/**************************************************************************** Copyright (c) 2010 ForzeField Studios S.L. http://forzefield.com Copyright (c) 2010 cocos2d-x.org http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __CCARRAY_H__ #define __CCARRAY_H__ #define CC_USE_ARRAY_VECTOR 0 #if CC_USE_ARRAY_VECTOR #include #include #include "CCObject.h" #include "ccMacros.h" #else #include "ccCArray.h" #endif #if CC_USE_ARRAY_VECTOR /** * A reference counting-managed pointer for classes derived from RCBase which can * be used as C pointer * Original code: http://www.codeproject.com/Articles/64111/Building-a-Quick-and-Handy-Reference-Counting-Clas * License: http://www.codeproject.com/info/cpol10.aspx */ template < class T > class RCPtr { public: //Construct using a C pointer //e.g. RCPtr< T > x = new T(); RCPtr(T* ptr = nullptr) : _ptr(ptr) { if(ptr != nullptr) {ptr->retain();} } //Copy constructor RCPtr(const RCPtr &ptr) : _ptr(ptr._ptr) { // printf("Array: copy constructor: %p\n", this); if(_ptr != NULL) {_ptr->retain();} } //Move constructor RCPtr(RCPtr &&ptr) : _ptr(ptr._ptr) { // printf("Array: Move Constructor: %p\n", this); ptr._ptr = nullptr; } ~RCPtr() { // printf("Array: Destructor: %p\n", this); if(_ptr != nullptr) {_ptr->release();} } //Assign a pointer //e.g. x = new T(); RCPtr &operator=(T* ptr) { // printf("Array: operator= T*: %p\n", this); //The following grab and release operations have to be performed //in that order to handle the case where ptr == _ptr //(See comment below by David Garlisch) if(ptr != nullptr) {ptr->retain();} if(_ptr != nullptr) {_ptr->release();} _ptr = ptr; return (*this); } //Assign another RCPtr RCPtr &operator=(const RCPtr &ptr) { // printf("Array: operator= const&: %p\n", this); return (*this) = ptr._ptr; } //Retrieve actual pointer T* get() const { return _ptr; } //Some overloaded operators to facilitate dealing with an RCPtr //as a conventional C pointer. //Without these operators, one can still use the less transparent //get() method to access the pointer. T* operator->() const {return _ptr;} //x->member T &operator*() const {return *_ptr;} //*x, (*x).member explicit operator T*() const {return _ptr;} //T* y = x; explicit operator bool() const {return _ptr != nullptr;} //if(x) {/*x is not NULL*/} bool operator==(const RCPtr &ptr) {return _ptr == ptr._ptr;} bool operator==(const T *ptr) {return _ptr == ptr;} private: T *_ptr; //Actual pointer }; #endif // CC_USE_ARRAY_VECTOR /** * @addtogroup data_structures * @{ */ /** @def CCARRAY_FOREACH A convenience macro to iterate over a Array using. It is faster than the "fast enumeration" interface. @since v0.99.4 */ /* In cocos2d-iphone 1.0.0, This macro have been update to like this: #define CCARRAY_FOREACH(__array__, __object__) \ if (__array__ && __array__->data->num > 0) \ for(id *__arr__ = __array__->data->arr, *end = __array__->data->arr + __array__->data->num-1; \ __arr__ <= end && ((__object__ = *__arr__) != nil || true); \ __arr__++) I found that it's not work in C++. So it keep what it's look like in version 1.0.0-rc3. ---By Bin */ #if CC_USE_ARRAY_VECTOR #define CCARRAY_FOREACH(__array__, __object__) \ if (__array__) \ for( auto __it__ = (__array__)->data.begin(); \ __it__ != (__array__)->data.end() && ((__object__) = __it__->get()) != nullptr; \ ++__it__) #define CCARRAY_FOREACH_REVERSE(__array__, __object__) \ if (__array__) \ for( auto __it__ = (__array__)->data.rbegin(); \ __it__ != (__array__)->data.rend() && ((__object__) = __it__->get()) != nullptr; \ ++__it__ ) #define CCARRAY_VERIFY_TYPE(__array__, __type__) void(0) #else // ! CC_USE_ARRAY_VECTOR -------------------------- #define CCARRAY_FOREACH(__array__, __object__) \ if ((__array__) && (__array__)->data->num > 0) \ for(Object** __arr__ = (__array__)->data->arr, **__end__ = (__array__)->data->arr + (__array__)->data->num-1; \ __arr__ <= __end__ && (((__object__) = *__arr__) != NULL/* || true*/); \ __arr__++) #define CCARRAY_FOREACH_REVERSE(__array__, __object__) \ if ((__array__) && (__array__)->data->num > 0) \ for(Object** __arr__ = (__array__)->data->arr + (__array__)->data->num-1, **__end__ = (__array__)->data->arr; \ __arr__ >= __end__ && (((__object__) = *__arr__) != NULL/* || true*/); \ __arr__--) #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0) #define CCARRAY_VERIFY_TYPE(__array__, __type__) \ do { \ if ((__array__) && (__array__)->data->num > 0) \ for(Object** __arr__ = (__array__)->data->arr, \ **__end__ = (__array__)->data->arr + (__array__)->data->num-1; __arr__ <= __end__; __arr__++) \ CCASSERT(dynamic_cast<__type__>(*__arr__), "element type is wrong!"); \ } while(false) #else #define CCARRAY_VERIFY_TYPE(__array__, __type__) void(0) #endif #endif // ! CC_USE_ARRAY_VECTOR // Common defines ----------------------------------------------------------------------------------------------- #define arrayMakeObjectsPerformSelector(pArray, func, elementType) \ do { \ if(pArray && pArray->count() > 0) \ { \ Object* child; \ CCARRAY_FOREACH(pArray, child) \ { \ elementType pNode = static_cast(child); \ if(pNode) \ { \ pNode->func(); \ } \ } \ } \ } \ while(false) #define arrayMakeObjectsPerformSelectorWithObject(pArray, func, object, elementType) \ do { \ if(pArray && pArray->count() > 0) \ { \ Object* child; \ CCARRAY_FOREACH(pArray, child) \ { \ elementType pNode = static_cast(child); \ if(pNode) \ { \ pNode->func(object); \ } \ } \ } \ } \ while(false) NS_CC_BEGIN class CC_DLL Array : public Object, public Clonable { public: /** Creates an empty array. Default capacity is 10 * @js NA * @lua NA */ static Array* create(); /** Create an array with objects * @js NA */ static Array* create(Object* object, ...) CC_REQUIRES_NULL_TERMINATION; /** Create an array with one object * @js NA */ static Array* createWithObject(Object* object); /** Create an array with a default capacity * @js NA */ static Array* createWithCapacity(long capacity); /** Create an array with from an existing array * @js NA */ static Array* createWithArray(Array* otherArray); /** @brief Generate a Array pointer by file @param pFileName The file name of *.plist file @return The Array pointer generated from the file * @js NA */ static Array* createWithContentsOfFile(const char* pFileName); /* @brief The same meaning as arrayWithContentsOfFile(), but it doesn't call autorelease, so the invoker should call release(). * @js NA * @lua NA */ static Array* createWithContentsOfFileThreadSafe(const char* pFileName); /** * @js NA * @lua NA */ ~Array(); /** Initializes an array * @js NA * @lua NA */ bool init(); /** Initializes an array with one object * @js NA * @lua NA */ bool initWithObject(Object* object); /** Initializes an array with some objects * @js NA * @lua NA */ bool initWithObjects(Object* object, ...) CC_REQUIRES_NULL_TERMINATION; /** Initializes an array with capacity * @js NA * @lua NA */ bool initWithCapacity(long capacity); /** Initializes an array with an existing array * @js NA * @lua NA */ bool initWithArray(Array* otherArray); // Querying an Array /** Returns element count of the array * @js NA */ long count() const { #if CC_USE_ARRAY_VECTOR return data.size(); #else return data->num; #endif } /** Returns capacity of the array * @js NA */ long capacity() const { #if CC_USE_ARRAY_VECTOR return data.capacity(); #else return data->max; #endif } /** Returns index of a certain object, return UINT_MAX if doesn't contain the object * @js NA * @lua NA */ long getIndexOfObject(Object* object) const; /** * @js NA */ CC_DEPRECATED_ATTRIBUTE long indexOfObject(Object* object) const { return getIndexOfObject(object); } /** Returns an element with a certain index * @js NA * @lua NA */ Object* getObjectAtIndex(long index) { CCASSERT(index>=0 && index < count(), "index out of range in getObjectAtIndex()"); #if CC_USE_ARRAY_VECTOR return data[index].get(); #else