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DoubleDispatchUI.cpp
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/*
Test code on double dispatch design pattern in a dynamic way, during runtime.
Used to render a board game serie in cli or gui mode.
Note that C++ cannot directly support double dispatch.
by Tassos 2022
*/
#include <iostream>
int main() {
struct Renderer; // forward declaration
struct GameBase { // pure abstruct game base class
public:
virtual void renderOn(const Renderer& renderer) const = 0;
};
// forward declarations of game types
struct GameTypeA;
struct GameTypeB;
struct Renderer { // pure abstruct base class of renderers of games
virtual void render(const GameTypeA& p) const noexcept = 0;
virtual void render(const GameTypeB& p) const noexcept = 0;
};
struct GameTypeA : public GameBase { // first derived game class
void renderOn(const Renderer& renderer) const {
renderer.render(*this);
}
};
struct GameTypeB : public GameBase { // second derived game class
void renderOn(const Renderer& renderer) const {
renderer.render(*this);
}
};
struct GUIRenderer : public Renderer {
void render(const GameTypeA& p) const noexcept {
printf("Render GameTypeA on GUI.\n");
}
void render(const GameTypeB& p) const noexcept {
printf("Render GameTypeB on GUI.\n");
}
};
struct CLIRenderer : public Renderer {
void render(const GameTypeA& p) const noexcept {
printf("Render GameTypeA on cli.\n");
}
void render(const GameTypeB& p) const noexcept {
printf("Render GameTypeB on cli.\n");
}
};
GUIRenderer gui;
CLIRenderer cli;
GameTypeA a;
GameTypeB b;
GameBase *p_currentGameType = &a;
p_currentGameType->renderOn(cli);
p_currentGameType->renderOn(gui);
p_currentGameType = &b;
p_currentGameType->renderOn(cli);
p_currentGameType->renderOn(gui);
std::cout << "Finished Succesfully\n";
return EXIT_SUCCESS;
}