/*************************************************************************/
/*  vset.h                                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* 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;
		const T *a = &_data[0];
		int middle = 0;

#if 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.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
