godot/core/vset.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

145 lines
3.9 KiB
C++

/*************************************************************************/
/* vset.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 THE AUTHORS OR COPYRIGHT HOLDERS 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. */
/*************************************************************************/
#ifndef VSET_H
#define VSET_H
#include "typedefs.h"
#include "vector.h"
template<class T>
class VSet {
Vector<T> _data;
_FORCE_INLINE_ int _find(const T& p_val,bool &r_exact) const {
r_exact=false;
if (_data.empty())
return 0;
int low = 0;
int high = _data.size() -1;
int middle;
const T *a=&_data[0];
while( low <= high )
{
middle = ( low + high ) / 2;
if( p_val < a[ middle] ) {
high = middle - 1; //search low end of array
} else if ( a[middle] < p_val) {
low = middle + 1; //search high end of array
} else {
r_exact=true;
return middle;
}
}
//return the position where this would be inserted
if (a[middle]<p_val)
middle++;
return middle;
}
_FORCE_INLINE_ int _find_exact(const T& p_val) const {
if (_data.empty())
return -1;
int low = 0;
int high = _data.size() -1;
int middle;
const T *a=&_data[0];
while( low <= high )
{
middle = ( low + high ) / 2;
if( p_val < a[ middle] ) {
high = middle - 1; //search low end of array
} else if ( a[middle] < p_val) {
low = middle + 1; //search high end of array
} else {
return middle;
}
}
return -1;
}
public:
void insert(const T& p_val) {
bool exact;
int pos = _find(p_val,exact);
if (exact)
return;
_data.insert(pos,p_val);
}
bool has(const T& p_val) const {
return _find_exact(p_val)!=-1;
}
void erase(const T& p_val) {
int pos = _find_exact(p_val);
if (pos<0)
return;
_data.remove(pos);
}
int find(const T& p_val) const {
return _find_exact(p_val);
}
_FORCE_INLINE_ bool empty() const { return _data.empty(); }
_FORCE_INLINE_ int size() const { return _data.size(); }
inline T& operator[](int p_index) {
return _data[p_index];
}
inline const T& operator[](int p_index) const {
return _data[p_index];
}
};
#endif // VSET_H