2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/fast_ptr_list.h"
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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void CFastPtrListNode::unlink()
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{
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// If linked to a list, remove me.
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if(_Owner)
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{
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_Owner->erase(this);
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nlassert(_Owner==NULL);
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}
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}
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// ***************************************************************************
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CFastPtrListBase::~CFastPtrListBase()
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{
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clear();
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}
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// ***************************************************************************
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void CFastPtrListBase::clear()
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{
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while(size())
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{
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CFastPtrListNode *node= _Nodes[0];
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erase(node);
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}
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}
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// ***************************************************************************
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void CFastPtrListBase::insert(void *element, CFastPtrListNode *node)
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{
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nlassert(element);
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nlassert(node);
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// if this node is already linked to me, no-op!
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if(node->_Owner==this)
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return;
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// first unlink the node from its older list if any.
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node->unlink();
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// then add the elements to the list, and update node info
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_Elements.push_back(element);
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_Nodes.push_back(node);
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node->_Owner= this;
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node->_IndexInOwner= (uint32)_Nodes.size()-1;
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}
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// ***************************************************************************
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void CFastPtrListBase::erase(CFastPtrListNode *node)
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{
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// not mine?
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if(node->_Owner!=this)
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return;
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// Take the indexes,
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uint nodeIndex= node->_IndexInOwner;
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uint lastIndex= (uint)_Nodes.size()-1;
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// swap the last element and the erased one.
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swap(_Elements[nodeIndex], _Elements[lastIndex]);
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swap(_Nodes[nodeIndex], _Nodes[lastIndex]);
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// change the swapped node index. NB: work also in the particular case nodeIndex==lastIndex
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_Nodes[nodeIndex]->_IndexInOwner= nodeIndex;
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// erase the last elements
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_Elements.pop_back();
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_Nodes.pop_back();
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// reset erased node.
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node->_Owner= NULL;
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}
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} // NL3D
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