I have an intrinsicGraph(T) class that is given a pointer to a T
dataSource and automatically polls that variable every frame to
add it to the graph, whether it's a float, double, integer, and
maybe bool.
This all works fine if you have a single template type. But what
if I want ... multiple graphs? I cannot do
````D
class intrinsicGraph(T???)
{
(void*) dataSources[];
}
````
and have it become whatever datatype I want. Even if I'm always
storing the values in a float buffer, the dataSources themselves
cannot be multiple types.
Basically I'm wondering if there's a way to have
````D
int FPS;
float frameTime;
//
graph myGraph;
myGraph.add(&frameTime);
myGraph.add(&fps);
````
and it enumerates through its dataSources array and adds to the
relevant buffers.
There is a key that might help, they're all types that can
resolve to integer or float. I'm not trying to add support for
adding myRandomClass or networkPacket. Only things that can
resolve down to float in some form.
Is there some kind of clue in having an array of Object (the
fundamental superclass?)?
I don't think this is necessarily a "run time" reflection
problem. Because I could make a graph at compile time, and know
its of type, say, (T V U). Say, float, double, uint. Some sort of
vardiac template.
But then how would you store that, unless you use some sort of
mixins to write separate variables. (float\* dataSource0 and
double\* dataSource1)
Or, wrap each pointer in some sort of fat pointer class that
stores the type and a void*, and have an array of those fat
pointers and and use some compile time voodoo to cast back
cast(float)dataSource[0] (zero is always float),
cast(uint)dataSource[2] (index 2 has cast(uint) put in).
Additional questions:
This may sound strange but is there a way to avoid having to
specify the template type twice?
```D
instrinsicGraph!float testGraph;
instrinsicGraph!ulong testGraph2;
// later
testGraph = new intrinsic_graph!float(units[0].x, 100, 300,
COLOR(1,0,0,1));
testGraph2 = new intrinsic_graph!ulong(g.stats.fps, 100, 500,
COLOR(1,0,0,1));
```
It'd be nice if I only had to specify the type once.
It'd also be kinda nice if I could hide the fact I need to
specify the type at all and have it automatically become whatever
type the passed in value is:
````D
instrinsicGraph testGraph(g.stats.fps) //automatically stores an
integer buffer.
````