godot/thirdparty/icu4c/common/uvectr32.h

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// © 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html
/*
**********************************************************************
* Copyright (C) 1999-2011, International Business Machines
* Corporation and others. All Rights Reserved.
**********************************************************************
*/
//
// UVector32 is a class implementing a vector of 32 bit integers.
// It is similar to UVector, but holds int32_t values rather than pointers.
// Most of the code is unchanged from UVector.
//
#ifndef UVECTOR32_H
#define UVECTOR32_H
#include "unicode/utypes.h"
#include "unicode/uobject.h"
#include "uhash.h"
#include "uassert.h"
U_NAMESPACE_BEGIN
/**
* <p>Ultralightweight C++ implementation of a <tt>void*</tt> vector
* that is (mostly) compatible with java.util.Vector.
*
* <p>This is a very simple implementation, written to satisfy an
* immediate porting need. As such, it is not completely fleshed out,
* and it aims for simplicity and conformity. Nonetheless, it serves
* its purpose (porting code from java that uses java.util.Vector)
* well, and it could be easily made into a more robust vector class.
*
* <p><b>Design notes</b>
*
* <p>There is index bounds checking, but little is done about it. If
* indices are out of bounds, either nothing happens, or zero is
* returned. We <em>do</em> avoid indexing off into the weeds.
*
* <p>There is detection of out of memory, but the handling is very
* coarse-grained -- similar to UnicodeString's protocol, but even
* coarser. The class contains <em>one static flag</em> that is set
* when any call to <tt>new</tt> returns zero. This allows the caller
* to use several vectors and make just one check at the end to see if
* a memory failure occurred. This is more efficient than making a
* check after each call on each vector when doing many operations on
* multiple vectors. The single static flag works best when memory
* failures are infrequent, and when recovery options are limited or
* nonexistent.
*
* <p><b>To do</b>
*
* <p>Improve the handling of index out of bounds errors.
*
* @author Alan Liu
*/
class U_COMMON_API UVector32 : public UObject {
private:
int32_t count;
int32_t capacity;
int32_t maxCapacity; // Limit beyond which capacity is not permitted to grow.
int32_t* elements;
public:
UVector32(UErrorCode &status);
UVector32(int32_t initialCapacity, UErrorCode &status);
virtual ~UVector32();
/**
* Assign this object to another (make this a copy of 'other').
* Use the 'assign' function to assign each element.
*/
void assign(const UVector32& other, UErrorCode &ec);
/**
* Compare this vector with another. They will be considered
* equal if they are of the same size and all elements are equal,
* as compared using this object's comparer.
*/
bool operator==(const UVector32& other) const;
/**
* Equivalent to !operator==()
*/
inline bool operator!=(const UVector32& other) const;
//------------------------------------------------------------
// java.util.Vector API
//------------------------------------------------------------
inline void addElement(int32_t elem, UErrorCode &status);
void setElementAt(int32_t elem, int32_t index);
void insertElementAt(int32_t elem, int32_t index, UErrorCode &status);
inline int32_t elementAti(int32_t index) const;
UBool equals(const UVector32 &other) const;
inline int32_t lastElementi(void) const;
int32_t indexOf(int32_t elem, int32_t startIndex = 0) const;
inline UBool contains(int32_t elem) const;
UBool containsAll(const UVector32& other) const;
UBool removeAll(const UVector32& other);
UBool retainAll(const UVector32& other);
void removeElementAt(int32_t index);
void removeAllElements();
inline int32_t size(void) const;
inline UBool isEmpty(void) const;
// Inline. Use this one for speedy size check.
inline UBool ensureCapacity(int32_t minimumCapacity, UErrorCode &status);
// Out-of-line, handles actual growth. Called by ensureCapacity() when necessary.
UBool expandCapacity(int32_t minimumCapacity, UErrorCode &status);
/**
* Change the size of this vector as follows: If newSize is
* smaller, then truncate the array, possibly deleting held
* elements for i >= newSize. If newSize is larger, grow the
* array, filling in new slows with zero.
