The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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144 lines
4.4 KiB
144 lines
4.4 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations 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 or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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*/
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#pragma endregion
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#pragma once
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#include "Error.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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ERR("WARNING! Trying to get non-existent key "<<key<<"!")
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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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ERR("WARNING! A previously set value has been overwritten! Key: "<<key)
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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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//Unlocks the map so items can be added to it again. USE WITH CAUTION! And make sure to lock the map again.
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void Unlock(){
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initialized=false;
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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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size_t erase(const T&key){
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return map.erase(key);
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}
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auto erase(std::map<T,O>::iterator it){
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return map.erase(it);
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}
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auto erase_if(std::function<bool(std::pair<T,O>)>lambda){
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return std::erase_if(map,lambda);
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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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//This unordered map should return items inserted in order. Therefore internally, it's hosted as a vector. As such, if an item is added to this map it's possible the refernce becomes stale when another item is added due to a vector expanding. BEWARE!
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template<typename T,typename O>
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class safeunorderedmap{
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std::unordered_map<T,int>map;
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std::vector<O>items;
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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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ERR("WARNING! Trying to get non-existent key "<<key<<"!")
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}
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if(!initialized){
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size_t originalSize=map.size();
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map[key]=items.size();
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if(originalSize==map.size()){
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ERR("WARNING! A previously set value has been overwritten! Key: "<<key)
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}
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items.push_back({});
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return items[map[key]];
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}else{
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return items[map[key]];
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}
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}
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O&at(T key){
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return items[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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items.clear();
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}
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auto begin()const{
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return items.begin();
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}
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auto end()const{
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return items.end();
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}
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}; |