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

243 lines
5.2 KiB
C++

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