When reverse engineering and using external classes I often try to redefine those classes in my library:
class GameEngine // Exported with "GetGameEngine"
{
public:
virtual void foo1() = 0;
virtual void foo2() = 0;
virtual void foo3() = 0;
virtual void foo4() = 0;
virtual void foo5() = 0;
virtual void foo6() = 0;
virtual void foo7() = 0;
virtual void foo8() = 0;
virtual void foo9() = 0;
virtual void foo10() = 0;
virtual void foo11() = 0;
virtual void foo12() = 0;
virtual int GetGameStatus() = 0; //0x30
virt开发者_如何学Goual void foo14() = 0;
virtual void foo15() = 0;
virtual void foo16() = 0;
virtual int AnotherUsefulFunction() = 0; //0x40
};
Basically I call the GetGameStatus function externally. Is there some structure or a possibility that allows me to write it this like:
class GameEngine // Exported with "GetGameEngine"
{
public:
FUNCTABLE(12);
virtual int GetGameStatus() = 0; //0x30
FUNCTABLE(14,16);
virtual int AnotherUsefulFunction() = 0; //0x40
};
It would clean up my code a lot.
Look at boost::preprocessor, specifically at its REPEAT macro. Something like this should work:
#include <boost/preprocessor/repetition/repeat.hpp>
#define FUNC(fun_z, fun_n, fun_data) virtual void foo ## fun_n () = 0;
#define FUNCTABLE(count) BOOST_PP_REPEAT(count, FUNC, 0)
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