mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +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
457 lines
11 KiB
C++
457 lines
11 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_DYNAMICARRAY_CPP
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#define SE_INCL_DYNAMICARRAY_CPP
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <stddef.h>
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Templates/DynamicArray.h>
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// iterate whole dynamic array
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/* NOTE: The iterator defined by this macro must be destroyed before adding/removing
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* elements in the array. To do so, embed the for loop in additional curly braces.
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*/
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#define FOREACHINDYNAMICARRAY(array, type, iter) \
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for(CDynamicArrayIterator<type> iter(array); !iter.IsPastEnd(); iter.MoveToNext() )
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class CDABlockInfo {
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public:
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CListNode bi_ListNode;
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void *bi_Memory;
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};
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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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CDynamicArray<Type>::CDynamicArray(void) {
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#if CHECKARRAYLOCKING
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// not locked
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da_LockCt = 0;
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#endif
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// set to empty array of pointers
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da_Pointers = NULL;
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da_Count = 0;
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}
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/*
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* Copy constructor.
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*/
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template<class Type>
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CDynamicArray<Type>::CDynamicArray(CDynamicArray<Type> &daOriginal)
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{
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#if CHECKARRAYLOCKING
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// not locked
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da_LockCt = 0;
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#endif
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// set to empty array of pointers
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da_Pointers = NULL;
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da_Count = 0;
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// call assignment operator
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(*this) = daOriginal;
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}
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/*
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* Destructor -- frees all memory.
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*/
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template<class Type>
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CDynamicArray<Type>::~CDynamicArray(void) {
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Clear();
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}
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/*
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* Destroy all objects, and reset the array to initial (empty) state.
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*/
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template<class Type>
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void CDynamicArray<Type>::Clear(void) {
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ASSERT(this!=NULL);
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// if any pointers are allocated
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if (da_Count!=0) {
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/* NOTE: We must explicitly clear objects here, because array deleting
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* does not call object destructors!
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*/
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// for all pointers
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for (INDEX iPointer=0; iPointer<da_Count; iPointer++) {
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// destroy the object that it points to
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::Clear(*da_Pointers[iPointer]);
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}
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// free the pointers
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FreeMemory(da_Pointers);
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// mark as freed
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da_Pointers = NULL;
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da_Count = 0;
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// otherwise
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} else {
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// check that the pointers are really not allocated
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ASSERT(da_Pointers==NULL);
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// nothing to free
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}
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// for all memory blocks
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FORDELETELIST(CDABlockInfo, bi_ListNode, da_BlocksList, itBlock) {
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// free memory used by block (this doesn't call destructors - see note above!)
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delete[] (Type *)itBlock->bi_Memory;
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// free memory used by block info
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delete &itBlock.Current();
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}
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}
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/*
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* Grow pointer array by a given number of members.
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*/
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template<class Type>
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void CDynamicArray<Type>::GrowPointers(INDEX iCount) {
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ASSERT(this!=NULL && iCount>0);
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// if not yet allocated
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if (da_Count==0) {
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// check that the pointers are really not allocated
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ASSERT(da_Pointers==NULL);
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// allocate
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da_Count=iCount;
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da_Pointers = (Type **)AllocMemory(da_Count*sizeof(Type*));
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// if allocated
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} else {
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// grow to new size
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da_Count+=iCount;
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GrowMemory((void **)&da_Pointers, da_Count*sizeof(Type*));
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}
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}
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/*
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* Shrink pointer array by a given number of members.
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*/
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template<class Type>
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void CDynamicArray<Type>::ShrinkPointers(INDEX iCount) {
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ASSERT(this!=NULL && iCount>0);
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// check that the pointers are allocated
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ASSERT(da_Pointers!=NULL);
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// decrement count
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da_Count-=iCount;
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// checked that it has not dropped below zero
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ASSERT(da_Count>=0);
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// if all pointers are freed by this
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if (da_Count==0) {
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// free the array
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FreeMemory(da_Pointers);
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da_Pointers = NULL;
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// if some remain
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} else {
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// shrink to new size
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ShrinkMemory((void **)&da_Pointers, da_Count*sizeof(Type*));
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}
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}
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/*
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* Allocate a new memory block.
