//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // These classes let you write your own allocators to be used with new and delete. // If you have an allocator: VAllocator *pAlloc, you can call new and delete like this: // // ptr = VNew(pAlloc) ClassName; // VDelete(pAlloc, ptr); // // Note: allocating and freeing arrays of objects will not work using VAllocators. #ifndef VALLOCATOR_H #define VALLOCATOR_H class VAllocator { public: virtual void* Alloc(unsigned long size)=0; virtual void Free(void *ptr)=0; }; // This allocator just uses malloc and free. class VStdAllocator : public VAllocator { public: virtual void* Alloc(unsigned long size); virtual void Free(void *ptr); }; extern VStdAllocator g_StdAllocator; // Use these to allocate classes through VAllocator. // Allocating arrays of classes is not supported. #define VNew(pAlloc) new #define VDelete(pAlloc, ptr) delete ptr // Used internally.. just makes sure we call the right operator new. class DummyAllocatorHelper { public: int x; }; inline void* operator new(size_t size, void *ptr, DummyAllocatorHelper *asdf) { asdf=asdf; // compiler warning. size=size; return ptr; } inline void operator delete(void *ptrToDelete, void *ptr, DummyAllocatorHelper *asdf) { asdf=asdf; // compiler warning. ptr=ptr; ptrToDelete=ptrToDelete; } // Use these to manually construct and destruct lists of objects. template inline void VAllocator_CallConstructors(T *pObjects, int count=1) { for(int i=0; i < count; i++) new(&pObjects[i], (DummyAllocatorHelper*)0) T; } template inline void VAllocator_CallDestructors(T *pObjects, int count) { for(int i=0; i < count; i++) pObjects[i].~T(); } #endif