Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
* * Copyright (c) 1998-9 * Dr John Maddock * * Permission to use, copy, modify, distribute and sell this software * and its documentation for any purpose is hereby granted without fee, * provided that the above copyright notice appear in all copies and * that both that copyright notice and this permission notice appear * in supporting documentation. Dr John Maddock makes no representations * about the suitability of this software for any purpose. * It is provided "as is" without express or implied warranty. * */
/*
* FILE jstack.h * VERSION 2.12 */
#ifndef __JSTACH_H
#define __JSTACK_H
#ifndef JM_CFG_H
#include <jm/jm_cfg.h>
#endif
JM_NAMESPACE(__JM)
//
// class jstack
// simplified stack optimised for push/peek/pop
// operations, we could use std::stack<std::vector<T>> instead...
//
template <class T, class Allocator JM_DEF_ALLOC_PARAM(T) > class jstack { private: typedef JM_MAYBE_TYPENAME REBIND_TYPE(unsigned char, Allocator) alloc_type; typedef typename REBIND_TYPE(T, Allocator)::size_type size_type; struct node { node* next; T* start; // first item
T* end; // last item
T* last; // end of storage
}; //
// empty base member optimisation:
struct data : public alloc_type { unsigned char buf[sizeof(T)*16]; data(const Allocator& a) : alloc_type(a){} };
data alloc_inst; mutable node* stack; mutable node* unused; node base; size_type block_size;
void RE_CALL pop_aux()const; void RE_CALL push_aux();
public: jstack(size_type n = 64, const Allocator& a = Allocator());
~jstack();
node* RE_CALL get_node() { node* new_stack = (node*)alloc_inst.allocate(sizeof(node) + sizeof(T) * block_size); new_stack->last = (T*)(new_stack+1); new_stack->start = new_stack->end = new_stack->last + block_size; new_stack->next = 0; return new_stack; }
bool RE_CALL empty() { return (stack->start == stack->end) && (stack->next == 0); }
bool RE_CALL good() { return (stack->start != stack->end) || (stack->next != 0); }
T& RE_CALL peek() { if(stack->start == stack->end) pop_aux(); return *stack->end; }
const T& RE_CALL peek()const { if(stack->start == stack->end) pop_aux(); return *stack->end; }
void RE_CALL pop() { if(stack->start == stack->end) pop_aux(); jm_destroy(stack->end); ++(stack->end); }
void RE_CALL pop(T& t) { if(stack->start == stack->end) pop_aux(); t = *stack->end; jm_destroy(stack->end); ++(stack->end); }
void RE_CALL push(const T& t) { if(stack->end == stack->last) push_aux(); --(stack->end); jm_construct(stack->end, t); }
};
template <class T, class Allocator> jstack<T, Allocator>::jstack(size_type n, const Allocator& a) : alloc_inst(a) { unused = 0; block_size = n; stack = &base; base.last = (T*)alloc_inst.buf; base.end = base.start = base.last + 16; base.next = 0; }
template <class T, class Allocator> void RE_CALL jstack<T, Allocator>::push_aux() { // make sure we have spare space on TOS:
register node* new_node; if(unused) { new_node = unused; unused = new_node->next; new_node->next = stack; stack = new_node; } else { new_node = get_node(); new_node->next = stack; stack = new_node; } }
template <class T, class Allocator> void RE_CALL jstack<T, Allocator>::pop_aux()const { // make sure that we have a valid item
// on TOS:
jm_assert(stack->next); register node* p = stack; stack = p->next; p->next = unused; unused = p; }
template <class T, class Allocator> jstack<T, Allocator>::~jstack() { node* condemned; while(good()) pop(); while(unused) { condemned = unused; unused = unused->next; alloc_inst.deallocate((unsigned char*)condemned, sizeof(node) + sizeof(T) * block_size); } while(stack != &base) { condemned = stack; stack = stack->next; alloc_inst.deallocate((unsigned char*)condemned, sizeof(node) + sizeof(T) * block_size); } }
JM_END_NAMESPACE
#endif
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