// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/fast_ptr_list.h" using namespace std; namespace NL3D { // *************************************************************************** void CFastPtrListNode::unlink() { // If linked to a list, remove me. if(_Owner) { _Owner->erase(this); nlassert(_Owner==NULL); } } // *************************************************************************** CFastPtrListBase::~CFastPtrListBase() { clear(); } // *************************************************************************** void CFastPtrListBase::clear() { while(size()) { CFastPtrListNode *node= _Nodes[0]; erase(node); } } // *************************************************************************** void CFastPtrListBase::insert(void *element, CFastPtrListNode *node) { nlassert(element); nlassert(node); // if this node is already linked to me, no-op! if(node->_Owner==this) return; // first unlink the node from its older list if any. node->unlink(); // then add the elements to the list, and update node info _Elements.push_back(element); _Nodes.push_back(node); node->_Owner= this; node->_IndexInOwner= _Nodes.size()-1; } // *************************************************************************** void CFastPtrListBase::erase(CFastPtrListNode *node) { // not mine? if(node->_Owner!=this) return; // Take the indexes, uint nodeIndex= node->_IndexInOwner; uint lastIndex= _Nodes.size()-1; // swap the last element and the erased one. swap(_Elements[nodeIndex], _Elements[lastIndex]); swap(_Nodes[nodeIndex], _Nodes[lastIndex]); // change the swapped node index. NB: work also in the particular case nodeIndex==lastIndex _Nodes[nodeIndex]->_IndexInOwner= nodeIndex; // erase the last elements _Elements.pop_back(); _Nodes.pop_back(); // reset erased node. node->_Owner= NULL; } } // NL3D