I'm wanting to write a class that provides limited RTTI information.
Now what I want is something like this
template<typename T>
struct isGameComponent
{
public:
static_assert(false,"If a non-specialized version is created we have problems");
}
template<>
struct isGameComponent<Transform>
{
public:
static const char* COMPONENT_TYPE_NAME = "Transform";
static const uint32_t COMPONENT_TYPE_ID = HashString("Transform"); //constexpr
};
//Do this a lot more
I get a compile time error though saying I can't initialize the string as it is not a literal type. I was wanting to keep this lib header only. Is that impossible?
To keep the module as header only you have several options:
inline
functions that return the values. constexpr
keyword. Example of inline functions:
template<typename T>
struct IsGameComponent;
template<>
struct IsGameComponent<Transform>
{
static
auto componenTypeName()
-> const char*
{ return "Transform"; }
static
auto componentTypeId()
-> uint32_t
{
static uint32_t const theId = hashString("Transform");
return the_id;
}
};
Example of the templated constant trick:
template<typename T>
struct IsGameComponent;
template< class Dummy_ >
struct C_IsGameComponent_Transform
{
static char const* const componentTypeName;
static uint32_t const componentTypeId;
};
template< class D >
char const* const C_IsGameComponent_Transform<D>::componentTypeName = "Transform";
template< class D >
uint32_t const C_IsGameComponent_Transform<D>::componentTypeId = hashString( "Transform" );
template<>
struct IsGameComponent<Transform>
: C_IsGameComponent_Transform<void>
{
// Constants available here.
};
Example of C++11 constexpr
(this requires that hashString
is a constexpr
function):
template<typename T>
struct IsGameComponent;
template< class Dummy_ >
struct C_IsGameComponent_Transform
{
static char const* constexpr componentTypeName = "Transform";
static uint32_t constexpr componentTypeId = hashString( "Transform" );
};
With this solution you can't take the address of any of these constants.
Disclaimer: none of the code above has been near any C++ compiler.
Define those static members out of the class declaration:
const char *isGameComponent<Transform>::COMPONENT_TYPE_NAME = "Transform";
const uint32_t isGameComponent<Transform>::COMPONENT_TYPE_ID = HashString("...");
If you put these definitions in the header file, then you will have multiple statics in every translation unit which may cause some issues. If you put them in a cpp file the you have one and it is recommended.
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