Provide alternative constructor for Nokia internal use (PlatSim compatibility).
/* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
#include "object.h"
void DGLObject_insert(DGLObject** root, DGLObject* object)
{
// Insert the object into the linked list while maintaining the ordering by name.
DGLES2_ASSERT(root != NULL);
DGLES2_ASSERT(object != NULL);
if(*root == NULL)
{
// This is the first object.
*root = object;
}
else if((*root)->name > object->name)
{
// Insert in the front.
object->next = *root;
*root = object;
}
else
{
DGLObject* prev = *root;
while(prev->next != NULL && prev->next->name < object->name)
{
prev = prev->next;
}
object->next = prev->next;
prev->next = object;
}
}
DGLObject* DGLObject_remove(DGLObject** root, GLuint name)
{
DGLES2_ASSERT(root != NULL);
{
DGLObject* object = *root;
if(object == NULL)
{
// There are no buffers.
return NULL;
}
if(object->name == name)
{
// The first buffer is to be destroyed.
*root = object->next;
return object;
}
else
{
DGLObject* removed = NULL;
while(object->next != NULL && object->next->name != name)
{
object = object->next;
}
if(object->next != NULL)
{
// The buffer to be destroyed was found.
DGLObject* newNext = object->next->next;
removed = object->next;
object->next = newNext;
}
return removed;
}
}
}
DGLObject* DGLObject_find(DGLObject* root, GLuint name)
{
DGLObject* object = root;
while(object != NULL && object->name != name)
{
object = object->next;
}
return object;
}