blender/source/gameengine/SceneGraph/SG_QList.h
Benoit Bolsee c0844b7938 BGE logic patch: fix another incompatibility with YF.
Previous patch was not sorting the state actuators. This was causing 
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
2009-05-20 08:45:42 +00:00

158 lines
3.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __SG_QLIST
#define __SG_QLIST
#include "SG_DList.h"
/**
* Double-Double circular linked list
* For storing an object is two lists simultaneously
*/
class SG_QList : public SG_DList
{
protected :
SG_QList* m_fqlink;
SG_QList* m_bqlink;
public:
template<typename T> class iterator
{
private:
SG_QList& m_head;
T* m_current;
public:
typedef iterator<T> _myT;
iterator(SG_QList& head, SG_QList* current=NULL) : m_head(head) { m_current = (T*)current; }
~iterator() {}
void begin()
{
m_current = (T*)m_head.QPeek();
}
void back()
{
m_current = (T*)m_head.QBack();
}
bool end()
{
return (m_current == (T*)m_head.Self());
}
bool add_back(T* item)
{
return m_current->QAddBack(item);
}
T* operator*()
{
return m_current;
}
_myT& operator++()
{
m_current = (T*)m_current->QPeek();
return *this;
}
_myT& operator--()
{
// no check on NULL! make sure you don't try to increment beyond end
m_current = (T*)m_current->QBack();
return *this;
}
};
SG_QList() : SG_DList()
{
m_fqlink = m_bqlink = this;
}
SG_QList(const SG_QList& other) : SG_DList()
{
m_fqlink = m_bqlink = this;
}
virtual ~SG_QList()
{
QDelink();
}
inline bool QEmpty() // Check for empty queue
{
return ( m_fqlink == this );
}
bool QAddBack( SG_QList *item ) // Add to the back
{
if (!item->QEmpty())
return false;
item->m_bqlink = m_bqlink;
item->m_fqlink = this;
m_bqlink->m_fqlink = item;
m_bqlink = item;
return true;
}
bool QAddFront( SG_QList *item ) // Add to the back
{
if (!item->Empty())
return false;
item->m_fqlink = m_fqlink;
item->m_bqlink = this;
m_fqlink->m_bqlink = item;
m_fqlink = item;
return true;
}
SG_QList *QRemove() // Remove from the front
{
if (QEmpty())
{
return NULL;
}
SG_QList* item = m_fqlink;
m_fqlink = item->m_fqlink;
m_fqlink->m_bqlink = this;
item->m_fqlink = item->m_bqlink = item;
return item;
}
bool QDelink() // Remove from the middle
{
if (QEmpty())
return false;
m_bqlink->m_fqlink = m_fqlink;
m_fqlink->m_bqlink = m_bqlink;
m_fqlink = m_bqlink = this;
return true;
}
inline SG_QList *QPeek() // Look at front without removing
{
return m_fqlink;
}
inline SG_QList *QBack() // Look at front without removing
{
return m_bqlink;
}
};
#endif //__SG_QLIST