bsnes/nall/array.hpp
Tim Allen 2f81b5a3e7 Update to v106r2 release.
byuu says:

Changelog:

  - Super Famicom: added support for loading manifests without embedded
    mapping information¹
  - genius: initial commit
  - various Makefile cleanups

¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.

For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.

The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.

Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.

Give it time, we'll refine this into something nicer.
2018-02-01 19:20:37 +11:00

62 lines
1.2 KiB
C++

#pragma once
#include <nall/range.hpp>
namespace nall {
template<typename T, uint Capacity>
struct array {
auto capacity() const -> uint { return Capacity; }
auto size() const -> uint { return _size; }
auto reset() -> void {
for(uint n : range(_size)) _pool.t[n].~T();
_size = 0;
}
auto operator[](uint index) -> T& {
#ifdef DEBUG
struct out_of_bounds {};
if(index >= Capacity) throw out_of_bounds{};
#endif
return _pool.t[index];
}
auto operator[](uint index) const -> const T& {
#ifdef DEBUG
struct out_of_bounds {};
if(index >= Capacity) throw out_of_bounds{};
#endif
return _pool.t[index];
}
auto append() -> T& {
new(_pool.t + _size) T;
return _pool.t[_size++];
}
auto append(const T& value) -> void {
new(_pool.t + _size++) T(value);
}
auto append(T&& value) -> void {
new(_pool.t + _size++) T(move(value));
}
auto begin() { return &_pool.t[0]; }
auto end() { return &_pool.t[_size]; }
auto begin() const { return &_pool.t[0]; }
auto end() const { return &_pool.t[_size]; }
private:
union U {
U() {}
~U() {}
T t[Capacity];
} _pool;
uint _size = 0;
};
}