source-engine/common/GameUI/ObjectList.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include <stdio.h>
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#ifdef OSX
#include <malloc/malloc.h>
#else
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#include <malloc.h>
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#endif
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#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 <tier0/memdbgon.h>
//////////////////////////////////////////////////////////////////////
// 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 );
}