godot-lportal/lvector.h

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#pragma once
// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
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// just a light wrapper around a vector until we get the Godot vector allocation issues sorted
#include "core/vector.h"
#include <assert.h>
#include <vector>
template <class T> class LVector
{
public:
// array subscript access
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// note this is not available in Godot Vector
T& operator[](unsigned int ui)
{
assert (ui < m_iSize);
return m_Vec[ui];
}
const T& operator[](unsigned int ui) const
{
assert (ui < (unsigned int) m_iSize);
return m_Vec[ui];
}
void clear(bool bCompact = false)
{
m_iSize = 0;
if (bCompact)
compact();
}
void compact()
{
m_Vec.resize(m_iSize);
}
void reserve(int s)
{
m_Vec.resize(s);
}
void resize(int s, bool bCompact = false)
{
// new size
m_iSize = s;
// if compacting is not desired, no need to shrink vector
if (m_iSize < m_Vec.size())
{
if (!bCompact)
{
return;
}
}
m_Vec.resize(s);
}
void set(unsigned int ui, const T &t)
{
assert (ui < (unsigned int) m_iSize);
m_Vec[ui] = t;
}
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// efficient unsorted
void remove_unsorted(unsigned int ui)
{
// just swap the end element and decrement count
m_Vec[ui] = m_Vec[m_iSize-1];
m_iSize--;
}
T * request()
{
m_iSize++;
if (m_iSize >= m_Vec.size())
grow();
return &m_Vec[m_iSize-1];
}
void grow()
{
int new_size = m_Vec.size() * 2;
if (!new_size) new_size = 1;
reserve(new_size);
}
void push_back(const T &t)
{
int size_p1 = m_iSize+1;
if (size_p1 < m_Vec.size())
{
int size = m_iSize;
m_iSize = size_p1;
set(size, t);
}
else
{
// need more space
grow();
// call recursive
push_back(t);
}
}
void copy_from(const LVector<T> &o)
{
// make sure enough space
if (o.size() > m_Vec.size())
{
reserve(o.size());
}
clear();
m_iSize = o.size();
for (int n=0; n<o.size(); n++)
{
set(n, o[n]);
}
}
void copy_from(const Vector<T> &o)
{
// make sure enough space
if (o.size() > m_Vec.size())
{
reserve(o.size());
}
clear();
m_iSize = o.size();
for (int n=0; n<o.size(); n++)
{
set(n, o[n]);
}
}
LVector()
{
m_iSize = 0;
}
int size() const {return m_iSize;}
private:
std::vector<T> m_Vec;
// working size
int m_iSize;
};