > >> > #define TRIGGEREVENTLIST \ >> > \ >> > TRIGGEREVENT_BEGIN(PokeEvent, Base) \ >> > TRIGGEREVENT_ITEM(int, PokeCount, true, 0) \ >> > TRIGGEREVENT_ITEM(bool, PokeHard, false, false) \ >> > TRIGGEREVENT_END() \ >> > \ >> > TRIGGEREVENT_BEGIN(AnotherEvent, Base) \ >> > TRIGGEREVENT_ITEM(float, Something, true, 0.5f) \ >> > TRIGGEREVENT_END() \ >> > \ >> > TRIGGEREVENT_BEGIN(UberPokeEvent, Base) \ >> > TRIGGEREVENT_ITEM(float, UberPokeMultiplier, true, 2.0f) \ >> > TRIGGEREVENT_END() >> > >> > And I want to create a class per trigger event that contains each item >> > as a >> > member and also a const & getter and setter for each item within it. I >> > have >> > that part working, but I'm stuck on the next part... >> > >> > What i need to do next is make a constructor or some kind of >> > construction >> > mechanism which contains all the items as parameters to the function, >> > and >> > then sets the members to the passed in values. >> > >> > The problem I'm hitting is that to do that, I essentially need to loop >> > through an events item list twice (once for params, once for setting the >> > members to the param values) before moving onto the next event, but not >> > sure >> > how to do that (or even if there is a way). >> >> You put all your things in one header, let's call that header >> listofthings.h: >> >> DO_SOMETHING(0, "A") >> DO_SOMETHING(2, "B") >> ... >> >> then you can include that header multiple times, redefining >> DO_SOMETHING differently every time: >> >> #define DO_SOMETHING(A,B) printf("%d %s\n", A, B); >> #include "listofthings.h" >> #undef DO_SOMETHING >> >> #define DO_SOMETHING(A,B) table[A] = B; >> #include "listofthings.h" >> #undef DO_SOMETHING >> >> Stéphane >> >> > >> > Unfortunately, a potential added nail to the coffin is that the >> > constructor >> > (or construction mechanism) also needs to include as parameters all of >> > the >> > inherited items. >> > >> > I really want compile time assurance that when these are constructed, >> > that >> > they have all the necessary data supplied to them (so when you add or >> > remove >> > items, you get compile time errors about the places in the code you need >> > to >> > update). >> > >> > Thanks for any insight anyone can provide! >> > >> > PS if anyone is interested, I can share the code i have right now to >> > generate classes with private members and getters and setters, as well >> > as a >> > COMPILE TIME calculation of the size of the largest class (so you could >> > use >> > it as a parameter to an object pool allocator or something). >> >> --------------------- >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >> > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html