Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VGUI_DAR_H
#define VGUI_DAR_H
#include<stdlib.h>
#include<string.h>
#include<VGUI.h>
namespace vgui
{
//Simple lightweight dynamic array implementation
template<class ELEMTYPE> class VGUIAPI Dar
{
public:
Dar()
{
_count=0;
_capacity=0;
_data=null;
ensureCapacity(4);
}
Dar(int initialCapacity)
{
_count=0;
_capacity=0;
_data=null;
ensureCapacity(initialCapacity);
}
public:
void ensureCapacity(int wantedCapacity)
{
if(wantedCapacity<=_capacity){return;}
//double capacity until it is >= wantedCapacity
//this could be done with math, but iterative is just so much more fun
int newCapacity=_capacity;
if(newCapacity==0){newCapacity=1;}
while(newCapacity<wantedCapacity){newCapacity*=2;}
//allocate and zero newData
ELEMTYPE* newData=new ELEMTYPE[newCapacity];
if(newData==null){exit(0);return;}
memset(newData,0,sizeof(ELEMTYPE)*newCapacity);
_capacity=newCapacity;
//copy data into newData
for(int i=0;i<_count;i++){newData[i]=_data[i];}
delete[] _data;
_data=newData;
}
void setCount(int count)
{
if((count<0)||(count>_capacity))
{
return;
}
_count=count;
}
int getCount()
{
return _count;
}
void addElement(ELEMTYPE elem)
{
ensureCapacity(_count+1);
_data[_count]=elem;
_count++;
}
bool hasElement(ELEMTYPE elem)
{
for(int i=0;i<_count;i++)
{
if(_data[i]==elem)
{
return true;
}
}
return false;
}
void putElement(ELEMTYPE elem)
{
if(hasElement(elem))
{
return;
}
addElement(elem);
}
void insertElementAt(ELEMTYPE elem,int index)
{
if((index<0)||(index>_count))
{
return;
}
if((index==_count)||(_count==0))
{
addElement(elem);
}
else
{
addElement(elem); //just to make sure it is big enough
for(int i=_count-1;i>index;i--)
{
_data[i]=_data[i-1];
}
_data[index]=elem;
}
}
void setElementAt(ELEMTYPE elem,int index)
{
if((index<0)||(index>=_count))
{
return;
}
_data[index]=elem;
}
void removeElementAt(int index)
{
if((index<0)||(index>=_count))
{
return;
}
//slide everything to the right of index, left one.
for(int i=index;i<(_count-1);i++)
{
_data[i]=_data[i+1];
}
_count--;
}
void removeElement(ELEMTYPE elem)
{
for(int i=0;i<_count;i++)
{
if(_data[i]==elem)
{
removeElementAt(i);
break;
}
}
}
void removeAll()
{
_count=0;
}
ELEMTYPE operator[](int index)
{
if((index<0)||(index>=_count))
{
return null;
}
return _data[index];
}
protected:
int _count;
int _capacity;
ELEMTYPE* _data;
};
#if XASH_WIN32
//forward referencing all the template types used so they get exported
template class VGUIAPI Dar<char>;
template class VGUIAPI Dar<char*>;
template class VGUIAPI Dar<int>;
template class VGUIAPI Dar<class Button*>;
template class VGUIAPI Dar<class SurfaceBase*>;
template class VGUIAPI Dar<class InputSignal*>;
template class VGUIAPI Dar<class FocusChangeSignal*>;
template class VGUIAPI Dar<class FrameSignal*>;
template class VGUIAPI Dar<class ActionSignal*>;
template class VGUIAPI Dar<class IntChangeSignal*>;
template class VGUIAPI Dar<class TickSignal*>;
template class VGUIAPI Dar<class Dar<char>*>;
template class VGUIAPI Dar<class Frame*>;
template class VGUIAPI Dar<class DesktopIcon*>;
template class VGUIAPI Dar<class ChangeSignal*>;
template class VGUIAPI Dar<class Panel*>;
template class VGUIAPI Dar<class Label*>;
template class VGUIAPI Dar<class RepaintSignal*>;
#endif
}
#endif