UnrealScript library and basis for all Acedia Framework mods
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/**
* This class implements an associative array for storing arbitrary types
* of data that provides a quick (near constant) access to *values* by
* associated *keys*.
* Since UnrealScript lacks any sort of templating, `AssociativeArray`
* stores generic `AcediaObject` keys and values. `Text` can be used instead of
* typical `string` keys and primitive values can be added in their boxed form
* (either as actual `<Type>Box` or as it's reference counterpart).
* Copyright 2020 - 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia 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, version 3 of the License, or
* (at your option) any later version.
*
* Acedia 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 Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class AssociativeArray extends Collection;
// Defines key <-> value (with managed status) mapping.
// Stores lifetime information to ensure that values were not reallocated
// after being added to the collection.
struct Entry
{
var public AcediaObject key;
var protected int keyLifeVersion;
var public AcediaObject value;
var protected int valueLifeVersion;
var public bool managed;
};
// Bucket of entries. Used to store entries with the same index in hash table.
struct Bucket
{
var array<Entry> entries;
};
var private array<Bucket> hashTable;
// Amount of elements currently stored in this `AssociativeArray`.
// If one of the keys was deallocated outside of `AssociativeArray`,
// this value may overestimate actual amount of elements.
var private int storedElementCount;
// Lower and upper limits on hash table capacity.
var private const int MINIMUM_CAPACITY;
var private const int MAXIMUM_CAPACITY;
// Minimum and maximum allowed density of elements
// (`storedElementCount / hashTable.length`).
// If density falls outside this range, - we have to resize hash table to
// get into (MINIMUM_DENSITY; MAXIMUM_DENSITY) bounds, as long as it does not
// violate capacity restrictions.
var private const float MINIMUM_DENSITY;
var private const float MAXIMUM_DENSITY;
/**
* Auxiliary struct, necessary to implement iterator for `AssociativeArray`.
* Can be used for manual iteration, but should be avoided in favor of
* `Iterator`.
*/
struct Index
{
var protected int bucketIndex;
var protected int entryIndex;
};
protected function Constructor()
{
UpdateHashTableCapacity();
}
protected function Finalizer()
{
Empty();
}
// Auxiliary method that is needed as a replacement for `%` module
// operator, since it is an operation on `float`s in UnrealScript and does not
// have appropriate value range to work with hashes.
// Assumes non-negative input.
private function int Remainder(int number, int divisor)
{
local int quotient;
quotient = number / divisor;
return (number - quotient * divisor);
}
// Calculates appropriate bucket index for the given key.
// Assumes that given key is not `none` and is allocated.
private final function int GetBucketIndex(AcediaObject key)
{
local int bucketIndex;
bucketIndex = key.GetHashCode();
if (bucketIndex < 0) {
// Minimum `int` value is greater than maximum one in absolute value,
// so shift it up to avoid overflow.
bucketIndex = -1 * (bucketIndex + 1);
}
bucketIndex = Remainder(bucketIndex, hashTable.length);
return bucketIndex;
}
// Accessing value in `AssociativeArray` requires:
// 1. Two level lookup of both bucket and entry (inside that bucket)
// indices;
// 2. Lifetime checks to ensure no-one reallocated keys/values we
// are using;
// 3. Appropriate clean up o keys/values that were already deallocated.
//
// We spread the cost of the cleaning by pairing it with every bucket
// access.
// We only clean one (accessed) bucket per `FindEntryIndices()` and,
// given that there isn't many hash collisions, this operation should not be
// noticeably expensive.
//
// As a result returns bucket's and entry's indices in `bucketIndex` and
// `entryIndex` out variables.
