2007-05-07 18:33:24 +02:00
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#ifndef INCLUDED_DELTAARRAY
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#define INCLUDED_DELTAARRAY
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2006-04-24 01:14:18 +02:00
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template<typename T> class DeltaArray2D
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{
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public:
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virtual ~DeltaArray2D() {}
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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T get(ssize_t x, ssize_t y);
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void set(ssize_t x, ssize_t y, const T& val);
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2006-04-24 01:14:18 +02:00
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void OverlayWith(const DeltaArray2D<T>& overlayer);
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void Undo();
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void Redo();
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protected:
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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virtual T getOld(ssize_t x, ssize_t y) = 0;
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virtual void setNew(ssize_t x, ssize_t y, const T& val) = 0;
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2006-04-24 01:14:18 +02:00
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private:
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struct hashfunc {
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enum {
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bucket_size = 4,
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min_buckets = 8
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};
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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size_t operator()(const std::pair<ssize_t, ssize_t>& p) const {
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2006-04-24 01:14:18 +02:00
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return STL_HASH_VALUE(p.first << 16) + STL_HASH_VALUE(p.second);
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}
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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bool operator()(const std::pair<ssize_t, ssize_t>& a, const std::pair<ssize_t, ssize_t>& b) const {
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2006-04-24 01:14:18 +02:00
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return (a < b);
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}
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};
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// TODO: more efficient representation
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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typedef STL_HASH_MAP<std::pair<ssize_t, ssize_t>, std::pair<T, T>, hashfunc> Data; // map of <x,y> -> <old_val, new_val>
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2006-04-24 01:14:18 +02:00
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Data m_Data;
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};
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//////////////////////////////////////////////////////////////////////////
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template<typename T>
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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T DeltaArray2D<T>::get(ssize_t x, ssize_t y)
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2006-04-24 01:14:18 +02:00
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{
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typename Data::iterator it = m_Data.find(std::make_pair(x, y));
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if (it == m_Data.end())
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return getOld(x, y);
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else
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return it->second.second;
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}
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template<typename T>
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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void DeltaArray2D<T>::set(ssize_t x, ssize_t y, const T& val)
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2006-04-24 01:14:18 +02:00
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{
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typename Data::iterator it = m_Data.find(std::make_pair(x, y));
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if (it == m_Data.end())
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m_Data.insert(std::make_pair(std::make_pair(x, y), std::make_pair(getOld(x, y), val)));
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else
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it->second.second = val;
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setNew(x, y, val);
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}
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template <typename T>
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void DeltaArray2D<T>::OverlayWith(const DeltaArray2D<T>& overlayer)
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{
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for (typename Data::const_iterator it = overlayer.m_Data.begin(); it != overlayer.m_Data.end(); ++it)
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{
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typename Data::iterator it2 = m_Data.find(it->first);
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if (it2 == m_Data.end())
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m_Data.insert(*it);
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else
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{
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//debug_assert(it2->second.second == it->second.first);
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it2->second.second = it->second.second;
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}
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}
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}
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template <typename T>
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void DeltaArray2D<T>::Undo()
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{
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for (typename Data::iterator it = m_Data.begin(); it != m_Data.end(); ++it)
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setNew(it->first.first, it->first.second, it->second.first);
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}
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template <typename T>
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void DeltaArray2D<T>::Redo()
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{
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for (typename Data::iterator it = m_Data.begin(); it != m_Data.end(); ++it)
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setNew(it->first.first, it->first.second, it->second.second);
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}
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2007-05-07 18:33:24 +02:00
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#endif // INCLUDED_DELTAARRAY
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