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Vendored
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//========= 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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#ifndef UTLQUEUE_H
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#define UTLQUEUE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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// T is the type stored in the queue
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template< class T, class M = CUtlMemory< T > >
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class CUtlQueue
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{
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public:
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// constructor: lessfunc is required, but may be set after the constructor with
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// SetLessFunc
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CUtlQueue( int growSize = 0, int initSize = 0 );
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CUtlQueue( T *pMemory, int numElements );
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// element access
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T& operator[]( int i );
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T const& operator[]( int i ) const;
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T& Element( int i );
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T const& Element( int i ) const;
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// return the item from the front of the queue and delete it
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T const& RemoveAtHead();
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// return the item from the end of the queue and delete it
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T const& RemoveAtTail();
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// return item at the front of the queue
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T const& Head();
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// return item at the end of the queue
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T const& Tail();
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// put a new item on the queue to the tail.
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void Insert( T const &element );
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// checks if an element of this value already exists on the queue, returns true if it does
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bool Check( T const element );
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// Returns the count of elements in the queue
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int Count() const { return m_heap.Count(); }
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// Is element index valid?
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bool IsIdxValid( int i ) const;
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// doesn't deallocate memory
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void RemoveAll() { m_heap.RemoveAll(); }
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// Memory deallocation
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void Purge() { m_heap.Purge(); }
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protected:
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CUtlVector<T, M> m_heap;
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T m_current;
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};
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//-----------------------------------------------------------------------------
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// The CUtlQueueFixed class:
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// A queue class with a fixed allocation scheme
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//-----------------------------------------------------------------------------
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template< class T, size_t MAX_SIZE >
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class CUtlQueueFixed : public CUtlQueue< T, CUtlMemoryFixed<T, MAX_SIZE > >
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{
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typedef CUtlQueue< T, CUtlMemoryFixed<T, MAX_SIZE > > BaseClass;
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public:
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// constructor, destructor
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CUtlQueueFixed( int growSize = 0, int initSize = 0 ) : BaseClass( growSize, initSize ) {}
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CUtlQueueFixed( T* pMemory, int numElements ) : BaseClass( pMemory, numElements ) {}
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};
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template< class T, class M >
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inline CUtlQueue<T, M>::CUtlQueue( int growSize, int initSize ) :
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m_heap(growSize, initSize)
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{
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}
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template< class T, class M >
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inline CUtlQueue<T, M>::CUtlQueue( T *pMemory, int numElements ) :
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m_heap(pMemory, numElements)
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{
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}
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//-----------------------------------------------------------------------------
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// element access
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//-----------------------------------------------------------------------------
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template< class T, class M >
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inline T& CUtlQueue<T,M>::operator[]( int i )
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{
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return m_heap[i];
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}
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template< class T, class M >
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inline T const& CUtlQueue<T,M>::operator[]( int i ) const
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{
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return m_heap[i];
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}
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template< class T, class M >
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inline T& CUtlQueue<T,M>::Element( int i )
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{
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return m_heap[i];
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}
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template< class T, class M >
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inline T const& CUtlQueue<T,M>::Element( int i ) const
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{
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return m_heap[i];
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}
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//-----------------------------------------------------------------------------
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// Is element index valid?
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//-----------------------------------------------------------------------------
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template< class T, class M >
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inline bool CUtlQueue<T,M>::IsIdxValid( int i ) const
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{
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return (i >= 0) && (i < m_heap.Count());
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}
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template <class T, class M>
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inline T const& CUtlQueue<T, M>::RemoveAtHead()
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{
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m_current = m_heap[0];
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m_heap.Remove((int)0);
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return m_current;
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}
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template <class T, class M>
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inline T const& CUtlQueue<T, M>::RemoveAtTail()
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{
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m_current = m_heap[ m_heap.Count() - 1 ];
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m_heap.Remove((int)(m_heap.Count() - 1));
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return m_current;
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}
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template <class T, class M>
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inline T const& CUtlQueue<T, M>::Head()
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{
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m_current = m_heap[0];
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return m_current;
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}
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template <class T, class M>
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inline T const& CUtlQueue<T, M>::Tail()
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{
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m_current = m_heap[ m_heap.Count() - 1 ];
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return m_current;
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}
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template <class T, class M>
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void CUtlQueue<T, M>::Insert( T const &element )
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{
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int index = m_heap.AddToTail();
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m_heap[index] = element;
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}
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template <class T, class M>
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bool CUtlQueue<T, M>::Check( T const element )
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{
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int index = m_heap.Find(element);
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return ( index != -1 );
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}
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#endif // UTLQUEUE_H
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