// // Copyright (c) 2008-2014 the Urho3D project. // // 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. // #pragma once #include "Urho3D.h" namespace Urho3D { /// Singly-linked list node base class. struct URHO3D_API LinkedListNode { /// Construct. LinkedListNode() : next_(0) { } /// Pointer to next node. LinkedListNode* next_; }; /// Singly-linked list template class. Elements must inherit from LinkedListNode. template class LinkedList { public: /// Construct empty. LinkedList() : head_(0) { } /// Destruct. ~LinkedList() { Clear(); } /// Remove all elements. void Clear() { T* element = head_; while (element) { T* next = Next(element); delete element; element = next; } } /// Insert an element at the beginning. void InsertFront(T* element) { if (element) { element->next_ = head_; head_ = element; } } /// Insert an element at the end. void Insert(T* element) { if (head_) { T* tail = Last(); element->next_ = tail->next_; tail->next_ = element; } else { element->next_ = head_; head_ = element; } } /// Erase an element. Return true if successful. bool Erase(T* element) { if (element && head_) { if (element == head_) { head_ = Next(element); delete element; return true; } else { T* tail = head_; while (tail && tail->next_ != element) tail = Next(tail); if (tail) { tail->next_ = element->next_; delete element; return true; } } } return false; } /// Erase an element when the previous element is known (optimization.) Return true if successful. bool Erase(T* element, T* previous) { if (previous && previous->next_ == element) { previous->next_ = element->next_; delete element; return true; } else if (!previous) { if (head_ == element) { head_ = Next(element); delete element; return true; } } return false; } /// Return first element, or null if empty. T* First() const { return head_; } /// Return last element, or null if empty. T* Last() const { T* element = head_; if (element) { while (element->next_) element = Next(element); } return element; } /// Return next element, or null if no more elements. T* Next(T* element) const { return element ? static_cast(element->next_) : 0; } /// Return whether is empty. bool Empty() const { return head_ == 0; } private: /// First element. T* head_; }; }