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License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast Wrong license statements corrected in several files. Copyright and license statements added in XSD and GLSL files. Copyright year updated in some files. Obsolete documentation files removed from DrawResources.
286 lines
7.8 KiB
C++
286 lines
7.8 KiB
C++
// Created on: 2002-04-17
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// Created by: Alexander Kartomin (akm)
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// Copyright (c) 2002-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef NCollection_SList_HeaderFile
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#define NCollection_SList_HeaderFile
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#include <NCollection_BaseCollection.hxx>
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#if !defined No_Exception && !defined No_Standard_NoSuchObject
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#include <Standard_NoSuchObject.hxx>
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#endif
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/**
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* Purpose: An SList is a LISP like list of Items.
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* An SList is :
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* . Empty.
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* . Or it has a Value and a Tail which is an other SList.
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*
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* The Tail of an empty list is an empty list.
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* SList are shared. It means that they can be
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* modified through other lists.
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* SList may be used as Iterators. They have Next,
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* More, and value methods. To iterate on the content
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* of the list S just do.
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*
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* SList Iterator;
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* for (Iterator = S; Iterator.More(); Iterator.Next())
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* X = Iterator.Value();
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*
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* Memory usage is automatically managed for SLists
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* (using reference counts).
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*
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* Example:
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* If S1 and S2 are SLists :
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* if S1.Value() is X.
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*
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* And the following is done :
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* S2 = S1;
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* S2.SetValue(Y);
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*
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* S1.Value() becomes also Y. So SList must be used
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* with care. Mainly the SetValue() method is
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* dangerous.
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*/
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template <class TheItemType> class NCollection_SList
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: public NCollection_BaseCollection<TheItemType>,
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public NCollection_BaseCollection<TheItemType>::Iterator
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{
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public:
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//! The node of SList
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class SListNode
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{
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private:
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//! Constructor
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SListNode (const TheItemType& theItem,
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const NCollection_SList& theTail) :
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myCount(1),
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myValue(theItem)
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{ myTail = new (theTail.myAllocator) NCollection_SList(theTail); }
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//! Tail
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NCollection_SList& Tail (void)
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{ return (*myTail); }
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//! Value
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TheItemType& Value (void)
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{ return myValue; }
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//! Clear
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void Clear (void)
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{
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myTail->Clear();
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myTail->myAllocator->Free(myTail);
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}
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DEFINE_STANDARD_ALLOC
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DEFINE_NCOLLECTION_ALLOC
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private:
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// ---------- PRIVATE FIELDS ------------
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Standard_Integer myCount; //!< Reference count
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NCollection_SList * myTail; //!< The tail
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TheItemType myValue; //!< Datum
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// Everything above is private. Only SList has an access
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friend class NCollection_SList<TheItemType>;
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}; // End of nested class SListNode
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public:
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// ---------- PUBLIC METHODS ------------
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//! Empty constructor
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NCollection_SList(const Handle(NCollection_BaseAllocator)& theAllocator=0L) :
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NCollection_BaseCollection<TheItemType>(theAllocator),
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myNode(NULL) {}
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//! Constructor
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NCollection_SList(const TheItemType& theItem,
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const NCollection_SList& theTail) :
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NCollection_BaseCollection<TheItemType>(theTail.myAllocator)
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{ myNode = new (theTail.myAllocator) SListNode(theItem,theTail); }
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//! Copy constructor
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NCollection_SList (const NCollection_SList& theOther) :
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NCollection_BaseCollection<TheItemType>(theOther.myAllocator)
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{
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myNode = theOther.myNode;
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if (myNode)
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myNode->myCount++;
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}
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//! Clear the items out
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void Clear (void)
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{
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if (!myNode)
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return;
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myNode->myCount--;
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if (myNode->myCount < 1)
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{
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myNode->Clear();
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this->myAllocator->Free(myNode);
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}
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myNode = NULL;
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}
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//! Make this list identical to theOther
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NCollection_SList& operator= (const NCollection_SList& theOther)
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{
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if (myNode != theOther.myNode)
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{
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if (theOther.myNode)
