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

1.8 KiB

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)