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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef UTLQUEUE_H
#define UTLQUEUE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
// T is the type stored in the stack
template< class T >
class CUtlQueue
{
public:
// constructor: lessfunc is required, but may be set after the constructor with
// SetLessFunc
CUtlQueue( int growSize = 0, int initSize = 0 );
CUtlQueue( T *pMemory, int numElements );
// return the item from the front of the queue and delete it
T const& RemoveAtHead();
// return the item from the end of the queue and delete it
T const& RemoveAtTail();
// return item at the front of the queue
T const& Head();
// return item at the end of the queue
T const& Tail();
// Add a new item to the end of the queue
void Insert( T const &element );
// checks if an element of this value already exists on the stack, returns true if it does
bool Check( T const element );
// Returns the count of elements in the stack
int Count() const { return m_heap.Count(); }
// doesn't deallocate memory
void RemoveAll() { m_heap.RemoveAll(); }
// Memory deallocation
void Purge() { m_heap.Purge(); }
protected:
CUtlVector<T> m_heap;
T m_current;
};
template< class T >
inline CUtlQueue<T>::CUtlQueue( int growSize, int initSize ) :
m_heap(growSize, initSize)
{
}
template< class T >
inline CUtlQueue<T>::CUtlQueue( T *pMemory, int numElements ) :
m_heap(pMemory, numElements)
{
}
template <class T>
inline T const& CUtlQueue<T>::RemoveAtHead()
{
m_current = m_heap[0];
m_heap.Remove((int)0);
return m_current;
}
template <class T>
inline T const& CUtlQueue<T>::RemoveAtTail()
{
m_current = m_heap[ m_heap.Count() - 1 ];
m_heap.Remove((int)(m_heap.Count() - 1));
return m_current;
}
template <class T>
inline T const& CUtlQueue<T>::Head()
{
m_current = m_heap[0];
return m_current;
}
template <class T>
inline T const& CUtlQueue<T>::Tail()
{
m_current = m_heap[ m_heap.Count() - 1 ];
return m_current;
}
template <class T>
void CUtlQueue<T>::Insert( T const &element )
{
int index = m_heap.AddToTail();
m_heap[index] = element;
}
template <class T>
bool CUtlQueue<T>::Check( T const element )
{
int index = m_heap.Find(element);
return ( index != -1 );
}
#endif // UTLQUEUE_H
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