/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 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 * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #include "IObjectContainer.h" class ObjectList: public IObjectContainer { public: EXT_FUNC void Init(); EXT_FUNC bool Add(void *newObject); EXT_FUNC void *GetFirst(); EXT_FUNC void *GetNext(); ObjectList(); virtual ~ObjectList(); EXT_FUNC void Clear(bool freeElementsMemory = false); EXT_FUNC int CountElements(); void *RemoveTail(); void *RemoveHead(); bool AddTail(void *newObject); bool AddHead(void *newObject); EXT_FUNC bool Remove(void *object); EXT_FUNC bool Contains(void *object); EXT_FUNC bool IsEmpty(); typedef struct element_s { struct element_s *prev; // pointer to the last element or NULL struct element_s *next; // pointer to the next elemnet or NULL void *object; // the element's object } element_t; protected: element_t *m_head; // first element in list element_t *m_tail; // last element in list element_t *m_current; // current element in list int m_number; };