Serious-Engine/Sources/Engine/Templates/AllocationArray.h
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

100 lines
3.0 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#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. */