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247 lines
3.7 KiB
247 lines
3.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include <stdio.h>
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// dgoodenough - malloc.h doesn't exist on PS3
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// PS3_BUILDFIX
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#if !defined( _PS3 )
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#include <malloc.h>
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#endif
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#include "ObjectList.h"
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#include "tier1/strtools.h"
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//#include "port.h"
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//#include "mem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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ObjectList::ObjectList()
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{
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head = tail = current = NULL;
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number = 0;
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}
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ObjectList::~ObjectList()
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{
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Clear( false );
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}
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bool ObjectList::AddHead(void * newObject)
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{
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// create new element
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element_t * newElement = (element_t *) calloc(1, sizeof(element_t));
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if (newElement == NULL )
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return false; // out of memory
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// insert element
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newElement->object = newObject;
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if (head)
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{
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newElement->next = head;
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head->prev = newElement;
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};
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head = newElement;
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// if list was empty set new tail
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if (tail==NULL) tail = head;
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number++;
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return true;
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}
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void * ObjectList::RemoveHead()
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{
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void * retObj;
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// check head is present
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if (head)
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{
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retObj = head->object;
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element_t * newHead = head->next;
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if (newHead) newHead->prev = NULL;
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// if only one element is in list also update tail
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// if we remove this prev element
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if (tail==head) tail = NULL;
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free(head);
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head = newHead;
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number--;
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} else
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retObj = NULL;
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return retObj;
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}
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bool ObjectList::AddTail(void * newObject)
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{
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element_t * newElement = (element_t *) calloc(1, sizeof(element_t));
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if (newElement == NULL)
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return false; // out of memory;
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newElement->object = newObject;
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if (tail)
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{
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newElement->prev = tail;
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tail->next = newElement;
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}
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tail = newElement;
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// if list was empty set new head
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if (head==NULL) head = tail;
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number++;
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return true;
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}
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void * ObjectList::RemoveTail()
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{
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void * retObj;
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// check tail is present
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if (tail)
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{
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retObj = tail->object;
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element_t * newTail = tail->prev;
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if (newTail) newTail->next = NULL;
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// if only one element is in list also update tail
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// if we remove this prev element
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if (head==tail) head = NULL;
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free(tail);
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tail = newTail;
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number--;
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} else
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retObj = NULL;
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return retObj;
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}
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bool ObjectList::IsEmpty()
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{
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return ( head == NULL );
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}
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int ObjectList::CountElements()
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{
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return number;
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}
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bool ObjectList::Contains(void * object)
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{
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element_t * e = head;
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while(e && e->object!=object) { e = e->next;}
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if ( e )
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{
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current = e;
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return true;
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}
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else
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{
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return false;
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}
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}
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void ObjectList::Clear( bool freeElementsMemory )
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{
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element_t * ne;
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element_t * e = head;
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while(e)
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{
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ne = e->next;
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if ( freeElementsMemory && e->object )
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free( e->object );
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free(e);
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e = ne;
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}
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head = tail = current = NULL;
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number = 0;
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}
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bool ObjectList::Remove( void * object )
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{
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element_t * e = head;
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while(e && e->object!=object) { e = e->next;}
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if (e!=NULL)
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{
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if (e->prev) e->prev->next = e->next;
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if (e->next) e->next->prev = e->prev;
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if (head==e) head = e->next;
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if (tail==e) tail = e->prev;
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if (current == e) current= e->next;
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free(e);
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number--;
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}
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return (e!=NULL);
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}
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void ObjectList::Init()
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{
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head = tail = current = NULL;
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number = 0;
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}
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void * ObjectList::GetFirst()
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{
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if (head)
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{
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current = head->next;
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return head->object;
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}
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else
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{
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current = NULL;
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return NULL;
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};
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}
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void * ObjectList::GetNext()
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{
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void * retObj = NULL;
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if (current)
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{
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retObj = current->object;
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current = current->next;
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}
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return retObj;
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}
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bool ObjectList::Add(void *newObject)
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{
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return AddTail( newObject );
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}
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