mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_DYNAMICSTACKARRAY_CPP
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#define SE_INCL_DYNAMICSTACKARRAY_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/DynamicStackArray.h>
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#include <Engine/Templates/DynamicArray.cpp>
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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 CDynamicStackArray<Type>::CDynamicStackArray(void) : CDynamicArray<Type>() {
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da_ctUsed=0;
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da_ctAllocationStep = 256;
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// lock the array on construction
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CDynamicArray<Type>::Lock();
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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 CDynamicStackArray<Type>::~CDynamicStackArray(void) {
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// lock the array on destruction
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CDynamicArray<Type>::Unlock();
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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 CDynamicStackArray<Type>::Clear(void) {
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CDynamicArray<Type>::Clear(); da_ctUsed = 0;
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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 CDynamicStackArray<Type>::SetAllocationStep(INDEX ctStep)
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{
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ASSERT(ctStep>0);
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da_ctAllocationStep = ctStep;
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};
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/*
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* Add new object(s) on top of stack.
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*/
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template<class Type>
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inline Type &CDynamicStackArray<Type>::Push(void) {
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// if there are no free elements in the array
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if (CDynamicArray<Type>::Count()-da_ctUsed<1) {
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// alocate a new block
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CDynamicArray<Type>::New(da_ctAllocationStep);
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}
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// get the new element
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da_ctUsed++;
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ASSERT(da_ctUsed <= CDynamicArray<Type>::Count());
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return CDynamicArray<Type>::operator[](da_ctUsed-1);
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}
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template<class Type>
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inline Type *CDynamicStackArray<Type>::Push(INDEX ct) {
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// if there are no free elements in the array
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while(CDynamicArray<Type>::Count()-da_ctUsed<ct) {
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// alocate a new block
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CDynamicArray<Type>::New(da_ctAllocationStep);
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}
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// get new elements
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da_ctUsed+=ct;
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ASSERT(da_ctUsed <= CDynamicArray<Type>::Count());
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return &CDynamicArray<Type>::operator[](da_ctUsed-ct);
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}
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/*
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* Remove all objects from stack, but keep stack space.
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*/
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template<class Type>
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inline void CDynamicStackArray<Type>::PopAll(void) {
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// if there is only one block allocated
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if ( this->da_BlocksList.IsEmpty()
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|| &this->da_BlocksList.Head()==&this->da_BlocksList.Tail()) {
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// just clear the counter
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da_ctUsed = 0;
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// if there is more than one block allocated
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} else {
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// remember how much was allocated, rounded up to allocation step
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INDEX ctUsedBefore = CDynamicArray<Type>::Count();
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// free all memory
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CDynamicArray<Type>::Clear();
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// allocate one big block
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CDynamicArray<Type>::New(ctUsedBefore);
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da_ctUsed = 0;
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}
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}
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/*
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* Random access operator.
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*/
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template<class Type>
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inline Type &CDynamicStackArray<Type>::operator[](INDEX i) {
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ASSERT(this!=NULL);
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ASSERT(i<da_ctUsed); // check bounds
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return CDynamicArray<Type>::operator[](i);
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}
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template<class Type>
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inline const Type &CDynamicStackArray<Type>::operator[](INDEX i) const {
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ASSERT(this!=NULL);
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ASSERT(i<da_ctUsed); // check bounds
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return CDynamicArray<Type>::operator[](i);
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}
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/*
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* Get number of elements in array.
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*/
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template<class Type>
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INDEX CDynamicStackArray<Type>::Count(void) const {
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ASSERT(this!=NULL);
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return da_ctUsed;
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}
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/*
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* Get index of a member from it's pointer
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*/
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template<class Type>
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INDEX CDynamicStackArray<Type>::Index(Type *ptMember) {
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ASSERT(this!=NULL);
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INDEX i = CDynamicArray<Type>::Index(ptMember);
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ASSERTMSG(i<da_ctUsed, "CDynamicStackArray<>::Index(): Not a member of this array!");
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return i;
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}
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/*
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* Get array of pointers to elements (used for sorting elements by sorting pointers).
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*/
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template<class Type>
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Type **CDynamicStackArray<Type>::GetArrayOfPointers(void)
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{
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return this->da_Pointers;
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}
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/*
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* Assignment operator.
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*/
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template<class Type>
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CDynamicStackArray<Type> &CDynamicStackArray<Type>::operator=(CDynamicStackArray<Type> &arOriginal)
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{
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ASSERT(this!=NULL);
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ASSERT(&arOriginal!=NULL);
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ASSERT(this!=&arOriginal);
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// copy stack arrays
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CDynamicArray<Type>::operator=(arOriginal);
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// copy used count
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da_ctUsed = arOriginal.da_ctUsed;
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return *this;
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}
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#endif /* include-once check. */
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