// Copyright (C) 2006-2009 by Kat'Oun // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __IRR_MAP_H_INCLUDED__ #define __IRR_MAP_H_INCLUDED__ #include "irrTypes.h" namespace irr { namespace core { //! map template for associative arrays using a red-black tree template class map { //! red/black tree for map template class RBTree { public: RBTree(const KeyTypeRB& k, const ValueTypeRB& v) : LeftChild(0), RightChild(0), Parent(0), Key(k), Value(v), IsRed(true) {} void setLeftChild(RBTree* p) { LeftChild=p; if (p) p->setParent(this); } void setRightChild(RBTree* p) { RightChild=p; if (p) p->setParent(this); } void setParent(RBTree* p) { Parent=p; } void setValue(const ValueTypeRB& v) { Value = v; } void setRed() { IsRed = true; } void setBlack() { IsRed = false; } RBTree* getLeftChild() const { return LeftChild; } RBTree* getRightChild() const { return RightChild; } RBTree* getParent() const { return Parent; } ValueTypeRB getValue() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Value; } KeyTypeRB getKey() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Key; } bool isRoot() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Parent==0; } bool isLeftChild() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return (Parent != 0) && (Parent->getLeftChild()==this); } bool isRightChild() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return (Parent!=0) && (Parent->getRightChild()==this); } bool isLeaf() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return (LeftChild==0) && (RightChild==0); } unsigned int getLevel() const { if (isRoot()) return 1; else return getParent()->getLevel() + 1; } bool isRed() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return IsRed; } bool isBlack() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return !IsRed; } private: RBTree(); RBTree* LeftChild; RBTree* RightChild; RBTree* Parent; KeyTypeRB Key; ValueTypeRB Value; bool IsRed; }; // RBTree public: typedef RBTree Node; //! Normal Iterator class Iterator { public: Iterator() : Root(0), Cur(0) {} // Constructor(Node*) Iterator(Node* root) : Root(root) { reset(); } // Copy constructor Iterator(const Iterator& src) : Root(src.Root), Cur(src.Cur) {} void reset(bool atLowest=true) { if (atLowest) Cur = getMin(Root); else Cur = getMax(Root); } bool atEnd() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Cur==0; } Node* getNode() { return Cur; } Iterator& operator=(const Iterator& src) { Root = src.Root; Cur = src.Cur; return (*this); } void operator++(int) { inc(); } void operator--(int) { dec(); } Node* operator -> () { return getNode(); } Node& operator* () { if (atEnd()) throw "Iterator at end"; return *Cur; } private: Node* getMin(Node* n) { while(n && n->getLeftChild()) n = n->getLeftChild(); return n; } Node* getMax(Node* n) { while(n && n->getRightChild()) n = n->getRightChild(); return n; } void inc() { // Already at end? if (Cur==0) return; if (Cur->getRightChild()) { // If current node has a right child, the next higher node is the // node with lowest key beneath the right child. Cur = getMin(Cur->getRightChild()); } else if (Cur->isLeftChild()) { // No right child? Well if current node is a left child then // the next higher node is the parent Cur = Cur->getParent(); } else { // Current node neither is left child nor has a right child. // Ie it is either right child or root // The next higher node is the parent of the first non-right // child (ie either a left child or the root) up in the // hierarchy. Root's parent is 0. while(Cur->isRightChild()) Cur = Cur->getParent(); Cur = Cur->getParent(); } } void dec() { // Already at end? if (Cur==0) return; if (Cur->getLeftChild()) { // If current node has a left child, the next lower node is the // node with highest key beneath the left child. Cur = getMax(Cur->getLeftChild()); } else if (Cur->isRightChild()) { // No left child? Well if current node is a right child then // the next lower node is the parent Cur = Cur->getParent(); } else { // Current node neither is right child nor has a left child. // Ie it is either left child or root // The next higher node is the parent of the first non-left // child (ie either a right child or the root) up in the // hierarchy. Root's parent is 0. while(Cur->isLeftChild()) Cur = Cur->getParent(); Cur = Cur->getParent(); } } Node* Root; Node* Cur; }; // Iterator //! Parent First Iterator. /** Traverses the tree from top to bottom. Typical usage is when storing the tree structure, because when reading it later (and inserting elements) the tree structure will be the same. */ class ParentFirstIterator { public: ParentFirstIterator() : Root(0), Cur(0) { } explicit ParentFirstIterator(Node* root) : Root(root), Cur(0) { reset(); } void reset() { Cur = Root; } bool atEnd() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Cur==0; } Node* getNode() { return Cur; } ParentFirstIterator& operator=(const ParentFirstIterator& src) { Root = src.Root; Cur = src.Cur; return (*this); } void operator++(int) { inc(); } Node* operator -> () { return getNode(); } Node& operator* () { if (atEnd()) throw "ParentFirstIterator at end"; return *getNode(); } private: void inc() { // Already at end? if (Cur==0) return; // First we try down to the left if (Cur->getLeftChild()) { Cur = Cur->getLeftChild(); } else if (Cur->getRightChild()) { // No left child? The we go down to the right. Cur = Cur->getRightChild(); } else { // No children? Move up in the hierarcy until // we either reach 0 (and are finished) or // find a right uncle. while (Cur!=0) { // But if parent is left child and has a right "uncle" the parent // has already been processed but the uncle hasn't. Move to // the uncle. if (Cur->isLeftChild() && Cur->getParent()->getRightChild()) { Cur = Cur->getParent()->getRightChild(); return; } Cur = Cur->getParent(); } } } Node* Root; Node* Cur; }; // ParentFirstIterator //! Parent Last Iterator /** Traverse the tree from bottom to top. Typical usage is when deleting all elements in the tree because you must delete the children before you delete their parent. */ class ParentLastIterator { public: ParentLastIterator() : Root(0), Cur(0) {} explicit ParentLastIterator(Node* root) : Root(root), Cur(0) { reset(); } void reset() { Cur = getMin(Root); } bool atEnd() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Cur==0; } Node* getNode() { return Cur; } ParentLastIterator& operator=(const ParentLastIterator& src) { Root = src.Root; Cur = src.Cur; return (*this); } void operator++(int) { inc(); } Node* operator -> () { return getNode(); } Node& operator* () { if (atEnd()) throw "ParentLastIterator at end"; return *getNode(); } private: Node* getMin(Node* n) { while(n!=0 && (n->getLeftChild()!=0 || n->getRightChild()!=0)) { if (n->getLeftChild()) n = n->getLeftChild(); else n = n->getRightChild(); } return n; } void inc() { // Already at end? if (Cur==0) return; // Note: Starting point is the node as far down to the left as possible. // If current node has an uncle to the right, go to the // node as far down to the left from the uncle as possible // else just go up a level to the parent. if (Cur->isLeftChild() && Cur->getParent()->getRightChild()) { Cur = getMin(Cur->getParent()->getRightChild()); } else Cur = Cur->getParent(); } Node* Root; Node* Cur; }; // ParentLastIterator // AccessClass is a temporary class used with the [] operator. // It makes it possible to have different behavior in situations like: // myTree["Foo"] = 32; // If "Foo" already exists update its value else insert a new element. // int i = myTree["Foo"] // If "Foo" exists return its value, else throw an exception. class AccessClass { // Let map be the only one who can instantiate this class. friend class map; public: // Assignment operator. Handles the myTree["Foo"] = 32; situation void operator=(const ValueType& value) { // Just use the Set method, it handles already exist/not exist situation Tree.set(Key,value); } // ValueType operator operator ValueType() { Node* node = Tree.find(Key); // Not found if (node==0) throw "Item not found"; _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return node->getValue(); } private: AccessClass(map& tree, const KeyType& key) : Tree(tree), Key(key) {} AccessClass(); map& Tree; const KeyType& Key; }; // AccessClass // Constructor. map() : Root(0), Size(0) {} // Destructor ~map() { clear(); } //------------------------------ // Public Commands //------------------------------ //! Inserts a new node into the tree /** \param keyNew: the index for this value \param v: the value to insert \return True if successful, false if it fails (already exists) */ bool insert(const KeyType& keyNew, const ValueType& v) { // First insert node the "usual" way (no fancy balance logic yet) Node* newNode = new Node(keyNew,v); if (!insert(newNode)) { delete newNode; _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } // Then attend a balancing party while (!newNode->isRoot() && (newNode->getParent()->isRed())) { if (newNode->getParent()->isLeftChild()) { // If newNode is a left child, get its right 'uncle' Node* newNodesUncle = newNode->getParent()->getParent()->getRightChild(); if ( newNodesUncle!