mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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694 lines
17 KiB
C++
694 lines
17 KiB
C++
//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Linked list container class
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================
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#ifndef UTLLINKEDLIST_H
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#define UTLLINKEDLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "osconfig.h"
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#include "basetypes.h"
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#include "utlmemory.h"
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//#include "tier0/dbg.h"
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// This is a useful macro to iterate from head to tail in a linked list.
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#define FOR_EACH_LL( listName, iteratorName ) \
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for( int iteratorName=listName.Head(); iteratorName != listName.InvalidIndex(); iteratorName = listName.Next( iteratorName ) )
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#define INVALID_LLIST_IDX ((I)~0)
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//-----------------------------------------------------------------------------
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// class CUtlLinkedList:
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// description:
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// A lovely index-based linked list! T is the class type, I is the index
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// type, which usually should be an unsigned short or smaller.
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//-----------------------------------------------------------------------------
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template <class T, class I = unsigned short>
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class CUtlLinkedList
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{
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public:
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typedef T ElemType_t;
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typedef I IndexType_t;
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// constructor, destructor
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CUtlLinkedList(int growSize = 0, int initSize = 0);
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CUtlLinkedList(void *pMemory, int memsize);
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~CUtlLinkedList();
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// gets particular elements
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T& Element(I i);
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T const& Element(I i) const;
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T& operator[](I i);
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T const& operator[](I i) const;
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// Make sure we have a particular amount of memory
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void EnsureCapacity(int num);
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// Memory deallocation
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void Purge();
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// Delete all the elements then call Purge.
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void PurgeAndDeleteElements();
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// Insertion methods....
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I InsertBefore(I before);
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I InsertAfter(I after);
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I AddToHead();
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I AddToTail();
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I InsertBefore(I before, T const& src);
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I InsertAfter(I after, T const& src);
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I AddToHead(T const& src);
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I AddToTail(T const& src);
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// Find an element and return its index or InvalidIndex() if it couldn't be found.
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I Find(const T &src) const;
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// Look for the element. If it exists, remove it and return true. Otherwise, return false.
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bool FindAndRemove(const T &src);
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// Removal methods
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void Remove(I elem);
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void RemoveAll();
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// Allocation/deallocation methods
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// If multilist == true, then list list may contain many
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// non-connected lists, and IsInList and Head + Tail are meaningless...
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I Alloc(bool multilist = false);
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void Free(I elem);
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// list modification
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void LinkBefore(I before, I elem);
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void LinkAfter(I after, I elem);
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void Unlink(I elem);
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void LinkToHead(I elem);
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void LinkToTail(I elem);
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// invalid index
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inline static I InvalidIndex() { return INVALID_LLIST_IDX; }
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inline static size_t ElementSize() { return sizeof(ListElem_t); }
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// list statistics
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int Count() const;
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I MaxElementIndex() const;
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// Traversing the list
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I Head() const;
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I Tail() const;
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I Previous(I i) const;
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I Next(I i) const;
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// Are nodes in the list or valid?
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bool IsValidIndex(I i) const;
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bool IsInList(I i) const;
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protected:
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// What the linked list element looks like
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struct ListElem_t
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{
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T m_Element;
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I m_Previous;
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I m_Next;
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private:
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// No copy constructor for these...
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ListElem_t(const ListElem_t&);
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};
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// constructs the class
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I AllocInternal(bool multilist = false);
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void ConstructList();
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// Gets at the list element....
