/*************************************************************************/ /* vset.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_VSET_HPP #define GODOT_VSET_HPP #include namespace godot { template class VSet { Vector _data; _FORCE_INLINE_ int _find(const T &p_val, bool &r_exact) const { r_exact = false; if (_data.is_empty()) { return 0; } int low = 0; int high = _data.size() - 1; const T *a = &_data[0]; int middle = 0; #ifdef DEBUG_ENABLED if (low > high) { ERR_PRINT("low > high, this may be a bug"); } #endif 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.is_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_at(pos); } int find(const T &p_val) const { return _find_exact(p_val); } _FORCE_INLINE_ bool is_empty() const { return _data.is_empty(); } _FORCE_INLINE_ int size() const { return _data.size(); } inline T &operator[](int p_index) { return _data.write[p_index]; } inline const T &operator[](int p_index) const { return _data[p_index]; } }; } // namespace godot #endif // GODOT_VSET_HPP