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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. :)
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_ALLOCATIONARRAY_H
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#define SE_INCL_ALLOCATIONARRAY_H
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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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/*
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* Template class for stack-like array with static allocation of objects.
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*/
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template<class Type>
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class CAllocationArray : public CStaticArray<Type> {
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public:
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CStaticStackArray<INDEX> aa_aiFreeElements; // array of indices of free elements
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INDEX aa_ctAllocationStep; // how many elements to allocate when pool overflows
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public:
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/* Default constructor. */
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inline CAllocationArray(void);
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/* Destructor. */
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inline ~CAllocationArray(void);
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/* Set how many elements to allocate when pool overflows. */
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inline void SetAllocationStep(INDEX ctStep);
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/* Create a given number of objects - do not use. */
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inline void New(INDEX iCount);
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/* Destroy all objects - do not use. */
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inline void Delete(void);
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/* Destroy all objects, and reset the array to initial (empty) state. */
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inline void Clear(void);
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/* Alocate a new object. */
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inline INDEX Allocate(void);
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/* Free object with given index. */
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inline void Free(INDEX iToFree);
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/* Free all objects, but keep pool space. */
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inline void FreeAll(void);
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// check if an index is allocated (slow!)
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inline BOOL IsAllocated(INDEX i);
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/* Random access operator. */
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inline 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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// !!! FIXME: rcg10162001 add this back in.
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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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inline const 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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// !!! FIXME: rcg10162001 add this back in.
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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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/* Get number of allocated objects in array. */
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INDEX Count(void) const;
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/* Get index of a object from it's pointer. */
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INDEX Index(Type *ptObject);
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/* Assignment operator. */
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CAllocationArray<Type> &operator=(const CAllocationArray<Type> &aaOriginal);
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};
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#endif /* include-once check. */
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