本例是concepts应用的终极版,结合std::variant实现一个简易的模拟游戏角色系统的应用。
程序代码如下,
CMakeLists.txt
cmake_minimum_required(VERSION 2.6)
if(APPLE)
message(STATUS "This is Apple, do nothing.")
set(CMAKE_MACOSX_RPATH 1)
set(CMAKE_PREFIX_PATH /Users/aabjfzhu/software/vcpkg/ports/cppwork/vcpkg_installed/x64-osx/share )
elseif(UNIX)
message(STATUS "This is linux, set CMAKE_PREFIX_PATH.")
set(CMAKE_PREFIX_PATH /vcpkg/ports/cppwork/vcpkg_installed/x64-linux/share)
endif(APPLE)
project(game_engine)
set(CMAKE_CXX_STANDARD 20)
add_definitions(-g)
find_package(ZLIB)
find_package(glog REQUIRED)
find_package(OpenCV REQUIRED )
find_package(OpenSSL REQUIRED)
find_package(restclient-cpp REQUIRED)
find_package(Boost REQUIRED COMPONENTS
system
filesystem
serialization
program_options
thread
)
find_package(DataFrame REQUIRED)
if(APPLE)
MESSAGE(STATUS "This is APPLE, set INCLUDE_DIRS")
set(INCLUDE_DIRS ${Boost_INCLUDE_DIRS} /usr/local/include /usr/local/iODBC/include /opt/snowflake/snowflakeodbc/include/ ${CMAKE_CURRENT_SOURCE_DIR}/../../include/ ${CMAKE_CURRENT_SOURCE_DIR}/include/ ${CMAKE_CURRENT_SOURCE_DIR}/)
elseif(UNIX)
MESSAGE(STATUS "This is linux, set INCLUDE_DIRS")
set(INCLUDE_DIRS ${Boost_INCLUDE_DIRS} /usr/local/include ${CMAKE_CURRENT_SOURCE_DIR}/../../include/ ${CMAKE_CURRENT_SOURCE_DIR}/include/ ${CMAKE_CURRENT_SOURCE_DIR}/)
endif(APPLE)
if(APPLE)
MESSAGE(STATUS "This is APPLE, set LINK_DIRS")
set(LINK_DIRS /usr/local/lib /usr/local/iODBC/lib /opt/snowflake/snowflakeodbc/lib/universal)
elseif(UNIX)
MESSAGE(STATUS "This is linux, set LINK_DIRS")
set(LINK_DIRS ${Boost_INCLUDE_DIRS} /usr/local/lib /vcpkg/ports/cppwork/vcpkg_installed/x64-linux/lib)
endif(APPLE)
if(APPLE)
MESSAGE(STATUS "This is APPLE, set ODBC_LIBS")
set(ODBC_LIBS iodbc iodbcinst)
elseif(UNIX)
MESSAGE(STATUS "This is linux, set LINK_DIRS")
set(ODBC_LIBS odbc odbcinst ltdl)
endif(APPLE)
include_directories(${INCLUDE_DIRS})
LINK_DIRECTORIES(${LINK_DIRS})
file( GLOB main_file_list ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp)
file( GLOB APP_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.h ${CMAKE_CURRENT_SOURCE_DIR}/*.hpp ${CMAKE_CURRENT_SOURCE_DIR}/utils/*.h ${CMAKE_CURRENT_SOURCE_DIR}/utils/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/../../include/http1/impl/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/../../include/yaml/impl/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/../../include/df/impl/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/../../include/death_handler/impl/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/include/utils/*.h ${CMAKE_CURRENT_SOURCE_DIR}/include/utils/*.hpp ${CMAKE_CURRENT_SOURCE_DIR}/impl/utils/*.cpp)
add_library(${PROJECT_NAME}_lib SHARED ${APP_SOURCES})
target_link_libraries(${PROJECT_NAME}_lib ${Boost_LIBRARIES} ZLIB::ZLIB glog::glog DataFrame::DataFrame ${OpenCV_LIBS})
target_link_libraries(${PROJECT_NAME}_lib OpenSSL::SSL OpenSSL::Crypto restclient-cpp libgtest.a pystring libyaml-cpp.a libgmock.a ${ODBC_LIBS} libnanodbc.a pthread dl)
foreach( main_file ${main_file_list} )
file(RELATIVE_PATH filename ${CMAKE_CURRENT_SOURCE_DIR} ${main_file})
string(REPLACE ".cpp" "" file ${filename})
add_executable(${file} ${main_file})
target_link_libraries(${file} ${PROJECT_NAME}_lib)
endforeach( main_file ${main_file_list})
main.cpp
#include <utility>
#include <iostream>
#include <variant>
#include <vector>
#include <typeinfo>
namespace game_engine {
struct rendering {};
};
namespace game::entity::concepts {
template <typename T>
concept movable = requires (T value) {
value.velocity;
value.position;
};
template <typename T>
concept renderable = requires (const T value) {
value.render_to(std::declval<game_engine::rendering&>());
};
template <typename T>
concept has_behavior = requires (T value) {
value.behave();
};
};
namespace game::entity::implementations {
struct character { // renderable movable has_behavior
void render_to(game_engine::rendering&) const {}
void behave() {}
const int velocity = 2;
const std::pair<int, int> position = {0, 0};
};
struct tree { // renderable
void render_to(game_engine::rendering&) const {}
const std::pair<int, int> position = {0, 0};
};
struct hidden_magic_spike { // has_behavior
void behave() {}
};
};
// usage
// 用于std::variant遍历的operator操作符重载
// Refer to https://www.cppstories.com/2019/02/2lines3featuresoverload.html/
template <typename ... Ts>
struct overload: Ts... {
using Ts::operator()...;
};
// 根据 overload(Ts..) 推导出 lambda表达式类型
template <typename ... Ts>
overload(Ts...) -> overload<Ts...>;
auto main(int argc, char** argv) -> int {
using namespace game::entity::concepts;
using namespace game::entity::implementations;
// entities
using entity_type = std::variant<character, tree, hidden_magic_spike>;
using entity_collection = std::vector<entity_type>;
auto entities = entity_collection {
character{},
tree{},
hidden_magic_spike{}
};
// visitors:
const auto move_visitor = overload {
[](movable auto arg) {
const auto [x, y] = arg.position;
std::cout << "-" << typeid(decltype(arg)).name() << "\n"
<< " with velocity=" << arg.velocity <<
" position={" << x << "," << y << "}\n";
},
[](auto) {/* default case */}
};
const auto rendering_visitor = overload {
[](renderable auto arg) {
std::cout << "-" << typeid(decltype(arg)).name() << "\n";
},
[](auto) {/* default case */}
};
const auto behave_visitor = overload {
[](has_behavior auto arg) {
std::cout << "-" << typeid(decltype(arg)).name() << "\n";
},
[](auto) {/* default case */}
};
// usage:
std::cout << "move: \n";
for(auto& value: entities) {
std::visit(move_visitor, value);
}
std::cout << "render: \n";
for(auto& value: entities) {
std::visit(rendering_visitor, value);
}
std::cout << "behave: \n";
for(auto& value: entities) {
std::visit(behave_visitor, value);
}
return EXIT_SUCCESS;
}
程序输出如下,
image.png
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