mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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197 lines
3.9 KiB
C++
197 lines
3.9 KiB
C++
#ifndef PARTICLEMEM_H__
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#define PARTICLEMEM_H__
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vector>
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class CCoreTriangleEffect;
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#define TRIANGLE_FPS 30
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typedef struct visibleparticles_s
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{
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CCoreTriangleEffect *pVisibleParticle;
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} visibleparticles_t;
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//---------------------------------------------------------------------------
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// Memory block record.
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class MemoryBlock
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{
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private:
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char *m_pData;
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//bool m_bBlockIsInUse;
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public:
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MemoryBlock(long lBlockSize)
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: next(NULL), prev(NULL)
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//m_bBlockIsInUse(false) // Initialize block to 'free' state.
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{
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// Allocate memory here.
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m_pData = new char[lBlockSize];
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}
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virtual ~MemoryBlock()
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{
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// Free memory.
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delete[] m_pData;
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}
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inline char *Memory(void) { return m_pData; }
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MemoryBlock * next;
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MemoryBlock * prev;
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};
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class MemList
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{
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public:
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MemList() : m_pHead(NULL) {}
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~MemList() { Reset(); }
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void Push(MemoryBlock * newItem)
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{
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if(!m_pHead)
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{
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m_pHead = newItem;
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newItem->next = NULL;
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newItem->prev = NULL;
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return;
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}
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MemoryBlock * temp = m_pHead;
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m_pHead = newItem;
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m_pHead->next = temp;
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m_pHead->prev = NULL;
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temp->prev = m_pHead;
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}
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MemoryBlock * Front( void )
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{
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return(m_pHead);
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}
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MemoryBlock * Pop( void )
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{
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if(!m_pHead)
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return(NULL);
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MemoryBlock * temp = m_pHead;
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m_pHead = m_pHead->next;
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if(m_pHead)
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m_pHead->prev = NULL;
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temp->next = NULL;
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temp->prev = NULL;
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return(temp);
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}
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void Delete( MemoryBlock * pItem)
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{
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if(m_pHead == pItem)
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{
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MemoryBlock * temp = m_pHead;
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m_pHead = m_pHead->next;
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if(m_pHead)
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m_pHead->prev = NULL;
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temp->next = NULL;
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temp->prev = NULL;
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return;
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}
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MemoryBlock * prev = pItem->prev;
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MemoryBlock * next = pItem->next;
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if(prev)
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prev->next = next;
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if(next)
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next->prev = prev;
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pItem->next = NULL;
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pItem->prev = NULL;
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}
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void Reset( void )
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{
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while(m_pHead)
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Delete(m_pHead);
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}
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private:
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MemoryBlock * m_pHead;
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};
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// Some helpful typedefs.
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typedef std::vector<MemoryBlock *> VectorOfMemoryBlocks;
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typedef VectorOfMemoryBlocks::iterator MemoryBlockIterator;
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// Mini memory manager - singleton.
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class CMiniMem
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{
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private:
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// Main memory pool. Array is fine, but vectors are
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// easier. :)
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static VectorOfMemoryBlocks m_vecMemoryPool;
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// Size of memory blocks in pool.
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static long m_lMemoryBlockSize;
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static long m_lMaxBlocks;
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static long m_lMemoryPoolSize;
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static CMiniMem *_instance;
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int m_iTotalParticles;
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int m_iParticlesDrawn;
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protected:
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// private constructor and destructor.
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CMiniMem(long lMemoryPoolSize, long lMaxBlockSize);
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virtual ~CMiniMem();
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// ------------ Memory pool manager calls.
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// Find a free block and mark it as "in use". Return NULL
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// if no free blocks found.
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char *AllocateFreeBlock(void);
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public:
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// Return a pointer to usable block of memory.
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char *newBlock(void);
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// Mark a target memory item as no longer "in use".
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void deleteBlock(MemoryBlock *p);
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// Return the remaining capacity of the memory pool as a percent.
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long PercentUsed(void);
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void ProcessAll( void ); //Processes all
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void Reset( void ); //clears memory, setting all particles to not used.
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static int ApplyForce( Vector vOrigin, Vector vDirection, float flRadius, float flStrength );
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static CMiniMem *Instance(void);
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static long MaxBlockSize(void);
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bool CheckSize( int iSize );
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int GetTotalParticles( void ) { return m_iTotalParticles; }
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int GetDrawnParticles( void ) { return m_iParticlesDrawn; }
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void IncreaseParticlesDrawn( void ){ m_iParticlesDrawn++; }
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void Shutdown( void );
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visibleparticles_t *m_pVisibleParticles;
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};
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#endif//PARTICLEMEM_H__
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