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The copying permission statements at the beginning of source files updated to refer to LGPL. Copyright dates extended till 2014 in advance.
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
// Created on: 2002-04-23
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// Created by: Alexander KARTOMIN
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// Copyright (c) 2002-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and / or modify it
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// under the terms of the GNU Lesser General Public version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef NCollection_TListIterator_HeaderFile
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#define NCollection_TListIterator_HeaderFile
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#include <NCollection_BaseCollection.hxx>
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#include <NCollection_BaseList.hxx>
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#include <NCollection_TListNode.hxx>
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/**
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* Purpose: This Iterator class iterates on BaseList of TListNode and is
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* instantiated in List/Set/Queue/Stack
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* Remark: TListIterator is internal class
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*/
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template <class TheItemType> class NCollection_TListIterator
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: public NCollection_BaseCollection<TheItemType>::Iterator,
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public NCollection_BaseList::Iterator
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{
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public:
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//! Empty constructor - for later Init
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NCollection_TListIterator (void) :
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NCollection_BaseList::Iterator () {}
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//! Constructor with initialisation
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NCollection_TListIterator (const NCollection_BaseList& theList) :
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NCollection_BaseList::Iterator (theList) {}
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//! Assignment
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NCollection_TListIterator& operator= (const NCollection_TListIterator& theIt)
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{
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NCollection_BaseList::Iterator& me = * this;
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me.operator= (theIt);
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return * this;
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}
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//! Check end
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virtual Standard_Boolean More (void) const
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{ return (myCurrent!=NULL); }
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//! Make step
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virtual void Next (void)
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{
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myPrevious = myCurrent;
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myCurrent = myCurrent->Next();
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}
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//! Constant Value access
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virtual const TheItemType& Value (void) const
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{ return ((const NCollection_TListNode<TheItemType>*) myCurrent)->Value(); }
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//! Variable Value access
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virtual TheItemType& ChangeValue (void) const
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{ return ((NCollection_TListNode<TheItemType> *)myCurrent)->ChangeValue(); }
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};
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#endif
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