godot/core/self_list.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

117 lines
3.6 KiB
C++

/*************************************************************************/
/* self_list.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SELF_LIST_H
#define SELF_LIST_H
#include "typedefs.h"
template<class T>
class SelfList {
public:
class List {
SelfList<T> *_first;
public:
void add(SelfList<T> *p_elem) {
ERR_FAIL_COND(p_elem->_root);
p_elem->_root=this;
p_elem->_next=_first;
p_elem->_prev=NULL;
if (_first)
_first->_prev=p_elem;
_first=p_elem;
}
void remove(SelfList<T> *p_elem) {
ERR_FAIL_COND(p_elem->_root!=this);
if (p_elem->_next) {
p_elem->_next->_prev=p_elem->_prev;
}
if (p_elem->_prev) {
p_elem->_prev->_next=p_elem->_next;
}
if (_first==p_elem) {
_first=p_elem->_next;
}
p_elem->_next=NULL;
p_elem->_prev=NULL;
p_elem->_root=NULL;
}
_FORCE_INLINE_ SelfList<T> *first() { return _first; }
_FORCE_INLINE_ const SelfList<T> *first() const { return _first; }
_FORCE_INLINE_ List() { _first=NULL; }
_FORCE_INLINE_ ~List() { ERR_FAIL_COND(_first!=NULL); }
};
private:
List *_root;
T *_self;
SelfList<T> *_next;
SelfList<T> *_prev;
public:
_FORCE_INLINE_ bool in_list() const { return _root; }
_FORCE_INLINE_ SelfList<T> *next() { return _next; }
_FORCE_INLINE_ SelfList<T> *prev() { return _prev; }
_FORCE_INLINE_ const SelfList<T> *next() const { return _next; }
_FORCE_INLINE_ const SelfList<T> *prev() const { return _prev; }
_FORCE_INLINE_ T*self() const { return _self; }
_FORCE_INLINE_ SelfList(T *p_self) {
_self=p_self;
_next=NULL;
_prev=NULL;
_root=NULL;
}
_FORCE_INLINE_ ~SelfList() {
if (_root)
_root->remove(this);
}
};
#endif // SELF_LIST_H