Windows2000/private/windows/screg/winreg/server/regstate.h
2020-09-30 17:12:32 +02:00

148 lines
3.0 KiB
C

/*++
Copyright (c) 1992 Microsoft Corporation
Module Name:
regstate.h
Abstract:
This file contains declarations for data structures
needed for maintaining state for registry key objects
Author:
Adam Edwards (adamed) 14-Nov-1997
Notes:
This file contains declarations for an object which
can be stored in a collection. The collection is a linked
list, whose most frequently accessed members are at the
front of the list. Thus it is optimized for situations
in which the same object may be asked for repeatedly.
To use this list, you should create structures which
inherit from the base object (StateObject). Each object
has a key which must be specified when you create a new
object. The key is used in searches and removes. The objects
must all have disinct keys, but this is not enforced by the list --
the caller should be sure to avoid duplicates.
Note that the list does not allocate or free objects --
it simply allows them to be added, removed, and searched
for in the list. You will need to initialize any object
before putting it into the list with the StateObjectInit
function.
*/
#ifdef LOCAL
#if !defined(_REGSTATE_H_)
#define _REGSTATE_H_
// Data types
// StateObject
// This is the base type -- any object used with the list must
// inherit from this object
typedef struct _StateObject
{
LIST_ENTRY Links;
PVOID pvKey;
} StateObject;
// Pointer type for a caller supplied function used to
// destroy objects (de-allocate memory, free resources, etc)
typedef VOID (*PFNDestroyObject) (StateObject* pObject);
// StateObjectList
// This is a linked list of StateObjects, with the most frequently accessed
// elements at the front of the list. If the same item is
// accessed repeatedly, it is found immediately in search
// operations. Note that the list is itself a StateObject, so
// the list type can be composed with itself.
typedef struct _StateObjectList
{
StateObject Object;
StateObject* pHead;
} StateObjectList;
// Exported prototypes
// Initializes a StateObject -- must be called before
// the object is used
VOID StateObjectInit(
StateObject* pObject,
PVOID pvKey);
// Initializes a StateObjectList -- must be called before
// the list is used
VOID StateObjectListInit(
StateObjectList* pList,
PVOID pvKey);
// Tells whether or not a list is empty
BOOL StateObjectListIsEmpty(StateObjectList* pList);
// Removes an object from the list
StateObject* StateObjectListRemove(
StateObjectList* pList,
PVOID pvKey);
// Finds an object in the list
StateObject* StateObjectListFind(
StateObjectList* pList,
PVOID pvKey);
// Adds an object to the list
VOID StateObjectListAdd(
StateObjectList* pList,
StateObject* pObject);
// Removes all objects from the list and
// destroys them.
VOID StateObjectListClear(
StateObjectList* pList,
PFNDestroyObject pfnDestroy);
#endif // _REGSTATE_H_
#endif // LOCAL