ReChecker/common/ObjectList.cpp

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2017-09-21 19:43:22 +03:00
/*
*
* This program 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 2 of the License, or (at
* your option) any later version.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
ObjectList::ObjectList()
{
m_head = m_tail = m_current = nullptr;
m_number = 0;
}
ObjectList::~ObjectList()
{
Clear(false);
}
bool ObjectList::AddHead(void *newObject)
{
// create new element
element_t *newElement = (element_t *)Mem_ZeroMalloc(sizeof(element_t));
// out of memory
if (!newElement)
return false;
// insert element
newElement->object = newObject;
if (m_head)
{
newElement->next = m_head;
m_head->prev = newElement;
}
m_head = newElement;
// if list was empty set new m_tail
if (!m_tail)
m_tail = m_head;
m_number++;
return true;
}
void *ObjectList::RemoveHead()
{
void *retObj;
// check m_head is present
if (m_head)
{
retObj = m_head->object;
element_t *newHead = m_head->next;
if (newHead)
newHead->prev = nullptr;
// if only one element is in list also update m_tail
// if we remove this prev element
if (m_tail == m_head)
m_tail = nullptr;
free(m_head);
m_head = newHead;
m_number--;
}
else
retObj = nullptr;
return retObj;
}
bool ObjectList::AddTail(void *newObject)
{
// create new element
element_t *newElement = (element_t *)Mem_ZeroMalloc(sizeof(element_t));
// out of memory
if (!newElement)
return false;
// insert element
newElement->object = newObject;
if (m_tail)
{
newElement->prev = m_tail;
m_tail->next = newElement;
}
m_tail = newElement;
// if list was empty set new m_tail
if (!m_head)
m_head = m_tail;
m_number++;
return true;
}
void *ObjectList::RemoveTail()
{
void *retObj;
// check m_tail is present
if (m_tail)
{
retObj = m_tail->object;
element_t *newTail = m_tail->prev;
if (newTail)
newTail->next = nullptr;
// if only one element is in list also update m_tail
// if we remove this prev element
if (m_head == m_tail)
m_head = nullptr;
free(m_tail);
m_tail = newTail;
m_number--;
}
else
retObj = nullptr;
return retObj;
}
bool ObjectList::IsEmpty()
{
return (m_head == nullptr);
}
int ObjectList::CountElements()
{
return m_number;
}
bool ObjectList::Contains(void *object)
{
element_t *e = m_head;
while (e && e->object != object) { e = e->next; }
if (e)
{
m_current = e;
return true;
}
else
{
return false;
}
}
void ObjectList::Clear(bool freeElementsMemory)
{
element_t *ne;
element_t *e = m_head;
while (e)
{
ne = e->next;
if (freeElementsMemory && e->object)
free(e->object);
free(e);
e = ne;
}
m_head = m_tail = m_current = nullptr;
m_number = 0;
}
bool ObjectList::Remove(void *object)
{
element_t *e = m_head;
while (e && e->object != object) { e = e->next; }
if (e)
{
if (e->prev) e->prev->next = e->next;
if (e->next) e->next->prev = e->prev;
if (m_head == e) m_head = e->next;
if (m_tail == e) m_tail = e->prev;
if (m_current == e) m_current= e->next;
free(e);
m_number--;
}
return (e != nullptr);
}
void ObjectList::Init()
{
m_head = m_tail = m_current = nullptr;
m_number = 0;
}
void *ObjectList::GetFirst()
{
if (m_head)
{
m_current = m_head->next;
return m_head->object;
}
else
{
m_current = nullptr;
return nullptr;
}
}
void *ObjectList::GetNext()
{
void *retObj = nullptr;
if (m_current)
{
retObj = m_current->object;
m_current = m_current->next;
}
return retObj;
}
bool ObjectList::Add(void *newObject)
{
return AddTail(newObject);
}