/* =========================================================================== 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__