Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Holds the enumerated list of default cursors
//
// $NoKeywords: $
//=============================================================================//
#ifndef DAR_H
#define DAR_H
#ifdef _WIN32
#pragma once
#endif
#include <stdlib.h>
#include <string.h>
#include <vgui/VGUI.h>
#include "tier1/utlvector.h"
#include "tier0/memdbgon.h"
namespace vgui
{
//-----------------------------------------------------------------------------
// Purpose: Simple lightweight dynamic array implementation
//-----------------------------------------------------------------------------
template<class ELEMTYPE> class Dar : public CUtlVector< ELEMTYPE >
{
typedef CUtlVector< ELEMTYPE > BaseClass;
public:
Dar()
{
}
Dar(int initialCapacity) :
BaseClass( 0, initialCapacity )
{
}
public:
void SetCount(int count)
{
this->EnsureCount( count );
}
int GetCount()
{
return this->Count();
}
int AddElement(ELEMTYPE elem)
{
return this->AddToTail( elem );
}
void MoveElementToEnd( ELEMTYPE elem )
{
if ( this->Count() == 0 )
return;
// quick check to see if it's already at the end
if ( this->Element( this->Count() - 1 ) == elem )
return;
int idx = this->Find( elem );
if ( idx == this->InvalidIndex() )
return;
this->Remove( idx );
this->AddToTail( elem );
}
// returns the index of the element in the array, -1 if not found
int FindElement(ELEMTYPE elem)
{
return this->Find( elem );
}
bool HasElement(ELEMTYPE elem)
{
if ( this->FindElement(elem) != this->InvalidIndex() )
{
return true;
}
return false;
}
int PutElement(ELEMTYPE elem)
{
int index = this->FindElement(elem);
if (index >= 0)
{
return index;
}
return this->AddElement(elem);
}
// insert element at index and move all the others down 1
void InsertElementAt(ELEMTYPE elem,int index)
{
this->InsertBefore( index, elem );
}
void SetElementAt(ELEMTYPE elem,int index)
{
this->EnsureCount( index + 1 );
this->Element( index ) = elem;
}
void RemoveElementAt(int index)
{
this->Remove( index );
}
void RemoveElementsBefore(int index)
{
if ( index <= 0 )
return;
this->RemoveMultiple( 0, index - 1 );
}
void RemoveElement(ELEMTYPE elem)
{
this->FindAndRemove( elem );
}
void *GetBaseData()
{
return this->Base();
}
void CopyFrom(Dar<ELEMTYPE> &dar)
{
this->CopyArray( dar.Base(), dar.Count() );
}
};
}
#include "tier0/memdbgoff.h"
#endif // DAR_H