Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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