// `bucketIndex` is guaranteed to be found for non-`none` keys,
// `entryIndex` is valid iff method returns `true`, otherwise it's equal to
// the index at which new property can get inserted.
private final function bool FindEntryIndices(
AcediaObject key,
out int bucketIndex,
out int entryIndex)
{
local int i;
local array<Entry> bucketEntries;
if (key == none) return false;
if (!key.IsAllocated()) return false;
bucketIndex = GetBucketIndex(key);
CleanBucket(hashTable[bucketIndex]);
// Check if bucket actually has given key.
bucketEntries = hashTable[bucketIndex].entries;
for (i = 0; i < bucketEntries.length; i += 1)
{
if (key.IsEqual(bucketEntries[i].key))
{
entryIndex = i;
return true;
}
}
entryIndex = bucketEntries.length;
return false;
}
// Cleans given bucket from entries with deallocated/reallocated
// keys or values.
private final function CleanBucket(out Bucket bucketToClean)
{
local int i;
local Entry nextEntry;
local array<Entry> bucketEntries;
bucketEntries = bucketToClean.entries;
i = 0;
while (i < bucketEntries.length)
{
nextEntry = bucketEntries[i];
// If value was already reallocated - set it to `none`.
if ( nextEntry.value != none
&& nextEntry.value.GetLifeVersion() != nextEntry.valueLifeVersion)
{
bucketEntries[i].value = none;
}
// If key was reallocated - it's value becomes essentially
// inaccessible, so we deallocate it.
// All keys, recorded in hash table, guaranteed to be `!= none`.
if (nextEntry.key.GetLifeVersion() != nextEntry.keyLifeVersion)
{
if (bucketEntries[i].value != none && bucketEntries[i].managed) {
bucketEntries[i].value.FreeSelf(nextEntry.keyLifeVersion);
}
bucketEntries.Remove(i, 1);
// We'll update the count, but won't trigger hash table size update
// to avoid making value's indices lookup more expensive, since
// this method is used in `FindEntryIndices()`.
storedElementCount = Max(0, storedElementCount - 1);
continue;
}
i += 1;
}
bucketToClean.entries = bucketEntries;
}
// Checks if we need to change our current capacity and does so if needed
private final function UpdateHashTableCapacity()
{
local int oldCapacity, newCapacity;
oldCapacity = hashTable.length;
// Calculate new capacity (and whether it is needed) based on amount of
// stored properties and current capacity
newCapacity = oldCapacity;
if (storedElementCount < newCapacity * MINIMUM_DENSITY) {
newCapacity /= 2;
}
if (storedElementCount > newCapacity * MAXIMUM_DENSITY) {
newCapacity *= 2;
}
// Enforce our limits
newCapacity = Clamp(newCapacity, MINIMUM_CAPACITY, MAXIMUM_CAPACITY);
// Only resize if difference is huge enough or table does not exists yet
if (newCapacity != oldCapacity) {
ResizeHashTable(newCapacity);
}
}
// Changes size of the hash table, does not check any limits,
// does not check if `newCapacity` is a valid capacity (`newCapacity > 0`).
private final function ResizeHashTable(int newCapacity)
{
local int i, j;
local int newBucketIndex, newEntryIndex;
local array<Entry> bucketEntries;
local array<Bucket> oldHashTable;
oldHashTable = hashTable;
// Clean current hash table
hashTable.length = 0;
hashTable.length = newCapacity;
for (i = 0; i < oldHashTable.length; i += 1)
{
CleanBucket(oldHashTable[i]);
bucketEntries = oldHashTable[i].entries;
for (j = 0; j < bucketEntries.length; j += 1) {
newBucketIndex = GetBucketIndex(bucketEntries[j].key);
newEntryIndex = hashTable[newBucketIndex].entries.length;
hashTable[newBucketIndex].entries[newEntryIndex] = bucketEntries[j];
}
}
}
/**
* Checks if caller `AssociativeArray` has value recorded with a given `key`.
*
* @return `true` if caller `AssociativeArray` has value recorded with
* a given `key` and `false` otherwise.
*/
public final function bool HasKey(AcediaObject key)
{
local int bucketIndex, entryIndex;
return FindEntryIndices(key, bucketIndex, entryIndex);
}
/**
* Checks if caller `AssociativeArray`'s value recorded with a given `key`
* is managed.
*
* Managed values will be automatically deallocated once they are removed
* (or overwritten) from the caller `AssociativeArray`.
*
* @return `true` if value recorded with a given `key` is managed
* and `false` otherwise;
* if value is missing (`none` or there is not entry for the `key`),
* returns `false`.
*/
public final function bool IsManaged(AcediaObject key)
{
local int bucketIndex, entryIndex;
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
return hashTable[bucketIndex].entries[entryIndex].managed;
}
return false;
}
/**
* Returns value recorded by a given key `key` in the caller
* `AssociativeArray`.
