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EQ2Emu/docs/code/linked_list.md
2025-05-06 09:54:48 -04:00

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# File: `linked_list.h`
## Classes
- `ListElement`
- `LinkedList`
- `LinkedListIterator`
## Functions
- `void SetData ( const TYPE& d ) { data = d ; } // Quagmire - this may look like a mem leak, but dont change it, this behavior is expected where it's called`
- `void SetLastNext ( ListElement<TYPE>* p )`
- `void SetNext (ListElement<TYPE>* n) { next = n ; }`
- `void SetPrev (ListElement<TYPE>* p) { prev = p ; }`
- `void ReplaceData(const TYPE&);`
- `void Append (const TYPE&);`
- `void Insert (const TYPE&);`
- `TYPE Pop();`
- `TYPE PeekTop();`
- `void Clear();`
- `void LCount() { count--; }`
- `void ResetCount() { count=0; }`
- `int32 Count() { return count; }`
- `void Advance();`
- `bool IsFirst()`
- `bool IsLast()`
- `bool MoreElements();`
- `void MoveFirst();`
- `void MoveLast();`
- `void RemoveCurrent(bool DeleteData = true);`
- `void Replace(const TYPE& new_data);`
- `void Reset();`
- `void SetDir(direction);`
- `void LinkedListIterator<TYPE>::Advance()`
- `bool LinkedListIterator<TYPE>::MoreElements()`
- `void LinkedListIterator<TYPE>::MoveFirst()`
- `void LinkedListIterator<TYPE>::MoveLast()`
- `void LinkedListIterator<TYPE>::RemoveCurrent(bool DeleteData)`
- `void LinkedListIterator<TYPE>::Replace(const TYPE& new_data)`
- `void LinkedListIterator<TYPE>::Reset()`
- `void LinkedListIterator<TYPE>::SetDir(direction d)`
- `void ListElement<TYPE>::ReplaceData(const TYPE& new_data)`
- `void LinkedList<TYPE>::Clear() {`
- `void LinkedList<TYPE>::Append(const TYPE& data)`
- `void LinkedList<TYPE>::Insert(const TYPE& data)`
- `TYPE LinkedList<TYPE>::Pop() {`
- `TYPE LinkedList<TYPE>::PeekTop() {`
## Notable Comments
- /*
- */
- // if (current_element == 0)
- // {
- // return;
- // }
- // if (prev != 0)
- // {
- // }
- // if (next != 0)