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//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef VGUI_DAR_H
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#define VGUI_DAR_H
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#include<stdlib.h>
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#include<string.h>
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#include<VGUI.h>
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namespace vgui
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{
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//Simple lightweight dynamic array implementation
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template<class ELEMTYPE> class VGUIAPI Dar
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{
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public:
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Dar()
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{
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_count=0;
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_capacity=0;
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_data=null;
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ensureCapacity(4);
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}
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Dar(int initialCapacity)
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{
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_count=0;
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_capacity=0;
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_data=null;
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ensureCapacity(initialCapacity);
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}
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public:
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void ensureCapacity(int wantedCapacity)
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{
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if(wantedCapacity<=_capacity){return;}
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//double capacity until it is >= wantedCapacity
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//this could be done with math, but iterative is just so much more fun
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int newCapacity=_capacity;
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if(newCapacity==0){newCapacity=1;}
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while(newCapacity<wantedCapacity){newCapacity*=2;}
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//allocate and zero newData
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ELEMTYPE* newData=new ELEMTYPE[newCapacity];
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if(newData==null){exit(0);return;}
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memset(newData,0,sizeof(ELEMTYPE)*newCapacity);
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_capacity=newCapacity;
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//copy data into newData
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for(int i=0;i<_count;i++){newData[i]=_data[i];}
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delete[] _data;
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_data=newData;
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}
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void setCount(int count)
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{
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if((count<0)||(count>_capacity))
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{
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return;
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}
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_count=count;
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}
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int getCount()
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{
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return _count;
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}
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void addElement(ELEMTYPE elem)
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{
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ensureCapacity(_count+1);
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_data[_count]=elem;
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_count++;
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}
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bool hasElement(ELEMTYPE elem)
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{
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for(int i=0;i<_count;i++)
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{
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if(_data[i]==elem)
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{
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return true;
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}
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}
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return false;
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}
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void putElement(ELEMTYPE elem)
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{
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if(hasElement(elem))
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{
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return;
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}
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addElement(elem);
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}
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void insertElementAt(ELEMTYPE elem,int index)
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{
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if((index<0)||(index>_count))
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{
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return;
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}
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if((index==_count)||(_count==0))
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{
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addElement(elem);
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}
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else
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{
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addElement(elem); //just to make sure it is big enough
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for(int i=_count-1;i>index;i--)
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{
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_data[i]=_data[i-1];
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}
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_data[index]=elem;
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}
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}
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void setElementAt(ELEMTYPE elem,int index)
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{
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if((index<0)||(index>=_count))
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{
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return;
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}
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_data[index]=elem;
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}
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void removeElementAt(int index)
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{
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if((index<0)||(index>=_count))
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{
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return;
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}
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//slide everything to the right of index, left one.
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for(int i=index;i<(_count-1);i++)
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{
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_data[i]=_data[i+1];
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}
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_count--;
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}
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void removeElement(ELEMTYPE elem)
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{
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for(int i=0;i<_count;i++)
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{
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if(_data[i]==elem)
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{
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removeElementAt(i);
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break;
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}
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}
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}
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void removeAll()
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{
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_count=0;
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}
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ELEMTYPE operator[](int index)
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{
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if((index<0)||(index>=_count))
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{
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return null;
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}
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return _data[index];
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}
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protected:
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int _count;
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int _capacity;
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ELEMTYPE* _data;
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};
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#ifdef _WIN32
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//forward referencing all the template types used so they get exported
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template class VGUIAPI Dar<char>;
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template class VGUIAPI Dar<char*>;
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template class VGUIAPI Dar<int>;
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template class VGUIAPI Dar<class Button*>;
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template class VGUIAPI Dar<class SurfaceBase*>;
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template class VGUIAPI Dar<class InputSignal*>;
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template class VGUIAPI Dar<class FocusChangeSignal*>;
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template class VGUIAPI Dar<class FrameSignal*>;
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template class VGUIAPI Dar<class ActionSignal*>;
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template class VGUIAPI Dar<class IntChangeSignal*>;
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template class VGUIAPI Dar<class TickSignal*>;
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template class VGUIAPI Dar<class Dar<char>*>;
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template class VGUIAPI Dar<class Frame*>;
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template class VGUIAPI Dar<class DesktopIcon*>;
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template class VGUIAPI Dar<class ChangeSignal*>;
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template class VGUIAPI Dar<class Panel*>;
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template class VGUIAPI Dar<class Label*>;
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template class VGUIAPI Dar<class RepaintSignal*>;
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#endif
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}
|
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#endif
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