/*
 * -----------------------------------------------------------------------------
 * This source file is part of OGRE-Next
 * (Object-oriented Graphics Rendering Engine)
 * For the latest info, see http://www.ogre3d.org/
 *
 * Copyright (c) 2000-2014 Torus Knot Software Ltd
 *
 * 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 _VectorSet_H__
#define _VectorSet_H__

#include "OgreSmallVector.h"

namespace Ogre
{
    /// VectorSet is basically a helper to use a vector as a small set container.
    /// Also these functions keep the code clean and fast.
    /// You can insert in O(1) time, if you know that it doesn't exists.
    /// You can remove in O(1) time, if you know the position of the item.
    template <typename T, unsigned S>
    struct VectorSet : public SmallVector<T, S>
    {
        typedef typename SmallVector<T, S>::iterator iterator;

        void     addNotExists( const T &item );                        // Complexity: O(1)!!
        void     remove( iterator it );                                // Complexity: O(1)!!
        iterator add( const T &item );                                 // Complexity: O(N)
        void     removeExists( const T &item );                        // Complexity: O(N)
        bool     remove( const T &item );                              // Complexity: O(N)
        void     replaceExists( const T &oldItem, const T &newItem );  // Complexity: O(N)
        bool     has( const T &item );                                 // Complexity: O(N)
        iterator find( const T &item );                                // Complexity: O(N)
        iterator findExists( const T &item );                          // Complexity: O(N)
    };

}  // namespace Ogre
#endif