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ListElem_t& InternalElement(I i) { return m_Memory[i]; }
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ListElem_t const& InternalElement(I i) const { return m_Memory[i]; }
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void ResetDbgInfo()
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{
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m_pElements = m_Memory.Base();
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}
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// copy constructors not allowed
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CUtlLinkedList(CUtlLinkedList<T, I> const& list) { Assert(0); }
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CUtlMemory<ListElem_t> m_Memory;
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I m_Head;
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I m_Tail;
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I m_FirstFree;
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I m_ElementCount; // The number actually in the list
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I m_TotalElements; // The number allocated
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// For debugging purposes;
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// it's in release builds so this can be used in libraries correctly
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ListElem_t *m_pElements;
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};
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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template <class T, class I>
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CUtlLinkedList<T, I>::CUtlLinkedList(int growSize, int initSize) :
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m_Memory(growSize, initSize)
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{
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ConstructList();
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ResetDbgInfo();
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}
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template <class T, class I>
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CUtlLinkedList<T, I>::CUtlLinkedList(void* pMemory, int memsize) :
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m_Memory((ListElem_t *)pMemory, memsize / sizeof(ListElem_t))
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{
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ConstructList();
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ResetDbgInfo();
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}
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template <class T, class I>
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CUtlLinkedList<T, I>::~CUtlLinkedList()
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{
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RemoveAll();
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}
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template <class T, class I>
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void CUtlLinkedList<T, I>::ConstructList()
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{
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m_Head = InvalidIndex();
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m_Tail = InvalidIndex();
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m_FirstFree = InvalidIndex();
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m_ElementCount = m_TotalElements = 0;
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}
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//-----------------------------------------------------------------------------
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// gets particular elements
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//-----------------------------------------------------------------------------
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template <class T, class I>
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inline T& CUtlLinkedList<T, I>::Element(I i)
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{
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return m_Memory[i].m_Element;
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}
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template <class T, class I>
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inline T const& CUtlLinkedList<T, I>::Element(I i) const
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{
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return m_Memory[i].m_Element;
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}
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template <class T, class I>
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inline T& CUtlLinkedList<T, I>::operator[](I i)
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{
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return m_Memory[i].m_Element;
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}
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template <class T, class I>
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inline T const& CUtlLinkedList<T, I>::operator[](I i) const
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{
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return m_Memory[i].m_Element;
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}
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//-----------------------------------------------------------------------------
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// list statistics
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//-----------------------------------------------------------------------------
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template <class T, class I>
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inline int CUtlLinkedList<T, I>::Count() const
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{
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return m_ElementCount;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::MaxElementIndex() const
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{
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return m_Memory.NumAllocated();
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}
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//-----------------------------------------------------------------------------
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// Traversing the list
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//-----------------------------------------------------------------------------
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::Head() const
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{
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return m_Head;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::Tail() const
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{
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return m_Tail;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::Previous(I i) const
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{
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Assert(IsValidIndex(i));
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return InternalElement(i).m_Previous;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::Next(I i) const
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{
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Assert(IsValidIndex(i));
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return InternalElement(i).m_Next;
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}
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//-----------------------------------------------------------------------------
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// Are nodes in the list or valid?
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//-----------------------------------------------------------------------------
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template <class T, class I>
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inline bool CUtlLinkedList<T, I>::IsValidIndex(I i) const
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{
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return (i < m_TotalElements) && (i >= 0) &&
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((m_Memory[i].m_Previous != i) || (m_Memory[i].m_Next == i));
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}
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template <class T, class I>
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inline bool CUtlLinkedList<T, I>::IsInList(I i) const
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{
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return (i < m_TotalElements) && (i >= 0) && (Previous(i) != i);
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}
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//-----------------------------------------------------------------------------
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// Makes sure we have enough memory allocated to store a requested # of elements
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//-----------------------------------------------------------------------------
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template< class T, class I >
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void CUtlLinkedList<T, I>::EnsureCapacity(int num)
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{
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m_Memory.EnsureCapacity(num);
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ResetDbgInfo();
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}
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//-----------------------------------------------------------------------------
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// Deallocate memory
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//-----------------------------------------------------------------------------
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template <class T, class I>
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void CUtlLinkedList<T, I>::Purge()
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{
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RemoveAll();
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m_Memory.Purge();
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m_FirstFree = InvalidIndex();
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m_TotalElements = 0;
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ResetDbgInfo();
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}
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template<class T, class I>
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void CUtlLinkedList<T, I>::PurgeAndDeleteElements()
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{
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int iNext;
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for (int i = Head(); i != InvalidIndex(); i = iNext)
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{
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iNext = Next(i);
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delete Element(i);
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}
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Purge();
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}
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//-----------------------------------------------------------------------------
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// Node allocation/deallocation
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//-----------------------------------------------------------------------------
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template <class T, class I>
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I CUtlLinkedList<T, I>::AllocInternal(bool multilist)
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{
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I elem;
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if (m_FirstFree == InvalidIndex())
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{
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// Nothing in the free list; add.
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// Since nothing is in the free list, m_TotalElements == total # of elements
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// the list knows about.
