Serious-Engine/Sources/Engine/Templates/AllocationArray.h
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
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.  :)
2016-03-28 23:46:13 -04:00

87 lines
2.4 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_ALLOCATIONARRAY_H
#define SE_INCL_ALLOCATIONARRAY_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Templates/StaticStackArray.h>
/*
* Template class for stack-like array with static allocation of objects.
*/
template<class Type>
class CAllocationArray : public CStaticArray<Type> {
public:
CStaticStackArray<INDEX> aa_aiFreeElements; // array of indices of free elements
INDEX aa_ctAllocationStep; // how many elements to allocate when pool overflows
public:
/* Default constructor. */
inline CAllocationArray(void);
/* Destructor. */
inline ~CAllocationArray(void);
/* Set how many elements to allocate when pool overflows. */
inline void SetAllocationStep(INDEX ctStep);
/* Create a given number of objects - do not use. */
inline void New(INDEX iCount);
/* Destroy all objects - do not use. */
inline void Delete(void);
/* Destroy all objects, and reset the array to initial (empty) state. */
inline void Clear(void);
/* Alocate a new object. */
inline INDEX Allocate(void);
/* Free object with given index. */
inline void Free(INDEX iToFree);
/* Free all objects, but keep pool space. */
inline void FreeAll(void);
// check if an index is allocated (slow!)
inline BOOL IsAllocated(INDEX i);
/* Random access operator. */
inline Type &operator[](INDEX iObject)
{
#ifndef NDEBUG
ASSERT(this!=NULL);
// must be within pool limits
ASSERT(iObject>=0 && iObject<CStaticArray<Type>::Count());
// must not be free
// !!! FIXME: rcg10162001 add this back in.
// if (_bAllocationArrayParanoiaCheck) {
// ASSERT(IsAllocated(iObject));
// }
#endif
return CStaticArray<Type>::operator[](iObject);
}
inline const Type &operator[](INDEX iObject) const
{
#ifndef NDEBUG
ASSERT(this!=NULL);
// must be within pool limits
ASSERT(iObject>=0 && iObject<CStaticArray<Type>::Count());
// must not be free
// !!! FIXME: rcg10162001 add this back in.
// if (_bAllocationArrayParanoiaCheck) {
// ASSERT(IsAllocated(iObject));
// }
#endif
return CStaticArray<Type>::operator[](iObject);
}
/* Get number of allocated objects in array. */
INDEX Count(void) const;
/* Get index of a object from it's pointer. */
INDEX Index(Type *ptObject);
/* Assignment operator. */
CAllocationArray<Type> &operator=(const CAllocationArray<Type> &aaOriginal);
};
#endif /* include-once check. */