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I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects:

  1. game engine lib
  2. editor gui.

Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following:

enum Enum1
enum Enum2

struct MethodParams
    float   value;
    Enum1   e1;
    Enum2   e2;
    // some other member

The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...).

The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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The absolute easiest way to map this is to use an std::map. That's what it's for.

std::map<Enum1, std::string> map_enum1;

map_enum1.insert<std::pair<Enum1, std::string>>(E1_VAL1, "Image union algorithm");
map_enum1.insert<std::pair<Enum1, std::string>>(E1_VAL2, "Image intersection algorithm");

This has several advantages:

  • Uses tried-and-tested tools.
  • No hacky precompiler trickery to map the values at compile-time.
  • Able to change values at run-time.
  • Easy to translate to other languages.

Adding new enums will continue to be difficult though, because it requires a recompile. However, if you step down from enums to simple int's, you can always add new values without requiring recompilation.

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If you just need to map enumerations to strings, you can use the following question on SO: How to easily map c++ enums to strings.

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