*
* Can return `none` if either stored values is `none` or there's no value
* recorded with a `key`. To check whether there is a record, corresponding to
* the `key` use `HasKey()` method.
*
* @param key Key for which to return value.
* @return Value, stored with given key `key`. If there is no value with
* such a key method will return `none`.
*/
public final function AcediaObject GetItem(AcediaObject key)
{
local int bucketIndex, entryIndex;
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
return hashTable[bucketIndex].entries[entryIndex].value;
}
return none;
}
/**
* Returns entry corresponding to a given key `key` in the caller
* `AssociativeArray`, removing it from the caller `AssociativeArray`.
*
* Returned value is no longer managed by the `AssociativeArray` (if it was)
* and must be deallocated once you do not need them anymore.
*
* @param key Key for which to return entry.
* @return Entry (key/value pair + indicator of whether values was managed
* by `AssociativeArray`) with the given key `key`.
*/
public final function Entry TakeEntry(AcediaObject key)
{
local Entry entryToTake;
local int bucketIndex, entryIndex;
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
return entryToTake;
}
entryToTake = hashTable[bucketIndex].entries[entryIndex];
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
storedElementCount = Max(0, storedElementCount - 1);
UpdateHashTableCapacity();
return entryToTake;
}
/**
* Returns value recorded with a given key `key` in the caller
* `AssociativeArray`, removing it from the collection.
*
* Returned value is no longer managed by the `AssociativeArray` (if it was)
* and must be deallocated once you do not need it anymore.
*
* @param key Key for which to return value.
* @return Value, stored with given key `key`. If there is no value with
* such a key method will return `none`.
*/
public final function AcediaObject TakeItem(AcediaObject key)
{
return TakeEntry(key).value;
}
/**
* Records new `value` under the key `key` into the caller `AssociativeArray`.
*
* If this will override already existing managed record - old value will
* be automatically deallocated (unless they are the same object as a new one).
* If you wish to avoid this behavior - retrieve them with either of
* `TakeItem()` or `TakeEntry()` methods first.
*
* @param key Key by which new value will be referred to.
* @param value Value to store in the caller `AssociativeArray`.
* @return Caller `AssociativeArray` to allow for method chaining.
*/
public final function AssociativeArray SetItem(
AcediaObject key,
AcediaObject value,
optional bool managed)
{
local Entry oldEntry, newEntry;
local int bucketIndex, entryIndex;
if (key == none) {
return self;
}
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
oldEntry = hashTable[bucketIndex].entries[entryIndex];
}
else {
storedElementCount += 1;
}
newEntry.key = key;
newEntry.keyLifeVersion = key.GetLifeVersion();
newEntry.managed = managed;
newEntry.value = value;
if (value != none) {
newEntry.valueLifeVersion = value.GetLifeVersion();
}
if ( oldEntry.managed && oldEntry.value != none
&& newEntry.value != oldEntry.value)
{
oldEntry.value.FreeSelf(oldEntry.valueLifeVersion);
}
hashTable[bucketIndex].entries[entryIndex] = newEntry;
return self;
}
/**
* Creates a new instance of class `valueClass` and records it's value with
* key `key` in the caller `AssociativeArray`. Value is recorded as managed.
*
* @param key Key by which new value will be referred to.
* @param valueClass Class of object to create. Will only be created if
* passed `key` is valid.
* @return Caller `AssociativeArray` to allow for method chaining.
*/
public final function AssociativeArray CreateItem(
AcediaObject key,
class<AcediaObject> valueClass)
{
if (key == none) return self;
if (valueClass == none) return self;
return SetItem(key, AcediaObject(_.memory.Allocate(valueClass)), true);
}
/**
* Removes a value recorded with a given key `key`.
* Does nothing if entry with a given key does not exist.
*
* Removed values are deallocated if they are managed. If you wish to avoid
* that, use `TakeItem()` or `TakeEntry()` methods.
*
* @param key Key for which to remove value.
* @return Caller `AssociativeArray` to allow for method chaining.
