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