SoUI 0.5版本占坑
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library GroupUtils
//******************************************************************************
//* BY: Rising_Dusk
//*
//* This library is a simple implementation of a stack for groups that need to
//* be in the user's control for greater than an instant of time. Additionally,
//* this library provides a single, global group variable for use with user-end
//* enumerations. It is important to note that users should not be calling
//* DestroyGroup() on the global group, since then it may not exist for when it
//* it is next needed.
//*
//* The group stack removes the need for destroying groups and replaces it with
//* a recycling method.
//* function NewGroup takes nothing returns group
//* function ReleaseGroup takes group g returns boolean
//* function GroupRefresh takes group g returns nothing
//*
//* NewGroup grabs a currently unused group from the stack or creates one if the
//* stack is empty. You can use this group however you'd like, but always
//* remember to call ReleaseGroup on it when you are done with it. If you don't
//* release it, it will 'leak' and your stack may eventually overflow if you
//* keep doing that.
//*
//* GroupRefresh cleans a group of any shadow references which may be clogging
//* its hash table. If you remove a unit from the game who is a member of a unit
//* group, it will 'effectively' remove the unit from the group, but leave a
//* shadow in its place. Calling GroupRefresh on a group will clean up any
//* shadow references that may exist within it.
//******************************************************************************
globals
//* Group for use with all instant enumerations
group ENUM_GROUP = CreateGroup()
//* Temporary references for GroupRefresh
private boolean Flag = false
private group Refr = null
//* Assorted constants
private constant integer MAX_HANDLE_COUNT = 408000
private constant integer MIN_HANDLE_ID = 0x100000
//* Arrays and counter for the group stack
private group array Groups
private integer array Status[MAX_HANDLE_COUNT]
private integer Count = 0
endglobals
private function AddEx takes nothing returns nothing
if Flag then
call GroupClear(Refr)
set Flag = false
endif
call GroupAddUnit(Refr, GetEnumUnit())
endfunction
function GroupRefresh takes group g returns nothing
set Flag = true
set Refr = g
call ForGroup(Refr, function AddEx)
if Flag then
call GroupClear(g)
endif
endfunction
function NewGroup takes nothing returns group
if Count == 0 then
set Groups[0] = CreateGroup()
else
set Count = Count - 1
endif
set Status[GetHandleId(Groups[Count])-MIN_HANDLE_ID] = 1
return Groups[Count]
endfunction
function ReleaseGroup takes group g returns boolean
local integer stat = Status[GetHandleId(g)-MIN_HANDLE_ID]
if g == null then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Null groups cannot be released")
return false
elseif stat == 0 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Group not part of stack")
return false
elseif stat == 2 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Groups cannot be multiply released")
return false
elseif Count == 8191 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Max groups achieved, destroying group")
call DestroyGroup(g)
return false
else
call GroupClear(g)
set Groups[Count] = g
set Count = Count + 1
set Status[GetHandleId(g)-MIN_HANDLE_ID] = 2
endif
return true
endfunction
endlibrary