*/
public final function AssociativeArray RemoveItem(AcediaObject key)
{
local Entry entryToRemove;
local int bucketIndex, entryIndex;
if (key == none) return self;
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
return self;
}
entryToRemove = hashTable[bucketIndex].entries[entryIndex];
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
storedElementCount = Max(0, storedElementCount - 1);
UpdateHashTableCapacity();
if (entryToRemove.managed && entryToRemove.value != none) {
entryToRemove.value.FreeSelf(entryToRemove.valueLifeVersion);
}
return self;
}
/**
* Completely clears caller `AssociativeArray` of all stored entries,
* deallocating any stored managed values.
*
* @param deallocateKeys Setting this to `true` will force this method to
* also deallocate all keys from the caller `AssociativeArray`.
* Since we do not record whether `AssociativeArray` manages keys like it
* does values - all keys will be deallocated, so use this parameter with
* caution.
* @return Caller `AssociativeArray` to allow for method chaining.
*/
public function Empty(optional bool deallocateKeys)
{
local int i, j;
local array<Entry> nextEntries;
for (i = 0; i < hashTable.length; i += 1)
{
nextEntries = hashTable[i].entries;
for (j = 0; j < nextEntries.length; j += 1)
{
if (!nextEntries[j].managed) continue;
if (nextEntries[j].value == none) continue;
nextEntries[j].value.FreeSelf(nextEntries[j].valueLifeVersion);
}
if (deallocateKeys)
{
for (j = 0; j < nextEntries.length; j += 1)
{
if (nextEntries[j].key != none) {
nextEntries[j].key.FreeSelf(nextEntries[j].keyLifeVersion);
}
}
}
}
hashTable.length = 0;
storedElementCount = 0;
UpdateHashTableCapacity();
}
/**
* Returns key of all properties inside caller `AssociativeArray`.
*
* Collecting all keys from the `AssociativeArray` is O(<number_of_elements>).
*
* @return Array of all the caller `AssociativeArray`'s keys.
*/
public final function array<AcediaObject> GetKeys()
{
local int i, j;
local array<AcediaObject> result;
local array<Entry> nextEntry;
for (i = 0; i < hashTable.length; i += 1)
{
CleanBucket(hashTable[i]);
nextEntry = hashTable[i].entries;
for (j = 0; j < nextEntry.length; j += 1) {
result[result.length] = nextEntry[j].key;
}
}
return result;
}
/**
* Returns amount of elements in the caller `AssociativeArray`.
*
* Note that this value might overestimate real amount of values inside
* `AssociativeArray` in case some of the keys used for storage were
* deallocated by code outside of `AssociativeArray`.
* Such values might be eventually found and removed, but
* `AssociativeArray` does not provide any guarantees on when it's done.
*/
public final function int GetLength()
{
return storedElementCount;
}
/**
* Auxiliary method for iterator that increments given `Index` structure.
*
* @param previousIndex Index to increment.
* @return `true` if incremented index is pointing at a valid item,
* `false` if collection has ended.
*/
public final function bool IncrementIndex(out Index previousIndex)
{
previousIndex.entryIndex += 1;
// Go forward through buckets until we find non-empty one
while (previousIndex.bucketIndex < hashTable.length)
{
CleanBucket(hashTable[previousIndex.bucketIndex]);
if ( previousIndex.entryIndex
< hashTable[previousIndex.bucketIndex].entries.length)
{
return true;
}
previousIndex.entryIndex = 0;
previousIndex.bucketIndex += 1;
}
return false;
}
/**
* Auxiliary method for iterator that returns value corresponding to
* a given `Index` structure.
*
* @param index Index of item to return.
* @return `Entry` corresponding to a given index. If index is invalid
* (not pointing at any value for caller `AssociativeArray`) returns
* `Entry` with key and value set to `none`.
* Note that `none` can be returned because that is simply the value
* being stored.
*/
public final function Entry GetEntryByIndex(Index index)
{
local Entry emptyEntry;
if (index.bucketIndex < 0) return emptyEntry;
if (index.bucketIndex >= hashTable.length) return emptyEntry;
if ( index.entryIndex < 0
|| index.entryIndex >= hashTable[index.bucketIndex].entries.length) {
return emptyEntry;
}
return hashTable[index.bucketIndex].entries[index.entryIndex];
}
protected function AcediaObject GetByText(Text key)
{
return GetItem(key);
}
/**
* Returns `bool` item at key `key`. If key is invalid or
* stores a non-`bool` value, returns `defaultValue`.
