Saxum/extern/bullet/Extras/glui/glui_node.cpp

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2014-10-24 09:42:47 +00:00
/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui_node.cpp - linked-list tree structure
--------------------------------------------------
Copyright (c) 1998 Paul Rademacher
WWW: http://sourceforge.net/projects/glui/
Forums: http://sourceforge.net/forum/?group_id=92496
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
#include "GL/glui.h"
#include "glui_internal.h"
/********************************************* GLUI_Node::GLUI_Node() *******/
GLUI_Node::GLUI_Node()
:
parent_node(NULL),
child_head(NULL),
child_tail(NULL),
next_sibling(NULL),
prev_sibling(NULL)
{
}
/********************************************* GLUI_Node::first() *******/
/* Returns first sibling in 'this' node's sibling list */
GLUI_Node *GLUI_Node::first_sibling( void )
{
if ( parent_node == NULL )
return this; /* root node has no siblings */
else
return parent_node->child_head;
}
/******************************************** GLUI_Node::next() ********/
/* Returns next sibling in 'this' node's sibling list */
GLUI_Node *GLUI_Node::next( void )
{
return next_sibling;
}
/******************************************** GLUI_Node::prev() ********/
/* Returns prev sibling in 'this' node's sibling list */
GLUI_Node *GLUI_Node::prev( void )
{
return prev_sibling;
}
/********************************************* GLUI_Node::last() *******/
/* Returns last sibling in 'this' node's sibling list */
GLUI_Node *GLUI_Node::last_sibling( void )
{
if ( parent_node == NULL )
return this; /* root node has no siblings */
else
return parent_node->child_tail;
}
/*************************** GLUI_Node::link_this_to_parent_last() *******/
/* Links as last child of parent */
void GLUI_Node::link_this_to_parent_last( GLUI_Node *new_parent )
{
if ( new_parent->child_tail == NULL ) { /* parent has no children */
new_parent->child_head = this;
new_parent->child_tail = this;
this->parent_node = new_parent;
}
else { /* parent has children */
new_parent->child_tail->next_sibling = this;
this->prev_sibling = new_parent->child_tail;
new_parent->child_tail = this;
this->parent_node = new_parent;
}
}
/*************************** GLUI_Node::link_this_to_parent_first() *******/
/* Links as first child of parent */
void GLUI_Node::link_this_to_parent_first( GLUI_Node *new_parent )
{
if ( new_parent->child_head == NULL ) { /* parent has no children */
new_parent->child_head = this;
new_parent->child_tail = this;
this->parent_node = new_parent;
}
else { /* parent has children */
new_parent->child_head->prev_sibling = this;
this->next_sibling = new_parent->child_head;
new_parent->child_head = this;
this->parent_node = new_parent;
}
}
/**************************** GLUI_Node::link_this_to_sibling_next() *****/
void GLUI_Node::link_this_to_sibling_next( GLUI_Node *sibling )
{
if ( sibling->next_sibling == NULL ) { /* node has no next sibling */
sibling->next_sibling = this;
this->prev_sibling = sibling;
/* This was the parent's last child, so update that as well */
if ( sibling->parent_node != NULL ) {
sibling->parent_node->child_tail = this;
}
}
else { /* node already has a next sibling */
sibling->next_sibling->prev_sibling = this;
this->next_sibling = sibling->next_sibling;
sibling->next_sibling = this;
this->prev_sibling = sibling;
}
this->parent_node = sibling->parent_node;
}
/**************************** GLUI_Node::link_this_to_sibling_prev() *****/
void GLUI_Node::link_this_to_sibling_prev( GLUI_Node *sibling )
{
if ( sibling->prev_sibling == NULL ) { /* node has no prev sibling */
sibling->prev_sibling = this;
this->next_sibling = sibling;
/* This was the parent's first child, so update that as well */
if ( sibling->parent_node != NULL ) {
sibling->parent_node->child_head = this;
}
}
else { /* node already has a prev sibling */
sibling->prev_sibling->next_sibling = this;
this->prev_sibling = sibling->prev_sibling;
sibling->prev_sibling = this;
this->next_sibling = sibling;
}
this->parent_node = sibling->parent_node;
}
/**************************************** GLUI_Node::unlink() **************/
void GLUI_Node::unlink( void )
{
/* Unlink from prev sibling */
if ( this->prev_sibling != NULL ) {
this->prev_sibling->next_sibling = this->next_sibling;
}
else { /* No prev sibling: this was parent's first child */
this->parent_node->child_head = this->next_sibling;
}
/* Unlink from next sibling */
if ( this->next_sibling != NULL ) {
this->next_sibling->prev_sibling = this->prev_sibling;
}
else { /* No next sibling: this was parent's last child */
this->parent_node->child_tail = this->prev_sibling;
}
this->parent_node = NULL;
this->next_sibling = NULL;
this->prev_sibling = NULL;
this->child_head = NULL;
this->child_tail = NULL;
}
/**************************************** GLUI_Node::dump() **************/
void GLUI_Node::dump( FILE *out, const char *name )
{
fprintf( out, "GLUI_node: %s\n", name );
fprintf( out, " parent: %p child_head: %p child_tail: %p\n",
(void *) parent_node,
(void *) child_head,
(void *) child_tail );
fprintf( out, " next: %p prev: %p\n",
(void *) next_sibling,
(void *) prev_sibling );
}