Adding Functionality to C# Structures

 ̄綄美尐妖づ 提交于 2019-12-25 00:17:36

问题


I'm trying to find how to add functionality to C# structures, and in a more elegant way than just wrapping them in entirely new classes. An extension method just isn't as powerful as an override, and most definitely cannot give a struct event firing/handling capabilities either.

The specific problem I'm currently facing however is detecting and reacting to changes in a Vector2 structure's members. This is only an internal requirement though, so users of my library should be able to use/perceive only Vector2 structures when interacting with it (while still setting off internal events).


Generally, how can I extend C# structures other than by extension methods or encapsulation?

Specifically, how can I extend the Vector2 structure to support event firing/handling?


回答1:


Generally, how can I extend C# structures other than by extension methods or encapsulation?

The only way is to create extension methods or use encapsulation.

Specifically, how can I extend the Vector2 structure to support event firing/handling?

As I said previously you can use encapsulation and create a class. So use this code:

public class ExtendedVector2 {
    public Vector2 Vector{
        get;
        private set;
    }

    public ExtendedVector2(float value){
        Vector = new Vector2(value);
    }   

    public ExtendedVector2(float x, float y){
        Vector = new Vector2(x, y);
    }
}

Then you can add interfaces, methods and events.

EDIT :

But how would I detect if X or Y changes? Say the user "gets" the Vector, and then sets one of its members (X or Y). I could add event firing for when the Vector as a whole is set, but not when one of it's members are set after a 'get.' Keep in mind that I don't want to force the user to use a new vector class in order to interact with my library. I don't even want him/her to have to know that a new vector class is being used internally.

Firstly if you want to mask completely that internally is used a structure of type Vector2 you should rewrite all methods in this way:

public class ExtendedVector2 {
    //...
    private Vector2 _vector2;  

    //mask X and Y values of Vector2 structure 
    public float X{
        set{ _vector2.X = value; }
        get{ return _vector2.X; }
    }

    public float Y{
        set{ _vector2.Y = value; }
        get{ return _vector2.Y; }
    } 

    //example to mask a method of Vector2 structure 
    public static float Dot(ExtendedVector2 value1, ExtendedVector2 value2){
        return Vector.Dot(value1, value2);
    }

    //override the cast to Vector2
    public static implicit operator Vector2(ExtendedVector2 value) //I'd make it implicit because I'd think to it like an upcast
    {
        return new Vector2(value.X, value.Y);
    }
}

For more info look here.

Now it's simple if you want to create an event that is fired when one members changes. I'd create a costumized EventArgs. Let's write some code:

//use the convention of eventName+EventArgs
class MemberChangedEventArgs : EventArgs
{
    public readonly float LastValue{
        get;
        set;
    }
    public readonly float NewValue{
        get;
        set;
    }

    public MemberChangedEventArgs(float LastValue, float NewValue)
    {
        this.LastValue = LastValue;
        this.NewValue = NewValue;
    }
}

Then you can write your own event:

public class ExtendedVector2 {
    private Vector2 _vector2;  

    public float X{
         set{                  
             if(_vector2.X != value)           
               OnMemberXChanged(new MemberChangedEventArgs(_vector2.X, value));

             _vector2.X = value;   
         }
         get{ return _vector2.X; }
    }

    public float Y{
         set{ 
             if(_vector2.Y != value)
               OnMemberYChanged(new MemberChangedEventArgs(_vector2.Y, value));

             _vector2.Y = value;                    
         }
         get{ return _vector2.Y; }
    }        

    public event EventHandler<MemberChangedEventArgs> MemberXChanged;
    public event EventHandler<MemberChangedEventArgs> MemberYChanged;

    public ExtendedVector2(float value){
        Vector = new Vector2(value);
    }   

    public ExtendedVector2(float x, float y){
        Vector = new Vector2(x, y);
    }

    private virtual void OnMemberXChanged(MemberChangedEventArgs e){
        if(MemberXChanged != null)
           MemberXChanged(this, e);
    }

    private virtual void OnMemberYChanged(MemberChangedEventArgs e){
        if(MemberYChanged != null)
           MemberYChanged(this, e);
    }
    //... 

    //here mask the Vector2 structure using the previous solution
}


来源:https://stackoverflow.com/questions/12173723/adding-functionality-to-c-sharp-structures

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