I have a embedded C++03 codebase that needs to support different vendors of gadgets, but only ever one at a time. Most of the functions overlap between the several gadgets, but there are a few exclusives, and these exclusive functions are creating a problem that I need to solve.
Here is an example of clumsy code that works using pre-processor conditionals:
#define HW_TYPE1 0
#define HW_TYPE2 1
#define HW_TYPE HW_TYPE1
struct GadgetBase {
void FncA();
// Many common methods and functions
void FncZ();
};
#if HW_TYPE==HW_TYPE2
struct Gadget : public GadgetBase {
bool Bar() {return(true);}
};
#else
struct Gadget : public GadgetBase {
bool Foo() {return(false);}
};
#endif
Gadget A;
#if HW_TYPE==HW_TYPE2
bool Test() {return(A.Bar());}
#else
bool Test() {return(A.Foo());}
Here is my attempt at converting the above code to C++ templates without pre-processor directives.
The following code does not compile due to an error in the definition of Test() on my particular platform, because either Foo() or Bar() is undefined depending on the value of Type.
enum TypeE {
eType1,
eType2
};
const TypeE Type= eType1; // Set Global Type
// Common functions for both Gadgets
struct GadgetBase {
void FncA();
// Many common methods and functions
void FncZ();
};
// Unique functions for each gadget
template<TypeE E= eType1>
struct Gadget : public GadgetBase {
bool Foo() {return(false);}
};
template<>
struct Gadget<eType2> : public GadgetBase {
bool Bar() {return(true);}
};
Gadget<Type> A;
template<TypeE E= eType1>
bool Test() {return(A.Foo());}
template<>
bool Test() {return(A.Bar());}
I want to do this with templates to keep the number of code changes down when a new type or additional functions are added. There are currently five types with at least two more expected soon. The pre-processor implementation code reeks, I want to clean this up before it gets unwieldy.
The gadget code is a small amount of the total code base, so breaking up the entire project per gadget may not be ideal either.
Even though only one type will ever be used for each project, the unused types still have to compile, how do I best design this using C++03 (no constexpr, const if, etc)? Am I completely approaching this wrongly? I am willing to do a complete overhaul.
EDIT:
Tomek's solution below makes me wonder if it violates LSP. Effectively, another way to look at this is having Test() be part of an interface that requires implementation. So, the example can be reconsidered like the following:
struct GadgetI {
virtual bool Test()=0;
};
template<TypeE E= eType1>
struct Gadget : public GadgetBase, public GadgetI {
bool Foo() {return(false);}
bool Test() {return Foo();}
};
template<>
struct Gadget<eType2> : public GadgetBase, public GadgetI {
bool Bar() {return(true);}
bool Test() {return Bar();}
};
template<>
struct Gadget<eType3> : public GadgetBase, public GadgetI {
bool Test() {} // Violation of LSP?
};
Or similarly with the edited example:
template<typename T>
bool Test(T& o) {} // Violation?
template<>
bool Test(Gadget<eType1> &o) {return(o.Foo());}
template<>
bool Test(Gadget<eType2> &o) {return(o.Bar());}
Test(A);
I might be over-thinking this, I just don't want a poor design now to bite me later.