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To help with storing strings within tables, I've replaced the unused '_padding' member of 'Toy_String' with 'cachedHash', which is set to zero on string allocation. The hash of a string isn't generated and stored until it's actually needed, as the rope pattern means not every string needs a hash - hopefully this will save unnecessarily wasted time. When a hash of a string is needed, the hashing function first checks to see if that string already has one, and if so, returns it. Again, less time wasted. When generating a new string hash, the hashing function takes the string's type into account, as node-based strings first need their contents assembled into a simple char buffer. Other changes include: * Changed 'TOY_VALUE_TO_*' to 'TOY_VALUE_FROM_*' * Changed 'TOY_VALUE_IS_EQUAL' to 'TOY_VALUES_ARE_EQUAL' * Added a missing '#pragma once' to 'toy_print.h'
19 lines
516 B
C
19 lines
516 B
C
#pragma once
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#include "toy_common.h"
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#include "toy_value.h"
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typedef struct Toy_Stack { //32 | 64 BITNESS
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unsigned int capacity; //4 | 4
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unsigned int count; //4 | 4
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char data[]; //- | -
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} Toy_Stack; //8 | 8
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TOY_API Toy_Stack* Toy_allocateStack();
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TOY_API void Toy_freeStack(Toy_Stack* stack);
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TOY_API void Toy_pushStack(Toy_Stack** stackHandle, Toy_Value value);
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TOY_API Toy_Value Toy_peekStack(Toy_Stack** stackHandle);
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TOY_API Toy_Value Toy_popStack(Toy_Stack** stackHandle);
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