libnative-utilities/include/raknet/DS_QueueLinkedList.hpp

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/*
* Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*
*/
/// \file DS_QueueLinkedList.h
/// \internal
/// \brief A queue implemented as a linked list.
///
#ifndef __QUEUE_LINKED_LIST_H
#define __QUEUE_LINKED_LIST_H
#include "DS_LinkedList.hpp"
#include "Export.hpp"
#include "RakMemoryOverride.hpp"
/// The namespace DataStructures was only added to avoid compiler errors for commonly named data structures
/// As these data structures are stand-alone, you can use them outside of RakNet for your own projects if you wish.
namespace DataStructures
{
/// \brief A queue implemented using a linked list. Rarely used.
template <class QueueType>
class RAK_DLL_EXPORT QueueLinkedList
{
public:
QueueLinkedList();
QueueLinkedList( const QueueLinkedList& original_copy );
bool operator= ( const QueueLinkedList& original_copy );
QueueType Pop( void );
QueueType& Peek( void );
QueueType& EndPeek( void );
void Push( const QueueType& input );
unsigned int Size( void );
void Clear( void );
void Compress( void );
private:
LinkedList<QueueType> data;
};
template <class QueueType>
QueueLinkedList<QueueType>::QueueLinkedList()
{
}
template <class QueueType>
inline unsigned int QueueLinkedList<QueueType>::Size()
{
return data.Size();
}
template <class QueueType>
inline QueueType QueueLinkedList<QueueType>::Pop( void )
{
data.Beginning();
return ( QueueType ) data.Pop();
}
template <class QueueType>
inline QueueType& QueueLinkedList<QueueType>::Peek( void )
{
data.Beginning();
return ( QueueType ) data.Peek();
}
template <class QueueType>
inline QueueType& QueueLinkedList<QueueType>::EndPeek( void )
{
data.End();
return ( QueueType ) data.Peek();
}
template <class QueueType>
void QueueLinkedList<QueueType>::Push( const QueueType& input )
{
data.End();
data.Add( input );
}
template <class QueueType>
QueueLinkedList<QueueType>::QueueLinkedList( const QueueLinkedList& original_copy )
{
data = original_copy.data;
}
template <class QueueType>
bool QueueLinkedList<QueueType>::operator= ( const QueueLinkedList& original_copy )
{
if ( ( &original_copy ) == this )
return false;
data = original_copy.data;
}
template <class QueueType>
void QueueLinkedList<QueueType>::Clear ( void )
{
data.Clear();
}
} // End namespace
#endif