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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\scintilla\src\Partitioning.h
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// Scintilla source code edit control /** @file Partitioning.h ** Data structure used to partition an interval. Used for holding line start/end positions. **/ // Copyright 1998-2007 by Neil Hodgson
// The License.txt file describes the conditions under which this software may be distributed. #ifndef PARTITIONING_H #define PARTITIONING_H /// A split vector of integers with a method for adding a value to all elements /// in a range. /// Used by the Partitioning class. class SplitVectorWithRangeAdd : public SplitVector
{ public: SplitVectorWithRangeAdd(int growSize_) { SetGrowSize(growSize_); ReAllocate(growSize_); } ~SplitVectorWithRangeAdd() { } void RangeAddDelta(int start, int end, int delta) { // end is 1 past end, so end-start is number of elements to change int i = 0; int rangeLength = end - start; int range1Length = rangeLength; int part1Left = part1Length - start; if (range1Length > part1Left) range1Length = part1Left; while (i < range1Length) { body[start++] += delta; i++; } start += gapLength; while (i < rangeLength) { body[start++] += delta; i++; } } }; /// Divide an interval into multiple partitions. /// Useful for breaking a document down into sections such as lines. class Partitioning { private: // To avoid calculating all the partition positions whenever any text is inserted // there may be a step somewhere in the list. int stepPartition; int stepLength; SplitVectorWithRangeAdd *body; // Move step forward void ApplyStep(int partitionUpTo) { if (stepLength != 0) { body->RangeAddDelta(stepPartition+1, partitionUpTo + 1, stepLength); } stepPartition = partitionUpTo; if (stepPartition >= body->Length()-1) { stepPartition = body->Length()-1; stepLength = 0; } } // Move step backward void BackStep(int partitionDownTo) { if (stepLength != 0) { body->RangeAddDelta(partitionDownTo+1, stepPartition+1, -stepLength); } stepPartition = partitionDownTo; } void Allocate(int growSize) { body = new SplitVectorWithRangeAdd(growSize); stepPartition = 0; stepLength = 0; body->Insert(0, 0); // This value stays 0 for ever body->Insert(1, 0); // This is the end of the first partition and will be the start of the second } public: Partitioning(int growSize) { Allocate(growSize); } ~Partitioning() { delete body; body = 0; } int Partitions() const { return body->Length()-1; } void InsertPartition(int partition, int pos) { if (stepPartition < partition) { ApplyStep(partition); } body->Insert(partition, pos); stepPartition++; } void SetPartitionStartPosition(int partition, int pos) { ApplyStep(partition+1); if ((partition < 0) || (partition > body->Length())) { return; } body->SetValueAt(partition, pos); } void InsertText(int partitionInsert, int delta) { // Point all the partitions after the insertion point further along in the buffer if (stepLength != 0) { if (partitionInsert >= stepPartition) { // Fill in up to the new insertion point ApplyStep(partitionInsert); stepLength += delta; } else if (partitionInsert >= (stepPartition - body->Length() / 10)) { // Close to step but before so move step back BackStep(partitionInsert); stepLength += delta; } else { ApplyStep(body->Length()-1); stepPartition = partitionInsert; stepLength = delta; } } else { stepPartition = partitionInsert; stepLength = delta; } } void RemovePartition(int partition) { if (partition > stepPartition) { ApplyStep(partition); stepPartition--; } else { stepPartition--; } body->Delete(partition); } int PositionFromPartition(int partition) const { PLATFORM_ASSERT(partition >= 0); PLATFORM_ASSERT(partition < body->Length()); if ((partition < 0) || (partition >= body->Length())) { return 0; } int pos = body->ValueAt(partition); if (partition > stepPartition) pos += stepLength; return pos; } int PartitionFromPosition(int pos) { if (body->Length() <= 1) return 0; if (pos >= (PositionFromPartition(body->Length()-1))) return body->Length() - 1 - 1; int lower = 0; int upper = body->Length()-1; do { int middle = (upper + lower + 1) / 2; // Round high int posMiddle = body->ValueAt(middle); if (middle > stepPartition) posMiddle += stepLength; if (pos < posMiddle) { upper = middle - 1; } else { lower = middle; } } while (lower < upper); return lower; } void DeleteAll() { int growSize = body->GetGrowSize(); delete body; Allocate(growSize); } }; #endif
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