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if (m_TotalElements == m_Memory.NumAllocated())
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m_Memory.Grow();
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Assert(m_TotalElements != InvalidIndex());
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elem = (I)m_TotalElements;
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++m_TotalElements;
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if (elem == InvalidIndex())
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{
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Error("CUtlLinkedList overflow!\n");
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}
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}
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else
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{
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elem = m_FirstFree;
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m_FirstFree = InternalElement(m_FirstFree).m_Next;
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}
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if (!multilist)
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InternalElement(elem).m_Next = InternalElement(elem).m_Previous = elem;
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else
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InternalElement(elem).m_Next = InternalElement(elem).m_Previous = InvalidIndex();
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ResetDbgInfo();
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return elem;
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}
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template <class T, class I>
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I CUtlLinkedList<T, I>::Alloc(bool multilist)
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{
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I elem = AllocInternal(multilist);
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Construct(&Element(elem));
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return elem;
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}
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template <class T, class I>
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void CUtlLinkedList<T, I>::Free(I elem)
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{
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Assert(IsValidIndex(elem));
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Unlink(elem);
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ListElem_t &internalElem = InternalElement(elem);
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Destruct(&internalElem.m_Element);
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internalElem.m_Next = m_FirstFree;
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m_FirstFree = elem;
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}
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//-----------------------------------------------------------------------------
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// Insertion methods; allocates and links (uses default constructor)
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//-----------------------------------------------------------------------------
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template <class T, class I>
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I CUtlLinkedList<T, I>::InsertBefore(I before)
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{
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// Make a new node
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I newNode = AllocInternal();
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// Link it in
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LinkBefore(before, newNode);
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// Construct the data
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Construct(&Element(newNode));
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return newNode;
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}
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template <class T, class I>
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I CUtlLinkedList<T, I>::InsertAfter(I after)
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{
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// Make a new node
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I newNode = AllocInternal();
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// Link it in
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LinkAfter(after, newNode);
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// Construct the data
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Construct(&Element(newNode));
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return newNode;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::AddToHead()
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{
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return InsertAfter(InvalidIndex());
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::AddToTail()
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{
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return InsertBefore(InvalidIndex());
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}
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//-----------------------------------------------------------------------------
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// Insertion methods; allocates and links (uses copy constructor)
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//-----------------------------------------------------------------------------
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template <class T, class I>
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I CUtlLinkedList<T, I>::InsertBefore(I before, T const& src)
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{
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// Make a new node
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I newNode = AllocInternal();
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// Link it in
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LinkBefore(before, newNode);
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// Construct the data
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CopyConstruct(&Element(newNode), src);
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return newNode;
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}
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template <class T, class I>
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I CUtlLinkedList<T, I>::InsertAfter(I after, T const& src)
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{
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// Make a new node
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I newNode = AllocInternal();
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// Link it in
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LinkAfter(after, newNode);
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// Construct the data
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CopyConstruct(&Element(newNode), src);
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return newNode;
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::AddToHead(T const& src)
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{
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return InsertAfter(InvalidIndex(), src);
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}
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template <class T, class I>
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inline I CUtlLinkedList<T, I>::AddToTail(T const& src)
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{
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return InsertBefore(InvalidIndex(), src);
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}
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//-----------------------------------------------------------------------------
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// Removal methods
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//-----------------------------------------------------------------------------
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template<class T, class I>
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I CUtlLinkedList<T, I>::Find(const T &src) const
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{
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for (I i = Head(); i != InvalidIndex(); i = Next(i))
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{
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if (Element(i) == src)
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return i;
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}
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return InvalidIndex();
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}
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template<class T, class I>
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bool CUtlLinkedList<T, I>::FindAndRemove(const T &src)
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{
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I i = Find(src);
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if (i == InvalidIndex())
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{
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return false;
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}
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else
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{
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Remove(i);
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return true;
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}
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}
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template <class T, class I>
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void CUtlLinkedList<T, I>::Remove(I elem)
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{
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Free(elem);
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}
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template <class T, class I>
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void CUtlLinkedList<T, I>::RemoveAll()
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{
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if (m_TotalElements == 0)
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return;
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// Put everything into the free list
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I prev = InvalidIndex();
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for (int i = (int)m_TotalElements; --i >= 0;)
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{
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// Invoke the destructor
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if (IsValidIndex((I)i))
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Destruct(&Element((I)i));
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// next points to the next free list item
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InternalElement((I)i).m_Next = prev;
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// Indicates it's in the free list
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InternalElement((I)i).m_Previous = (I)i;
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prev = (I)i;
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}
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// First free points to the first element
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m_FirstFree = 0;
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// Clear everything else out
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m_Head = InvalidIndex();
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m_Tail = InvalidIndex();
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m_ElementCount = 0;
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}
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//-----------------------------------------------------------------------------
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// list modification
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//-----------------------------------------------------------------------------
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template <class T, class I>
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void CUtlLinkedList<T, I>::LinkBefore(I before, I elem)
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{
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Assert(IsValidIndex(elem));
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// Unlink it if it's in the list at the moment
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Unlink(elem);
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ListElem_t& newElem = InternalElement(elem);
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// The element *after* our newly linked one is the one we linked before.
