[英]Registering a class member function as a callback to a function using std::bind
I'm trying to register a class member function as a (regular) callback function. 我试图将一个类成员函数注册为(常规)回调函数。 Unless I've misunderstood something, this should be possible using std::bind (using C++11).
除非我误解了某些内容,否则应该可以使用std :: bind(使用C ++ 11)来实现。 I do this the following way:
我通过以下方式执行此操作:
std::function<void (GLFWwindow*, unsigned int)> cb = std::bind(&InputManager::charInputCallback, this, std::placeholders::_1, std::placeholders::_2);
My callback function is defined in the following way: 我的回调函数是通过以下方式定义的:
void InputManager::charInputCallback(GLFWwindow* window, unsigned int key)
I'm able to test cb
immediately after creating using random data: 使用随机数据创建后,我可以立即测试
cb
:
cb(NULL, 0x62);
I can confirm that this data is sent correctly to the callback function by printing to the terminal from within it. 我可以通过从其中打印到终端来确认此数据已正确发送到回调函数。
However, I want to register this function to GLFW so that the keypresses of the program window gets sent to the callback function. 但是,我想将此函数注册到GLFW,以便程序窗口的按键被发送到回调函数。 I do that like this:
我这样做是这样的:
glfwSetCharCallback(window, (GLFWcharfun) &cb);
Like I said before: calling it manually works just fine. 就像我之前说过的:手动调用它就可以了。 When I register it as a callback though, I get a segmentation fault whenever I press a key and GLFW tries to call the callback function.
但是,当我将其注册为回调函数时,每当我按下一个键并且GLFW尝试调用回调函数时,都会出现分段错误。
Is std::bind not what I'm looking for? std :: bind不是我要的内容吗? Am I using it incorrectly?
我使用不正确吗?
Edit: I don't think this question is a duplicate of How can I pass a class member function as a callback? 编辑:我不认为这个问题是重复的, 我该如何传递类成员函数作为回调? like it has been identified as.
就像它已经被确定为一样。 While we're adressing the same problem, I'm asking about this particular solution, using std::bind, which is only mentioned but never explained in one of the answers to the other question.
当我们解决相同的问题时,我在问使用std :: bind的特定解决方案,该问题仅在其他问题的答案之一中提及,但从未提及。
Here is the function declaration: 这是函数声明:
GLFWcharfun glfwSetCharCallback ( GLFWwindow * window,
GLFWcharfun cbfun
)
Where GLFWcharfun is defined as typedef void(* GLFWcharfun) (GLFWwindow *, unsigned int)
其中GLFWcharfun定义为
typedef void(* GLFWcharfun) (GLFWwindow *, unsigned int)
There is an obvious problem here in that you do not get the opportunity to pass in a 'context' object which will automatically map the callback back to an instance of InputManager. 这里有一个明显的问题,就是您没有机会传递“上下文”对象,该对象会自动将回调映射回InputManager的实例。 So you will have to perform the mapping manually using the only key you have available - the window pointer.
因此,您将必须使用唯一可用的键-窗口指针来手动执行映射。
Here is one strategy... 这是一种策略...
#include <map>
#include <mutex>
struct GLFWwindow {};
typedef void(* GLFWcharfun) (GLFWwindow *, unsigned int);
GLFWcharfun glfwSetCharCallback ( GLFWwindow * window,
GLFWcharfun cbfun
);
struct InputManager;
struct WindowToInputManager
{
struct impl
{
void associate(GLFWwindow* window, InputManager* manager)
{
auto lock = std::unique_lock<std::mutex>(mutex_);
mapping_[window] = manager;
}
void disassociate(GLFWwindow* window, InputManager* manager)
{
auto lock = std::unique_lock<std::mutex>(mutex_);
mapping_.erase(window);
}
InputManager* find(GLFWwindow* window) const
{
auto lock = std::unique_lock<std::mutex>(mutex_);
auto i = mapping_.find(window);
if (i == mapping_.end())
return nullptr;
else
return i->second;
}
mutable std::mutex mutex_;
std::map<GLFWwindow*, InputManager*> mapping_;
};
static impl& get_impl() {
static impl i {};
return i;
}
void associate(GLFWwindow* window, InputManager* manager)
{
get_impl().associate(window, manager);
}
void disassociate(GLFWwindow* window, InputManager* manager)
{
get_impl().disassociate(window, manager);
}
InputManager* find(GLFWwindow* window)
{
return get_impl().find(window);
}
};
struct InputManager
{
void init()
{
// how to set up the callback?
// first, associate the window with this input manager
callback_mapper_.associate(window_, this);
// now use a proxy as the callback
glfwSetCharCallback(window_, &InputManager::handleCharCallback);
}
static void handleCharCallback(GLFWwindow * window,
unsigned int ch)
{
// proxy locates the handler
if(auto self = callback_mapper_.find(window))
{
self->charInputCallback(window, ch);
}
}
void charInputCallback(GLFWwindow * window,
int ch)
{
// do something here
}
GLFWwindow* window_;
static WindowToInputManager callback_mapper_;
};
Or if you prefer closures: 或者,如果您喜欢闭包:
#include <map>
#include <mutex>
struct GLFWwindow {};
typedef void(* GLFWcharfun) (GLFWwindow *, unsigned int);
GLFWcharfun glfwSetCharCallback ( GLFWwindow * window,
GLFWcharfun cbfun
);
struct InputManager;
struct WindowToInputManager
{
using sig_type = void (GLFWwindow *, unsigned int);
using func_type = std::function<sig_type>;
struct impl
{
void associate(GLFWwindow* window, func_type func)
{
auto lock = std::unique_lock<std::mutex>(mutex_);
mapping_[window] = std::move(func);
}
void disassociate(GLFWwindow* window)
{
auto lock = std::unique_lock<std::mutex>(mutex_);
mapping_.erase(window);
}
const func_type* find(GLFWwindow* window) const
{
auto lock = std::unique_lock<std::mutex>(mutex_);
auto i = mapping_.find(window);
if (i == mapping_.end())
return nullptr;
else
return std::addressof(i->second);
}
mutable std::mutex mutex_;
std::map<GLFWwindow*, func_type> mapping_;
};
static impl& get_impl() {
static impl i {};
return i;
}
template<class F>
void associate(GLFWwindow* window, F&& f)
{
get_impl().associate(window, std::forward<F>(f));
glfwSetCharCallback(window, &WindowToInputManager::handleCharCallback);
}
void disassociate(GLFWwindow* window)
{
// call whatever is the reverse of glfwSetCharCallback here
//
// then remove from the map
get_impl().disassociate(window);
}
const func_type* find(GLFWwindow* window)
{
return get_impl().find(window);
}
static void handleCharCallback(GLFWwindow* w, unsigned int ch)
{
auto f = get_impl().find(w);
// note - possible race here if handler calls disasociate. better to return a copy of the function?
if (f) {
(*f)(w, ch);
}
}
};
struct InputManager
{
void init()
{
callback_mapper_.associate(window_, [this](auto* window, int ch) { this->charInputCallback(window, ch); });
}
void charInputCallback(GLFWwindow * window,
int ch)
{
// do something here
}
GLFWwindow* window_;
WindowToInputManager callback_mapper_;
};
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.