/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 3 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, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/UniqueList.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 12/14/98 11:09a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __UNIQUELIST_H #define __UNIQUELIST_H #include "Vector.H" ///////////////////////////////////////////////////////////////////// // // UniqueListClass // template class UniqueListClass : public DynamicVectorClass { public: UniqueListClass (void) : DynamicVectorClass () {} virtual ~UniqueListClass (void) {} UniqueListClass & operator += (const UniqueListClass &reference); bool Add_Unique (T const & object); void Remove (T const & object); bool Is_Item_In_List (T const & object); }; ///////////////////////////////////////////////////////////////////// // // Is_Item_In_List // template bool UniqueListClass::Is_Item_In_List (T const & object) { // Assume failure bool bfound = false; // Loop through all the objects in this list and see // if any of them match the provided object for (int index = 0; (index < Count ()) && !bfound; index ++) { if (object == Vector[index]) { bfound = true; } } // Return the true/false result code return bfound; } ///////////////////////////////////////////////////////////////////// // // Add_Unique // template UniqueListClass & UniqueListClass::operator += (const UniqueListClass &reference) { for (int index = 0; index < reference.Count (); index ++) { Add_Unique (reference[index]); } return *this; } ///////////////////////////////////////////////////////////////////// // // Add_Unique // template bool UniqueListClass::Add_Unique (T const & object) { // Assume sucess bool retval = true; // If the object isn't already in the list, then add it if (!Is_Item_In_List (object)) { retval = Add (object); } // Return the true/false result code return retval; } ///////////////////////////////////////////////////////////////////// // // Remove // template void UniqueListClass::Remove (T const & object) { // Loop through all the objects in this list and see // if any of them match the provided object bool bfound = false; for (int index = 0; (index < Count ()) && !bfound; index ++) { if (object == Vector[index]) { Delete (index); bfound = true; } } return ; } #endif //__UNIQUELIST_H