/* =========================================================================== 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 . 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::idQueueTemplate() { first = last = NULL; } template< class type, int nextOffset > void idQueueTemplate::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::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::*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::idQueue ======================== */ template< typename type, idQueueNode type::*nodePtr > idQueue::idQueue() { first = last = NULL; } /* ======================== idQueue::Add ======================== */ template< typename type, idQueueNode type::*nodePtr > void idQueue::Add( type *element ) { (element->*nodePtr).SetNext( NULL ); if ( last ) { (last->*nodePtr).SetNext( element ); } else { first = element; } last = element; } /* ======================== idQueue::RemoveFirst ======================== */ template< typename type, idQueueNode type::*nodePtr > type *idQueue::RemoveFirst() { type *element; element = first; if ( element ) { first = (first->*nodePtr).GetNext(); if ( last == element ) { last = NULL; } (element->*nodePtr).SetNext( NULL ); } return element; } /* ======================== idQueue::Peek ======================== */ template< typename type, idQueueNode type::*nodePtr > type *idQueue::Peek() const { return first; } /* ======================== idQueue::IsEmpty ======================== */ template< typename type, idQueueNode type::*nodePtr > bool idQueue::IsEmpty() { return ( first == NULL ); } /* ======================== idQueue::Test ======================== */ template< typename type, idQueueNode type::*nodePtr > void idQueue::Test() { class idMyType { public: idQueueNode queueNode; }; idQueue myQueue; idMyType *element = new (TAG_IDLIB) idMyType; myQueue.Add( element ); element = myQueue.RemoveFirst(); delete element; } #endif // !__QUEUE_H__