return data->arr[index]; #endif } CC_DEPRECATED_ATTRIBUTE Object* objectAtIndex(long index) { return getObjectAtIndex(index); } /** Returns the last element of the array * @js NA */ Object* getLastObject() { #if CC_USE_ARRAY_VECTOR return data.back().get(); #else if(data->num > 0) return data->arr[data->num-1]; return nullptr; #endif } /** * @js NA */ CC_DEPRECATED_ATTRIBUTE Object* lastObject() { return getLastObject(); } /** Returns a random element * @js NA * @lua NA */ Object* getRandomObject(); /** * @js NA */ CC_DEPRECATED_ATTRIBUTE Object* randomObject() { return getRandomObject(); } /** Returns a Boolean value that indicates whether object is present in array. * @js NA */ bool containsObject(Object* object) const; /** @since 1.1 * @js NA */ bool isEqualToArray(Array* otherArray); // Adding Objects /** Add a certain object * @js NA */ void addObject(Object* object); /** * @js NA */ /** Add all elements of an existing array * @js NA */ void addObjectsFromArray(Array* otherArray); /** Insert a certain object at a certain index * @js NA */ void insertObject(Object* object, long index); /** sets a certain object at a certain index * @js NA * @lua NA */ void setObject(Object* object, long index); /** sets a certain object at a certain index without retaining. Use it with caution * @js NA * @lua NA */ void fastSetObject(Object* object, long index) { #if CC_USE_ARRAY_VECTOR setObject(object, index); #else // no retain data->arr[index] = object; #endif } /** * @js NA * @lua NA */ void swap( long indexOne, long indexTwo ) { CCASSERT(indexOne >=0 && indexOne < count() && indexTwo >= 0 && indexTwo < count(), "Invalid indices"); #if CC_USE_ARRAY_VECTOR std::swap(data[indexOne], data[indexTwo]); #else std::swap(data->arr[indexOne], data->arr[indexTwo]); #endif } // Removing Objects /** Remove last object * @js NA */ void removeLastObject(bool releaseObj = true); /** Remove a certain object * @js NA */ void removeObject(Object* object, bool releaseObj = true); /** Remove an element with a certain index * @js NA */ void removeObjectAtIndex(long index, bool releaseObj = true); /** Remove all elements * @js NA */ void removeObjectsInArray(Array* otherArray); /** Remove all objects * @js NA */ void removeAllObjects(); /** Fast way to remove a certain object * @js NA */ void fastRemoveObject(Object* object); /** Fast way to remove an element with a certain index * @js NA */ void fastRemoveObjectAtIndex(long index); // Rearranging Content /** Swap two elements * @js NA */ void exchangeObject(Object* object1, Object* object2); /** Swap two elements with certain indexes * @js NA */ void exchangeObjectAtIndex(long index1, long index2); /** Replace object at index with another object. * @js NA */ void replaceObjectAtIndex(long index, Object* object, bool releaseObject = true); /** Revers the array * @js NA */ void reverseObjects(); /* Shrinks the array so the memory footprint corresponds with the number of items * @js NA */ void reduceMemoryFootprint(); /* override functions * @js NA */ virtual void acceptVisitor(DataVisitor &visitor); /** * @js NA * @lua NA */ virtual Array* clone() const; // ------------------------------------------ // Iterators // ------------------------------------------ #if CC_USE_ARRAY_VECTOR typedef std::vector>::iterator iterator; typedef std::vector>::const_iterator const_iterator; /** * @js NA * @lua NA */ iterator begin() { return data.begin(); } /** * @js NA * @lua NA */ iterator end() { return data.end(); } const_iterator cbegin() { return data.cbegin(); } /** * @js NA * @lua NA */ const_iterator cend() { return data.cend(); } std::vector> data; #else /** * @js NA * @lua NA */ Object** begin() { return &data->arr[0]; } /** * @js NA * @lua NA */ Object** end() { return &data->arr[data->num]; } ccArray* data; #endif //protected: /** * @js NA * @lua NA */ Array(); }; // end of data_structure group /// @} NS_CC_END #endif // __CCARRAY_H__