The standard approach to solve your problem is to use an Abstract Factory design pattern.
Based on a "key". like a name (for example "Circle") or an id, like the integer "3", the required class will be created.
So, factory has always a "create"-method, and a container stores all "create"-methods. To store all methods, we often use a std::map
.
The problem is always, that the constructors used in class hierachies, may have different number of parameters. That is unfortunately not so easy to implement, because the factory "wants" to store functions with the same signature. But this can of course be solved with variadic templates.
See the solution below:
#include <iostream>
#include <map>
#include <utility>
#include <any>
// Some demo classes ----------------------------------------------------------------------------------
struct Base {
Base(int d) : data(d) {};
virtual ~Base() { std::cout << "Destructor Base\n"; }
virtual void print() { std::cout << "Print Base\n"; }
int data{};
};
struct Child1 : public Base {
Child1(int d, std::string s) : Base(d) { std::cout << "Constructor Child1 " << d << " " << s << "\n"; }
virtual ~Child1() { std::cout << "Destructor Child1\n"; }
virtual void print() { std::cout << "Print Child1: " << data << "\n"; }
};
struct Child2 : public Base {
Child2(int d, char c, long l) : Base(d) { std::cout << "Constructor Child2 " << d << " " << c << " " << l << "\n"; }
virtual ~Child2() { std::cout << "Destructor Child2\n"; }
virtual void print() { std::cout << "Print Child2: " << data << "\n"; }
};
struct Child3 : public Base {
Child3(int d, long l, char c, std::string s) : Base(d) { std::cout << "Constructor Child3 " << d << " " << l << " " << c << " " << s << "\n"; }
virtual ~Child3() { std::cout << "Destructor Child3\n"; }
virtual void print() { std::cout << "Print Child3: " << data << "\n"; }
};
using UPTRB = std::unique_ptr<Base>;
template <class Child, typename ...Args>
UPTRB createClass(Args...args) { return std::make_unique<Child>(args...); }
// The Factory ----------------------------------------------------------------------------------------
template <class Key, class Object>
class Factory
{
std::map<Key, std::any> selector;
public:
Factory() : selector() {}
Factory(std::initializer_list<std::pair<const Key, std::any>> il) : selector(il) {}
template<typename Function>
void add(Key key, Function&& someFunction) { selector[key] = std::any(someFunction); };
template <typename ... Args>
Object create(Key key, Args ... args) {
if (selector.find(key) != selector.end()) {
return std::any_cast<std::add_pointer_t<Object(Args ...)>>(selector[key])(args...);
}
else return nullptr;
}
};
int main()
{
Factory<int, UPTRB> factory{
{1, createClass<Child1, int, std::string>},
{2, createClass<Child2, int, char, long>}
};
factory.add(3, createClass<Child3, int, long, char, std::string>);
// Some test values
std::string s1(" Hello1 "); std::string s3(" Hello3 ");
int i = 1; const int ci = 1; int& ri = i; const int& cri = i; int&& rri = 1;
UPTRB b1 = factory.create(1, 1, s1);
UPTRB b2 = factory.create(2, 2, '2', 2L);
UPTRB b3 = factory.create(3, 3, 3L, '3', s3);
b1->print();
b2->print();
b3->print();
b1 = factory.create(2, 4, '4', 4L);
b1->print();
return 0;
}
Here the general creation function is:
template <class Child, typename ...Args>
UPTRB createClass(Args...args) { return std::make_unique<Child>(args...); }
Then there is the factory, that stores all the creation functions.