godot-cpp/include/godot_cpp/templates/self_list.hpp

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