Nuclex.Support/Source/Collections/Deque.Insertion.cs

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2024-06-13 16:36:21 +00:00
#region Apache License 2.0
/*
Nuclex .NET Framework
Copyright (C) 2002-2024 Markus Ewald / Nuclex Development Labs
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#endregion // Apache License 2.0
using System;
namespace Nuclex.Support.Collections {
partial class Deque<TItem> {
/// <summary>Inserts an item at the beginning of the double-ended queue</summary>
/// <param name="item">Item that will be inserted into the queue</param>
public void AddFirst(TItem item) {
if(this.firstBlockStartIndex > 0) {
--this.firstBlockStartIndex;
} else { // Need to allocate a new block
this.blocks.Insert(0, new TItem[this.blockSize]);
this.firstBlockStartIndex = this.blockSize - 1;
}
this.blocks[0][this.firstBlockStartIndex] = item;
++this.count;
#if DEBUG
++this.version;
#endif
}
/// <summary>Appends an item to the end of the double-ended queue</summary>
/// <param name="item">Item that will be appended to the queue</param>
public void AddLast(TItem item) {
if(this.lastBlockEndIndex < this.blockSize) {
++this.lastBlockEndIndex;
} else { // Need to allocate a new block
this.blocks.Add(new TItem[this.blockSize]);
this.lastBlockEndIndex = 1;
}
this.blocks[this.blocks.Count - 1][this.lastBlockEndIndex - 1] = item;
++this.count;
#if DEBUG
++this.version;
#endif
}
/// <summary>Inserts the item at the specified index</summary>
/// <param name="index">Index the item will be inserted at</param>
/// <param name="item">Item that will be inserted</param>
public void Insert(int index, TItem item) {
int distanceToRightEnd = this.count - index;
if(index < distanceToRightEnd) { // Are we closer to the left end?
shiftLeftAndInsert(index, item);
} else { // Nope, we're closer to the right end
shiftRightAndInsert(index, item);
}
#if DEBUG
++this.version;
#endif
}
/// <summary>
/// Shifts all items before the insertion point to the left and inserts
/// the item at the specified index
/// </summary>
/// <param name="index">Index the item will be inserted at</param>
/// <param name="item">Item that will be inserted</param>
private void shiftLeftAndInsert(int index, TItem item) {
if(index == 0) {
AddFirst(item);
} else {
int blockIndex, subIndex;
findIndex(index, out blockIndex, out subIndex);
int firstBlock = 0;
int blockStart;
// If the first block is full, we need to add another block
if(this.firstBlockStartIndex == 0) {
this.blocks.Insert(0, new TItem[this.blockSize]);
this.blocks[0][this.blockSize - 1] = this.blocks[1][0];
this.firstBlockStartIndex = this.blockSize - 1;
blockStart = 1;
--subIndex;
if(subIndex < 0) {
subIndex = this.blockSize - 1;
} else {
++blockIndex;
}
++firstBlock;
} else {
blockStart = this.firstBlockStartIndex;
--this.firstBlockStartIndex;
--subIndex;
if(subIndex < 0) {
subIndex = this.blockSize - 1;
--blockIndex;
}
}
// If the insertion point is not in the first block
if(blockIndex != firstBlock) {
Array.Copy(
this.blocks[firstBlock], blockStart,
this.blocks[firstBlock], blockStart - 1,
this.blockSize - blockStart
);
this.blocks[firstBlock][this.blockSize - 1] = this.blocks[firstBlock + 1][0];
// Move all the blocks following the insertion point to the right by one item.
// If there are no blocks inbetween, this for loop will not run.
for(int tempIndex = firstBlock + 1; tempIndex < blockIndex; ++tempIndex) {
Array.Copy(
this.blocks[tempIndex], 1, this.blocks[tempIndex], 0, this.blockSize - 1
);
this.blocks[tempIndex][this.blockSize - 1] = this.blocks[tempIndex + 1][0];
}
blockStart = 1;
}
// Finally, move the items in the block the insertion takes place in
Array.Copy(
this.blocks[blockIndex], blockStart,
this.blocks[blockIndex], blockStart - 1,
subIndex - blockStart + 1
);
this.blocks[blockIndex][subIndex] = item;
++this.count;
}
}
/// <summary>
/// Shifts all items after the insertion point to the right and inserts
/// the item at the specified index
/// </summary>
/// <param name="index">Index the item will be inserted at</param>
/// <param name="item">Item that will be inserted</param>
private void shiftRightAndInsert(int index, TItem item) {
if(index == this.count) {
AddLast(item);
} else {
int blockIndex, subIndex;
findIndex(index, out blockIndex, out subIndex);
int lastBlock = this.blocks.Count - 1;
int blockLength;
// If the lastmost block is full, we need to add another block
if(this.lastBlockEndIndex == this.blockSize) {
this.blocks.Add(new TItem[this.blockSize]);
this.blocks[lastBlock + 1][0] = this.blocks[lastBlock][this.blockSize - 1];
this.lastBlockEndIndex = 1;
blockLength = this.blockSize - 1;
} else {
blockLength = this.lastBlockEndIndex;
++this.lastBlockEndIndex;
}
// If the insertion point is not in the lastmost block
if(blockIndex != lastBlock) {
Array.Copy(
this.blocks[lastBlock], 0, this.blocks[lastBlock], 1, blockLength
);
this.blocks[lastBlock][0] = this.blocks[lastBlock - 1][this.blockSize - 1];
// Move all the blocks following the insertion point to the right by one item.
// If there are no blocks inbetween, this for loop will not run.
for(int tempIndex = lastBlock - 1; tempIndex > blockIndex; --tempIndex) {
Array.Copy(
this.blocks[tempIndex], 0, this.blocks[tempIndex], 1, this.blockSize - 1
);
this.blocks[tempIndex][0] = this.blocks[tempIndex - 1][this.blockSize - 1];
}
blockLength = this.blockSize - 1;
}
// Finally, move the items in the block the insertion takes place in
Array.Copy(
this.blocks[blockIndex], subIndex,
this.blocks[blockIndex], subIndex + 1,
blockLength - subIndex
);
this.blocks[blockIndex][subIndex] = item;
++this.count;
}
}
}
} // namespace Nuclex.Support.Collections