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*/
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template<class Type>
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Type *CDynamicArray<Type>::AllocBlock(INDEX iCount) {
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ASSERT(this!=NULL && iCount>0);
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Type *ptBlock;
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CDABlockInfo *pbi;
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// allocate the memory and call constructors for all members (+1 for cache-prefetch opt)
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ptBlock = new Type[iCount+1]; // call vector constructor, for better performance
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// allocate the block info
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pbi = new CDABlockInfo;
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// add the block to list
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da_BlocksList.AddTail(pbi->bi_ListNode);
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// remember block memory
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pbi->bi_Memory = ptBlock;
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return ptBlock;
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}
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/*
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* Create a given number of new members.
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*/
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template<class Type>
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Type *CDynamicArray<Type>::New(INDEX iCount /*= 1*/) {
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ASSERT(this!=NULL && iCount>=0);
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// if no new members are needed in fact
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if (iCount==0) {
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// do nothing
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return NULL;
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}
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Type *ptBlock;
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INDEX iOldCount = da_Count;
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// grow the pointer table
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GrowPointers(iCount);
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// allocate the memory block
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ptBlock = AllocBlock(iCount);
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// set pointers
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for(INDEX iNewMember=0; iNewMember<iCount; iNewMember++) {
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da_Pointers[iOldCount+iNewMember] = ptBlock+iNewMember;
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}
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return ptBlock;
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}
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/*
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* Delete a given member.
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*/
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template<class Type>
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void CDynamicArray<Type>::Delete(Type *ptMember) {
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ASSERT(this!=NULL);
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#if CHECKARRAYLOCKING
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// check that not locked for indices
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ASSERT(da_LockCt == 0);
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#endif
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// clear the object
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::Clear(*ptMember);
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INDEX iMember=GetIndex(ptMember);
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// move last pointer here
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da_Pointers[iMember]=da_Pointers[da_Count-1];
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// shrink pointers by one
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ShrinkPointers(1);
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// do nothing to free memory
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//!!!!
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}
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/*
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* Get pointer to a member from it's index.
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*/
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template<class Type>
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Type *CDynamicArray<Type>::Pointer(INDEX iMember) {
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ASSERT(this!=NULL);
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// check that index is currently valid
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ASSERT(iMember>=0 && iMember<da_Count);
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#if CHECKARRAYLOCKING
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// check that locked for indices
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ASSERT(da_LockCt>0);
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#endif
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return da_Pointers[iMember];
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}
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template<class Type>
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const Type *CDynamicArray<Type>::Pointer(INDEX iMember) const {
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ASSERT(this!=NULL);
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// check that index is currently valid
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ASSERT(iMember>=0 && iMember<da_Count);
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#if CHECKARRAYLOCKING
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// check that locked for indices
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ASSERT(da_LockCt>0);
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#endif
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return da_Pointers[iMember];
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}
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/*
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* Lock for getting indices.
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*/
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template<class Type>
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void CDynamicArray<Type>::Lock(void) {
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ASSERT(this!=NULL);
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#if CHECKARRAYLOCKING
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ASSERT(da_LockCt>=0);
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// increment lock counter
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da_LockCt++;
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#endif
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}
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/*
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* Unlock after getting indices.
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*/
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template<class Type>
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void CDynamicArray<Type>::Unlock(void) {
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ASSERT(this!=NULL);
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#if CHECKARRAYLOCKING
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da_LockCt--;
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ASSERT(da_LockCt>=0);
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#endif
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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 CDynamicArray<Type>::Index(Type *ptMember) {
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ASSERT(this!=NULL);
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#if CHECKARRAYLOCKING
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// check that locked for indices
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ASSERT(da_LockCt>0);
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#endif
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return GetIndex(ptMember);
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}
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/*
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* Get index of a member from it's pointer without locking.
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*/
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template<class Type>
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INDEX CDynamicArray<Type>::GetIndex(Type *ptMember) {
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ASSERT(this!=NULL);
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// slow !!!!
