doom3-bfg/neo/idlib/containers/Queue.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __QUEUE_H__
#define __QUEUE_H__
/*
===============================================================================
Queue template
===============================================================================
*/
template< class type, int nextOffset >
class idQueueTemplate {
public:
idQueueTemplate();
void Add( type *element );
type * Get();
private:
type * first;
type * last;
};
#define QUEUE_NEXT_PTR( element ) (*((type**)(((byte*)element)+nextOffset)))
template< class type, int nextOffset >
idQueueTemplate<type,nextOffset>::idQueueTemplate() {
first = last = NULL;
}
template< class type, int nextOffset >
void idQueueTemplate<type,nextOffset>::Add( type *element ) {
QUEUE_NEXT_PTR(element) = NULL;
if ( last ) {
QUEUE_NEXT_PTR(last) = element;
} else {
first = element;
}
last = element;
}
template< class type, int nextOffset >
type *idQueueTemplate<type,nextOffset>::Get() {
type *element;
element = first;
if ( element ) {
first = QUEUE_NEXT_PTR(first);
if ( last == element ) {
last = NULL;
}
QUEUE_NEXT_PTR(element) = NULL;
}
return element;
}
/*
================================================
A node of a Queue
================================================
*/
template< typename type >
class idQueueNode {
public:
idQueueNode() { next = NULL; }
type * GetNext() const { return next; }
void SetNext( type *next ) { this->next = next; }
private:
type * next;
};
/*
================================================
A Queue, idQueue, is a template Container class implementing the Queue abstract data
type.
================================================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
class idQueue {
public:
idQueue();
void Add( type *element );
type * RemoveFirst();
type * Peek() const;
bool IsEmpty();
static void Test();
private:
type * first;
type * last;
};
/*
========================
idQueue<type,nodePtr>::idQueue
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
idQueue<type,nodePtr>::idQueue() {
first = last = NULL;
}
/*
========================
idQueue<type,nodePtr>::Add
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
void idQueue<type,nodePtr>::Add( type *element ) {
(element->*nodePtr).SetNext( NULL );
if ( last ) {
(last->*nodePtr).SetNext( element );
} else {
first = element;
}
last = element;
}
/*
========================
idQueue<type,nodePtr>::RemoveFirst
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
type *idQueue<type,nodePtr>::RemoveFirst() {
type *element;
element = first;
if ( element ) {
first = (first->*nodePtr).GetNext();
if ( last == element ) {
last = NULL;
}
(element->*nodePtr).SetNext( NULL );
}
return element;
}
/*
========================
idQueue<type,nodePtr>::Peek
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
type *idQueue<type,nodePtr>::Peek() const {
return first;
}
/*
========================
idQueue<type,nodePtr>::IsEmpty
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
bool idQueue<type,nodePtr>::IsEmpty() {
return ( first == NULL );
}
/*
========================
idQueue<type,nodePtr>::Test
========================
*/
template< typename type, idQueueNode<type> type::*nodePtr >
void idQueue<type,nodePtr>::Test() {
class idMyType {
public:
idQueueNode<idMyType> queueNode;
};
idQueue<idMyType,&idMyType::queueNode> myQueue;
idMyType *element = new (TAG_IDLIB) idMyType;
myQueue.Add( element );
element = myQueue.RemoveFirst();
delete element;
}
#endif // !__QUEUE_H__