Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// These classes let you write your own allocators to be used with new and delete.
// If you have an allocator: VAllocator *pAlloc, you can call new and delete like this:
//
// ptr = VNew(pAlloc) ClassName;
// VDelete(pAlloc, ptr);
//
// Note: allocating and freeing arrays of objects will not work using VAllocators.
#ifndef VALLOCATOR_H
#define VALLOCATOR_H
class VAllocator
{
public:
virtual void* Alloc(unsigned long size)=0;
virtual void Free(void *ptr)=0;
};
// This allocator just uses malloc and free.
class VStdAllocator : public VAllocator
{
public:
virtual void* Alloc(unsigned long size);
virtual void Free(void *ptr);
};
extern VStdAllocator g_StdAllocator;
// Use these to allocate classes through VAllocator.
// Allocating arrays of classes is not supported.
#define VNew(pAlloc) new
#define VDelete(pAlloc, ptr) delete ptr
// Used internally.. just makes sure we call the right operator new.
class DummyAllocatorHelper
{
public:
int x;
};
inline void* operator new(size_t size, void *ptr, DummyAllocatorHelper *asdf)
{
(void)asdf; // Suppress unused-variable compiler warnings.
(void)size;
return ptr;
}
inline void operator delete(void *ptrToDelete, void *ptr, DummyAllocatorHelper *asdf)
{
(void)asdf; // Suppress unused-variable compiler warnings.
(void)ptr;
(void)ptrToDelete;
}
// Use these to manually construct and destruct lists of objects.
template<class T>
inline void VAllocator_CallConstructors(T *pObjects, int count=1)
{
for(int i=0; i < count; i++)
new(&pObjects[i], (DummyAllocatorHelper*)0) T;
}
template<class T>
inline void VAllocator_CallDestructors(T *pObjects, int count)
{
for(int i=0; i < count; i++)
pObjects[i].~T();
}
#endif