*
* Referred value must be stored as `BoolBox` or `BoolRef`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `bool` item that `AssociativeArray`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `bool` value at `key` in the caller `AssociativeArray`.
* `defaultValue` if passed `key` is invalid or non-`bool` value
* is stored with it.
*/
public final function bool GetBool(AcediaObject key, optional bool defaultValue)
{
local AcediaObject result;
local BoolBox asBox;
local BoolRef asRef;
result = GetItem(key);
if (result == none) {
return defaultValue;
}
asBox = BoolBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = BoolRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
* recorded as either `BoolBox` or `BoolRef`, depending of `asRef`
* optional parameter.
*
* Inserted value will always be recorded as a managed value, i.e. it will be
* automatically deallocated when overwritten, removed or
* caller `AssociativeArray` is deallocated.
*
* @param key Key, at which to change the value. If `DynamicArray` is
* not long enough to hold it, it will be automatically expanded.
* If passed key is negative - method will do nothing.
* @param value Value to be set at a given key.
* @param asRef Given `bool` value will be recorded as immutable `BoolBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `BoolRef`.
* @return Reference to the caller `AssociativeArray` to allow for
* method chaining.
*/
public final function AssociativeArray SetBool(
AcediaObject key,
bool value,
optional bool asRef)
{
if (asRef) {
SetItem(key, _.ref.bool(value), true);
}
else {
SetItem(key, _.box.bool(value), true);
}
return self;
}
/**
* Returns `byte` item at key `key`. If key is invalid or
* stores a non-`byte` value, returns `defaultValue`.
*
* Referred value must be stored as `ByteBox` or `ByteBox`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `byte` item that `AssociativeArray`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `byte` value at `key` in the caller `AssociativeArray`.
* `defaultValue` if passed `key` is invalid or non-`byte` value
* is stored with it.
*/
public final function byte GetByte(AcediaObject key, optional byte defaultValue)
{
local AcediaObject result;
local ByteBox asBox;
local ByteRef asRef;
result = GetItem(key);
if (result == none) {
return defaultValue;
}
asBox = ByteBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = ByteRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
* recorded as either `ByteBox` or `ByteBox`, depending of `asRef`
* optional parameter.
*
* Inserted value will always be recorded as a managed value, i.e. it will be
* automatically deallocated when overwritten, removed or
* caller `AssociativeArray` is deallocated.
*
* @param key Key, at which to change the value. If `DynamicArray` is
* not long enough to hold it, it will be automatically expanded.
* If passed key is negative - method will do nothing.
* @param value Value to be set at a given key.
* @param asRef Given `byte` value will be recorded as immutable `ByteBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `ByteBox`.
* @return Reference to the caller `AssociativeArray` to allow for
* method chaining.
*/
public final function AssociativeArray SetByte(
AcediaObject key,
byte value,
optional bool asRef)
{
if (asRef) {
SetItem(key, _.ref.byte(value), true);
}
else {
SetItem(key, _.box.byte(value), true);
}
return self;
}
/**
* Returns `int` item at key `key`. If key is invalid or
* stores a non-`int` value, returns `defaultValue`.
*
* Referred value must be stored as `IntBox` or `IntRef`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `int` item that `AssociativeArray`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `int` value at `key` in the caller `AssociativeArray`.
* `defaultValue` if passed `key` is invalid or non-`int` value
* is stored with it.
*/
public final function int GetInt(AcediaObject key, optional int defaultValue)
{
local AcediaObject result;
local IntBox asBox;
local IntRef asRef;
result = GetItem(key);
if (result == none) {
return defaultValue;
}
asBox = IntBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = IntRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
* recorded as either `IntBox` or `IntRef`, depending of `asRef`
* optional parameter.
*
* Inserted value will always be recorded as a managed value, i.e. it will be
* automatically deallocated when overwritten, removed or
* caller `AssociativeArray` is deallocated.
*
* @param key Key, at which to change the value. If `DynamicArray` is
* not long enough to hold it, it will be automatically expanded.
