// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Allocator.h" #include "Vector.h" namespace Urho3D { /// Hash table with fixed bucket count. Does not support iteration. Should only be used when performance is critical, as HashMap is much more user-friendly. template class HashTable { public: /// Hash table node. struct Node { /// Construct. Node(unsigned hash, const T& value, Node* next) : hash_(hash), value_(value), next_(next) { } /// Hash value. unsigned hash_; /// Node value. T value_; /// Next node in bucket. Node* next_; }; /// Construct empty. HashTable() : allocator_(0) { for (unsigned i = 0; i < U; ++i) ptrs_[i] = 0; } /// Destruct. ~HashTable() { Clear(); AllocatorUninitialize(allocator_); } /// Insert by hash value. If value with same hash already exists, it is replaced. void Insert(unsigned hash, const T& value) { unsigned bucket = hash & (U - 1); if (!allocator_) allocator_ = AllocatorInitialize(sizeof(Node)); Node* ptr = ptrs_[bucket]; while (ptr) { if (ptr->hash_ == hash) { ptr->value_ = value; return; } ptr = ptr->next_; } Node* newNode = static_cast(AllocatorReserve(allocator_)); // Insert at the top of the bucket, connect to the previous top node if exists new(newNode) Node(hash, value, ptrs_[bucket]); ptrs_[bucket] = newNode; } /// Remove by hash value. Return true if was found and removed. bool Erase(unsigned hash) { unsigned bucket = hash & (U - 1); Node* ptr = ptrs_[bucket]; while (ptr) { if (ptr->hash_ == hash) { (ptr)->~Node(); AllocatorFree(allocator_, ptr); return true; } else ptr = ptr->next_; } return false; } /// Remove all values. void Clear() { for (unsigned i = 0; i < U; ++i) { Node* ptr = ptrs_[i]; while (ptr) { Node* next = ptr->next_; (ptr)->~Node(); AllocatorFree(allocator_, ptr); ptr = next; } } } /// Find by hash value. Return pointer if was found or null if not found. T* Find(unsigned hash) const { unsigned bucket = hash & (U - 1); Node* ptr = ptrs_[bucket]; while (ptr) { if (ptr->hash_ == hash) return &ptr->value_; else ptr = ptr->next_; } return 0; } /// Return all the keys. PODVector Keys() const { PODVector ret; for (unsigned i = 0; i < U; ++i) { Node* ptr = ptrs_[i]; while (ptr) { ret.Push(ptr->hash_); ptr = ptr->next_; } } return ret; } /// Return pointers to all values. PODVector Values() const { PODVector ret; for (unsigned i = 0; i < U; ++i) { Node* ptr = ptrs_[i]; while (ptr) { ret.Push(&ptr->value_); ptr = ptr->next_; } } return ret; } private: /// Allocator. AllocatorBlock* allocator_; /// Bucket pointers, fixed size. Node* ptrs_[U]; }; }