Class defining some overloaded accessors so we don't have to cast SpriteGroups that often.
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| | SpecializedSpriteGroup (SpriteGroupID index) |
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| | PoolItem (Tindex index) |
| | Construct the item.
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void * | operator new (size_t)=delete |
| | Do not use new PoolItem, but rather PoolItem::Create.
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void * | operator new (size_t size, Tindex index)=delete |
| | Do not use new (index) PoolItem(...), but rather PoolItem::CreateAtIndex(index, ...).
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void * | operator new (size_t, void *ptr)=delete |
| | Do not use new (address) PoolItem(...).
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| void | operator delete (void *p, size_t size) |
| | Marks Titem as free.
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| template<typename... Targs> |
| static T * | Create (Targs &&... args) |
| | Creates a new T-object in the SpriteGroup pool.
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| static ResolverResult | Resolve (const SpriteGroup *group, ResolverObject &object, bool top_level=true) |
| | ResolverObject (re)entry point.
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| static T * | Create (Targs &&... args) |
| | Creates a new T-object in the associated pool.
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| static T * | CreateAtIndex (Tindex index, Targs &&... args) |
| | Creates a new T-object in the associated pool.
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| static bool | CanAllocateItem (size_t n=1) |
| | Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
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| static bool | CleaningPool () |
| | Returns current state of pool cleaning - yes or no.
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| static bool | IsValidID (auto index) |
| | Tests whether given index can be used to get valid (non-nullptr) Titem.
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| static Titem * | Get (auto index) |
| | Returns Titem with given index.
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| static Titem * | GetIfValid (auto index) |
| | Returns Titem with given index.
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| static size_t | GetPoolSize () |
| | Returns first unused index.
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| static size_t | GetNumItems () |
| | Returns number of valid items in the pool.
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| static void | PostDestructor (size_t index) |
| | Dummy function called after destructor of each member.
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| static Pool::IterateWrapper< Titem > | Iterate (size_t from=0) |
| | Returns an iterable ensemble of all valid Titem.
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template<class T>
struct SpecializedSpriteGroup< T >
Class defining some overloaded accessors so we don't have to cast SpriteGroups that often.
Definition at line 66 of file newgrf_spritegroup.h.