Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ACTIVEITEMLIST_H
#define ACTIVEITEMLIST_H
#pragma once
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//=============================================================================
typedef int ITEM_HANDLE;
//=============================================================================
template <class T> class ActiveItemList { public: ActiveItemList(); ActiveItemList( int size );
void SetSize( int size ); int GetSize( void );
int GetNumberOfItems( void ); T* GetFirstItem( void ); T* GetNextItem( void );
ITEM_HANDLE GetEmptyItemHandle( void );
T* GetItem( ITEM_HANDLE handle ); void RemoveItem( ITEM_HANDLE handle );
void SetActiveItem( ITEM_HANDLE handle ); T* GetActiveItem( void );
void Free( void );
protected:
int m_NumItems; // the number of items in the list
int m_ActiveItem; // the active item index
int m_CurrentItem; int m_ListSize; // size of the list
T *m_pList; // the active item list
bool *m_pEmptyList; // keep an empty list
};
//=============================================================================
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> ActiveItemList<T>::ActiveItemList() { m_NumItems = 0; m_ActiveItem = -1; m_CurrentItem = -1; m_ListSize = 0; m_pList = NULL; m_pEmptyList = NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> ActiveItemList<T>::ActiveItemList( int size ) { int i; // loop counter
// set the size of the list
m_ListSize = size;
//
// allocate memory for the list
//
if( !( m_pList = new T[size] ) ) return;
if( !( m_pEmptyList = new bool[size] ) ) return;
//
// initialize the active item list
//
m_NumItems = 0; m_ActiveItem = -1; m_CurrentItem = -1;
for( i = 0; i < size; i++ ) m_pEmptyList[i] = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> void ActiveItemList<T>::SetSize( int size ) { int i; // loop counter
// set the size of the list
m_ListSize = size;
//
// allocate memory for the list
//
if( !( m_pList = new T[size] ) ) return;
if( !( m_pEmptyList = new bool[size] ) ) return; //
// initialize the active item list
//
m_NumItems = 0; m_ActiveItem = -1; m_CurrentItem = -1;
for( i = 0; i < size; i++ ) m_pEmptyList[i] = true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> int ActiveItemList<T>::GetSize( void ) { return m_ListSize; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> int ActiveItemList<T>::GetNumberOfItems( void ) { return m_NumItems; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> T* ActiveItemList<T>::GetFirstItem( void ) { int i; // loop counter
// reset current item index
m_CurrentItem = -1;
//
// find the first item in the list
//
for( i = 0; i < m_ListSize; i++ ) { if( !m_pEmptyList[i] ) { m_CurrentItem = i; return &m_pList[i]; } }
// no items found
return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> T* ActiveItemList<T>::GetNextItem( void ) { int i; // loop counter
//
// find the next item in the list
//
for( i = m_CurrentItem + 1; i < m_ListSize; i++ ) { if( !m_pEmptyList[i] ) { m_CurrentItem = i; return &m_pList[i]; } }
// no more items found
return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> ITEM_HANDLE ActiveItemList<T>::GetEmptyItemHandle( void ) { int i; // loop counter
//
// find an empty item slot and return the handle
//
for( i = 0; i < m_ListSize; i++ ) { if( m_pEmptyList[i] ) { m_pEmptyList[i] = false; m_NumItems++; return i; } }
// no empty item slot
return -1; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> T* ActiveItemList<T>::GetItem( ITEM_HANDLE handle ) { return &m_pList[handle]; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> void ActiveItemList<T>::RemoveItem( ITEM_HANDLE handle ) { //
// set the item to empty and decrement the number of items in list
//
m_pEmptyList[handle] = true; m_NumItems--; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> void ActiveItemList<T>::SetActiveItem( ITEM_HANDLE handle ) { // set the active item
m_ActiveItem = handle; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> T* ActiveItemList<T>::GetActiveItem( void ) { if( m_ActiveItem == -1 ) return NULL;
return &m_pList[m_ActiveItem]; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class T> void ActiveItemList<T>::Free( void ) { //
// clean up lists
//
if( m_pList ) delete [] m_pList;
if( m_pEmptyList ) delete [] m_pEmptyList; }
#endif // ACTIVEITEMLIST_H
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