godot-cpp/include/godot_cpp/templates/sort_array.hpp

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/**************************************************************************/
/* sort_array.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 GODOT_SORT_ARRAY_HPP
#define GODOT_SORT_ARRAY_HPP
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
2024-03-15 08:57:36 +00:00
#ifdef GODOT_MODULE
#include "core/templates/sort_array.h"
#else
#include <godot_cpp/core/error_macros.hpp>
namespace godot {
#define ERR_BAD_COMPARE(cond) \
if (unlikely(cond)) { \
ERR_PRINT("bad comparison function; sorting will be broken"); \
break; \
}
template <typename T>
struct _DefaultComparator {
_FORCE_INLINE_ bool operator()(const T &a, const T &b) const { return (a < b); }
};
#ifdef DEBUG_ENABLED
#define SORT_ARRAY_VALIDATE_ENABLED true
#else
#define SORT_ARRAY_VALIDATE_ENABLED false
#endif
template <typename T, typename Comparator = _DefaultComparator<T>, bool Validate = SORT_ARRAY_VALIDATE_ENABLED>
class SortArray {
enum {
INTROSORT_THRESHOLD = 16
};
public:
Comparator compare;
inline const T &median_of_3(const T &a, const T &b, const T &c) const {
if (compare(a, b)) {
if (compare(b, c)) {
return b;
} else if (compare(a, c)) {
return c;
} else {
return a;
}
} else if (compare(a, c)) {
return a;
} else if (compare(b, c)) {
return c;
} else {
return b;
}
}
inline int bitlog(int n) const {
int k;
for (k = 0; n != 1; n >>= 1) {
++k;
}
return k;
}
/* Heap / Heapsort functions */
inline void push_heap(int p_first, int p_hole_idx, int p_top_index, T p_value, T *p_array) const {
int parent = (p_hole_idx - 1) / 2;
while (p_hole_idx > p_top_index && compare(p_array[p_first + parent], p_value)) {
p_array[p_first + p_hole_idx] = p_array[p_first + parent];
p_hole_idx = parent;
parent = (p_hole_idx - 1) / 2;
}
p_array[p_first + p_hole_idx] = p_value;
}
inline void pop_heap(int p_first, int p_last, int p_result, T p_value, T *p_array) const {
p_array[p_result] = p_array[p_first];
adjust_heap(p_first, 0, p_last - p_first, p_value, p_array);
}
inline void pop_heap(int p_first, int p_last, T *p_array) const {
pop_heap(p_first, p_last - 1, p_last - 1, p_array[p_last - 1], p_array);
}
inline void adjust_heap(int p_first, int p_hole_idx, int p_len, T p_value, T *p_array) const {
int top_index = p_hole_idx;
int second_child = 2 * p_hole_idx + 2;
while (second_child < p_len) {
if (compare(p_array[p_first + second_child], p_array[p_first + (second_child - 1)])) {
second_child--;
}
p_array[p_first + p_hole_idx] = p_array[p_first + second_child];
p_hole_idx = second_child;
second_child = 2 * (second_child + 1);
}
if (second_child == p_len) {
p_array[p_first + p_hole_idx] = p_array[p_first + (second_child - 1)];
p_hole_idx = second_child - 1;
}
push_heap(p_first, p_hole_idx, top_index, p_value, p_array);
}
inline void sort_heap(int p_first, int p_last, T *p_array) const {
while (p_last - p_first > 1) {
pop_heap(p_first, p_last--, p_array);
}
}
inline void make_heap(int p_first, int p_last, T *p_array) const {
if (p_last - p_first < 2) {
return;
}
int len = p_last - p_first;
int parent = (len - 2) / 2;
while (true) {
adjust_heap(p_first, parent, len, p_array[p_first + parent], p_array);
if (parent == 0) {
return;
}
parent--;
}
}
inline void partial_sort(int p_first, int p_last, int p_middle, T *p_array) const {
make_heap(p_first, p_middle, p_array);
for (int i = p_middle; i < p_last; i++) {
if (compare(p_array[i], p_array[p_first])) {
pop_heap(p_first, p_middle, i, p_array[i], p_array);
}
}
sort_heap(p_first, p_middle, p_array);
}
