//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include // dgoodenough - malloc.h doesn't exist on PS3 // PS3_BUILDFIX #if !defined( _PS3 ) #include #endif #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 ////////////////////////////////////////////////////////////////////// // 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 ); }