2023-01-10 15:14:30 +00:00
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/**************************************************************************/
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/* self_list.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-09-13 09:32:12 +00:00
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2022-10-09 06:47:07 +00:00
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#ifndef GODOT_SELF_LIST_HPP
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#define GODOT_SELF_LIST_HPP
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2022-09-13 09:32:12 +00:00
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#include <godot_cpp/core/defs.hpp>
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2022-10-09 06:47:07 +00:00
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#include <godot_cpp/core/error_macros.hpp>
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2022-09-13 09:32:12 +00:00
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namespace godot {
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template <class T>
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class SelfList {
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public:
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class List {
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SelfList<T> *_first = nullptr;
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SelfList<T> *_last = nullptr;
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public:
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void add(SelfList<T> *p_elem) {
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ERR_FAIL_COND(p_elem->_root);
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p_elem->_root = this;
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p_elem->_next = _first;
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p_elem->_prev = nullptr;
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if (_first) {
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_first->_prev = p_elem;
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} else {
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_last = p_elem;
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}
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_first = p_elem;
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}
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void add_last(SelfList<T> *p_elem) {
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ERR_FAIL_COND(p_elem->_root);
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p_elem->_root = this;
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p_elem->_next = nullptr;
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p_elem->_prev = _last;
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if (_last) {
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_last->_next = p_elem;
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} else {
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_first = p_elem;
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}
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_last = p_elem;
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}
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void remove(SelfList<T> *p_elem) {
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ERR_FAIL_COND(p_elem->_root != this);
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if (p_elem->_next) {
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p_elem->_next->_prev = p_elem->_prev;
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}
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if (p_elem->_prev) {
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p_elem->_prev->_next = p_elem->_next;
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}
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if (_first == p_elem) {
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_first = p_elem->_next;
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}
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if (_last == p_elem) {
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_last = p_elem->_prev;
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}
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p_elem->_next = nullptr;
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p_elem->_prev = nullptr;
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p_elem->_root = nullptr;
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}
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_FORCE_INLINE_ SelfList<T> *first() { return _first; }
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_FORCE_INLINE_ const SelfList<T> *first() const { return _first; }
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_FORCE_INLINE_ List() {}
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_FORCE_INLINE_ ~List() { ERR_FAIL_COND(_first != nullptr); }
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};
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private:
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List *_root = nullptr;
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T *_self = nullptr;
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SelfList<T> *_next = nullptr;
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SelfList<T> *_prev = nullptr;
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public:
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_FORCE_INLINE_ bool in_list() const { return _root; }
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_FORCE_INLINE_ void remove_from_list() {
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if (_root) {
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_root->remove(this);
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}
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}
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_FORCE_INLINE_ SelfList<T> *next() { return _next; }
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_FORCE_INLINE_ SelfList<T> *prev() { return _prev; }
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_FORCE_INLINE_ const SelfList<T> *next() const { return _next; }
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_FORCE_INLINE_ const SelfList<T> *prev() const { return _prev; }
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_FORCE_INLINE_ T *self() const { return _self; }
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_FORCE_INLINE_ SelfList(T *p_self) {
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_self = p_self;
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}
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_FORCE_INLINE_ ~SelfList() {
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if (_root) {
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_root->remove(this);
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}
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}
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};
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} // namespace godot
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2022-10-09 06:47:07 +00:00
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#endif // GODOT_SELF_LIST_HPP
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