On Tue, 22 Sep 2009 22:02:59 -0400, Jeremie Pelletier <[email protected]> wrote:

Yeah most of my display interfaces would make use of covariant arguments, I use main abstract factory for the entire package, and the objects it creates contain factory methods themselves. I plan to have implementations for all of win32, gdk, x11, quartz, cairo, pango, d2d, dwrite, gl, gl3 and finally d3d7 up to d3d11. Most of the client code will therefore see only the interfaces in order to maintain portability, and to allow different implementations to live in the same executable (for example win32/gl/cairo/pango for up to vista or win32/d3d/d2d/dwrite if on win7 and up).

Here is a watered down version of a few interfaces I use, which are used by client code:

interface IDrawable {}
interface IWindow : IDrawable {} // onscreen drawable
interface ISurface : IDrawable {} // offscreen drawable
interface IDisplayContext {} // base of 2d-3d contextes
interface IRenderContext {} // 3d context
interface IWindowRenderContext {} // specialized onscreen 3d context
interface IRenderer {
        IWindowRenderContext CreateRenderContext(IWindow);
        ISurfaceRenderContext CreateRenderContext(ISurface);
}

And some of their current implementation, which are all used within the package:

abstract class Win32Drawable : IDrawable {}
final class Win32Window : Win32Drawable, IWindow {}
final class Win32Surface : Win32Drawable, IWindow {}

final class GLRenderer : IRenderer {
        GLWindowRenderContext CreateRenderContext(IWindow window) {
                if(auto win32Window = cast(Win32Window)window)
                        return new GLWindowRenderContext(win32Window);
                else throw new Error();
        }
        GLSurfaceRenderContext CreateRenderContext(ISurface surface) {
                if(auto win32Surface = cast(Win32Surface)surface)
                        return new GLSurfaceRenderContext(win32Surface);
                else throw new Error();
        }
}

abstract class GLRenderContext : IRenderContext {}
final class GLWindowRenderContext : GLRenderContext, IWindowRenderContext {
        this(Win32Window) {}
}
final class GLSurfaceRenderContext : GLRenderContext, ISurfaceRenderContext {
        this(Win32Surface) {}
}

I have over a hundred of such methods doing dynamic casts across all the different implementations like these twos in this package alone, a display interface is quite a large beast.

Of course if you can suggest a better way of doing methods expecting a specific implementation of an object, while still allowing client code to call them with the interface pointer, I'd be glad to implement it :)

Jeremie

There are some possible solutions. First, it looks like you are using interfaces to abstract the platform, which seems more appropriate for version statements. I once wrote an OS abstraction library in C++, and in my fanatic attempt to avoid using the preprocessor for anything, I made everything interfaces (pure abstract classes). I think with D, the version statements are a much better solution, and will reduce overhead quite a bit.

Second, Your IRenderer is the one responsible for creating a render context, but it depends on being "hooked up" with the appropriate IWindow or ISurface object. However, the IRenderer implementation's methods are pretty much static (granted they might be trimmed down). Why not move them into the IWindow and ISurface interfaces?

interface IWindow : IDrawable {
  IWindowRenderContext CreateRenderContext();
}

interface ISurface : IDrawable {
  ISurfaceRenderContext CreateRenderContext();
}

If you need an instance of IRenderer for some other reason not shown, then consider using a hidden singleton of the correct implementation.

-Steve

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