mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +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
100 lines
3.0 KiB
C++
100 lines
3.0 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_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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