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// check all members
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for (INDEX iMember=0; iMember<da_Count; iMember++) {
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if(da_Pointers[iMember]==ptMember) {
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return iMember;
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}
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}
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ASSERTALWAYS("CDynamicArray<>::Index(): Not a member of this array!");
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return 0;
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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 CDynamicArray<Type>::Count(void) const {
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ASSERT(this!=NULL);
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return da_Count;
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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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CDynamicArray<Type> &CDynamicArray<Type>::operator=(CDynamicArray<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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// clear previous contents
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Clear();
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// get count of elements in original array
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INDEX ctOriginal = arOriginal.Count();
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// if the other array has no elements
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if (ctOriginal ==0) {
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// no assignment
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return*this;
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}
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// create that much elements
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Type *atNew = New(ctOriginal);
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// copy them all
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arOriginal.Lock();
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for (INDEX iNew=0; iNew<ctOriginal; iNew++) {
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atNew[iNew] = arOriginal[iNew];
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}
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arOriginal.Unlock();
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return *this;
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}
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/*
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* Move all elements of another array into this one.
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*/
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template<class Type>
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void CDynamicArray<Type>::MoveArray(CDynamicArray<Type> &arOther)
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{
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ASSERT(this!=NULL && &arOther!=NULL);
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#if CHECKARRAYLOCKING
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// check that not locked for indices
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ASSERT(da_LockCt==0 && arOther.da_LockCt==0);
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#endif
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// if the other array has no elements
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if (arOther.da_Count==0) {
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// no moving
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return;
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}
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// remember number of elements
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INDEX iOldCount = da_Count;
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// grow pointer array to add the pointers to elements of other array
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GrowPointers(arOther.da_Count);
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// for each pointer in other array
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for (INDEX iOtherPointer=0; iOtherPointer<arOther.da_Count; iOtherPointer++) {
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// copy it at the end of this array
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da_Pointers[iOldCount+iOtherPointer] = arOther.da_Pointers[iOtherPointer];
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}
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// remove array of pointers in other array
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arOther.ShrinkPointers(arOther.da_Count);
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// move list of allocated blocks from the other array to the end of this one
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da_BlocksList.MoveList(arOther.da_BlocksList);
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}
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/////////////////////////////////////////////////////////////////////
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// CDynamicArrayIterator
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/*
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* Template class for iterating dynamic array.
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*/
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template<class Type>
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class CDynamicArrayIterator {
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private:
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INDEX dai_Index; // index of current element
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CDynamicArray<Type> &dai_Array; // reference to array
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public:
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/* Constructor for given array. */
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inline CDynamicArrayIterator(CDynamicArray<Type> &da);
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/* Destructor. */
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inline ~CDynamicArrayIterator(void);
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/* Move to next object. */
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inline void MoveToNext(void);
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/* Check if finished. */
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inline BOOL IsPastEnd(void);
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/* Get current element. */
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Type &Current(void) { return *dai_Array.Pointer(dai_Index); }
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Type &operator*(void) { return *dai_Array.Pointer(dai_Index); }
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operator Type *(void) { return dai_Array.Pointer(dai_Index); }
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Type *operator->(void) { return dai_Array.Pointer(dai_Index); }
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};
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/*
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* Constructor for given array.
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*/
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template<class Type>
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inline CDynamicArrayIterator<Type>::CDynamicArrayIterator(CDynamicArray<Type> &da) : dai_Array(da) {
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// lock indices
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dai_Array.Lock();
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dai_Index = 0;
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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 CDynamicArrayIterator<Type>::~CDynamicArrayIterator(void) {
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// unlock indices
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dai_Array.Unlock();
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dai_Index = -1;
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}
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/*
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* Move to next object.
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*/
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template<class Type>
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inline void CDynamicArrayIterator<Type>::MoveToNext(void) {
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ASSERT(this!=NULL);
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dai_Index++;
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}
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/*
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* Check if finished.
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*/
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template<class Type>
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inline BOOL CDynamicArrayIterator<Type>::IsPastEnd(void) {
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ASSERT(this!=NULL);
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return dai_Index>=dai_Array.Count();
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}
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#endif /* include-once check. */
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