khanat-opennel-code/code/nel/src/3d/fast_ptr_list.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

102 lines
2.7 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#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