godot-cpp/include/godot_cpp/templates/local_vector.hpp

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/**************************************************************************/
/* local_vector.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef GODOT_LOCAL_VECTOR_HPP
#define GODOT_LOCAL_VECTOR_HPP
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
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#ifdef GODOT_MODULE
#include "core/templates/local_vector.h"
#else
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#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/memory.hpp>
#include <godot_cpp/templates/sort_array.hpp>
#include <godot_cpp/templates/vector.hpp>
#include <initializer_list>
#include <type_traits>
namespace godot {
// If tight, it grows strictly as much as needed.
// Otherwise, it grows exponentially (the default and what you want in most cases).
template <typename T, typename U = uint32_t, bool force_trivial = false, bool tight = false>
class LocalVector {
private:
U count = 0;
U capacity = 0;
T *data = nullptr;
public:
T *ptr() {
return data;
}
const T *ptr() const {
return data;
}
_FORCE_INLINE_ void push_back(T p_elem) {
if (unlikely(count == capacity)) {
if (capacity == 0) {
capacity = 1;
} else {
capacity <<= 1;
}
data = (T *)memrealloc(data, capacity * sizeof(T));
CRASH_COND_MSG(!data, "Out of memory");
}
if constexpr (!std::is_trivially_constructible<T>::value && !force_trivial) {
memnew_placement(&data[count++], T(p_elem));
} else {
data[count++] = p_elem;
}
}
void remove_at(U p_index) {
ERR_FAIL_UNSIGNED_INDEX(p_index, count);
count--;
for (U i = p_index; i < count; i++) {
data[i] = data[i + 1];
}
if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
data[count].~T();
}
}
/// Removes the item copying the last value into the position of the one to
/// remove. It's generally faster than `remove`.
void remove_at_unordered(U p_index) {
ERR_FAIL_INDEX(p_index, count);
count--;
if (count > p_index) {
data[p_index] = data[count];
}
if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
data[count].~T();
}
}
void erase(const T &p_val) {
int64_t idx = find(p_val);
if (idx >= 0) {
remove_at(idx);
}
}
void invert() {
for (U i = 0; i < count / 2; i++) {
SWAP(data[i], data[count - i - 1]);
}
}
_FORCE_INLINE_ void clear() { resize(0); }
_FORCE_INLINE_ void reset() {
clear();
if (data) {
memfree(data);
data = nullptr;
capacity = 0;
}
}
_FORCE_INLINE_ bool is_empty() const { return count == 0; }
_FORCE_INLINE_ U get_capacity() const { return capacity; }
_FORCE_INLINE_ void reserve(U p_size) {
p_size = tight ? p_size : nearest_power_of_2_templated(p_size);
if (p_size > capacity) {
capacity = p_size;
data = (T *)memrealloc(data, capacity * sizeof(T));
CRASH_COND_MSG(!data, "Out of memory");
}
}
_FORCE_INLINE_ U size() const { return count; }
void resize(U p_size) {
if (p_size < count) {
if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
for (U i = p_size; i < count; i++) {
data[i].~T();
}
}
count = p_size;
} else if (p_size > count) {
if (unlikely(p_size > capacity)) {
if (capacity == 0) {
capacity = 1;
}
while (capacity < p_size) {
capacity <<= 1;
}
data = (T *)memrealloc(data, capacity * sizeof(T));
CRASH_COND_MSG(!data, "Out of memory");
}
if constexpr (!std::is_trivially_constructible<T>::value && !force_trivial) {
for (U i = count; i < p_size; i++) {
memnew_placement(&data[i], T);
}
}
count = p_size;
}
}
_FORCE_INLINE_ const T &operator[](U p_index) const {
CRASH_BAD_UNSIGNED_INDEX(p_index, count);
return data[p_index];
}
_FORCE_INLINE_ T &operator[](U p_index) {
CRASH_BAD_UNSIGNED_INDEX(p_index, count);
