// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NITQUEUE_H #define NITQUEUE_H // This template class implements a FIFO queue. #include #include "NiTCollection.h" template class NiTQueue : public NiMemObject { public: NiTQueue(unsigned int uiInitialSize = 1); ~NiTQueue(); void Add(T element); void AddUnique(T element); // Slow. Use with caution. T Remove(); T Head() const; bool IsEmpty() const; unsigned int GetSize() const; void Realloc(); protected: bool IsFull() const; void Realloc(unsigned int uiNewSize); T *m_pBase; unsigned int m_uiAlloced, m_uiHead, m_uiTail; private: // To prevent an application from inadvertently causing the compiler to // generate the default copy constructor or default assignment operator, // these methods are declared as private. They are not defined anywhere, // so code that attempts to use them will not link. NiTQueue(const NiTQueue&); NiTQueue& operator=(const NiTQueue&); }; template class NiTObjectQueue : public NiTQueue > { public: NiTObjectQueue(unsigned int uiInitialSize = 1); }; template class NiTPrimitiveQueue : public NiTQueue > { public: NiTPrimitiveQueue(unsigned int uiInitialSize = 1); }; #include "NiTQueue.inl" #endif // NITQUEUE_H