The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/safemap.h

98 lines
2.2 KiB

#pragma once
#include "olcPixelGameEngine.h"
//A class that has an initialization lock so that when the lock is activated, any further gets that are missing items in it will report themselves for easier debugging detection.
template<typename T,typename O>
class safemap{
std::map<T,O>map;
bool initialized=false;
public:
O&operator[](T key){
if(initialized&&map.count(key)==0){
std::cout<<"WARNING! Trying to get non-existent key "<<key<<"!"<<std::endl;
throw;
}
if(!initialized){
size_t originalSize=map.size();
O&val=map[key];
if(originalSize==map.size()){
std::cout<<"WARNING! A previously set value has been overwritten! Key: "<<key<<std::endl;
throw;
}
return val;
}else{
return map[key];
}
}
O&at(T key){
return map.at(key);
}
size_t count(T key){
return map.count(key);
}
void SetInitialized(){
initialized=true;
}
size_t size(){
return map.size();
}
//Clears the entire map and unlocks the map so items can be added to it again.
void Reset(){
initialized=false;
map.clear();
}
auto begin()const{
return map.begin();
}
auto end()const{
return map.end();
}
};
//A class that has an initialization lock so that when the lock is activated, any further gets that are missing items in it will report themselves for easier debugging detection.
template<typename T,typename O>
class safeunorderedmap{
std::unordered_map<T,O>map;
bool initialized=false;
public:
O&operator[](T key){
if(initialized&&map.count(key)==0){
std::cout<<"WARNING! Trying to get non-existent key "<<key<<"!"<<std::endl;
throw;
}
if(!initialized){
size_t originalSize=map.size();
O&val=map[key];
if(originalSize==map.size()){
std::cout<<"WARNING! A previously set value has been overwritten! Key: "<<key<<std::endl;
throw;
}
return val;
}else{
return map[key];
}
}
O&at(T key){
return map.at(key);
}
size_t count(T key){
return map.count(key);
}
void SetInitialized(){
initialized=true;
}
size_t size(){
return map.size();
}
//Clears the entire map and unlocks the map so items can be added to it again.
void Reset(){
initialized=false;
map.clear();
}
auto begin()const{
return map.begin();
}
auto end()const{
return map.end();
}
};