2013-06-18 107 views
1

我有两个类,Win32和引擎。我试图将我的WindowProc函数从我的Engine类传递给Win32类。我知道的typedef WNDPROC声明为:将非静态函数指针传递给另一个类?

typedef LRESULT(CALLBACK *WNDPROC)(HWND, UINT, WPARAM, LPARAM); 

我的Win32头被声明为:

// Win32.h 
#include <Windows.h> 

class Win32 
{ 
    public: 
     Win32() {}; 
     ~Win32() {}; 

     void Initialize(WNDPROC); 

    private: 
     // Route messages to non static WindowProc that is declared in Engine class. 
     static LRESULT CALLBACK MessageRouter(HWND, UINT, WPARAM, LPARAM); 
}; 

我的引擎类被声明为:

// Engine.h 
#include "Win32.h" 

class Engine 
{ 
    public: 
     Engine() {}; 
     ~Engine() {}; 

     void Initialize(); 

    private: 
     LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); 

     Win32* m_win32; 
}; 


// Engine.cpp 
#include "Engine.h" 

void Engine::Initialize() 
{ 
    m_win32 = new Win32; 
    m_win32->Initialize(&WindowProc); // How can I pass this function without making 
             // it static or global. 
} 

我的Win32类已经有一个给WNDCLASSEX的静态MessageRouter。所以我的问题是,如何将Engine :: WindowProc函数传递给Win32类而不声明它是静态的还是全局的?

+0

它有五个参数,'WNDPROC'有四个参数。你打算如何处理这个问题? – chris

回答

1

您可以使用std::functionstd::bind()(在C++ 11中)或boost::functionboost::bind()(在C++ 03中)。这两者在功能上非常相当,所以我将展示使用std::bind()

这里是你能怎么定义上std::function基于称为WNDPROC_FXN一个类型别名:

typedef std::function<LRESULT CALLBACK (HWND, UINT, WPARAM, LPARAM)> WNDPROC_FXN; 

这是你将如何使用它在你的Win32类:

class Win32 
{ 
public: 
    Win32() {}; 
    ~Win32() {}; 

    void Initialize(WNDPROC_FXN); 
//     ^^^^^^^^^^^ 

private: 
    // Route messages to non static WindowProc that is declared in Engine class. 
    static LRESULT CALLBACK MessageRouter(HWND, UINT, WPARAM, LPARAM); 
}; 

这是怎么了会将成员函数绑定到this指针并将其传递给Win32::Initialize()

#include <functional> 

// ... 

void Engine::Initialize() 
{ 
    using namespace std::placeholders; 

    m_win32 = new Win32; 
    m_win32->Initialize(std::bind(&Engine::WindowProc, this, _1, _2, _3 _4); 
//      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 
} 
1

为了完整起见,还有一种方法可以用语言结构来完成。此实现使用指向成员函数的指针:

// Win32.h 
#include <Windows.h> 

class Engine; 

class Win32 
{ 
    public: 
     Win32() {}; 
     ~Win32() {}; 

     void Initialize(LRESULT(CALLBACK Engine::* function)(HWND, UINT, WPARAM, LPARAM)); 

    private: 
     // Route messages to non static WindowProc that is declared in Engine class. 
     static LRESULT CALLBACK MessageRouter(HWND, UINT, WPARAM, LPARAM); 
}; 

class Engine 
{ 
    public: 
     Engine() {}; 
     ~Engine() {}; 

     void Initialize(); 

    private: 
     LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); 

     Win32* m_win32; 
}; 

void Engine::Initialize() 
{ 
    m_win32 = new Win32; 
    m_win32->Initialize(&Engine::WindowProc); // How can I pass this function without making 
               // it static or global. 
} 

int main(void) 
{ 
    Engine engine; 

    engine.Initialize(); 

    return 0; 
} 
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