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Home/ Questions/Q 7713769
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T01:57:23+00:00 2026-06-01T01:57:23+00:00

Let’s say we have interface window_creator that responsible for creation of windows. For simplicity

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Let’s say we have interface window_creator that responsible for creation of windows. For simplicity it looks like this:

struct window_creator
{
virtual ~window_creator(){}
handle create_window(size_t width, size_t height, bool fullscreen);
};

Also, we have interface for render system that is responsible for rendering in window created by window_creator. It has, for simplicity, following code:

struct render_system
{
virtual ~render_system(){}
void create(handle window_handle);
};

Also, we have 2 implementations for window_creator interface:

struct windows7_creator : public window_creator
{
handle create_window(size_t width, size_t height, bool fullscreen) override {
//calls CreateWindow and returns HWND
}
};

struct macos_creator : public window_creator
{
handle create_window(size_t width, size_t height, bool fullscreen) override {
//calls createWindow_ and returns WindowRef
}
};

And 2 implementations for render_system interface:

struct dx_render_system : public render_system
{
    void create(handle window_handle) override{
    //calls CreateDevice, etc...
    }
};

struct opengl_render_system : public render_system
{
    void create(handle window_handle) override{
    //calls gl... etc...
    }
};

Now on windows platform I can create dx or OpenGL renderer. And on MacOs I can create OpenGL renderer.
The question is: what type of handle should I create to support independence of window_creator and render_system interfaces?

In my current implementation I wrote typedef for handle:

typedef void* handle;

Is there any more elegant solution to this problem?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-01T01:57:26+00:00Added an answer on June 1, 2026 at 1:57 am

    Generally this sort of thing is done with the following pattern:

    #ifdef OS_IS_WINDOWS
    
        #include "WindowsHandle.h"
    
        typedef WindowsHandle NativeHandle;
    
    #elif OS_IS_MAC
    
        #include "MacHandle.h"
    
        typedef MacHandle NativeHandle;
    
    #elif OS_IS_FOO
    
        #include "FooHandle.h"
    
        typedef FooHandle NativeHandle;
    
    #end
    

    You do not need to do runtime dispatching of the different NativeHandles – and in fact without sacrificing type-safety it is nearly impossible to do – as the definition of the platform-specific handles is not available on every platform.

    You already know statically at compile-time what operating system you are on, so you may as well take advantage of that.

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