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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __LINKLIST_H__
#define __LINKLIST_H__
/*
==============================================================================
idLinkList
Circular linked list template
==============================================================================
*/
template< class type >
class idLinkList {
public:
idLinkList();
~idLinkList();
bool IsListEmpty( void ) const;
bool InList( void ) const;
int Num( void ) const;
void Clear( void );
void InsertBefore( idLinkList &node );
void InsertAfter( idLinkList &node );
void AddToEnd( idLinkList &node );
void AddToFront( idLinkList &node );
void Remove( void );
type * Next( void ) const;
type * Prev( void ) const;
type * Owner( void ) const;
void SetOwner( type *object );
idLinkList * ListHead( void ) const;
idLinkList * NextNode( void ) const;
idLinkList * PrevNode( void ) const;
private:
idLinkList * head;
idLinkList * next;
idLinkList * prev;
type * owner;
};
/*
================
idLinkList<type>::idLinkList
Node is initialized to be the head of an empty list
================
*/
template< class type >
idLinkList<type>::idLinkList() {
owner = NULL;
head = this;
next = this;
prev = this;
}
/*
================
idLinkList<type>::~idLinkList
Removes the node from the list, or if it's the head of a list, removes
all the nodes from the list.
================
*/
template< class type >
idLinkList<type>::~idLinkList() {
Clear();
}
/*
================
idLinkList<type>::IsListEmpty
Returns true if the list is empty.
================
*/
template< class type >
bool idLinkList<type>::IsListEmpty( void ) const {
return head->next == head;
}
/*
================
idLinkList<type>::InList
Returns true if the node is in a list. If called on the head of a list, will always return false.
================
*/
template< class type >
bool idLinkList<type>::InList( void ) const {
return head != this;
}
/*
================
idLinkList<type>::Num
Returns the number of nodes in the list.
================
*/
template< class type >
int idLinkList<type>::Num( void ) const {
idLinkList<type> *node;
int num;
num = 0;
for( node = head->next; node != head; node = node->next ) {
num++;
}
return num;
}
/*
================
idLinkList<type>::Clear
If node is the head of the list, clears the list. Otherwise it just removes the node from the list.
================
*/
template< class type >
void idLinkList<type>::Clear( void ) {
if ( head == this ) {
while( next != this ) {
next->Remove();
}
} else {
Remove();
}
}
/*
================
idLinkList<type>::Remove
Removes node from list
================
*/
template< class type >
void idLinkList<type>::Remove( void ) {
prev->next = next;
next->prev = prev;
next = this;
prev = this;
head = this;
}
/*
================
idLinkList<type>::InsertBefore
Places the node before the existing node in the list. If the existing node is the head,
then the new node is placed at the end of the list.
================
*/
template< class type >
void idLinkList<type>::InsertBefore( idLinkList &node ) {
Remove();
next = &node;
prev = node.prev;
node.prev = this;
prev->next = this;
head = node.head;
}
/*
================
idLinkList<type>::InsertAfter
Places the node after the existing node in the list. If the existing node is the head,
then the new node is placed at the beginning of the list.
================
*/
template< class type >
void idLinkList<type>::InsertAfter( idLinkList &node ) {
Remove();
prev = &node;
next = node.next;
node.next = this;
next->prev = this;
head = node.head;
}
/*
================
idLinkList<type>::AddToEnd
Adds node at the end of the list
================
*/
template< class type >
void idLinkList<type>::AddToEnd( idLinkList &node ) {
InsertBefore( *node.head );
}
/*
================
idLinkList<type>::AddToFront
Adds node at the beginning of the list
================
*/
template< class type >
void idLinkList<type>::AddToFront( idLinkList &node ) {
InsertAfter( *node.head );
}
/*
================
idLinkList<type>::ListHead
Returns the head of the list. If the node isn't in a list, it returns
a pointer to itself.
================
*/
template< class type >
idLinkList<type> *idLinkList<type>::ListHead( void ) const {
return head;
}
/*
================
idLinkList<type>::Next
Returns the next object in the list, or NULL if at the end.
================
*/
template< class type >
type *idLinkList<type>::Next( void ) const {
if ( !next || ( next == head ) ) {
return NULL;
}
return next->owner;
}
/*
================
idLinkList<type>::Prev
Returns the previous object in the list, or NULL if at the beginning.
================
*/
template< class type >
type *idLinkList<type>::Prev( void ) const {
if ( !prev || ( prev == head ) ) {
return NULL;
}
return prev->owner;
}
/*
================
idLinkList<type>::NextNode
Returns the next node in the list, or NULL if at the end.
================
*/
template< class type >
idLinkList<type> *idLinkList<type>::NextNode( void ) const {
if ( next == head ) {
return NULL;
}
return next;
}
/*
================
idLinkList<type>::PrevNode
Returns the previous node in the list, or NULL if at the beginning.
================
*/
template< class type >
idLinkList<type> *idLinkList<type>::PrevNode( void ) const {
if ( prev == head ) {
return NULL;
}
return prev;
}
/*
================
idLinkList<type>::Owner
Gets the object that is associated with this node.
================
*/
template< class type >
type *idLinkList<type>::Owner( void ) const {
return owner;
}
/*
================
idLinkList<type>::SetOwner
Sets the object that this node is associated with.
================
*/
template< class type >
void idLinkList<type>::SetOwner( type *object ) {
owner = object;
}
#endif /* !__LINKLIST_H__ */