* If passed key is negative - method will do nothing.
* @param value Value to be set at a given key.
* @param asRef Given `int` value will be recorded as immutable `IntBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `IntRef`.
* @return Reference to the caller `AssociativeArray` to allow for
* method chaining.
*/
public final function AssociativeArray SetInt(
AcediaObject key,
int value,
optional bool asRef)
{
if (asRef) {
SetItem(key, _.ref.int(value), true);
}
else {
SetItem(key, _.box.int(value), true);
}
return self;
}
/**
* Returns `float` item at key `key`. If key is invalid or
* stores a non-`float` value, returns `defaultValue`.
*
* Referred value must be stored as `FloatBox` or `FloatRef`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `float` item that `AssociativeArray`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `float` value at `key` in the caller `AssociativeArray`.
* `defaultValue` if passed `key` is invalid or non-`float` value
* is stored with it.
*/
public final function float GetFloat(
AcediaObject key,
optional float defaultValue)
{
local AcediaObject result;
local FloatBox asBox;
local FloatRef asRef;
result = GetItem(key);
if (result == none) {
return defaultValue;
}
asBox = FloatBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = FloatRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
* recorded as either `FloatBox` or `FloatRef`, depending of `asRef`
* optional parameter.
*
* Inserted value will always be recorded as a managed value, i.e. it will be
* automatically deallocated when overwritten, removed or
* caller `AssociativeArray` is deallocated.
*
* @param key Key, at which to change the value. If `DynamicArray` is
* not long enough to hold it, it will be automatically expanded.
* If passed key is negative - method will do nothing.
* @param value Value to be set at a given key.
* @param asRef Given `float` value will be recorded as immutable `FloatBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `FloatRef`.
* @return Reference to the caller `AssociativeArray` to allow for
* method chaining.
*/
public final function AssociativeArray SetFloat(
AcediaObject key,
float value,
optional bool asRef)
{
if (asRef) {
SetItem(key, _.ref.float(value), true);
}
else {
SetItem(key, _.box.float(value), true);
}
return self;
}
/**
* Returns `Text` item stored at key `key`. If key is invalid or
* stores a non-`Text` value, returns `none`.
*
* Referred value must be stored as `Text` (or one of it's sub-classes,
* such as `MutableText`) for this method to work.
*
* @param key Key of a `Text` item that `AssociativeArray`
* has to return.
* @return `Text` value recorded with `key` in the caller `AssociativeArray`.
* `none` if passed `key` is invalid or non-`Text` value
* is stored with it.
*/
public final function Text GetText(AcediaObject key)
{
return Text(GetItem(key));
}
/**
* Returns `AssociativeArray` item stored at key `key`. If key is invalid or
* stores a non-`AssociativeArray` value, returns `none`.
*
* Referred value must be stored as `AssociativeArray`
* (or one of it's sub-classes) for this method to work.
*
* @param key Key of an `AssociativeArray` item that caller `AssociativeArray`
* has to return.
* @return `AssociativeArray` value recorded with `key` in the caller
* `AssociativeArray`. `none` if passed `key` is invalid or
* non-`AssociativeArray` value is stored with it.
*/
public final function AssociativeArray GetAssociativeArray(AcediaObject key)
{
return AssociativeArray(GetItem(key));
}
/**
* Returns `DynamicArray` item stored at key `key`. If key is invalid or
* stores a non-`DynamicArray` value, returns `none`.
*
* Referred value must be stored as `DynamicArray`
* (or one of it's sub-classes) for this method to work.
*
* @param key Key of a `DynamicArray` item that caller `AssociativeArray`
* has to return.
* @return `AssociativeArray` value recorded with `key` in the caller
* `AssociativeArray`. `none` if passed `key` is invalid or
* non-`AssociativeArray` value is stored with it.
*/
public final function DynamicArray GetDynamicArray(AcediaObject key)
{
return DynamicArray(GetItem(key));
}
defaultproperties
{
iteratorClass = class'AssociativeArrayIterator'
MINIMUM_CAPACITY = 50
MAXIMUM_CAPACITY = 10000
MINIMUM_DENSITY = 0.25
MAXIMUM_DENSITY = 0.75
}