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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Westwood Library *
- * *
- * $Archive:: /G/wwlib/hashcalc.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/02/99 11:59a $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if _MSC_VER >= 1000
- #pragma once
- #endif // _MSC_VER >= 1000
- #ifndef HASHCALC_H
- #define HASHCALC_H
- /*
- ** HashCalculatorClass
- ** The hash calculator is used to abstract the process of computing a hash
- ** value for an object. Also, when dealing with floating point values, you
- ** may need to have a fudge factor and therefore have several valid hash
- ** values for a particular object (generated by adding and subtracting an
- ** epsilon to the number(s)). This class lets you define any number
- ** of hash values. This class is used by the UniqueArrayClass and the HashTableClass
- ** templates. Basically, you give one of these to the UniqueArrayClass at
- ** construction time. It will call the Num_Hash_Bits function in order to
- ** properly allocate its hash table. Then, for each object you pass into the
- ** Add function, it will call Compute_Hash, then it will loop through
- ** Num_Hash_Values, calling Get_Hash_Value for each index and see if the object
- ** is found in the indicated slot. Also, when it is checking to see if it has
- ** the object you "Added", the Items_Match function is called. This again
- ** allows you to do epsilon tests. Make sense?
- */
- template <class T> class HashCalculatorClass
- {
- public:
- virtual bool Items_Match(const T & a, const T & b) = 0;
- virtual void Compute_Hash(const T & item) = 0;
- virtual int Num_Hash_Bits(void) = 0;
- virtual int Num_Hash_Values(void) = 0;
- virtual int Get_Hash_Value(int index = 0) = 0;
- };
- #endif
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