Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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List.hh
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#pragma once
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#include "abstract/memory/Memory.hh"
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namespace
Kinoko::Abstract::Memory {
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struct
MEMLink
{
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void
*m_prevObject;
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void
*m_nextObject;
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};
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struct
MEMList {
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MEMList();
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MEMList(u16 offset);
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bool
operator==(
const
MEMList &rhs)
const
=
default
;
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void
append(
void
*
object
);
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void
remove(
void
*
object
);
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[[nodiscard]]
void
*getFirst();
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[[nodiscard]]
void
*getNext(
void
*
object
);
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void
*m_headObject;
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void
*m_tailObject;
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u16 m_numObjects;
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u16 m_offset;
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private
:
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void
setFirstObject(
void
*
object
);
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[[nodiscard]]
MEMLink
*getLink(
void
*
object
);
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};
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}
// namespace Kinoko::Abstract::Memory
Kinoko::Abstract::Memory::MEMLink
Link of an intrusive doubly-linked list.
Definition
List.hh:8
abstract
memory
List.hh
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