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//========= Copyright � 1996-2005, 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 queue
template< class T, class M = CUtlMemory< 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 );
// element access
T& operator[]( int i ); T const& operator[]( int i ) const; T& Element( int i ); T const& Element( int i ) const;
// 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();
// put a new item on the queue to the tail.
void Insert( T const &element );
// checks if an element of this value already exists on the queue, returns true if it does
bool Check( T const element );
// Returns the count of elements in the queue
int Count() const { return m_heap.Count(); } // Is element index valid?
bool IsIdxValid( int i ) const;
// doesn't deallocate memory
void RemoveAll() { m_heap.RemoveAll(); }
// Memory deallocation
void Purge() { m_heap.Purge(); }
protected: CUtlVector<T, M> m_heap; T m_current; };
//-----------------------------------------------------------------------------
// The CUtlQueueFixed class:
// A queue class with a fixed allocation scheme
//-----------------------------------------------------------------------------
template< class T, size_t MAX_SIZE > class CUtlQueueFixed : public CUtlQueue< T, CUtlMemoryFixed<T, MAX_SIZE > > { typedef CUtlQueue< T, CUtlMemoryFixed<T, MAX_SIZE > > BaseClass; public:
// constructor, destructor
CUtlQueueFixed( int growSize = 0, int initSize = 0 ) : BaseClass( growSize, initSize ) {} CUtlQueueFixed( T* pMemory, int numElements ) : BaseClass( pMemory, numElements ) {} };
template< class T, class M > inline CUtlQueue<T, M>::CUtlQueue( int growSize, int initSize ) : m_heap(growSize, initSize) { }
template< class T, class M > inline CUtlQueue<T, M>::CUtlQueue( T *pMemory, int numElements ) : m_heap(pMemory, numElements) { }
//-----------------------------------------------------------------------------
// element access
//-----------------------------------------------------------------------------
template< class T, class M > inline T& CUtlQueue<T,M>::operator[]( int i ) { return m_heap[i]; }
template< class T, class M > inline T const& CUtlQueue<T,M>::operator[]( int i ) const { return m_heap[i]; }
template< class T, class M > inline T& CUtlQueue<T,M>::Element( int i ) { return m_heap[i]; }
template< class T, class M > inline T const& CUtlQueue<T,M>::Element( int i ) const { return m_heap[i]; }
//-----------------------------------------------------------------------------
// Is element index valid?
//-----------------------------------------------------------------------------
template< class T, class M > inline bool CUtlQueue<T,M>::IsIdxValid( int i ) const { return (i >= 0) && (i < m_heap.Count()); }
template <class T, class M> inline T const& CUtlQueue<T, M>::RemoveAtHead() { m_current = m_heap[0]; m_heap.Remove((int)0); return m_current; }
template <class T, class M> inline T const& CUtlQueue<T, M>::RemoveAtTail() { m_current = m_heap[ m_heap.Count() - 1 ]; m_heap.Remove((int)(m_heap.Count() - 1)); return m_current; }
template <class T, class M> inline T const& CUtlQueue<T, M>::Head() { m_current = m_heap[0]; return m_current; }
template <class T, class M> inline T const& CUtlQueue<T, M>::Tail() { m_current = m_heap[ m_heap.Count() - 1 ]; return m_current; }
template <class T, class M> void CUtlQueue<T, M>::Insert( T const &element ) { int index = m_heap.AddToTail(); m_heap[index] = element; }
template <class T, class M> bool CUtlQueue<T, M>::Check( T const element ) { int index = m_heap.Find(element); return ( index != -1 ); }
#endif // UTLQUEUE_H
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