/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Code/ThirdParty/RmlUi/Source/Core/Pool.h
113 строк
3 KB
C-Core
Updated RmlUi to 6.2 and added some improvements (#1813)
10 фев 2026, 01:19
Не верифицирован
10 фев 2026, 01:19
58e2d41
Код
Авторство
О чём код?
#pragma once #include "../../Include/RmlUi/Core/Debug.h" #include "../../Include/RmlUi/Core/Header.h" #include "../../Include/RmlUi/Core/Traits.h" #include "../../Include/RmlUi/Core/Types.h" namespace Rml { template <typename PoolType> class Pool { private: static constexpr size_t N = sizeof(PoolType); static constexpr size_t A = alignof(PoolType); class PoolNode : public NonCopyMoveable { public: alignas(A) unsigned char object[N]; PoolNode* previous; PoolNode* next; }; class PoolChunk : public NonCopyMoveable { public: PoolNode* chunk; PoolChunk* next; }; public: /** Iterator objects are used for safe traversal of the allocated members of a pool. */ class Iterator { friend class Rml::Pool<PoolType>; public: /// Increments the iterator to reference the next node in the /// linked list. It is an error to call this function if the /// node this iterator references is invalid. inline void operator++() { RMLUI_ASSERT(node != nullptr); node = node->next; } /// Returns true if it is OK to deference or increment this /// iterator. explicit inline operator bool() { return (node != nullptr); } /// Returns the object referenced by the iterator's current /// node. inline PoolType& operator*() { return *reinterpret_cast<PoolType*>(node->object); } /// Returns a pointer to the object referenced by the /// iterator's current node. inline PoolType* operator->() { return reinterpret_cast<PoolType*>(node->object); } private: // Constructs an iterator referencing the given node. inline Iterator(PoolNode* node) { this->node = node; } PoolNode* node; }; Pool(int chunk_size = 0, bool grow = false); ~Pool(); /// Initialises the pool to a given size. void Initialise(int chunk_size, bool grow = false); /// Returns the head of the linked list of allocated objects. inline Iterator Begin(); /// Attempts to allocate an object into a free slot in the memory pool and construct it using the given arguments. /// If the process is successful, the newly constructed object is returned. Otherwise, if the process fails due to /// no free objects being available, nullptr is returned. template <typename... Args> inline PoolType* AllocateAndConstruct(Args&&... args); /// Deallocates the object pointed to by the given iterator. inline void DestroyAndDeallocate(Iterator& iterator); /// Deallocates the given object. inline void DestroyAndDeallocate(PoolType* object); /// Returns the number of objects in the pool. inline int GetSize() const; /// Returns the number of object chunks in the pool. inline int GetNumChunks() const; /// Returns the number of allocated objects in the pool. inline int GetNumAllocatedObjects() const; private: // Creates a new pool chunk and appends its nodes to the beginning of the free list. void CreateChunk(); int chunk_size; bool grow; PoolChunk* pool; // The heads of the two linked lists. PoolNode* first_allocated_node; PoolNode* first_free_node; int num_allocated_objects; #ifdef RMLUI_DEBUG int max_num_allocated_objects = 0; #endif }; } // namespace Rml #include "Pool.inl"