/**************************************************************************** ** ** Copyright (C) 1993-2009 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #include "Qt3DSMemorySettings.h" #include "Qt3DSMemory.h" #include "Qt3DSPlatformSpecific.h" #ifdef WIN32 #pragma warning(disable : 4625) // copy constructor could not be generated because a base class copy // constructor is inaccessible #pragma warning(disable : 4626) // assignment operator could not be generated because a base class // assignment operator is inaccessible #endif //============================================================================== // Namespace //============================================================================== namespace Q3DStudio { //============================================================================== // Constants //============================================================================== #define NVARRAY_NOTFOUND -1 //============================================================================== /** * Ordered Collection also knows as a vector. * * Use Reserve or the constructor parameter if you know how many slots * will be needed to prevent frequent reallocations during growth. * * The array grows by DEFAULT_GROWFACTOR aka 20% whenever it overflows. By * setting the factor to 0 it will still clamp to 1 and instead grow the * array by one slot at a time. This is not ideal but given a pooled memory * manager you will not thrash memory too much since you will grow inside * each pool chunk and only reallocate when switching pools. * * Naming of CArray instances are used to enable memory tracking of arrays * that have gone berzerk or less frequently used instances that could be * released after usage. * * The FOR_ARRAY macro is the preferred way to process all array slots. */ template class CArray { //============================================================================== // Constants //============================================================================== #define DEFAULT_GROWFACTOR 1.2f //============================================================================== // Types //============================================================================== public: typedef T TType; ///< Easy access to template type //============================================================================== // Fields //============================================================================== protected: CHAR m_Name[32]; ///< Allows easy ID using memory reporting T *m_Data; ///< Allocated memory containing array data INT32 m_Capacity; ///< Max number of slots possible INT32 m_Count; ///< Current number of slots in array FLOAT m_GrowFactor; ///< Factor by which array grows when out of space //============================================================================== // Methods //============================================================================== public: // Construction inline CArray(const INT32 inCapacity = 0, const FLOAT inGrowFactor = DEFAULT_GROWFACTOR, const CHAR *inName = NULL); inline CArray(const CArray &); inline ~CArray(); public: // Management inline void SetName(const CHAR *inName = NULL); inline INT32 GetCount() const; inline INT32 GetCapacity() const; inline void Clear(const BOOL inRelease = true); inline void Reserve(const INT32 inCapacity, const BOOL inExpand = false); public: // Stack access void Push(const T &inValue); inline const T &Pop(); inline const T &Top() const; public: // Random access inline INT32 GetIndex(const T &inValue) const; inline T &operator[](const INT32 inIndex) const; inline void Remove(const INT32 inIndex); public: // FOR_ARRAY iteration inline T *Begin() const; inline T *End() const; private: // Disabled Copy Construction inline CArray &operator=(const CArray &); }; } // namespace Q3DStudio //============================================================================== // Template code //============================================================================== #include "Qt3DSArray.inl"