mirror of
https://github.com/ZDoom/raze-gles.git
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0968a9d97e
- route menu sound calls through the delegate to better deal with differences between games.
291 lines
8 KiB
C++
291 lines
8 KiB
C++
/*
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** name.cpp
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** Implements int-as-string mapping.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <string.h>
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#include "name.h"
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#include "superfasthash.h"
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#include "cmdlib.h"
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#include "m_alloc.h"
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// MACROS ------------------------------------------------------------------
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// The number of bytes to allocate to each NameBlock unless somebody is evil
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// and wants a really long name. In that case, it gets its own NameBlock
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// that is just large enough to hold it.
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#define BLOCK_SIZE 4096
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// How many entries to grow the NameArray by when it needs to grow.
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#define NAME_GROW_AMOUNT 256
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// TYPES -------------------------------------------------------------------
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// Name text is stored in a linked list of NameBlock structures. This
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// is really the header for the block, with the remainder of the block
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// being populated by text for names.
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struct FName::NameManager::NameBlock
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{
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size_t NextAlloc;
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NameBlock *NextBlock;
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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FName::NameManager FName::NameData;
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bool FName::NameManager::Inited;
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// Define the predefined names.
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static const char *PredefinedNames[] =
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{
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#define xx(n) #n,
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#define xy(n, s) s,
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#include "namedef.h"
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#undef xx
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#undef xy
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// FName :: NameManager :: FindName
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//
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// Returns the index of a name. If the name does not exist and noCreate is
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// true, then it returns false. If the name does not exist and noCreate is
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// false, then the name is added to the table and its new index is returned.
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//
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//==========================================================================
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int FName::NameManager::FindName (const char *text, bool noCreate)
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{
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if (!Inited)
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{
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InitBuckets ();
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}
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if (text == NULL)
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{
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return 0;
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}
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unsigned int hash = MakeKey (text);
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unsigned int bucket = hash % HASH_SIZE;
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int scanner = Buckets[bucket];
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// See if the name already exists.
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while (scanner >= 0)
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{
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if (NameArray[scanner].Hash == hash && stricmp (NameArray[scanner].Text, text) == 0)
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{
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return scanner;
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}
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scanner = NameArray[scanner].NextHash;
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}
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// If we get here, then the name does not exist.
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if (noCreate)
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{
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return 0;
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}
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return AddName (text, hash, bucket);
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}
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//==========================================================================
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//
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// The same as above, but the text length is also passed, for creating
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// a name from a substring or for speed if the length is already known.
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//
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//==========================================================================
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int FName::NameManager::FindName (const char *text, size_t textLen, bool noCreate)
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{
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if (!Inited)
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{
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InitBuckets ();
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}
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if (text == NULL)
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{
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return 0;
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}
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unsigned int hash = MakeKey (text, textLen);
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unsigned int bucket = hash % HASH_SIZE;
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int scanner = Buckets[bucket];
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// See if the name already exists.
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while (scanner >= 0)
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{
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if (NameArray[scanner].Hash == hash &&
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strnicmp (NameArray[scanner].Text, text, textLen) == 0 &&
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NameArray[scanner].Text[textLen] == '\0')
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{
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return scanner;
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}
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scanner = NameArray[scanner].NextHash;
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}
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// If we get here, then the name does not exist.
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if (noCreate)
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{
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return 0;
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}
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return AddName (text, hash, bucket);
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}
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//==========================================================================
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//
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// FName :: NameManager :: InitBuckets
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//
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// Sets up the hash table and inserts all the default names into the table.
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//
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//==========================================================================
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void FName::NameManager::InitBuckets ()
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{
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Inited = true;
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memset (Buckets, -1, sizeof(Buckets));
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// Register built-in names. 'None' must be name 0.
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for (size_t i = 0; i < countof(PredefinedNames); ++i)
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{
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assert((0 == FindName(PredefinedNames[i], true)) && "Predefined name already inserted");
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FindName (PredefinedNames[i], false);
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}
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}
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//==========================================================================
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//
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// FName :: NameManager :: AddName
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//
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// Adds a new name to the name table.
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//
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//==========================================================================
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int FName::NameManager::AddName (const char *text, unsigned int hash, unsigned int bucket)
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{
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char *textstore;
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NameBlock *block = Blocks;
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size_t len = strlen (text) + 1;
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// Get a block large enough for the name. Only the first block in the
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// list is ever considered for name storage.
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if (block == NULL || block->NextAlloc + len >= BLOCK_SIZE)
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{
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block = AddBlock (len);
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}
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// Copy the string into the block.
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textstore = (char *)block + block->NextAlloc;
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strcpy (textstore, text);
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block->NextAlloc += len;
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// Add an entry for the name to the NameArray
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if (NumNames >= MaxNames)
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{
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// If no names have been defined yet, make the first allocation
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// large enough to hold all the predefined names.
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MaxNames += MaxNames == 0 ? countof(PredefinedNames) + NAME_GROW_AMOUNT : NAME_GROW_AMOUNT;
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NameArray = (NameEntry *)M_Realloc (NameArray, MaxNames * sizeof(NameEntry));
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}
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NameArray[NumNames].Text = textstore;
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NameArray[NumNames].Hash = hash;
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NameArray[NumNames].NextHash = Buckets[bucket];
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Buckets[bucket] = NumNames;
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return NumNames++;
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}
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//==========================================================================
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//
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// FName :: NameManager :: AddBlock
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//
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// Creates a new NameBlock at least large enough to hold the required
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// number of chars.
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//
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//==========================================================================
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FName::NameManager::NameBlock *FName::NameManager::AddBlock (size_t len)
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{
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NameBlock *block;
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len += sizeof(NameBlock);
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if (len < BLOCK_SIZE)
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{
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len = BLOCK_SIZE;
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}
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block = (NameBlock *)M_Malloc (len);
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block->NextAlloc = sizeof(NameBlock);
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block->NextBlock = Blocks;
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Blocks = block;
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return block;
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}
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//==========================================================================
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//
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// FName :: NameManager :: ~NameManager
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//
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// Release all the memory used for name bookkeeping.
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//
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//==========================================================================
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FName::NameManager::~NameManager()
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{
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NameBlock *block, *next;
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//C_ClearTabCommands();
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for (block = Blocks; block != NULL; block = next)
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{
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next = block->NextBlock;
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M_Free (block);
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}
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Blocks = NULL;
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if (NameArray != NULL)
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{
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M_Free (NameArray);
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NameArray = NULL;
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}
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NumNames = MaxNames = 0;
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memset (Buckets, -1, sizeof(Buckets));
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}
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