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@Chaosed0
Created November 7, 2016 01:57
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#include "Callbacks.h"
void CallbackMap::setCallback(const std::string& callbackName, Callback callback)
{
map[callbackName] = callback;
}
CallbackMap::Error CallbackMap::call(const std::string& callbackName, const std::string& args)
{
auto iter = map.find(callbackName);
if (iter == map.end()) {
return CALLBACK_NOT_FOUND;
}
bool success = iter->second(args);
if (!success) {
return CALLBACK_BAD_ARGS;
}
return CALLBACK_NO_ERROR;
}
Callback CallbackMap::defineCallback(std::function<void(void)> func)
{
auto f = [func](const std::string& args) {
func();
return true;
};
return f;
}
#pragma once
#include <unordered_map>
#include <vector>
#include <functional>
#include <sstream>
typedef std::function<bool(const std::string& args)> Callback;
class CallbackMap
{
public:
enum Error {
CALLBACK_NOT_FOUND,
CALLBACK_BAD_ARGS,
CALLBACK_NO_ERROR
};
void setCallback(const std::string& callbackName, Callback callback);
Error call(const std::string& callbackName, const std::string& args);
static Callback defineCallback(std::function<void(void)> func);
template <class T1>
static Callback defineCallback(std::function<void(T1)> func);
template <class T1, class T2>
static Callback defineCallback(std::function<void(T1,T2)> func);
template <class T1, class T2, class T3>
static Callback defineCallback(std::function<void(T1,T2,T3)> func);
private:
std::unordered_map<std::string, Callback> map;
};
template <class T1>
Callback CallbackMap::defineCallback(std::function<void(T1)> func)
{
auto f = [func](const std::string& args) {
T1 v1;
std::stringstream sstream;
sstream << args;
sstream >> v1;
if (sstream.fail()) {
return false;
}
func(v1);
return true;
};
return f;
}
template <class T1, class T2>
Callback CallbackMap::defineCallback(std::function<void(T1,T2)> func)
{
auto f = [func](const std::string& args) {
T1 v1;
T2 v2;
std::stringstream sstream;
sstream << args;
sstream >> v1 >> v2;
if (sstream.fail()) {
return false;
}
func(v1,v2);
return true;
};
return f;
}
template <class T1, class T2, class T3>
Callback CallbackMap::defineCallback(std::function<void(T1,T2,T3)> func)
{
auto f = [func](const std::string& args) {
T1 v1;
T2 v2;
T3 v3;
std::stringstream sstream;
sstream << args;
sstream >> v1 >> v2 >> v3;
if (sstream.fail()) {
return false;
}
func(v1,v2,v3);
return true;
};
return f;
}
map->setCallback("exit", CallbackMap::defineCallback(std::bind(&Game::exit, this)));
map->setCallback("wireframe", CallbackMap::defineCallback<bool>(std::bind(&Game::setWireframe, this, std::placeholders::_1)));
map->setCallback("noclip", CallbackMap::defineCallback<bool>(std::bind(&Game::setNoclip, this, std::placeholders::_1)));
map->setCallback("enableBulletDebugDraw", CallbackMap::defineCallback<bool>(std::bind(&Game::setBulletDebugDraw, this, std::placeholders::_1)));
map->setCallback("refreshBulletDebugDraw", CallbackMap::defineCallback(std::bind(&Game::refreshBulletDebugDraw, this)));
map->setCallback("restart", CallbackMap::defineCallback(std::bind(&Game::restartGame, this)));
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