i'm creating particle system and i want to have possibility to choose what kind of object will be showing on the screen (like simply pixels, or circle shapes). I have one class in which all parameters are stored (ParticleSettings), but without those entities that stores points, or circle shapes, etc. I thought that i may create pure virtual class (ParticlesInterface) as a base class, and its derived classes like ParticlesVertex, or ParticlesCircles for storing those drawable objects. It is something like that:
class ParticlesInterface
{
protected:
std::vector<ParticleSettings> m_particleAttributes;
public:
ParticlesInterface(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
const std::vector<ParticleSettings>& getParticleAttributes() { return m_particleAttributes; }
...
}
and :
class ParticlesVertex : public ParticlesInterface
{
private:
std::vector<sf::Vertex> m_particleVertex;
public:
ParticlesVertex(long int amount = 100, sf::Vector2f position = { 0.0,0.0 });
std::vector<sf::Vertex>& getParticleVertex() { return m_particleVertex; }
...
}
So... I know that i do not have access to getParticleVertex() method by using polimorphism. And I really want to have that access. I want to ask if there is any better solution for that. I have really bad times with decide how to connect all that together. I mean i was thinking also about using template classes but i need it to be dynamic binding not static. I thought that this idea of polimorphism will be okay, but i'm really need to have access to that method in that option. Can you please help me how it should be done? I want to know what is the best approach here, and also if there is any good answer to that problem i have if i decide to make that this way that i show you above.