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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
364 lines
7.7 KiB
C++
364 lines
7.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __HIERARCHY_H__
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#define __HIERARCHY_H__
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#include "idlib/Lib.h"
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/*
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==============================================================================
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idHierarchy
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==============================================================================
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*/
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template< class type >
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class idHierarchy {
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public:
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idHierarchy();
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~idHierarchy();
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void SetOwner( type *object );
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type * Owner( void ) const;
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void ParentTo( idHierarchy &node );
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void MakeSiblingAfter( idHierarchy &node );
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bool ParentedBy( const idHierarchy &node ) const;
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void RemoveFromParent( void );
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void RemoveFromHierarchy( void );
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type * GetParent( void ) const; // parent of this node
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type * GetChild( void ) const; // first child of this node
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type * GetSibling( void ) const; // next node with the same parent
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type * GetPriorSibling( void ) const; // previous node with the same parent
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type * GetNext( void ) const; // goes through all nodes of the hierarchy
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type * GetNextLeaf( void ) const; // goes through all leaf nodes of the hierarchy
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private:
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idHierarchy * parent;
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idHierarchy * sibling;
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idHierarchy * child;
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type * owner;
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idHierarchy<type> *GetPriorSiblingNode( void ) const; // previous node with the same parent
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};
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/*
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================
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idHierarchy<type>::idHierarchy
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================
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*/
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template< class type >
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idHierarchy<type>::idHierarchy() {
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owner = NULL;
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parent = NULL;
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sibling = NULL;
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child = NULL;
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}
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/*
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================
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idHierarchy<type>::~idHierarchy
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================
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*/
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template< class type >
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idHierarchy<type>::~idHierarchy() {
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RemoveFromHierarchy();
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}
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/*
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================
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idHierarchy<type>::Owner
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Gets the object that is associated with this node.
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================
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*/
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template< class type >
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type *idHierarchy<type>::Owner( void ) const {
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return owner;
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}
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/*
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================
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idHierarchy<type>::SetOwner
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Sets the object that this node is associated with.
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================
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*/
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template< class type >
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void idHierarchy<type>::SetOwner( type *object ) {
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owner = object;
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}
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/*
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================
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idHierarchy<type>::ParentedBy
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================
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*/
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template< class type >
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bool idHierarchy<type>::ParentedBy( const idHierarchy &node ) const {
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if ( parent == &node ) {
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return true;
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} else if ( parent ) {
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return parent->ParentedBy( node );
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}
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return false;
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}
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/*
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================
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idHierarchy<type>::ParentTo
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Makes the given node the parent.
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================
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*/
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template< class type >
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void idHierarchy<type>::ParentTo( idHierarchy &node ) {
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RemoveFromParent();
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parent = &node;
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sibling = node.child;
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node.child = this;
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}
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/*
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================
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idHierarchy<type>::MakeSiblingAfter
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Makes the given node a sibling after the passed in node.
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================
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*/
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template< class type >
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void idHierarchy<type>::MakeSiblingAfter( idHierarchy &node ) {
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RemoveFromParent();
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parent = node.parent;
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sibling = node.sibling;
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node.sibling = this;
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}
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/*
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================
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idHierarchy<type>::RemoveFromParent
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================
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*/
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template< class type >
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void idHierarchy<type>::RemoveFromParent( void ) {
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idHierarchy<type> *prev;
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if ( parent ) {
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prev = GetPriorSiblingNode();
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if ( prev ) {
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prev->sibling = sibling;
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} else {
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parent->child = sibling;
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}
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}
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parent = NULL;
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sibling = NULL;
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}
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/*
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================
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idHierarchy<type>::RemoveFromHierarchy
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Removes the node from the hierarchy and adds it's children to the parent.
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================
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*/
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template< class type >
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void idHierarchy<type>::RemoveFromHierarchy( void ) {
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idHierarchy<type> *parentNode;
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idHierarchy<type> *node;
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parentNode = parent;
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RemoveFromParent();
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if ( parentNode ) {
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while( child ) {
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node = child;
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node->RemoveFromParent();
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node->ParentTo( *parentNode );
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}
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} else {
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while( child ) {
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child->RemoveFromParent();
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}
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}
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}
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/*
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================
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idHierarchy<type>::GetParent
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetParent( void ) const {
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if ( parent ) {
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return parent->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetChild
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetChild( void ) const {
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if ( child ) {
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return child->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetSibling
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetSibling( void ) const {
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if ( sibling ) {
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return sibling->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetPriorSiblingNode
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Returns NULL if no parent, or if it is the first child.
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================
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*/
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template< class type >
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idHierarchy<type> *idHierarchy<type>::GetPriorSiblingNode( void ) const {
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if ( !parent || ( parent->child == this ) ) {
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return NULL;
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}
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idHierarchy<type> *prev;
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idHierarchy<type> *node;
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node = parent->child;
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prev = NULL;
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while( ( node != this ) && ( node != NULL ) ) {
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prev = node;
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node = node->sibling;
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}
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if ( node != this ) {
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idLib::Error( "idHierarchy::GetPriorSibling: could not find node in parent's list of children" );
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}
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return prev;
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}
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/*
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================
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idHierarchy<type>::GetPriorSibling
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Returns NULL if no parent, or if it is the first child.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetPriorSibling( void ) const {
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idHierarchy<type> *prior;
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prior = GetPriorSiblingNode();
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if ( prior ) {
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return prior->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetNext
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Goes through all nodes of the hierarchy.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetNext( void ) const {
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const idHierarchy<type> *node;
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if ( child ) {
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return child->owner;
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} else {
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node = this;
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while( node && node->sibling == NULL ) {
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node = node->parent;
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}
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if ( node ) {
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return node->sibling->owner;
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} else {
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return NULL;
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}
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}
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}
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/*
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================
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idHierarchy<type>::GetNextLeaf
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Goes through all leaf nodes of the hierarchy.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetNextLeaf( void ) const {
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const idHierarchy<type> *node;
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if ( child ) {
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node = child;
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while ( node->child ) {
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node = node->child;
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}
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return node->owner;
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} else {
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node = this;
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while( node && node->sibling == NULL ) {
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node = node->parent;
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}
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if ( node ) {
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node = node->sibling;
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while ( node->child ) {
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node = node->child;
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}
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return node->owner;
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} else {
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return NULL;
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}
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}
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}
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#endif /* !__HIERARCHY_H__ */
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