khanat-code-old/code/nel/include/nel/3d/ordering_table.h

265 lines
6.8 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_ORDERING_TABLE_H
#define NL_ORDERING_TABLE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "nel/misc/smart_ptr.h"
#include <vector>
namespace NL3D
{
// ***************************************************************************
/**
*
* \author Matthieu Besson
* \author Nevrax France
* \date 2000
*/
template<class T> class COrderingTable
{
public:
COrderingTable();
~COrderingTable();
// copy ctor. NB : Allocator is not shared from source, and bahave like when reset(0) is called.
COrderingTable(const COrderingTable<T> &other);
// assignement operator. NB : Allocator is not shared from source, and bahave like when reset(0) is called.
COrderingTable &operator=(const COrderingTable<T> &other);
/**
* Initialization.
* The ordering table has a range from 0 to nNbEntries-1
*/
void init( uint32 nNbEntries );
/**
* Just return the number of entries in the ordering table
*/
uint32 getSize();
/**
* Put the ordering table to empty
* \param maxElementToInsert prepare allocator for insert by setting maximum insert() that will arise.
*/
void reset(uint maxElementToInsert);
/** Share allocator between 2 or more ordering tables. So that calling reset will give the max number of insert
* for both tables. This is useful if several table are used for sorting (example : sort by priority with one table per possible priority)
* NB : the table of "source table" becomes the used allocator
*/
void shareAllocator(COrderingTable<T> &sourceTable) { _Allocator = sourceTable._Allocator; }
/**
* Insert an element in the ordering table
* NB: element is inserted in front of the list at nEntryPos (for optim consideration)
* NB: nlassert in debug if num of insert() calls exceed value passed in reset()
* NB: nlassert in debug if nEntryPos is => getSize()
*/
void insert( uint32 nEntryPos, T *pValue );
/**
* Traversing operations
*
* OrderingTable<Face> ot;
* ot.begin();
* while( ot.get() != NULL )
* {
* Face *pF = ot.get();
* // Do the treatment you want here
* ot.next();
* }
*/
void begin();
/**
* Get the currently selected element.
*/
T* get();
/**
* Move selection pointer to the next element
*/
void next();
// =================
// =================
// IMPLEMENTATION.
// =================
// =================
private:
struct CNode
{
T *val;
CNode *next;
CNode()
{
val = NULL;
next = NULL;
}
};
class CAllocator : public NLMISC::CRefCount
{
public:
std::vector<CNode> NodePool;
CNode *CurAllocatedNode;
CAllocator() : CurAllocatedNode(NULL) {}
};
// a raw allocator of node.
NLMISC::CSmartPtr<CAllocator> _Allocator;
uint32 _nNbElt;
CNode* _Array;
CNode* _SelNode;
};
// ***************************************************************************
template<class T> COrderingTable<T>::COrderingTable()
{
_nNbElt = 0;
_Array = NULL;
_SelNode = NULL;
_Allocator = new CAllocator;
}
// ***************************************************************************
template<class T> COrderingTable<T>::~COrderingTable()
{
delete [] _Array;
}
// ***************************************************************************
template<class T> void COrderingTable<T>::init( uint32 nNbEntries )
{
delete [] _Array;
_nNbElt = nNbEntries;
if (nNbEntries == 0) return;
_Array = new CNode[_nNbElt];
reset(0);
}
// ***************************************************************************
template<class T> uint32 COrderingTable<T>::getSize()
{
return _nNbElt;
}
// ***************************************************************************
template<class T> void COrderingTable<T>::reset(uint maxElementToInsert)
{
// reset allocation
maxElementToInsert= std::max(1U, maxElementToInsert);
_Allocator->NodePool.resize(maxElementToInsert);
_Allocator->CurAllocatedNode= &_Allocator->NodePool[0];
// reset OT.
for( uint32 i = 0; i < _nNbElt-1; ++i )
{
_Array[i].val = NULL;
_Array[i].next = &_Array[i+1];
}
_Array[_nNbElt-1].val = NULL;
_Array[_nNbElt-1].next = NULL;
}
// ***************************************************************************
template<class T> void COrderingTable<T>::insert( uint32 nEntryPos, T *pValue )
{
#ifdef NL_DEBUG
// check not so many calls to insert()
nlassert( !_Allocator->NodePool.empty() && _Allocator->CurAllocatedNode < (&_Allocator->NodePool[0])+_Allocator->NodePool.size() );
// check good entry size
nlassert( nEntryPos < _nNbElt );
#endif
// get the head list node
CNode *headNode = &_Array[nEntryPos];
// alocate a new node
CNode *nextNode = _Allocator->CurAllocatedNode++;
// fill this new node with data of head node
nextNode->val= headNode->val;
nextNode->next= headNode->next;
// and replace head node with new data: consequence is pValue is insert in front of the list
headNode->val= pValue;
headNode->next= nextNode;
// NB: prec of headNode is still correclty linked to headNode.
}
// ***************************************************************************
template<class T> void COrderingTable<T>::begin()
{
_SelNode = &_Array[0];
if( _SelNode->val == NULL )
next();
}
// ***************************************************************************
template<class T> T* COrderingTable<T>::get()
{
if( _SelNode != NULL )
return _SelNode->val;
else
return NULL;
}
// ***************************************************************************
template<class T> void COrderingTable<T>::next()
{
_SelNode = _SelNode->next;
while( ( _SelNode != NULL )&&( _SelNode->val == NULL ) )
_SelNode = _SelNode->next;
}
// ***************************************************************************
template <class T>
inline COrderingTable<T>::COrderingTable(const COrderingTable<T> &other)
{
_nNbElt = 0;
_Array = NULL;
_SelNode = NULL;
*this = other;
}
// ***************************************************************************
template <class T>
inline COrderingTable<T> &COrderingTable<T>::operator=(const COrderingTable<T> &other)
{
_Allocator = new CAllocator;
init(other._nNbElt);
return *this;
}
} // NL3D
#endif // NL_ORDERING_TABLE_H
/* End of ordering_table.h */