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mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-25 19:29:13 +01:00
hlsdk-xash3d/game_shared/bitvec.h
Roman Chistokhodov ba2cab60df
Get VGUI back (optionally) (#194)
* Get VGUI back (optionally)

* Add some missing VGUI invocations

* Update CMakeLists.txt to build with vgui for Windows

* Move windows.h inclusions only to those places where it's really needed

* Try fix mingw build

* Update hud_spectator

* Merge nekonomicon's vgui branch

* Don't include vgui panel and app in cdll_int.cpp if vgui is real

* Deduplicate scoreboard global variables

* Add options to prefer non-vgui motd and scoreboard when vgui is enabled

* Add vgui-dev as a submodule. Add building vith vgui to CI

* Fix artifact uploading

* Don't use global variable when not necessary

* char* to const char* in CMenuHandler_StringCommand constructor

* Fix 'format string is not a literal string' warnings

* Fix 'always evaluate to true' warnings

* Team Fortress classes to const char*

* CreateCommandMenu accepts const char*

* Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway

* Explicit assignment result as condition

* Prevent memory leak on menu reading

* Localize button text

* Create FileInputStream on stack avoiding the leak

* Remove Servers Browser code

* Arrow file names to const char*

* Fix assignment to the wrong variable
2021-10-27 01:35:11 +00:00

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3.5 KiB
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined(BITVEC_H)
#define BITVEC_H
#include <assert.h>
#include <string.h>
class CBitVecAccessor
{
public:
CBitVecAccessor( unsigned long *pDWords, int iBit );
void operator=( int val );
operator unsigned long();
private:
unsigned long *m_pDWords;
int m_iBit;
};
// CBitVec allows you to store a list of bits and do operations on them like they were
// an atomic type.
template<int NUM_BITS>
class CBitVec
{
public:
CBitVec();
// Set all values to the specified value (0 or 1..)
void Init( int val = 0 );
// Access the bits like an array.
CBitVecAccessor operator[]( int i );
// Operations on other bit vectors.
CBitVec& operator=( CBitVec<NUM_BITS> const &other );
bool operator==( CBitVec<NUM_BITS> const &other );
bool operator!=( CBitVec<NUM_BITS> const &other );
// Get underlying dword representations of the bits.
int GetNumDWords();
unsigned long GetDWord( int i );
void SetDWord( int i, unsigned long val );
int GetNumBits();
private:
enum
{
NUM_DWORDS = NUM_BITS / 32 + !!( NUM_BITS & 31 )
};
unsigned long m_DWords[NUM_DWORDS];
};
// ------------------------------------------------------------------------ //
// CBitVecAccessor inlines.
// ------------------------------------------------------------------------ //
inline CBitVecAccessor::CBitVecAccessor(unsigned long *pDWords, int iBit)
{
m_pDWords = pDWords;
m_iBit = iBit;
}
inline void CBitVecAccessor::operator=( int val )
{
if( val )
m_pDWords[m_iBit >> 5] |= ( 1 << ( m_iBit & 31 ) );
else
m_pDWords[m_iBit >> 5] &= ~(unsigned long)( 1 << ( m_iBit & 31 ) );
}
inline CBitVecAccessor::operator unsigned long()
{
return m_pDWords[m_iBit >> 5] & ( 1 << ( m_iBit & 31 ) );
}
// ------------------------------------------------------------------------ //
// CBitVec inlines.
// ------------------------------------------------------------------------ //
template<int NUM_BITS>
inline int CBitVec<NUM_BITS>::GetNumBits()
{
return NUM_BITS;
}
template<int NUM_BITS>
inline CBitVec<NUM_BITS>::CBitVec()
{
for( int i = 0; i < NUM_DWORDS; i++ )
m_DWords[i] = 0;
}
template<int NUM_BITS>
inline void CBitVec<NUM_BITS>::Init( int val )
{
for( int i = 0; i < GetNumBits(); i++ )
{
( *this )[i] = val;
}
}
template<int NUM_BITS>
inline CBitVec<NUM_BITS>& CBitVec<NUM_BITS>::operator=( CBitVec<NUM_BITS> const &other )
{
memcpy( m_DWords, other.m_DWords, sizeof(m_DWords) );
return *this;
}
template<int NUM_BITS>
inline CBitVecAccessor CBitVec<NUM_BITS>::operator[]( int i )
{
assert( i >= 0 && i < GetNumBits() );
return CBitVecAccessor( m_DWords, i );
}
template<int NUM_BITS>
inline bool CBitVec<NUM_BITS>::operator==( CBitVec<NUM_BITS> const &other )
{
for( int i = 0; i < NUM_DWORDS; i++ )
if( m_DWords[i] != other.m_DWords[i] )
return false;
return true;
}
template<int NUM_BITS>
inline bool CBitVec<NUM_BITS>::operator!=( CBitVec<NUM_BITS> const &other )
{
return !( *this == other );
}
template<int NUM_BITS>
inline int CBitVec<NUM_BITS>::GetNumDWords()
{
return NUM_DWORDS;
}
template<int NUM_BITS>
inline unsigned long CBitVec<NUM_BITS>::GetDWord( int i )
{
assert( i >= 0 && i < NUM_DWORDS );
return m_DWords[i];
}
template<int NUM_BITS>
inline void CBitVec<NUM_BITS>::SetDWord( int i, unsigned long val )
{
assert( i >= 0 && i < NUM_DWORDS );
m_DWords[i] = val;
}
#endif // BITVEC_H