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/* Copyright 2016-2024 Joaquin M Lopez Munoz.
* Distributed under the Boost Software License, Version 1.0.
* (See accompanying file LICENSE_1_0.txt or copy at
* http://www.boost.org/LICENSE_1_0.txt)
*
* See http://www.boost.org/libs/poly_collection for library home page.
*/
/* segment-specific operations */
#include <algorithm>
#include <boost/poly_collection/any_collection.hpp>
#include <boost/poly_collection/base_collection.hpp>
#include <boost/poly_collection/variant_collection.hpp>
#include <boost/type_erasure/operators.hpp>
#include <memory>
#include <random>
#include "rolegame.hpp"
std::ostream& operator<<(std::ostream& os,const sprite& s)
{
s.render(os);
return os;
}
std::ostream& operator<<(std::ostream& os,const window& w)
{
w.display(os);
return os;
}
int main()
{
boost::base_collection<sprite> c;
//[segmented_structure_1
//= std::unique_ptr<sprite> make_sprite()
//= {
//<-
auto make_sprite=[]()->std::unique_ptr<sprite>{
//->
static std::mt19937 gen{92748};
static std::discrete_distribution<> rnd{{1,1,1}};
static int id=0;
switch(rnd(gen)){
//<-
default:
//->
case 0: return std::make_unique<warrior>(id++);break;
case 1: return std::make_unique<juggernaut>(id++);break;
case 2: return std::make_unique<goblin>(id++);break;
}
//<-
};
//->
//= }
//= ...
//=
//<-
try{
//->
for(int i=0;i<8;++i)c.insert(*make_sprite());
// throws boost::poly_collection::unregistered_type
//<-
}catch(boost::poly_collection::unregistered_type&){}
//->
//]
//[segmented_structure_2
std::cout<<c.is_registered<warrior>()<<"\n"; // prints 0
std::cout<<c.is_registered(typeid(warrior))<<"\n"; // alternate syntax
//]
//[segmented_structure_3
c.register_types<warrior,juggernaut,goblin>();
// everything works fine now
for(int i=0;i<8;++i)c.insert(*make_sprite());
//]
using renderable=boost::type_erasure::ostreamable<>;
//[segmented_structure_4
boost::any_collection<renderable> c1,c2;
//= ... // populate c2
//=
//<-
c2.insert(window{"pop-up"});
try{
//->
c1.insert(*c2.begin()); // throws: actual type of *c2.begin() not known by c1
//<-
}catch(boost::poly_collection::unregistered_type&){}
//->
//]
//[segmented_structure_5
//= ... // populate c with 8 assorted entities
//=
std::cout<<c.size()<<"\n"; // 8 sprites
std::cout<<c.size<juggernaut>()<<"\n"; // 2 juggernauts
std::cout<<c.size(typeid(juggernaut))<<"\n"; // alternate syntax
c.clear<juggernaut>(); // remove juggenauts only
std::cout<<c.empty<juggernaut>()<<"\n"; // 1 (no juggernauts left)
std::cout<<c.size()<<"\n"; // 6 sprites remaining
//]
//[segmented_structure_6
boost::variant_collection<
boost::mp11::mp_list<warrior,juggernaut,goblin,elf,std::string,window>
> c3;
//= ... // populate c3 some entities
//=
//<-
c3.insert(warrior{0});
c3.insert(warrior{1});
c3.insert(std::string("game over"));
c3.insert(window{"pop-up"});
//->
std::cout<<c3.size<warrior>()<<"\n"; // same as with other collections
std::cout<<c3.size(0)<<"\n"; // list number of warriors (type #0 in the list of types)
//]
//[segmented_structure_7
const char* comma="";
for(auto first=c.begin(typeid(warrior)),last=c.end(typeid(warrior));
first!=last;++first){
std::cout<<comma;
first->render(std::cout);
comma=",";
}
std::cout<<"\n";
//]
//[segmented_structure_8
/*=const char**/ comma="";
for(const auto& x:c.segment(typeid(warrior))){
std::cout<<comma;
x.render(std::cout);
comma=",";
}
std::cout<<"\n";
//]
//[segmented_structure_9
/*=const char**/ comma="";
for(auto first=c.begin<warrior>(),last=c.end<warrior>();
first!=last;++first){
first->rank.insert(0,"super");
std::cout<<comma;
first->render(std::cout);
comma=",";
}
std::cout<<"\n";
// range-based for loop alternative
/*=const char**/ comma="";
for(auto& x:c.segment<warrior>()){
x.rank.insert(0,"super");
//<-
auto it=x.rank.begin();
x.rank.erase(it,it+5); // undo previos op, 5==len("super");
//->
std::cout<<comma;
x.render(std::cout);
comma=",";
}
std::cout<<"\n";
//]
//[segmented_structure_10
// traverse all windows in our variant_collection
for(auto& x:c3.segment<window>()){
// visitation not required: we're accessing window directly
x.display(std::cout);
}
//<-
std::cout<<"\n";
//->
//]
auto render=[&](){
//[segmented_structure_11
const char* comma="";
for(auto seg:c.segment_traversal()){
for(sprite& s:seg){
std::cout<<comma;
s.render(std::cout);
comma=",";
}
}
std::cout<<"\n";
//]
};
render();
//[segmented_structure_12
c.reserve<goblin>(100); // no reallocation till we exceed 100 goblins
std::cout<<c.capacity<goblin>()<<"\n"; // prints 100
//]
//[segmented_structure_13
c.reserve(1000); // reserve(1000) for each segment
std::cout<<c.capacity<warrior>()<<", "
<<c.capacity<juggernaut>()<<", "
<<c.capacity<goblin>()<<"\n"; // prints 1000, 1000, 1000
//]
}
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