77 lines
1.4 KiB
C++
77 lines
1.4 KiB
C++
#ifndef FIXED_ARRAY_H
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#define FIXED_ARRAY_H
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#include <core/error_macros.h>
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// TODO Could use std::array, but due to how Godot compiles,
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// I couldn't find a way to enable boundary checks without failing to link my module with the rest of Godot...
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template <typename T, unsigned int N>
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class FixedArray {
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public:
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inline FixedArray() {}
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inline FixedArray(T defval) {
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fill(defval);
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}
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inline void fill(T v) {
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for (unsigned int i = 0; i < N; ++i) {
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_data[i] = v;
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}
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}
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inline T &operator[](unsigned int i) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(i >= N);
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#endif
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return _data[i];
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}
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inline const T &operator[](unsigned int i) const {
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#ifdef DEBUG_ENABLED
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CRASH_COND(i >= N);
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#endif
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return _data[i];
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}
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inline bool equals(const FixedArray<T, N> &other) const {
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for (unsigned int i = 0; i < N; ++i) {
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if (_data[i] != other._data[i]) {
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return false;
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}
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}
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return true;
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}
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inline bool operator==(const FixedArray<T, N> &other) const {
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return equals(other);
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}
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inline bool operator!=(const FixedArray<T, N> &other) const {
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return !equals(other);
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}
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inline void operator=(const FixedArray<T, N> &other) {
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for (unsigned int i = 0; i < N; ++i) {
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_data[i] = other._data[i];
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}
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}
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inline T *data() {
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return _data;
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}
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inline const T *data() const {
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return _data;
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}
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inline unsigned int size() const {
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return N;
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}
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private:
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T _data[N];
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};
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#endif // FIXED_ARRAY_H
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