mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
209 lines
5.2 KiB
C++
209 lines
5.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_ALLOCATIONARRAY_CPP
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#define SE_INCL_ALLOCATIONARRAY_CPP
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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extern BOOL _bAllocationArrayParanoiaCheck;
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/*
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* Default constructor.
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*/
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template<class Type>
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inline CAllocationArray<Type>::CAllocationArray(void) :
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CStaticArray<Type>(),
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aa_aiFreeElements()
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{
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aa_ctAllocationStep = 256;
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}
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/*
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* Destructor.
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*/
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template<class Type>
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inline CAllocationArray<Type>::~CAllocationArray(void) {
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};
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/* Destroy all objects, and reset the array to initial (empty) state. */
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template<class Type>
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inline void CAllocationArray<Type>::Clear(void) {
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// delete the objects themselves
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CStaticArray<Type>::Clear();
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// clear array of free indices
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aa_aiFreeElements.Clear();
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}
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/*
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* Set how many elements to allocate when stack overflows.
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*/
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template<class Type>
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inline void CAllocationArray<Type>::SetAllocationStep(INDEX ctStep)
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{
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ASSERT(ctStep>0);
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aa_ctAllocationStep = ctStep;
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};
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/*
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* Create a given number of objects.
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*/
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template<class Type>
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inline void CAllocationArray<Type>::New(INDEX iCount) {
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// never call this!
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ASSERT(FALSE);
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};
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/*
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* Destroy all objects.
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*/
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template<class Type>
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inline void CAllocationArray<Type>::Delete(void) {
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// never call this!
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ASSERT(FALSE);
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}
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/* Alocate a new object. */
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template<class Type>
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inline INDEX CAllocationArray<Type>::Allocate(void)
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{
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// if there are no more free indices
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if (aa_aiFreeElements.Count()==0) {
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// remember old size
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INDEX ctOldSize = CStaticArray<Type>::Count();
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// expand the array by the allocation step
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this->Expand(ctOldSize+aa_ctAllocationStep);
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// create new free indices
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INDEX *piNewFree = aa_aiFreeElements.Push(aa_ctAllocationStep);
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// fill them up
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for(INDEX iNew=0; iNew<aa_ctAllocationStep; iNew++) {
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piNewFree[iNew] = ctOldSize+iNew;
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}
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}
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// pop one free index from the top of stack, and use that one
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return aa_aiFreeElements.Pop();
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}
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/* Free object with given index. */
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template<class Type>
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inline void CAllocationArray<Type>::Free(INDEX iToFree)
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{
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#ifndef NDEBUG
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// must be within pool limits
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ASSERT(iToFree>=0 && iToFree<CStaticArray<Type>::Count());
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// must not be free
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if (_bAllocationArrayParanoiaCheck) {
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ASSERT(IsAllocated(iToFree));
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}
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#endif
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// push its index on top of the free stack
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aa_aiFreeElements.Push() = iToFree;
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}
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/* Free all objects, but keep pool space. */
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template<class Type>
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inline void CAllocationArray<Type>::FreeAll(void)
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{
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// clear the free array
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aa_aiFreeElements.PopAll();
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// push as much free elements as there is pool space
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INDEX ctSize = CStaticArray<Type>::Count();
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INDEX *piNewFree = aa_aiFreeElements.Push(ctSize);
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// fill them up
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for(INDEX iNew=0; iNew<ctSize; iNew++) {
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piNewFree[iNew] = iNew;
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}
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}
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// check if an index is allocated (slow!)
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template<class Type>
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inline BOOL CAllocationArray<Type>::IsAllocated(INDEX i)
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{
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// must be within pool limits
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ASSERT(i>=0 && i<CStaticArray<Type>::Count());
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// for each free index
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INDEX ctFree = aa_aiFreeElements.Count();
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for(INDEX iFree=0; iFree<ctFree; iFree++) {
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// if it is that one
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if (aa_aiFreeElements[iFree]==i) {
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// it is not allocated
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return FALSE;
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}
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}
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// if not found as free, it is allocated
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return TRUE;
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}
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/* Random access operator. */
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// rcg10162001 wtf...I had to move this into the class definition itself.
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// I think it's an optimization bug; I didn't have this problem when I
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// didn't give GCC the "-O2" option.
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#if 0
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template<class Type>
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inline Type &CAllocationArray<Type>::operator[](INDEX iObject)
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{
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#ifndef NDEBUG
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ASSERT(this!=NULL);
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// must be within pool limits
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ASSERT(iObject>=0 && iObject<CStaticArray<Type>::Count());
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// must not be free
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if (_bAllocationArrayParanoiaCheck) {
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ASSERT(IsAllocated(iObject));
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}
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#endif
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return CStaticArray<Type>::operator[](iObject);
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}
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template<class Type>
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inline const Type &CAllocationArray<Type>::operator[](INDEX iObject) const
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{
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#ifndef NDEBUG
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ASSERT(this!=NULL);
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// must be within pool limits
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ASSERT(iObject>=0 && iObject<CStaticArray<Type>::Count());
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// must not be free
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if (_bAllocationArrayParanoiaCheck) {
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ASSERT(IsAllocated(iObject));
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}
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#endif
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return CStaticArray<Type>::operator[](iObject);
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}
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#endif // 0
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/* Get number of allocated objects in array. */
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template<class Type>
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INDEX CAllocationArray<Type>::Count(void) const
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{
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ASSERT(this!=NULL);
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// it is pool size without the count of free elements
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return CStaticArray<Type>::Count()-aa_aiFreeElements.Count();
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}
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/* Get index of a object from it's pointer. */
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template<class Type>
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INDEX CAllocationArray<Type>::Index(Type *ptObject)
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{
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ASSERT(this!=NULL);
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INDEX i = CStaticArray<Type>::Index(this->ptMember);
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ASSERT(IsAllocated(i));
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return i;
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}
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/* Assignment operator. */
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template<class Type>
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CAllocationArray<Type> &CAllocationArray<Type>::operator=(
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const CAllocationArray<Type> &aaOriginal)
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{
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ASSERT(this!=NULL);
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(CStaticArray<Type>&)(*this) = (CStaticArray<Type>&)aaOriginal;
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aa_aiFreeElements = aaOriginal.aa_aiFreeElements;
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aa_ctAllocationStep = aaOriginal.aa_ctAllocationStep;
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}
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#endif /* include-once check. */
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