return data[p_index];
}
struct Iterator {
_FORCE_INLINE_ T &operator*() const {
return *elem_ptr;
}
_FORCE_INLINE_ T *operator->() const { return elem_ptr; }
_FORCE_INLINE_ Iterator &operator++() {
elem_ptr++;
return *this;
}
_FORCE_INLINE_ Iterator &operator--() {
elem_ptr--;
return *this;
}
_FORCE_INLINE_ bool operator==(const Iterator &b) const { return elem_ptr == b.elem_ptr; }
_FORCE_INLINE_ bool operator!=(const Iterator &b) const { return elem_ptr != b.elem_ptr; }
Iterator(T *p_ptr) { elem_ptr = p_ptr; }
Iterator() {}
Iterator(const Iterator &p_it) { elem_ptr = p_it.elem_ptr; }
private:
T *elem_ptr = nullptr;
};
struct ConstIterator {
_FORCE_INLINE_ const T &operator*() const {
return *elem_ptr;
}
_FORCE_INLINE_ const T *operator->() const { return elem_ptr; }
_FORCE_INLINE_ ConstIterator &operator++() {
elem_ptr++;
return *this;
}
_FORCE_INLINE_ ConstIterator &operator--() {
elem_ptr--;
return *this;
}
_FORCE_INLINE_ bool operator==(const ConstIterator &b) const { return elem_ptr == b.elem_ptr; }
_FORCE_INLINE_ bool operator!=(const ConstIterator &b) const { return elem_ptr != b.elem_ptr; }
ConstIterator(const T *p_ptr) { elem_ptr = p_ptr; }
ConstIterator() {}
ConstIterator(const ConstIterator &p_it) { elem_ptr = p_it.elem_ptr; }
private:
const T *elem_ptr = nullptr;
};
_FORCE_INLINE_ Iterator begin() {
return Iterator(data);
}
_FORCE_INLINE_ Iterator end() {
return Iterator(data + size());
}
_FORCE_INLINE_ ConstIterator begin() const {
return ConstIterator(ptr());
}
_FORCE_INLINE_ ConstIterator end() const {
return ConstIterator(ptr() + size());
}
void insert(U p_pos, T p_val) {
ERR_FAIL_UNSIGNED_INDEX(p_pos, count + 1);
if (p_pos == count) {
push_back(p_val);
} else {
resize(count + 1);
for (U i = count - 1; i > p_pos; i--) {
data[i] = data[i - 1];
}
data[p_pos] = p_val;
}
}
int64_t find(const T &p_val, U p_from = 0) const {
for (U i = p_from; i < count; i++) {
if (data[i] == p_val) {
return int64_t(i);
}
}
return -1;
}
bool has(const T &p_val) const {
return find(p_val) != -1;
}
template <typename C>
void sort_custom() {
U len = count;
if (len == 0) {
return;
}
SortArray<T, C> sorter;
sorter.sort(data, len);
}
void sort() {
sort_custom<_DefaultComparator<T>>();
}
void ordered_insert(T p_val) {
U i;
for (i = 0; i < count; i++) {
if (p_val < data[i]) {
break;
}
}
insert(i, p_val);
}
operator Vector<T>() const {
Vector<T> ret;
ret.resize(size());
T *w = ret.ptrw();
memcpy(w, data, sizeof(T) * count);
return ret;
}
Vector<uint8_t> to_byte_array() const { //useful to pass stuff to gpu or variant
Vector<uint8_t> ret;
ret.resize(count * sizeof(T));
uint8_t *w = ret.ptrw();
memcpy(w, data, sizeof(T) * count);
return ret;
}
_FORCE_INLINE_ LocalVector() {}
_FORCE_INLINE_ LocalVector(std::initializer_list<T> p_init) {
reserve(p_init.size());
for (const T &element : p_init) {
push_back(element);
}
}
_FORCE_INLINE_ LocalVector(const LocalVector &p_from) {
resize(p_from.size());
for (U i = 0; i < p_from.count; i++) {
data[i] = p_from.data[i];
}
}
inline void operator=(const LocalVector &p_from) {
resize(p_from.size());
for (U i = 0; i < p_from.count; i++) {
data[i] = p_from.data[i];
}
}
inline void operator=(const Vector<T> &p_from) {
resize(p_from.size());
for (U i = 0; i < count; i++) {
data[i] = p_from[i];
}
}
_FORCE_INLINE_ ~LocalVector() {
if (data) {
reset();
}
}
};
template <typename T, typename U = uint32_t, bool force_trivial = false>
using TightLocalVector = LocalVector<T, U, force_trivial, true>;
} // namespace godot
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
2024-03-15 08:57:36 +00:00
#endif
#endif // GODOT_LOCAL_VECTOR_HPP