The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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98 lines
2.2 KiB
98 lines
2.2 KiB
#pragma once
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#include "olcPixelGameEngine.h"
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//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.
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template<typename T,typename O>
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class safemap{
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std::map<T,O>map;
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bool initialized=false;
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public:
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O&operator[](T key){
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if(initialized&&map.count(key)==0){
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std::cout<<"WARNING! Trying to get non-existent key "<<key<<"!"<<std::endl;
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throw;
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}
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if(!initialized){
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size_t originalSize=map.size();
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O&val=map[key];
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if(originalSize==map.size()){
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std::cout<<"WARNING! A previously set value has been overwritten! Key: "<<key<<std::endl;
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throw;
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}
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return val;
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}else{
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return map[key];
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}
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}
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O&at(T key){
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return map.at(key);
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}
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size_t count(T key){
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return map.count(key);
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}
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void SetInitialized(){
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initialized=true;
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}
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size_t size(){
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return map.size();
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}
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//Clears the entire map and unlocks the map so items can be added to it again.
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void Reset(){
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initialized=false;
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map.clear();
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}
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auto begin()const{
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return map.begin();
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}
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auto end()const{
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return map.end();
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}
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};
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//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.
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template<typename T,typename O>
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class safeunorderedmap{
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std::unordered_map<T,O>map;
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bool initialized=false;
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public:
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O&operator[](T key){
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if(initialized&&map.count(key)==0){
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std::cout<<"WARNING! Trying to get non-existent key "<<key<<"!"<<std::endl;
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throw;
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}
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if(!initialized){
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size_t originalSize=map.size();
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O&val=map[key];
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if(originalSize==map.size()){
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std::cout<<"WARNING! A previously set value has been overwritten! Key: "<<key<<std::endl;
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throw;
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}
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return val;
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}else{
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return map[key];
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}
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}
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O&at(T key){
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return map.at(key);
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}
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size_t count(T key){
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return map.count(key);
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}
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void SetInitialized(){
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initialized=true;
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}
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size_t size(){
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return map.size();
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}
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//Clears the entire map and unlocks the map so items can be added to it again.
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void Reset(){
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initialized=false;
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map.clear();
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}
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auto begin()const{
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return map.begin();
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}
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auto end()const{
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return map.end();
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}
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}; |