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📄 mgctmap.h

📁 3D Game Engine Design Source Code非常棒
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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

#ifndef MGCTMAP_H
#define MGCTMAP_H

#include "MgcMath.h"
#include "MgcRTLib.h"

// The class TKEY is intended to be native data (int, float, char*, etc.).
// If TKEY is a pointer type, the address itself is used as the key.  What
// the TKEY pointer points to is not used in the semantics of key comparison.
//
// The class TVALUE must have the following member functions:
//   TVALUE::TVALUE ()
//   TVALUE& TVALUE::operator= (const TVALUE&)

template <class TKEY, class TVALUE>
class MgcTMap
{
public:
    // construction and destruction
    MgcTMap (unsigned int uiTableSize);
    ~MgcTMap ();

    // element access
    unsigned int GetQuantity () const;
    bool IsEmpty () const;
    bool SetAt (TKEY tKey, const TVALUE& rtValue);
    bool GetAt (TKEY tKey, TVALUE& rtValue) const;
    bool RemoveAt (TKEY tKey);
    void RemoveAll ();

    // linear traversal of map
    bool GetFirst (TKEY& rtKey, TVALUE& rtValue);
    bool GetNext (TKEY& rtKey, TVALUE& rtValue);

protected:
    class HashItem
    {
    public:
        TKEY m_tKey;
        TVALUE m_tValue;
        HashItem* m_pkNext;
    };

    // key-to-index construction
    unsigned int HashFunction (TKEY tKey) const;

    // hash table
    unsigned int m_uiTableSize;
    unsigned int m_uiQuantity;
    HashItem** m_apkTable;

    // iterator for traversal
    unsigned int m_uiIndex;
    HashItem* m_pkItem;
};

#include "MgcTMap.inl"

#endif

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