*/
void setSize(int32_t newSize);
//------------------------------------------------------------
// New API
//------------------------------------------------------------
/**
* Returns true if this vector contains none of the elements
* of the given vector.
* @param other vector to be checked for containment
* @return true if the test condition is met
*/
UBool containsNone(const UVector32& other) const;
/**
* Insert the given integer into this vector at its sorted position.
* The current elements are assumed to be sorted already.
*/
void sortedInsert(int32_t elem, UErrorCode& ec);
/**
* Returns a pointer to the internal array holding the vector.
*/
inline int32_t *getBuffer() const;
/**
* Set the maximum allowed buffer capacity for this vector/stack.
* Default with no limit set is unlimited, go until malloc() fails.
* A Limit of zero means unlimited capacity.
* Units are vector elements (32 bits each), not bytes.
*/
void setMaxCapacity(int32_t limit);
/**
* ICU "poor man's RTTI", returns a UClassID for this class.
*/
static UClassID U_EXPORT2 getStaticClassID();
/**
* ICU "poor man's RTTI", returns a UClassID for the actual class.
*/
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virtual UClassID getDynamicClassID() const override;
private:
void _init(int32_t initialCapacity, UErrorCode &status);
// Disallow
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UVector32(const UVector32&) = delete;
// Disallow
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UVector32& operator=(const UVector32&) = delete;
// API Functions for Stack operations.
// In the original UVector, these were in a separate derived class, UStack.
// Here in UVector32, they are all together.
public:
inline UBool empty(void) const; // TODO: redundant, same as empty(). Remove it?
inline int32_t peeki(void) const;
inline int32_t popi(void);
inline int32_t push(int32_t i, UErrorCode &status);
inline int32_t *reserveBlock(int32_t size, UErrorCode &status);
inline int32_t *popFrame(int32_t size);
};
// UVector32 inlines
inline UBool UVector32::ensureCapacity(int32_t minimumCapacity, UErrorCode &status) {
if ((minimumCapacity >= 0) && (capacity >= minimumCapacity)) {
return true;
} else {
return expandCapacity(minimumCapacity, status);
}
}
inline int32_t UVector32::elementAti(int32_t index) const {
return (index >= 0 && count > 0 && count - index > 0) ? elements[index] : 0;
}
inline void UVector32::addElement(int32_t elem, UErrorCode &status) {
if (ensureCapacity(count + 1, status)) {
elements[count] = elem;
count++;
}
}
inline int32_t *UVector32::reserveBlock(int32_t size, UErrorCode &status) {
if (ensureCapacity(count+size, status) == false) {
return NULL;
}
int32_t *rp = elements+count;
count += size;
return rp;
}
inline int32_t *UVector32::popFrame(int32_t size) {
U_ASSERT(count >= size);
count -= size;
if (count < 0) {
count = 0;
}
return elements+count-size;
}
inline int32_t UVector32::size(void) const {
return count;
}
inline UBool UVector32::isEmpty(void) const {
return count == 0;
}
inline UBool UVector32::contains(int32_t obj) const {
return indexOf(obj) >= 0;
}
inline int32_t UVector32::lastElementi(void) const {
return elementAti(count-1);
}
inline bool UVector32::operator!=(const UVector32& other) const {
return !operator==(other);
}
inline int32_t *UVector32::getBuffer() const {
return elements;
}
// UStack inlines
inline UBool UVector32::empty(void) const {
return isEmpty();
}
inline int32_t UVector32::peeki(void) const {
return lastElementi();
}
inline int32_t UVector32::push(int32_t i, UErrorCode &status) {
addElement(i, status);
return i;
}
inline int32_t UVector32::popi(void) {
int32_t result = 0;
if (count > 0) {
count--;
result = elements[count];
}
return result;
}
U_NAMESPACE_END
#endif