#ifndef __FIXEDMAP_H #define __FIXEDMAP_H /* An STL map-like container. Quickly thrown together to replace STL maps in specific instances. Many gotchas. Use with caution. */ #include template < class T, class U > class VVFixedMap { private: struct Data { T data; U key; }; Data *items; unsigned int numItems; unsigned int maxItems; VVFixedMap(void) {} public: VVFixedMap(unsigned int maxItems) { items = new Data[maxItems]; numItems = 0; this->maxItems = maxItems; } ~VVFixedMap(void) { items -= ( maxItems - numItems ); delete [] items; numItems = 0; } bool Insert(const T &newItem, const U &key) { Data *storage = NULL; //Check for fullness. if(numItems >= maxItems) { return false; } //Check for reuse. if(!FindUnsorted(key, storage)) { storage = items + numItems; numItems++; } storage->data = newItem; storage->key = key; return true; } void Sort(void) { qsort(items, numItems, sizeof(Data), VVFixedMap< T, U >::FixedMapSorter); } //Binary search, items must have been sorted! T *Find(const U &key) { int i; int high; int low; for(low = -1, high = numItems; high - low > 1; ) { i = (high + low) / 2; if(key < items[i].key) { high = i; } else if(key > items[i].key) { low = i; } else { return &items[i].data; } } if(items[i+1].key == key) { return &items[i+1].data; } else if(items[i-1].key == key) { return &items[i-1].data; } return NULL; } //Slower, but don't need to call sort first. T *FindUnsorted(const U &key, Data *&storage) { int i; for(i=0; ikey > ((Data*)b)->key) { return 1; } else if(((Data*)a)->key == ((Data*)b)->key) { return 0; } else { return -1; } } }; #endif