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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /common/GameUI/ObjectList.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'common/GameUI/ObjectList.cpp')
| -rw-r--r-- | common/GameUI/ObjectList.cpp | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/common/GameUI/ObjectList.cpp b/common/GameUI/ObjectList.cpp new file mode 100644 index 0000000..7da1100 --- /dev/null +++ b/common/GameUI/ObjectList.cpp @@ -0,0 +1,243 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include <stdio.h> +#include <malloc.h> +#include "ObjectList.h" +#include "tier1/strtools.h" + +//#include "port.h" +//#include "mem.h" +// memdbgon must be the last include file in a .cpp file!!! +#include <tier0/memdbgon.h> + +////////////////////////////////////////////////////////////////////// +// Construction/Destruction +////////////////////////////////////////////////////////////////////// + +ObjectList::ObjectList() +{ + head = tail = current = NULL; + number = 0; +} + +ObjectList::~ObjectList() +{ + Clear( false ); +} + +bool ObjectList::AddHead(void * newObject) +{ + // create new element + element_t * newElement = (element_t *) calloc(1, sizeof(element_t)); + + if (newElement == NULL ) + return false; // out of memory + + // insert element + newElement->object = newObject; + + if (head) + { + newElement->next = head; + head->prev = newElement; + }; + + head = newElement; + + // if list was empty set new tail + if (tail==NULL) tail = head; + + number++; + + return true; + +} + +void * ObjectList::RemoveHead() +{ + void * retObj; + + // check head is present + if (head) + { + retObj = head->object; + element_t * newHead = head->next; + if (newHead) newHead->prev = NULL; + + // if only one element is in list also update tail + // if we remove this prev element + if (tail==head) tail = NULL; + + free(head); + head = newHead; + + number--; + + } else + retObj = NULL; + + return retObj; +} + +bool ObjectList::AddTail(void * newObject) +{ + element_t * newElement = (element_t *) calloc(1, sizeof(element_t)); + + if (newElement == NULL) + return false; // out of memory; + + newElement->object = newObject; + + if (tail) + { + newElement->prev = tail; + tail->next = newElement; + } + + tail = newElement; + + // if list was empty set new head + if (head==NULL) head = tail; + + number++; + + return true; + +} + +void * ObjectList::RemoveTail() +{ + void * retObj; + + // check tail is present + if (tail) + { + retObj = tail->object; + element_t * newTail = tail->prev; + if (newTail) newTail->next = NULL; + + // if only one element is in list also update tail + // if we remove this prev element + if (head==tail) head = NULL; + + free(tail); + tail = newTail; + + number--; + + } else + retObj = NULL; + + return retObj; +} + +bool ObjectList::IsEmpty() +{ + return ( head == NULL ); +} + +int ObjectList::CountElements() +{ + return number; +} + +bool ObjectList::Contains(void * object) +{ + element_t * e = head; + + while(e && e->object!=object) { e = e->next;} + + if ( e ) + { + current = e; + return true; + } + else + { + return false; + } +} + +void ObjectList::Clear( bool freeElementsMemory ) +{ + element_t * ne; + + element_t * e = head; + while(e) + { + ne = e->next; + + if ( freeElementsMemory && e->object ) + free( e->object ); + + free(e); + e = ne; + } + + head = tail = current = NULL; + number = 0; + +} + +bool ObjectList::Remove( void * object ) +{ + element_t * e = head; + + while(e && e->object!=object) { e = e->next;} + + if (e!=NULL) + { + if (e->prev) e->prev->next = e->next; + if (e->next) e->next->prev = e->prev; + if (head==e) head = e->next; + if (tail==e) tail = e->prev; + if (current == e) current= e->next; + free(e); + number--; + } + + return (e!=NULL); +} + +void ObjectList::Init() +{ + head = tail = current = NULL; + number = 0; +} + +void * ObjectList::GetFirst() +{ + if (head) + { + current = head->next; + return head->object; + } + else + { + current = NULL; + return NULL; + }; + +} + +void * ObjectList::GetNext() +{ + void * retObj = NULL; + if (current) + { + retObj = current->object; + current = current->next; + } + return retObj; +} + +bool ObjectList::Add(void *newObject) +{ + return AddTail( newObject ); +} + |