=0 && newNodesUncle->isRed()) { // case 1 - change the colours newNode->getParent()->setBlack(); newNodesUncle->setBlack(); newNode->getParent()->getParent()->setRed(); // Move newNode up the tree newNode = newNode->getParent()->getParent(); } else { // newNodesUncle is a black node if ( newNode->isRightChild()) { // and newNode is to the right // case 2 - move newNode up and rotate newNode = newNode->getParent(); rotateLeft(newNode); } // case 3 newNode->getParent()->setBlack(); newNode->getParent()->getParent()->setRed(); rotateRight(newNode->getParent()->getParent()); } } else { // If newNode is a right child, get its left 'uncle' Node* newNodesUncle = newNode->getParent()->getParent()->getLeftChild(); if ( newNodesUncle!=0 && newNodesUncle->isRed()) { // case 1 - change the colours newNode->getParent()->setBlack(); newNodesUncle->setBlack(); newNode->getParent()->getParent()->setRed(); // Move newNode up the tree newNode = newNode->getParent()->getParent(); } else { // newNodesUncle is a black node if (newNode->isLeftChild()) { // and newNode is to the left // case 2 - move newNode up and rotate newNode = newNode->getParent(); rotateRight(newNode); } // case 3 newNode->getParent()->setBlack(); newNode->getParent()->getParent()->setRed(); rotateLeft(newNode->getParent()->getParent()); } } } // Color the root black Root->setBlack(); return true; } //! Replaces the value if the key already exists, otherwise inserts a new element. /** \param k The index for this value \param v The new value of */ void set(const KeyType& k, const ValueType& v) { Node* p = find(k); if (p) p->setValue(v); else insert(k,v); } //! Removes a node from the tree and returns it. /** The returned node must be deleted by the user \param k the key to remove \return A pointer to the node, or 0 if not found */ Node* delink(const KeyType& k) { Node* p = find(k); if (p == 0) return 0; // Rotate p down to the left until it has no right child, will get there // sooner or later. while(p->getRightChild()) { // "Pull up my right child and let it knock me down to the left" rotateLeft(p); } // p now has no right child but might have a left child Node* left = p->getLeftChild(); // Let p's parent point to p's child instead of point to p if (p->isLeftChild()) p->getParent()->setLeftChild(left); else if (p->isRightChild()) p->getParent()->setRightChild(left); else { // p has no parent => p is the root. // Let the left child be the new root. setRoot(left); } // p is now gone from the tree in the sense that // no one is pointing at it, so return it. --Size; return p; } //! Removes a node from the tree and deletes it. /** \return True if the node was found and deleted */ bool remove(const KeyType& k) { Node* p = find(k); if (p == 0) { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } // Rotate p down to the left until it has no right child, will get there // sooner or later. while(p->getRightChild()) { // "Pull up my right child and let it knock me down to the left" rotateLeft(p); } // p now has no right child but might have a left child Node* left = p->getLeftChild(); // Let p's parent point to p's child instead of point to p if (p->isLeftChild()) p->getParent()->setLeftChild(left); else if (p->isRightChild()) p->getParent()->setRightChild(left); else { // p has no parent => p is the root. // Let the left child be the new root. setRoot(left); } // p is now gone from the tree in the sense that // no one is pointing at it. Let's get rid of it. delete p; --Size; return true; } //! Clear the entire tree void clear() { ParentLastIterator i(getParentLastIterator()); while(!i.atEnd()) { Node* p = i.getNode(); i++; // Increment it before it is deleted // else iterator will get quite confused. delete p; } Root = 0; Size= 0; } //! Is the tree empty? //! \return Returns true if empty, false if not bool isEmpty() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return Root == 0; } //! Search for a node with the specified key. //! \param keyToFind: The key to find //! \return Returns 0 if node couldn't be found. Node* find(const KeyType& keyToFind) const { Node* pNode = Root; while(pNode!