I'm writing an event-based messaging system to be used between the various singleton managers in my game project. Every manager type (InputManager, AudioManager, etc) is derived from a base Manager class and also inherits from an EventHandler class to facilitate message processing, as follows:
class Manager
{ ... }
class EventHandler
{ ...
virtual void onEvent(Event& e) =0;
...
}
class InputManager : public Manager, public EventHandler
{ ...
virtual void InputManager::onEvent(Event& e);
{ ... }
}
Elsewhere I have an EventManager that keeps track of all EventHandlers and is used for broadcasting events to multiple recievers.
class EventManager
{...
addHandlerToGroup(EventHandler& eh);
{ ... }
...
}
Naturally when I'm initializing all of my singleton Managers, I want to be adding them as they're created to the EventManager's list. My problem is that MVC++ complains at compile-time (and as I'm coding with squiggly lines) whenever I attempt to cast my Managers to EventHandlers. I thought it would work as follows:
int main()
{ ...
EventManager* eventM = new EventManager();
...
InputManager* inputM = new InputManager();
eventM->addHandlerToGroup(dynamic_cast<EventHandler>(inputM));
}
The compiler, however, informs me that "a cast to abstract class is not allowed." I was under the impression that you can...after all, polymorphism doesn't do you much good without passing objects back and forth with a bit of flexibility as to how close to the base class they are interpreted. My current workaround looks like this:
int main()
{ ...
EventManager* eventM = new EventManager();
EventHandler* temp;
...
InputManager* inputM = new InputManager();
temp = inputM;
eventM->addHandlerToGroup(*inputM);
}
Which, as far as I can tell, is the same conceptually for what I'm trying to accomplish, if a bit more verbose and less intuitive. Am I completely off as far as how typecasting with polymorphism works? Where am I going wrong?