Intermediate C++ Game Programming Tutorial 25

From Chilipedia
Revision as of 21:53, 16 February 2020 by R vdw (Talk | contribs) (Tutorial 25 - Bonus)

Jump to: navigation, search

Function pointers allow you to store and change what function is to be called dynamically at runtime. Combine that with containers to have collections of actions/behaviors that can be selected from, and then jam in the power std::function to allow you to wrap up pretty much any kind of callable thing and bring them together in one container. Groovy.

Topics Covered

  • Function pointers
  • Functionoids
  • std::function

Bonus Video

  • Pointers to member functions
  • std::bind
  • std::mem_fn
  • std::reference_wrapper (a little)
  • Pointer to static member function (it's the same as for normal funcy bois)
  • You can use normal func pointers for lambdas if they do not capture anything

Video Timestamp Index

Tutorial 25

[Expand]
  • How to switch on a string? (execute some code based on the string passed to the switch): using Functionoids 0:15
  • Introducing Function Pointers 5:13
  • Using Function Pointers with a map 7:27
  • Alternative route: use std::function<> in order to map to lambda functions 9:33
  • Example: making a single string switch class 13:01
  • Homework assignment: time to face the music 20:06

Tutorial 25 - Bonus

[Expand]
  • Pointers to a member function of a class/struct 0:07
  • Defining std::function to hold a pointer to a member function 3:30
  • When you wrap a member function in std::function, the instance becomes the first parameter of the function
  • The syntax: std::function<int(Foo,int)> func = &Foo::SomeMemberFunction;
- (Note, you could also take a Foo object by reference std::function<int(Foo&,int)>...
  • And to call: func(foo,2);
  • std::bind from the Utilities library <functional>5:57
  • Works as a sort of adaptor for functions; it allows you to bind values to input parameters
  • For instance say you have some free functino int Foo(int x)
  • std::bind(Foo,69) defines a new function that calls Foo with the value 69. That new function will now take zero parameters: it essentially changes the signature
  • Useful if you want to map functors that have more input parameters than your map definition; we can adapt a function that normally would not fit in our function containers so that it fits
  • Here's how you apply this principle to "reduce" a function that takes mulutiple parameters:
#include <functional>

int Thing(int x, int y)
{
    return 2*x + y;
}

int main()
{
    std::function<int(int)> f;
    f = std::bind( Thing, std::placeholders::_1 , 5 );
    f(10); // returns: 25
}
- the placeholder ensures that the first parameter of f is forwarded to the first parameter of Thing
- we have "bound", or "adapted" Thing into the function pointer object
  • Reference wrappers std::reference_wrapper 10:20
  • Note that if you include a variable in the std::bind statement and you want it passed by reference, you need to use std::bind( SomeFunc,std::ref(x) );

Tutorial 25 - Solution

Homework Assignment

This homework might wreck your butthole a little, but hopefully not too badly. Anyways, you get the code from the repo, you try and get it to build. The project requires Box2D, but the repo doesn't have it included so you're gonna need to wrangle it yourself. The easiest way to accomplish this is to pull in dependencies into your system with vcpkg. Some of you are probably going to run into some speed bumps at this point getting vcpkg to work on your system, but I recommend powering through and not giving the fuck up, because vcpkg is immensely useful for adding amazing libraries to your projects easily. If you search YouTube, you'll find a video of me showing how to install vcpkg and use it to grab SFML, so that might be a good starting point.

After you get that shit working, the party has just started. Then you need to figure out how the codebase actually works. Use all the tools at your disposal (debugger, Google, Box2D documentation, etc.), and don't get bogged down in unimportant distractions (you don't need to know how the triangle rendering pipeline works to understand the general simulation system, for example).

The actual tasks are, as laid out in the video:

  1. Implement destruction of boxes when two boxes with the same color trait hit each other
  2. Implement a box splitting mechanic
  3. Implement a pattern matching collision event manager based on std::unordered_map (this is the main task that ties into Intermediate 25)
  4. Use the pattern matching system together with box splitting and other effects to define simulation with various action that occur based on what colors of boxes collide with each other.

Chili will hook you up with a solution video that A) explains the starting codebase in some detail and B) goes over the process of implementing all the the above.

The repo: GitHub

See also