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halflife-sdk-steam/public/pman_particlemem.h

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#ifndef PARTICLEMEM_H__
#define PARTICLEMEM_H__
#ifdef _WIN32
#pragma once
#endif
#include <vector>
class CCoreTriangleEffect;
#define TRIANGLE_FPS 30
typedef struct visibleparticles_s
{
CCoreTriangleEffect *pVisibleParticle;
} visibleparticles_t;
//---------------------------------------------------------------------------
// Memory block record.
class MemoryBlock
{
private:
char *m_pData;
//bool m_bBlockIsInUse;
public:
MemoryBlock(long lBlockSize)
: next(NULL), prev(NULL)
//m_bBlockIsInUse(false) // Initialize block to 'free' state.
{
// Allocate memory here.
m_pData = new char[lBlockSize];
}
virtual ~MemoryBlock()
{
// Free memory.
delete[] m_pData;
}
inline char *Memory(void) { return m_pData; }
MemoryBlock * next;
MemoryBlock * prev;
};
class MemList
{
public:
MemList() : m_pHead(NULL) {}
~MemList() { Reset(); }
void Push(MemoryBlock * newItem)
{
if(!m_pHead)
{
m_pHead = newItem;
newItem->next = NULL;
newItem->prev = NULL;
return;
}
MemoryBlock * temp = m_pHead;
m_pHead = newItem;
m_pHead->next = temp;
m_pHead->prev = NULL;
temp->prev = m_pHead;
}
MemoryBlock * Front( void )
{
return(m_pHead);
}
MemoryBlock * Pop( void )
{
if(!m_pHead)
return(NULL);
MemoryBlock * temp = m_pHead;
m_pHead = m_pHead->next;
if(m_pHead)
m_pHead->prev = NULL;
temp->next = NULL;
temp->prev = NULL;
return(temp);
}
void Delete( MemoryBlock * pItem)
{
if(m_pHead == pItem)
{
MemoryBlock * temp = m_pHead;
m_pHead = m_pHead->next;
if(m_pHead)
m_pHead->prev = NULL;
temp->next = NULL;
temp->prev = NULL;
return;
}
MemoryBlock * prev = pItem->prev;
MemoryBlock * next = pItem->next;
if(prev)
prev->next = next;
if(next)
next->prev = prev;
pItem->next = NULL;
pItem->prev = NULL;
}
void Reset( void )
{
while(m_pHead)
Delete(m_pHead);
}
private:
MemoryBlock * m_pHead;
};
// Some helpful typedefs.
typedef std::vector<MemoryBlock *> VectorOfMemoryBlocks;
typedef VectorOfMemoryBlocks::iterator MemoryBlockIterator;
// Mini memory manager - singleton.
class CMiniMem
{
private:
// Main memory pool. Array is fine, but vectors are
// easier. :)
static VectorOfMemoryBlocks m_vecMemoryPool;
// Size of memory blocks in pool.
static long m_lMemoryBlockSize;
static long m_lMaxBlocks;
static long m_lMemoryPoolSize;
static CMiniMem *_instance;
int m_iTotalParticles;
int m_iParticlesDrawn;
protected:
// private constructor and destructor.
CMiniMem(long lMemoryPoolSize, long lMaxBlockSize);
virtual ~CMiniMem();
// ------------ Memory pool manager calls.
// Find a free block and mark it as "in use". Return NULL
// if no free blocks found.
char *AllocateFreeBlock(void);
public:
// Return a pointer to usable block of memory.
char *newBlock(void);
// Mark a target memory item as no longer "in use".
void deleteBlock(MemoryBlock *p);
// Return the remaining capacity of the memory pool as a percent.
long PercentUsed(void);
void ProcessAll( void ); //Processes all
void Reset( void ); //clears memory, setting all particles to not used.
static int ApplyForce( Vector vOrigin, Vector vDirection, float flRadius, float flStrength );
static CMiniMem *Instance(void);
static long MaxBlockSize(void);
bool CheckSize( int iSize );
int GetTotalParticles( void ) { return m_iTotalParticles; }
int GetDrawnParticles( void ) { return m_iParticlesDrawn; }
void IncreaseParticlesDrawn( void ){ m_iParticlesDrawn++; }
void Shutdown( void );
visibleparticles_t *m_pVisibleParticles;
};
#endif//PARTICLEMEM_H__