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https://github.com/ZDoom/Raze.git
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0968a9d97e
- route menu sound calls through the delegate to better deal with differences between games.
137 lines
5 KiB
C++
137 lines
5 KiB
C++
/*
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** name.h
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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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#ifndef NAME_H
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#define NAME_H
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#include "tarray.h"
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#include "zstring.h"
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enum ENamedName
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{
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#define xx(n) NAME_##n,
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#define xy(n, s) NAME_##n,
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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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class FString;
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class FName
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{
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public:
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FName() = default;
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FName (const char *text) { Index = NameData.FindName (text, false); }
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FName (const char *text, bool noCreate) { Index = NameData.FindName (text, noCreate); }
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FName (const char *text, size_t textlen, bool noCreate) { Index = NameData.FindName (text, textlen, noCreate); }
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FName(const FString& text) { Index = NameData.FindName(text.GetChars(), text.Len(), false); }
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FName(const FString& text, bool noCreate) { Index = NameData.FindName(text.GetChars(), text.Len(), noCreate); }
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FName (const FName &other) = default;
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FName (ENamedName index) { Index = index; }
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// ~FName () {} // Names can be added but never removed.
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int GetIndex() const { return Index; }
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const char *GetChars() const { return NameData.NameArray[Index].Text; }
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FName &operator = (const char *text) { Index = NameData.FindName (text, false); return *this; }
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FName& operator = (const FString& text) { Index = NameData.FindName(text.GetChars(), text.Len(), false); return *this; }
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FName &operator = (const FName &other) = default;
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FName &operator = (ENamedName index) { Index = index; return *this; }
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int SetName (const char *text, bool noCreate=false) { return Index = NameData.FindName (text, noCreate); }
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bool IsValidName() const { return (unsigned)Index < (unsigned)NameData.NumNames; }
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// Note that the comparison operators compare the names' indices, not
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// their text, so they cannot be used to do a lexicographical sort.
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bool operator == (const FName &other) const { return Index == other.Index; }
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bool operator != (const FName &other) const { return Index != other.Index; }
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bool operator < (const FName &other) const { return Index < other.Index; }
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bool operator <= (const FName &other) const { return Index <= other.Index; }
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bool operator > (const FName &other) const { return Index > other.Index; }
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bool operator >= (const FName &other) const { return Index >= other.Index; }
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bool operator == (ENamedName index) const { return Index == index; }
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bool operator != (ENamedName index) const { return Index != index; }
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bool operator < (ENamedName index) const { return Index < index; }
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bool operator <= (ENamedName index) const { return Index <= index; }
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bool operator > (ENamedName index) const { return Index > index; }
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bool operator >= (ENamedName index) const { return Index >= index; }
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protected:
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int Index;
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struct NameEntry
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{
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char *Text;
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unsigned int Hash;
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int NextHash;
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};
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struct NameManager
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{
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// No constructor because we can't ensure that it actually gets
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// called before any FNames are constructed during startup. This
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// means this struct must only exist in the program's BSS section.
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~NameManager();
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enum { HASH_SIZE = 1024 };
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struct NameBlock;
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NameBlock *Blocks;
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NameEntry *NameArray;
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int NumNames, MaxNames;
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int Buckets[HASH_SIZE];
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int FindName (const char *text, bool noCreate);
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int FindName (const char *text, size_t textlen, bool noCreate);
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int AddName (const char *text, unsigned int hash, unsigned int bucket);
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NameBlock *AddBlock (size_t len);
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void InitBuckets ();
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static bool Inited;
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};
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static NameManager NameData;
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};
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template<> struct THashTraits<FName>
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{
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hash_t Hash(FName key)
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{
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return key.GetIndex();
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}
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int Compare(FName left, FName right) { return left != right; }
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};
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#endif
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