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newElem.m_Next = before;
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if (before == InvalidIndex())
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{
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// In this case, we're linking to the end of the list, so reset the tail
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newElem.m_Previous = m_Tail;
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m_Tail = elem;
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}
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else
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{
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// Here, we're not linking to the end. Set the prev pointer to point to
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// the element we're linking.
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Assert(IsInList(before));
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ListElem_t& beforeElem = InternalElement(before);
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newElem.m_Previous = beforeElem.m_Previous;
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beforeElem.m_Previous = elem;
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}
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// Reset the head if we linked to the head of the list
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if (newElem.m_Previous == InvalidIndex())
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m_Head = elem;
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else
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InternalElement(newElem.m_Previous).m_Next = elem;
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// one more element baby
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++m_ElementCount;
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}
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template <class T, class I>
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void CUtlLinkedList<T, I>::LinkAfter(I after, I elem)
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{
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Assert(IsValidIndex(elem));
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// Unlink it if it's in the list at the moment
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if (IsInList(elem))
|
|
Unlink(elem);
|
|
|
|
ListElem_t& newElem = InternalElement(elem);
|
|
|
|
// The element *before* our newly linked one is the one we linked after
|
|
newElem.m_Previous = after;
|
|
if (after == InvalidIndex())
|
|
{
|
|
// In this case, we're linking to the head of the list, reset the head
|
|
newElem.m_Next = m_Head;
|
|
m_Head = elem;
|
|
}
|
|
else
|
|
{
|
|
// Here, we're not linking to the end. Set the next pointer to point to
|
|
// the element we're linking.
|
|
Assert(IsInList(after));
|
|
ListElem_t& afterElem = InternalElement(after);
|
|
newElem.m_Next = afterElem.m_Next;
|
|
afterElem.m_Next = elem;
|
|
}
|
|
|
|
// Reset the tail if we linked to the tail of the list
|
|
if (newElem.m_Next == InvalidIndex())
|
|
m_Tail = elem;
|
|
else
|
|
InternalElement(newElem.m_Next).m_Previous = elem;
|
|
|
|
// one more element baby
|
|
++m_ElementCount;
|
|
}
|
|
|
|
template <class T, class I>
|
|
void CUtlLinkedList<T, I>::Unlink(I elem)
|
|
{
|
|
Assert(IsValidIndex(elem));
|
|
if (IsInList(elem))
|
|
{
|
|
ListElem_t *pBase = m_Memory.Base();
|
|
ListElem_t *pOldElem = &pBase[elem];
|
|
|
|
// If we're the first guy, reset the head
|
|
// otherwise, make our previous node's next pointer = our next
|
|
if (pOldElem->m_Previous != INVALID_LLIST_IDX)
|
|
{
|
|
pBase[pOldElem->m_Previous].m_Next = pOldElem->m_Next;
|
|
}
|
|
else
|
|
{
|
|
m_Head = pOldElem->m_Next;
|
|
}
|
|
|
|
// If we're the last guy, reset the tail
|
|
// otherwise, make our next node's prev pointer = our prev
|
|
if (pOldElem->m_Next != INVALID_LLIST_IDX)
|
|
{
|
|
pBase[pOldElem->m_Next].m_Previous = pOldElem->m_Previous;
|
|
}
|
|
else
|
|
{
|
|
m_Tail = pOldElem->m_Previous;
|
|
}
|
|
|
|
// This marks this node as not in the list,
|
|
// but not in the free list either
|
|
pOldElem->m_Previous = pOldElem->m_Next = elem;
|
|
|
|
// One less puppy
|
|
--m_ElementCount;
|
|
}
|
|
}
|
|
|
|
template <class T, class I>
|
|
inline void CUtlLinkedList<T, I>::LinkToHead(I elem)
|
|
{
|
|
LinkAfter(InvalidIndex(), elem);
|
|
}
|
|
|
|
template <class T, class I>
|
|
inline void CUtlLinkedList<T, I>::LinkToTail(I elem)
|
|
{
|
|
LinkBefore(InvalidIndex(), elem);
|
|
}
|
|
|
|
|
|
#endif // UTLLINKEDLIST_H
|