/*************************************************************************/ /* self_list.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef GODOT_SELF_LIST_HPP #define GODOT_SELF_LIST_HPP #include #include namespace godot { template class SelfList { public: class List { SelfList *_first = nullptr; SelfList *_last = nullptr; public: void add(SelfList *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 *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 *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 *first() { return _first; } _FORCE_INLINE_ const SelfList *first() const { return _first; } _FORCE_INLINE_ List() {} _FORCE_INLINE_ ~List() { ERR_FAIL_COND(_first != nullptr); } }; private: List *_root = nullptr; T *_self = nullptr; SelfList *_next = nullptr; SelfList *_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 *next() { return _next; } _FORCE_INLINE_ SelfList *prev() { return _prev; } _FORCE_INLINE_ const SelfList *next() const { return _next; } _FORCE_INLINE_ const SelfList *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