/* ** 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 . */ /* $Header: /Commando/Code/Tools/pluglib/nodelist.h 8 3/14/02 4:22p Greg_h $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando / G * * * * File Name : NODELIST.H * * * * Programmer : Greg Hjelstrom * * * * Start Date : 06/09/97 * * * * Last Update : June 9, 1997 [GH] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef NODELIST_H #define NODELIST_H #include "always.h" #include #ifndef NODEFILT_H #include "nodefilt.h" #endif class INodeListEntryClass; class INodeCompareClass; /******************************************************************************* * INodeListClass * * This is a class that can enumerate a 3dsMax scene and build a list of * all of the INodes that meet your desired criteria. * *******************************************************************************/ class INodeListClass : public ITreeEnumProc { public: INodeListClass(TimeValue time,INodeFilterClass * nodefilter = NULL); INodeListClass(IScene * scene,TimeValue time,INodeFilterClass * nodefilter = NULL); INodeListClass(INode * root,TimeValue time,INodeFilterClass * nodefilter = NULL); INodeListClass(INodeListClass & copyfrom,TimeValue time,INodeFilterClass * inodefilter = NULL); ~INodeListClass(); void Set_Filter(INodeFilterClass * inodefilter) { INodeFilter = inodefilter; } void Insert(INodeListClass & insertlist); void Insert(INode * node); void Remove(int i); unsigned Num_Nodes(void) const { return NumNodes; } INode * operator[] (int index) const; void Sort(const INodeCompareClass & node_compare); void Add_Tree(INode * root); bool Contains(INode * node); private: unsigned NumNodes; TimeValue Time; INodeListEntryClass * ListHead; INodeFilterClass * INodeFilter; INodeListEntryClass * get_nth_item(int index); int callback(INode * node); friend class INodeListIterator; }; class INodeCompareClass { public: // returns <0 if nodea < node b. // returns =0 if nodea = node b. // returns >0 if nodea > node b. virtual int operator() (INode * nodea,INode * nodeb) const = 0; }; class INodeListIterator { public: INodeListIterator(INodeListClass * list); ~INodeListIterator(void); void First(INodeListClass * list = NULL); void Next(void); bool Is_Done(void); INode * Get_INode(void); private: INodeListClass * List; INodeListEntryClass * Node; }; #endif /*NODELIST_H*/