I think the intent behind this code was as follows:
We have some buttons; currently just one, but eventually there may be many more
Each button needs a corresponding global variable and a value in the BoardButtonID enum
We want a function which given the enum BoardButtonID value returns a pointer to the button's global variable
We want to achieve all this while only listing all buttons once.
@bolov has shown how the code expands. I'll note that one can add more buttons just by changing the definition of the BTN_TABLE macro:
#define BTN_TABLE(X) X(BUTTON, PA1) \
X(ANOTHER_BUTTON, PA2) \
X(YET_ANOTHER_BUTTON, PA3) \
X(OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP, PA4)
The PA1, PA2, ... aren't actually used in this version of the code; maybe they would have been used for something later.
Now you can see the effect (I've reformatted the output):
extern Button BUTTON;
extern Button ANOTHER_BUTTON;
extern Button YET_ANOTHER_BUTTON;
extern Button OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP;
typedef enum {
BUTTON_ID,
ANOTHER_BUTTON_ID,
YET_ANOTHER_BUTTON_ID,
OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP_ID,
NUM_BOARD_BUTTONS
} BoardButtonID;
static __forceinline Button* button_from_enum(BoardButtonID button_id) {
if (0)
return 0;
else if (button_id == BUTTON_ID)
return &BUTTON;
else if (button_id == ANOTHER_BUTTON_ID)
return &ANOTHER_BUTTON;
else if (button_id == YET_ANOTHER_BUTTON_ID)
return &YET_ANOTHER_BUTTON;
else if (button_id == OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP_ID)
return &OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP;
else
return 0;
}
And this makes it clear why the initial if is needed: the macro expansion in button_from_enum has no way to treat the first one specially. So it has to produce an else if for every button, including the first one, and the only way to make that valid is for there to be an if at the beginning. It needs to have a test that always fails, hence 0, and its corresponding "then" clause doesn't matter as it will never execute. The return 0 there may have just been chosen to shut up a compiler warning about the function possibly returning without a value. Of course, the return 0 in the final else clause can be reached, and serves as a default if someone passes a value that doesn't match any button.
You are right that if you put anything else in between the if and else, everything will break.
They could have defined it a little differently and used switch instead, which would have been slightly cleaner. I don't know why they didn't; maybe the compiler generates different code that they didn't like (e.g. a jump table that occupies more code space).
In any event, the resulting set of macros, while clever, are certainly not very easy to maintain. They should probably have considered writing a script instead that would generate the desired code from a simple list of buttons in a text file.
Or, they could have put the Button objects in an array instead of insisting on each one having its own variable. This would go nicely with their enum:
typedef enum {
BUTTON_ID,
ANOTHER_BUTTON_ID,
YET_ANOTHER_BUTTON_ID,
OH_GOD_NOT_ANOTHER_BUTTON_MAKE_THEM_STOP_ID,
NUM_BOARD_BUTTONS
} BoardButtonID;
Button all_the_buttons[NUM_BOARD_BUTTONS];
static __forceinline Button* button_from_enum(BoardButtonID button_id) {
if (button_id < NUM_BOARD_BUTTONS)
return &all_the_buttons[button_id];
else
return NULL;
}
This way still only requires listing the buttons once, and it involves no macros at all.