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📄 mgctarray.inl

📁 3D Game Engine Design Source Code非常棒
💻 INL
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

//----------------------------------------------------------------------------
template <class T>
MgcTArray<T>::MgcTArray (unsigned int uiQuantity, T* atArray)
{
    m_uiQuantity = uiQuantity;

    if ( m_uiQuantity > 0 )
    {
        if ( atArray )
            m_atArray = atArray;
        else
            m_atArray = new T[m_uiQuantity];
    }
    else
    {
        m_atArray = 0;
    }
}
//----------------------------------------------------------------------------
template <class T>
MgcTArray<T>::MgcTArray (unsigned int uiQuantity, T tInitElement)
{
    m_uiQuantity = uiQuantity;

    if ( m_uiQuantity > 0 )
    {
        m_atArray = new T[m_uiQuantity];
        for (unsigned int uiI = 0; uiI < m_uiQuantity; uiI++)
            m_atArray[uiI] = tInitElement;
    }
    else
    {
        m_atArray = 0;
    }
}
//----------------------------------------------------------------------------
template <class T>
MgcTArray<T>::~MgcTArray ()
{
    delete[] m_atArray;
}
//----------------------------------------------------------------------------
template <class T>
T* MgcTArray<T>::GetArray () const
{
    return m_atArray;
}
//----------------------------------------------------------------------------
template <class T>
T& MgcTArray<T>::operator[] (unsigned int uiIndex) const
{
    assert( m_atArray && uiIndex < m_uiQuantity );
    return m_atArray[uiIndex];
}
//----------------------------------------------------------------------------
template <class T>
void MgcTArray<T>::SetQuantity (unsigned int uiNewQuantity, bool bCopy)
{
    if ( uiNewQuantity != m_uiQuantity )
    {
        if ( uiNewQuantity > 0 )
        {
            T* atNewArray = new T[uiNewQuantity];

            if ( bCopy )
            {
                if ( uiNewQuantity > m_uiQuantity )
                {
                    unsigned int uiCopySize = m_uiQuantity*sizeof(T);
                    memcpy(atNewArray,m_atArray,uiCopySize);
                }
                else
                {
                    memcpy(atNewArray,m_atArray,uiNewQuantity*sizeof(T));
                }
            }

            delete[] m_atArray;
            m_uiQuantity = uiNewQuantity;
            m_atArray = atNewArray;
        }
        else
        {
            delete[] m_atArray;
            m_uiQuantity = 0;
            m_atArray = 0;
        }
    }
}
//----------------------------------------------------------------------------
template <class T>
unsigned int MgcTArray<T>::GetQuantity () const
{
    return m_uiQuantity;
}
//----------------------------------------------------------------------------

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