=0) { KeyType key(pNode->getKey()); if (keyToFind == key) return pNode; else if (keyToFind < key) pNode = pNode->getLeftChild(); else //keyToFind > key pNode = pNode->getRightChild(); } return 0; } //! Gets the root element. //! \return Returns a pointer to the root node, or //! 0 if the tree is empty. Node* getRoot() const { return Root; } //! Returns the number of nodes in the tree. u32 size() const { return Size; } //------------------------------ // Public Iterators //------------------------------ //! Returns an iterator Iterator getIterator() { Iterator it(getRoot()); return it; } //! Returns a ParentFirstIterator. //! Traverses the tree from top to bottom. Typical usage is //! when storing the tree structure, because when reading it //! later (and inserting elements) the tree structure will //! be the same. ParentFirstIterator getParentFirstIterator() { ParentFirstIterator it(getRoot()); return it; } //! Returns a ParentLastIterator to traverse the tree from //! bottom to top. //! Typical usage is when deleting all elements in the tree //! because you must delete the children before you delete //! their parent. ParentLastIterator getParentLastIterator() { ParentLastIterator it(getRoot()); return it; } //------------------------------ // Public Operators //------------------------------ //! operator [] for access to elements /** for example myMap["key"] */ AccessClass operator[](const KeyType& k) { return AccessClass(*this, k); } private: //------------------------------ // Disabled methods //------------------------------ // Copy constructor and assignment operator deliberately // defined but not implemented. The tree should never be // copied, pass along references to it instead. explicit map(const map& src); map& operator = (const map& src); //! Set node as new root. /** The node will be set to black, otherwise core dumps may arise (patch provided by rogerborg). \param newRoot Node which will be the new root */ void setRoot(Node* newRoot) { Root = newRoot; if (Root != 0) { Root->setParent(0); Root->setBlack(); } } //! Insert a node into the tree without using any fancy balancing logic. /** \return false if that key already exist in the tree. */ bool insert(Node* newNode) { bool result=true; // Assume success if (Root==0) { setRoot(newNode); Size = 1; } else { Node* pNode = Root; KeyType keyNew = newNode->getKey(); while (pNode) { KeyType key(pNode->getKey()); if (keyNew == key) { result = false; pNode = 0; } else if (keyNew < key) { if (pNode->getLeftChild() == 0) { pNode->setLeftChild(newNode); pNode = 0; } else pNode = pNode->getLeftChild(); } else // keyNew > key { if (pNode->getRightChild()==0) { pNode->setRightChild(newNode); pNode = 0; } else { pNode = pNode->getRightChild(); } } } if (result) ++Size; } _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return result; } //! Rotate left. //! Pull up node's right child and let it knock node down to the left void rotateLeft(Node* p) { Node* right = p->getRightChild(); p->setRightChild(right->getLeftChild()); if (p->isLeftChild()) p->getParent()->setLeftChild(right); else if (p->isRightChild()) p->getParent()->setRightChild(right); else setRoot(right); right->setLeftChild(p); } //! Rotate right. //! Pull up node's left child and let it knock node down to the right void rotateRight(Node* p) { Node* left = p->getLeftChild(); p->setLeftChild(left->getRightChild()); if (p->isLeftChild()) p->getParent()->setLeftChild(left); else if (p->isRightChild()) p->getParent()->setRightChild(left); else setRoot(left); left->setRightChild(p); } //------------------------------ // Private Members //------------------------------ Node* Root; // The top node. 0 if empty. u32 Size; // Number of nodes in the tree }; } // end namespace core } // end namespace irr #endif // __IRR_MAP_H_INCLUDED__