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Wwise SDK 2024.1.0
AkMixerInputMap.h
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
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26 
27 #ifndef _AK_MIXERINPUTMAP_H_
28 #define _AK_MIXERINPUTMAP_H_
29 
31 
35 
36 /// Collection class to manage inputs in mixer plugins.
37 /// The inputs are identified by their context. The type of data attached to it is the template argument USER_DATA.
38 /// The collection performs allocation/deallocation of user data via AK_PLUGIN_NEW/DELETE().
39 /// Usage
40 ///
41 /// // Init
42 /// AkMixerInputMap<void*, MyStruct> m_mapInputs;
43 /// m_mapInputs.Init( in_pAllocator ); // in_pAllocator passed at plugin init.
44 ///
45 /// // Add an input.
46 /// m_mapInputs.AddInput( in_pInput ); // void * in_pInput
47 ///
48 /// // Find an input
49 /// MyStruct * pInput = m_mapInputs.Exists( in_pInputContext ); // void * in_pInputContext passed to ConsumeInput()
50 ///
51 /// // Iterate through inputs.
52 /// AkMixerInputMap<MyStruct>::Iterator it = m_mapInputs.End();
53 /// while ( it != m_mapInputs.End() )
54 /// {
55 /// MyStruct * pInput = (*it).pUserData;
56 /// ...
57 /// ++it;
58 /// }
59 
60 /// Structure of an entry in the AkMixerInputMap map.
61 template <class KEY, class USER_DATA>
63 {
64  KEY key; /// Key.
65  USER_DATA * pUserData; /// User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame.
66 
68  bool operator ==(const AkInputMapSlot& in_Op) const { return (key == in_Op.key); }
69 };
70 
71 /// AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of data.
72 template <class KEY, class USER_DATA>
73 class AkMixerInputMap : public AkArray<AkInputMapSlot<KEY, USER_DATA>, const AkInputMapSlot<KEY, USER_DATA>&, AkPluginArrayAllocator>
74 {
75 public:
77 
78  /// Returns the user data associated with given input context. Returns NULL if none found.
79  USER_DATA * Exists( KEY in_key )
80  {
82  return ( it != BaseClass::End() ) ? (*it).pUserData : NULL;
83  }
84 
85  /// Adds an input with new user data.
86  USER_DATA * AddInput(KEY in_key)
87  {
89  if ( it != BaseClass::End() )
90  return (*it).pUserData;
91  else
92  {
94  if ( pSlot )
95  {
96  pSlot->pUserData = AK_PLUGIN_NEW( AkPluginArrayAllocator::GetAllocator(), USER_DATA );
97  if ( pSlot->pUserData )
98  {
99  pSlot->key = in_key;
100  return pSlot->pUserData;
101  }
103  }
104  }
105  return NULL;
106  }
107 
108  /// Removes an input and destroys its associated user data.
109  bool RemoveInput(KEY in_key)
110  {
111  typename AkArray<AkInputMapSlot<KEY, USER_DATA>, const AkInputMapSlot<KEY, USER_DATA>&, AkPluginArrayAllocator>::Iterator it = FindEx( in_key );
112  if ( it != BaseClass::End() )
113  {
114  AKASSERT( (*it).pUserData );
116  BaseClass::EraseSwap( it );
117  return true;
118  }
119  return false;
120  }
121 
122  /// Erase the specified iterator in the array. but it does not guarantee the ordering in the array.
124  {
125  if ((*in_rIter).pUserData)
126  {
127  AK_PLUGIN_DELETE(AkPluginArrayAllocator::GetAllocator(), (*in_rIter).pUserData);
128  }
129  return BaseClass::EraseSwap(in_rIter);
130  }
131 
132  /// Terminate array.
133  void Term()
134  {
135  if ( BaseClass::m_pItems )
136  {
137  RemoveAll();
138  AkPluginArrayAllocator::Free( BaseClass::m_pItems );
139  BaseClass::m_pItems = 0;
140  BaseClass::m_ulReserved = 0;
141  }
142  }
143 
144  /// Finds an item in the array.
146  {
148  mapSlot.key = in_key;
149  return BaseClass::FindEx( mapSlot );
150  }
151 
152  /// Removes and destroys all items in the array.
153  void RemoveAll()
154  {
155  for ( typename AkArray<AkInputMapSlot<KEY, USER_DATA>, const AkInputMapSlot<KEY, USER_DATA>&, AkPluginArrayAllocator>::Iterator it = BaseClass::Begin(), itEnd = BaseClass::End(); it != itEnd; ++it )
156  {
157  AKASSERT( (*it).pUserData );
159  (*it).~AkInputMapSlot();
160  }
161  BaseClass::m_uLength = 0;
162  }
163 };
164 
165 #endif // _AK_MIXERINPUTMAP_H_
AkForceInline void AK_PLUGIN_DELETE(AK::IAkPluginMemAlloc *in_pAllocator, T *in_pObject)
AkForceInline AK::IAkPluginMemAlloc * GetAllocator()
void Term()
Terminate array.
void RemoveAll()
Removes and destroys all items in the array.
bool RemoveInput(KEY in_key)
Removes an input and destroys its associated user data.
#define AK_PLUGIN_NEW(_allocator, _what)
Specific implementation of array.
Definition: AkArray.h:259
#define NULL
Definition: AkTypes.h:46
AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator > BaseClass
USER_DATA * Exists(KEY in_key)
Returns the user data associated with given input context. Returns NULL if none found.
USER_DATA * AddInput(KEY in_key)
Adds an input with new user data.
Structure of an entry in the AkMixerInputMap map.
#define AKASSERT(Condition)
Definition: AkAssert.h:67
AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator >::Iterator EraseSwap(typename AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator >::Iterator &in_rIter)
Erase the specified iterator in the array. but it does not guarantee the ordering in the array.
AkInputMapSlot()
User data. Here we have a buffer. Other relevant info would be the game object position and input par...
USER_DATA * pUserData
Key.
AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of...
AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator >::Iterator FindEx(KEY in_key) const
Finds an item in the array.
AkForceInline void Free(void *in_pAddress)
bool operator==(const AkInputMapSlot &in_Op) const

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