mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-07 04:34:44 +00:00
baseline node augs
tree->treenode for clarity, foreshorted a few method names, added a few inline utility methods
This commit is contained in:
parent
b692aa14c2
commit
c72d8a1f9b
2 changed files with 53 additions and 22 deletions
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@ -140,7 +140,7 @@ void TreeObject::deleteNode(S32 key)
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Node* parentNode = static_cast<Node*>(node->parent);
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for (S32 i = 0; i < parentNode->size(); i++)
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{
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if ((*parentNode)[i] == static_cast<Tree<void*>*>(node))
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if ((*parentNode)[i] == static_cast<TreeNode<void*>*>(node))
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{
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parentNode->erase(i);
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break;
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@ -181,7 +181,7 @@ S32 TreeObject::getParent(S32 key)
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Node* n = findNode(key);
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if (n == NULL || n->parent == NULL)
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return -1;
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return static_cast<Node*>(n->getParentNode())->key;
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return static_cast<Node*>(n->getParent())->key;
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}
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bool TreeObject::toParent(S32 key, S32 newParentKey)
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@ -201,7 +201,7 @@ bool TreeObject::toParent(S32 key, S32 newParentKey)
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}
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if (targetNode->parent)
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{
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Tree<void*>* oldParent = targetNode->parent;
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TreeNode<void*>* oldParent = targetNode->parent;
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for (S32 i = 0; i < oldParent->size(); i++) {
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if ((*oldParent)[i] == targetNode) {
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oldParent->erase(i);
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@ -222,7 +222,7 @@ Vector<S32> TreeObject::getChildren(S32 key)
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Node* n = findNode(key);
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if (n)
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{
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Vector<Tree<void*>*> children = n->getChildrenNodes();
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Vector<TreeNode<void*>*> children = n->getChildren();
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keys.reserve(children.size());
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for (U32 i = 0; i < children.size(); i++)
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keys.push_back(static_cast<Node*>(children[i])->key);
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@ -236,7 +236,7 @@ Vector<S32> TreeObject::getSiblings(S32 key)
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Node* n = findNode(key);
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if (n)
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{
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Vector<Tree<void*>*> siblings = n->getSiblingsNodes();
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Vector<TreeNode<void*>*> siblings = n->getSiblings();
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keys.reserve(siblings.size());
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for (U32 i = 0; i < siblings.size(); i++)
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keys.push_back(static_cast<Node*>(siblings[i])->key);
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@ -25,59 +25,90 @@
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#include "core/util/tDictionary.h"
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#include "console/consoleTypes.h"
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template <class T>
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class Tree : public Vector<Tree<T>*> {
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class TreeNode : public Vector<TreeNode<T>*> {
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public:
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T data;
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Tree<T>* parent;
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TreeNode<T>* parent;
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TreeNode(const T& val = T(), TreeNode<T>* p = NULL) : data(val), parent(p){}
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virtual ~TreeNode() { clear();}
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//description logic
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inline bool isRoot() const { return parent == NULL; }
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inline bool isLeaf() const { return size() == 0; }
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Tree(const T& val = T(), Tree<T>* p = NULL) : data(val), parent(p) {}
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virtual ~Tree() { clear();}
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//parent logic
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inline TreeNode<T>* getParent() const { return parent; }
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inline void setParent(TreeNode<T>* p)
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{
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if (parent) parent->remove(this);
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parent = p;
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parent->push_back(this);
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}
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Tree<T>* addChild(const T& val) {
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Tree<T>* child = new Tree<T>(val, this);
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//children logic
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inline TreeNode<T>* addChild(const T& val) {
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TreeNode<T>* child = new TreeNode<T>(val, this);
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push_back(child);
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return child;
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}
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void addChild(Tree<T>* child) {
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inline void addChild(TreeNode<T>* child) {
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if (child) {
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child->parent = this;
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push_back(child);
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}
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}
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inline void addChildren(const Vector<T>* children) {
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if (!children) return;
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for (U32 i = 0; i < children->size(); i++) {
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TreeNode<T>* child = new TreeNode<T>((*children)[i], this);
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push_back(child);
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}
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}
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void operator =(Vector<T>* other) { clear(); addChildren(other); }
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Tree<T>* getParentNode() const { return parent; }
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Vector<Tree<T>*> getChildrenNodes() const {
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Vector<Tree<T>*> children;
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inline U32 getNumChildren() const { return size(); }
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inline bool hasChildren() const { return size() > 0; }
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inline Vector<TreeNode<T>*> getChildren() const {
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Vector<TreeNode<T>*> children;
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children.reserve(size());
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for (U32 i = 0; i < size(); i++)
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children.push_back((*this)[i]);
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return children;
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}
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inline void deleteChildren()
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{
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for (U32 i = 0; i < size(); i++)
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delete (*this)[i];
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clear();
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}
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Vector<Tree<T>*> getSiblingsNodes() const {
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Vector<Tree<T>*> siblings;
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//sibling logic
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inline Vector<TreeNode<T>*> getSiblings() const {
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Vector<TreeNode<T>*> siblings;
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if (!parent) return siblings;
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siblings.reserve(parent->size() - 1);
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for (U32 i = 0; i < parent->size(); i++) {
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Tree<T>* sibling = (*parent)[i];
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TreeNode<T>* sibling = (*parent)[i];
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if (sibling != this)
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siblings.push_back(sibling);
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}
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return siblings;
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}
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//data logic
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inline T getData() const { return data; }
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inline void setData(const T& val) { data = val; }
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inline void operator =(const T& val) { data = val; }
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};
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class TreeObject : public SimObject {
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typedef SimObject Parent;
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public:
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struct Node : public Tree<void*> {
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struct Node : public TreeNode<void*> {
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S32 key;
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ConsoleBaseType* type;
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Node(S32 k, ConsoleBaseType* t) : Tree<void*>(NULL, NULL), key(k), type(t) {}
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Node(S32 k, ConsoleBaseType* t) : TreeNode<void*>(NULL, NULL), key(k), type(t) {}
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~Node() {
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if (data)
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{
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