celestia/src/celutil/blockarray.h

91 lines
2.3 KiB
C++

#pragma once
// blockarray.h
//
// Copyright (C) 2001-2020, the Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <vector>
// TODO: consider making it a full STL
// style container with iterator support.
/*! BlockArray is a container class that is similar to an STL vector
* except for two very important differences:
* - The elements of a BlockArray are not necessarily in one
* contiguous block of memory.
* - The address of a BlockArray element is guaranteed not to
* change over the lifetime of the BlockArray (or until the
* BlockArray is cleared.)
*/
template<class T> class BlockArray
{
public:
BlockArray() :
m_blockSize(1000),
m_elementCount(0)
{
}
~BlockArray()
{
clear();
}
unsigned int size() const
{
return m_elementCount;
}
/*! Append an item to the BlockArray. */
void add(T& element)
{
unsigned int blockIndex = m_elementCount / m_blockSize;
if (blockIndex == m_blocks.size())
{
T* newBlock = new T[m_blockSize];
m_blocks.push_back(newBlock);
}
unsigned int elementIndex = m_elementCount % m_blockSize;
m_blocks.back()[elementIndex] = element;
++m_elementCount;
}
void clear()
{
for (typename std::vector<T*>::const_iterator iter = m_blocks.begin(); iter != m_blocks.end(); ++iter)
{
delete[] *iter;
}
m_elementCount = 0;
m_blocks.clear();
}
T& operator[](int index)
{
unsigned int blockNumber = index / m_blockSize;
unsigned int elementNumber = index % m_blockSize;
return m_blocks[blockNumber][elementNumber];
}
const T& operator[](int index) const
{
unsigned int blockNumber = index / m_blockSize;
unsigned int elementNumber = index % m_blockSize;
return m_blocks[blockNumber][elementNumber];
}
private:
unsigned int m_blockSize;
unsigned int m_elementCount;
std::vector<T*> m_blocks;
};