wxWidgets/include/wx/hash.h

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/////////////////////////////////////////////////////////////////////////////
// Name: hash.h
// Purpose: wxHashTable class
// Author: Julian Smart
// Modified by:
// Created: 01/02/97
// RCS-ID: $Id$
// Copyright: (c)
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef __WXHASHH__
#define __WXHASHH__
#ifdef __GNUG__
#pragma interface "hash.h"
#endif
#include "wx/object.h"
#include "wx/list.h"
/*
* A hash table is an array of user-definable size with lists
* of data items hanging off the array positions. Usually there'll
* be a hit, so no search is required; otherwise we'll have to run down
* the list to find the desired item.
*/
class WXDLLEXPORT wxHashTable: public wxObject
{
DECLARE_DYNAMIC_CLASS(wxHashTable)
public:
int n;
int current_position;
wxNode *current_node;
unsigned int key_type;
wxList **hash_table;
wxHashTable(int the_key_type = wxKEY_INTEGER, int size = 1000);
~wxHashTable(void);
bool Create(int the_key_type = wxKEY_INTEGER, int size = 1000);
// Note that there are 2 forms of Put, Get.
// With a key and a value, the *value* will be checked
// when a collision is detected. Otherwise, if there are
// 2 items with a different value but the same key,
// we'll retrieve the WRONG ONE. So where possible,
// supply the required value along with the key.
// In fact, the value-only versions make a key, and still store
// the value. The use of an explicit key might be required
// e.g. when combining several values into one key.
// When doing that, it's highly likely we'll get a collision,
// e.g. 1 + 2 = 3, 2 + 1 = 3.
// key and value are NOT necessarily the same
void Put(long key, long value, wxObject *object);
void Put(long key, const char *value, wxObject *object);
// key and value are the same
void Put(long value, wxObject *object);
void Put(const char *value, wxObject *object);
// key and value not the same
wxObject *Get(long key, long value) const;
wxObject *Get(long key, const char *value) const;
// key and value are the same
wxObject *Get(long value) const;
wxObject *Get(const char *value) const;
// Deletes entry and returns data if found
wxObject *Delete(long key);
wxObject *Delete(const char *key);
wxObject *Delete(long key, int value);
wxObject *Delete(long key, const char *value);
// Construct your own integer key from a string, e.g. in case
// you need to combine it with something
long MakeKey(const char *string) const;
// Way of iterating through whole hash table (e.g. to delete everything)
// Not necessary, of course, if you're only storing pointers to
// objects maintained separately
void BeginFind(void);
wxNode *Next(void);
void DeleteContents(bool flag);
void Clear(void);
};
#endif
// __WXHASHH__