mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
368271c40e
- Use indexed triangle rendering, no more GL_QUADS for tiles - Fix aquarian text on maps - Tile tex repeat mode works again Known broken: - Editor - Tile repeat with grid effects
257 lines
5.5 KiB
C++
257 lines
5.5 KiB
C++
#include "Tileset.h"
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#include "SimpleIStringStream.h"
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#include "Base.h"
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#include "ttvfs_stdio.h"
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#include "TextureMgr.h"
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#include "Core.h"
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Tileset::Tileset()
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{
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}
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Tileset::~Tileset()
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{
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clear();
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}
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bool Tileset::loadFile(const char *fn, const unsigned char *usedIdx, size_t usedIdxLen)
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{
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clear();
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InStream in(fn);
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if(!in)
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return false;
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bool warn = false;
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std::string line, gfx;
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while (std::getline(in, line))
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{
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gfx.clear();
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int idx=-1, w=0, h=0;
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SimpleIStringStream is(line.c_str(), SimpleIStringStream::REUSE);
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is >> idx >> gfx >> w >> h;
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if(idx >= 0 && !gfx.empty())
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{
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if(idx < 1024)
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{
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ElementTemplate *et = new ElementTemplate;
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et->idx = idx;
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et->gfx = gfx;
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et->w = w;
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et->h = h;
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elementTemplates.push_back(et);
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}
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else
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warn = true;
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}
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}
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in.close();
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if(warn)
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errorLog("Tileset indices of 1024 and above are reserved; ignored during load");
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std::sort(elementTemplates.begin(), elementTemplates.end());
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// begin preloading textures
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std::vector<std::string> usedTex;
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usedTex.reserve(elementTemplates.size()); // optimistically assume all textures in the tileset are used
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for (size_t i = 0; i < elementTemplates.size(); i++)
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{
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size_t idx = elementTemplates[i]->idx;
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if (!usedIdx || (idx < usedIdxLen && usedIdx[idx]))
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usedTex.push_back(elementTemplates[i]->gfx);
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}
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std::sort(usedTex.begin(), usedTex.end());
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// drop duplicates
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usedTex.resize(std::distance(usedTex.begin(), std::unique(usedTex.begin(), usedTex.end())));
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{
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std::ostringstream os;
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os << "Loading " << usedTex.size()
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<< " used textures out of the " << elementTemplates.size() << " tileset entries";
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debugLog(os.str());
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}
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// preload all used textures
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size_t loaded = 0;
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if(usedTex.size())
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loaded = core->texmgr.loadBatch(NULL, &usedTex[0], usedTex.size());
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{
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std::ostringstream os;
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os << "Loaded " << loaded << " textures successfully";
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debugLog(os.str());
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}
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// finalize
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size_t nfailed = 0;
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std::ostringstream failed;
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for (size_t i = 0; i < elementTemplates.size(); i++)
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{
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ElementTemplate *et = elementTemplates[i];
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// only check those that are actualy loaded; otherwise this would load in textures
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// that we didn't bother to batch-load above
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if(!usedIdx || (et->idx < usedIdxLen && usedIdx[et->idx]))
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{
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et->finalize(); // assigns width/height and caches texture pointer
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if(!et->tex)
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{
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++nfailed;
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failed << et->gfx << " ";
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}
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}
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}
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if(nfailed)
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{
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std::ostringstream os;
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os << "The following " << nfailed << " textures failed to load and would be used by tiles:";
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debugLog(os.str());
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debugLog(failed.str());
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}
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return true;
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}
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void Tileset::clear()
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{
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for(size_t i = 0; i < dummies.size(); ++i)
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delete dummies[i];
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dummies.clear();
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for(size_t i = 0; i < elementTemplates.size(); ++i)
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delete elementTemplates[i];
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elementTemplates.clear();
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}
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const ElementTemplate *Tileset::getByIdx(size_t idx)
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{
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for (size_t i = 0; i < elementTemplates.size(); i++)
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{
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ElementTemplate *et = elementTemplates[i];
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if (et->idx == idx)
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{
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et->finalize(); // HACK: make sure the texture is loaded before this gets used
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return et;
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}
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}
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// a tile that gets an ET attached must remember its tileset id even if the entry is not present
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// in the tileset. since the tile does not store the idx as an integer, we need to return a dummy element.
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for (size_t i = 0; i < dummies.size(); i++)
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{
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ElementTemplate *et = dummies[i];
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if (et->idx == idx)
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return et;
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}
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{
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std::ostringstream os;
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os << "Tileset idx " << idx << " not found, creating dummy";
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debugLog(os.str());
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}
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ElementTemplate *dummy = new ElementTemplate;
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dummy->idx = idx;
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dummy->finalize();
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dummies.push_back(dummy);
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return dummy;
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}
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const ElementTemplate* Tileset::getAdjacent(size_t idx, int direction, bool wraparound)
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{
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ElementTemplate *et = _getAdjacent(idx, direction, wraparound);
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if(et)
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et->finalize(); // load just in case
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return et;
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}
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ElementTemplate::~ElementTemplate()
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{
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delete grid;
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}
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void ElementTemplate::finalize()
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{
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if(!gfx.empty())
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tex = core->getTexture(gfx); // may end up NULL
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if(tex)
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{
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if(!w)
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w = tex->width;
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if(!h)
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h = tex->height;
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}
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else
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{
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if(!w)
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w = 64;
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if(!h)
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h = 64;
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}
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if(tc.isStandard())
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{
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delete grid;
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grid = NULL;
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}
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else
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{
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if(!grid)
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grid = new RenderGrid;
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grid->init(2, 2, tc);
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}
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}
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ElementTemplate * Tileset::_getAdjacent(size_t idx, int direction, bool wraparound)
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{
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assert(direction == 1 || direction == -1);
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const size_t maxn = elementTemplates.size();
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size_t closest = 0;
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int mindiff = 0;
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for (size_t i = 0; i < maxn; i++)
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{
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if (elementTemplates[i]->idx == idx)
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{
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if(wraparound)
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{
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if(!i && direction < 0)
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return elementTemplates.back();
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if(i + direction >= maxn)
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return elementTemplates[0];
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}
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else
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i += direction; // may underflow
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return i < maxn ? elementTemplates[i] : NULL;
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}
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int diff = labs((int)elementTemplates[i]->idx - (int)idx);
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if(diff < mindiff || !mindiff)
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{
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mindiff = diff;
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closest = i;
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}
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}
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// not found? pick whatever was closest to the non-existing idx, and go back/forward from there
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// avoid going "twice" in the given direction
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if(closest < idx && direction < 0)
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direction = 0; // this is already a step back, don't step again
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else if(closest > idx && direction > 0)
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direction = 0; // this is already a step forward, don't step again
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else if(wraparound)
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{
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if(!closest && direction < 0)
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return elementTemplates.back();
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if(closest + direction >= maxn)
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return elementTemplates[0];
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}
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size_t i = closest + direction;
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return i < maxn ? elementTemplates[i] : NULL;
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}
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