117 lines
4.1 KiB
C++
117 lines
4.1 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio.h *
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* *
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* $Archive:: /Commando/Code/WWAudio/PriorityVector.h $Modtime:: 7/02/99 11:43a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __PRIORITY_VECTOR_H
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#define __PRIORITY_VECTOR_H
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#include "Vector.H"
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////////////////////////////////////////////////////////////////////
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//
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// PriorityVectorClass
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//
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////////////////////////////////////////////////////////////////////
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template<class T>
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class PriorityVectorClass : public DynamicVectorClass<T>
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{
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public:
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virtual bool Process_Head (T &object);
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virtual bool Add_Low (T const &object);
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virtual bool Add_High (T const &object);
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/*PriorityVectorClass<T> & operator= (PriorityVectorClass<T> const & rvalue) {
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DynamicVectorClass<T>::operator= (rvalue);
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return(*t8his);
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}*/
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};
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////////////////////////////////////////////////////////////////////
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//
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// Process_Head
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//
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////////////////////////////////////////////////////////////////////
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template <class T>
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__inline bool PriorityVectorClass<T>::Process_Head (T &object)
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{
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bool retval = false;
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if (Vector != NULL) {
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// Pass the object back to the caller
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object = Vector[0];
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//
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// Move the head object to the end of the list
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//
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for (int index = 1; index < ActiveCount; index ++) {
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Vector[index - 1] = Vector[index];
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}
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Vector[ActiveCount - 1] = object;
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// Success!
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retval = true;
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}
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return retval;
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}
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////////////////////////////////////////////////////////////////////
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//
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// Add_Low
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//
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////////////////////////////////////////////////////////////////////
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template <class T>
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__inline bool PriorityVectorClass<T>::Add_Low (T const &object)
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{
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return DynamicVectorClass<T>::Add (object);
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}
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////////////////////////////////////////////////////////////////////
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//
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// Add_High
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//
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////////////////////////////////////////////////////////////////////
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template <class T>
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__inline bool PriorityVectorClass<T>::Add_High (T const &object)
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{
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return DynamicVectorClass<T>::Add_Head (object);
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}
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#endif //__PRIORITY_VECTOR_H
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