//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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 _SIM_OBJECT_LIST_H_ #define _SIM_OBJECT_LIST_H_ #ifndef _VECTOR_H_ #include "collection/vector.h" #endif //----------------------------------------------------------------------------- class SimObject; //----------------------------------------------------------------------------- class SimObjectList : public VectorPtr { static S32 QSORT_CALLBACK compareId(const void* a,const void* b); public: void pushBack(SimObject*); ///< Add the SimObject* to the end of the list, unless it's already in the list. void pushBackForce(SimObject*); ///< Add the SimObject* to the end of the list, moving it there if it's already present in the list. void pushFront(SimObject*); ///< Add the SimObject* to the start of the list. void remove(SimObject*); ///< Remove the SimObject* from the list; may disrupt order of the list. inline SimObject* at(S32 index) const { if(index >= 0 && index < size()) return (*this)[index]; return NULL; } /// Remove the SimObject* from the list; guaranteed to preserve list order. void removeStable(SimObject* pObject); void sortId(); ///< Sort the list by object ID. }; #endif // _SIM_OBJECT_LIST_H_