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CnC_Renegade/Code/Tools/pluglib/nodelist.h

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/*
** 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 <http://www.gnu.org/licenses/>.
*/
/* $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 <Max.h>
#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*/