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theOther.myNode->myCount++;
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Clear();
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this->myAllocator = theOther.myAllocator;
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myNode = theOther.myNode;
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}
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return *this;
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}
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//! Replace this list by the items of theOther collection
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virtual void Assign (const NCollection_BaseCollection<TheItemType>& theOther)
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{
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if (this == &theOther)
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return;
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Clear();
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TYPENAME NCollection_BaseCollection<TheItemType>::Iterator& anIter =
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theOther.CreateIterator();
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if (!anIter.More())
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return;
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SListNode *aNode, *aPrevNode=NULL;
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for (; anIter.More(); anIter.Next())
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{
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aNode = new (this->myAllocator) SListNode
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(anIter.Value(), NCollection_SList(this->myAllocator));
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if (IsEmpty())
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myNode = aNode;
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else
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aPrevNode->Tail().myNode = aNode;
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aPrevNode = aNode;
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}
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}
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//! IsEmpty query
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Standard_Boolean IsEmpty (void) const
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{ return (myNode==NULL); }
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//! Value - constant access
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virtual const TheItemType& Value (void) const
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{
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#if !defined No_Exception && !defined No_Standard_NoSuchObject
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if (IsEmpty())
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Standard_NoSuchObject::Raise ("NCollection_SList::Value");
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#endif
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return myNode->Value();
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}
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//! ChangeValue - variable access
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virtual TheItemType& ChangeValue (void) const
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{
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#if !defined No_Exception && !defined No_Standard_NoSuchObject
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if (IsEmpty())
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Standard_NoSuchObject::Raise ("NCollection_SList::ChangeValue");
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#endif
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return myNode->Value();
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}
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//! SetValue
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void SetValue (const TheItemType& theItem)
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{
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#if !defined No_Exception && !defined No_Standard_NoSuchObject
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if (IsEmpty())
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Standard_NoSuchObject::Raise ("NCollection_SList::SetValue");
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#endif
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myNode->Value() = theItem;
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}
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//! Tail
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const NCollection_SList& Tail (void) const
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{
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if (!IsEmpty())
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return myNode->Tail();
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else
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return *this;
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}
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//! ChangeTail
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NCollection_SList& ChangeTail (void)
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{
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if (!IsEmpty())
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return myNode->Tail();
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else
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return *this;
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}
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//! SetTail
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void SetTail (NCollection_SList& theList)
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{
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if (!IsEmpty())
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myNode->Tail() = theList;
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else
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*this = theList;
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}
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//! Construct
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void Construct(const TheItemType& theItem)
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{ *this = NCollection_SList (theItem, *this); }
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//! Constructed
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NCollection_SList Constructed(const TheItemType& theItem) const
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{ return NCollection_SList (theItem, *this); }
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//! ToTail
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void ToTail (void)
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{ *this = Tail(); }
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//! Initialize (~Assign)
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void Initialize (const NCollection_SList& theOther)
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{ *this = theOther; }
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//! Init (virtual method of base iterator)
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void Init (const NCollection_SList& theOther)
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{ *this = theOther; }
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//! More (~!IsEmpty)
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virtual Standard_Boolean More (void) const
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{ return !IsEmpty(); }
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//! Next (~ToTail)
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virtual void Next (void)
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{ ToTail(); }
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//! Size - Number of items
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virtual Standard_Integer Size (void) const
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{ return (IsEmpty() ? 0 : 1+myNode->Tail().Size()); }
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//! Destructor - clears the SList
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~NCollection_SList (void)
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{ Clear(); }
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private:
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// ----------- PRIVATE METHODS -----------
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//! Creates Iterator for use on BaseCollection
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virtual TYPENAME NCollection_BaseCollection<TheItemType>::Iterator&
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CreateIterator(void) const
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{ return *(new (this->IterAllocator()) NCollection_SList(*this)); }
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private:
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// ---------- PRIVATE FIELDS ------------
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SListNode* myNode;
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friend class SListNode;
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};
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#endif
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