inline void partial_select(int p_first, int p_last, int p_middle, T *p_array) const {
make_heap(p_first, p_middle, p_array);
for (int i = p_middle; i < p_last; i++) {
if (compare(p_array[i], p_array[p_first])) {
pop_heap(p_first, p_middle, i, p_array[i], p_array);
}
}
}
inline int partitioner(int p_first, int p_last, T p_pivot, T *p_array) const {
const int unmodified_first = p_first;
const int unmodified_last = p_last;
while (true) {
while (compare(p_array[p_first], p_pivot)) {
if (Validate) {
ERR_BAD_COMPARE(p_first == unmodified_last - 1);
}
p_first++;
}
p_last--;
while (compare(p_pivot, p_array[p_last])) {
if (Validate) {
ERR_BAD_COMPARE(p_last == unmodified_first);
}
p_last--;
}
if (!(p_first < p_last)) {
return p_first;
}
SWAP(p_array[p_first], p_array[p_last]);
p_first++;
}
}
inline void introsort(int p_first, int p_last, T *p_array, int p_max_depth) const {
while (p_last - p_first > INTROSORT_THRESHOLD) {
if (p_max_depth == 0) {
partial_sort(p_first, p_last, p_last, p_array);
return;
}
p_max_depth--;
int cut = partitioner(
p_first,
p_last,
median_of_3(
p_array[p_first],
p_array[p_first + (p_last - p_first) / 2],
p_array[p_last - 1]),
p_array);
introsort(cut, p_last, p_array, p_max_depth);
p_last = cut;
}
}
inline void introselect(int p_first, int p_nth, int p_last, T *p_array, int p_max_depth) const {
while (p_last - p_first > 3) {
if (p_max_depth == 0) {
partial_select(p_first, p_nth + 1, p_last, p_array);
SWAP(p_first, p_nth);
return;
}
p_max_depth--;
int cut = partitioner(
p_first,
p_last,
median_of_3(
p_array[p_first],
p_array[p_first + (p_last - p_first) / 2],
p_array[p_last - 1]),
p_array);
if (cut <= p_nth) {
p_first = cut;
} else {
p_last = cut;
}
}
insertion_sort(p_first, p_last, p_array);
}
inline void unguarded_linear_insert(int p_last, T p_value, T *p_array) const {
int next = p_last - 1;
while (compare(p_value, p_array[next])) {
if (Validate) {
ERR_BAD_COMPARE(next == 0);
}
p_array[p_last] = p_array[next];
p_last = next;
next--;
}
p_array[p_last] = p_value;
}
inline void linear_insert(int p_first, int p_last, T *p_array) const {
T val = p_array[p_last];
if (compare(val, p_array[p_first])) {
for (int i = p_last; i > p_first; i--) {
p_array[i] = p_array[i - 1];
}
p_array[p_first] = val;
} else {
unguarded_linear_insert(p_last, val, p_array);
}
}
inline void insertion_sort(int p_first, int p_last, T *p_array) const {
if (p_first == p_last) {
return;
}
for (int i = p_first + 1; i != p_last; i++) {
linear_insert(p_first, i, p_array);
}
}
inline void unguarded_insertion_sort(int p_first, int p_last, T *p_array) const {
for (int i = p_first; i != p_last; i++) {
unguarded_linear_insert(i, p_array[i], p_array);
}
}
inline void final_insertion_sort(int p_first, int p_last, T *p_array) const {
if (p_last - p_first > INTROSORT_THRESHOLD) {
insertion_sort(p_first, p_first + INTROSORT_THRESHOLD, p_array);
unguarded_insertion_sort(p_first + INTROSORT_THRESHOLD, p_last, p_array);
} else {
insertion_sort(p_first, p_last, p_array);
}
}
inline void sort_range(int p_first, int p_last, T *p_array) const {
if (p_first != p_last) {
introsort(p_first, p_last, p_array, bitlog(p_last - p_first) * 2);
final_insertion_sort(p_first, p_last, p_array);
}
}
inline void sort(T *p_array, int p_len) const {
sort_range(0, p_len, p_array);
}
inline void nth_element(int p_first, int p_last, int p_nth, T *p_array) const {
if (p_first == p_last || p_nth == p_last) {
return;
}
introselect(p_first, p_nth, p_last, p_array, bitlog(p_last - p_first) * 2);
}
};
} // namespace godot
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
2024-03-15 08:57:36 +00:00
#endif
#endif // GODOT_SORT_ARRAY_HPP