Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef UTLSTRINGMAP_H
#define UTLSTRINGMAP_H
#ifdef _WIN32
#pragma once
#endif
#include "utlsymbol.h"
template <class T>
class CUtlStringMap
{
public:
CUtlStringMap( bool caseInsensitive = true ) : m_SymbolTable( 0, 32, caseInsensitive )
{
}
// Get data by the string itself:
T& operator[]( const char *pString )
{
CUtlSymbol symbol = m_SymbolTable.AddString( pString );
int index = ( int )( UtlSymId_t )symbol;
if( m_Vector.Count() <= index )
{
m_Vector.EnsureCount( index + 1 );
}
return m_Vector[index];
}
// Get data by the string's symbol table ID - only used to retrieve a pre-existing symbol, not create a new one!
T& operator[]( UtlSymId_t n )
{
Assert( n >=0 && n <= m_Vector.Count() );
return m_Vector[n];
}
const T& operator[]( UtlSymId_t n ) const
{
Assert( n >=0 && n <= m_Vector.Count() );
return m_Vector[n];
}
bool Defined( const char *pString ) const
{
return m_SymbolTable.Find( pString ) != UTL_INVAL_SYMBOL;
}
UtlSymId_t Find( const char *pString ) const
{
return m_SymbolTable.Find( pString );
}
static UtlSymId_t InvalidIndex()
{
return UTL_INVAL_SYMBOL;
}
int GetNumStrings( void ) const
{
return m_SymbolTable.GetNumStrings();
}
const char *String( int n ) const
{
return m_SymbolTable.String( n );
}
// Clear all of the data from the map
void Clear()
{
m_Vector.RemoveAll();
m_SymbolTable.RemoveAll();
}
void Purge()
{
m_Vector.Purge();
m_SymbolTable.RemoveAll();
}
void PurgeAndDeleteElements()
{
m_Vector.PurgeAndDeleteElements();
m_SymbolTable.RemoveAll();
}
private:
CUtlVector<T> m_Vector;
CUtlSymbolTable m_SymbolTable;
};
#endif // UTLSTRINGMAP_H