/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkPriorityQueue.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/**
 * @class   vtkPriorityQueue
 * @brief   a list of ids arranged in priority order
 *
 * vtkPriorityQueue is a general object for creating and manipulating lists
 * of object ids (e.g., point or cell ids). Object ids are sorted according
 * to a user-specified priority, where entries at the top of the queue have
 * the smallest values.
 *
 * This implementation provides a feature beyond the usual ability to insert
 * and retrieve (or pop) values from the queue. It is also possible to
 * pop any item in the queue given its id number. This allows you to delete
 * entries in the queue which can useful for reinserting an item into the
 * queue.
 *
 * @warning
 * This implementation is a variation of the priority queue described in
 * "Data Structures & Algorithms" by Aho, Hopcroft, Ullman. It creates
 * a balanced, partially ordered binary tree implemented as an ordered
 * array. This avoids the overhead associated with parent/child pointers,
 * and frequent memory allocation and deallocation.
*/

#ifndef vtkPriorityQueue_h
#define vtkPriorityQueue_h

#include "vtkCommonCoreModule.h" // For export macro
#include "vtkObject.h"

#include "vtkIdTypeArray.h" // Needed for inline methods

class VTKCOMMONCORE_EXPORT vtkPriorityQueue : public vtkObject
{
public:

  class Item
  {
  public:
    double priority;
    vtkIdType id;
  };

  /**
   * Instantiate priority queue with default size and extension size of 1000.
   */
  static vtkPriorityQueue *New();

  vtkTypeMacro(vtkPriorityQueue,vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  /**
   * Allocate initial space for priority queue.
   */
  void Allocate(vtkIdType sz, vtkIdType ext=1000);

  /**
   * Insert id with priority specified. The id is generally an
   * index like a point id or cell id.
   */
  void Insert(double priority, vtkIdType id);

  /**
   * Removes item at specified location from tree; then reorders and
   * balances tree. The location == 0 is the root of the tree. If queue
   * is exhausted, then a value < 0 is returned. (Note: the location
   * is not the same as deleting an id; id is mapped to location.)
   */
  vtkIdType Pop(vtkIdType location, double &priority);

  /**
   * Same as above but simplified for easier wrapping into interpreted
   * languages.
   */
  vtkIdType Pop(vtkIdType location=0);

  /**
   * Peek into the queue without actually removing anything. Returns the
   * id and the priority.
   */
  vtkIdType Peek(vtkIdType location, double &priority);

  /**
   * Peek into the queue without actually removing anything. Returns the
   * id.
   */
  vtkIdType Peek(vtkIdType location=0);

  /**
   * Delete entry in queue with specified id. Returns priority value
   * associated with that id; or VTK_DOUBLE_MAX if not in queue.
   */
  double DeleteId(vtkIdType id);

  /**
   * Get the priority of an entry in the queue with specified id. Returns
   * priority value of that id or VTK_DOUBLE_MAX if not in queue.
   */
  double GetPriority(vtkIdType id);

  /**
   * Return the number of items in this queue.
   */
  vtkIdType GetNumberOfItems() {return this->MaxId+1;};

  /**
   * Empty the queue but without releasing memory. This avoids the
   * overhead of memory allocation/deletion.
   */
  void Reset();

protected:
  vtkPriorityQueue();
  ~vtkPriorityQueue() override;

  Item *Resize(const vtkIdType sz);

  vtkIdTypeArray *ItemLocation;
  Item *Array;
  vtkIdType Size;
  vtkIdType MaxId;
  vtkIdType Extend;
private:
  vtkPriorityQueue(const vtkPriorityQueue&) VTK_DELETE_FUNCTION;
  void operator=(const vtkPriorityQueue&) VTK_DELETE_FUNCTION;
};

inline double vtkPriorityQueue::DeleteId(vtkIdType id)
{
  double priority=VTK_DOUBLE_MAX;
  vtkIdType loc;

  if ( id <= this->ItemLocation->GetMaxId() &&
  (loc=this->ItemLocation->GetValue(id)) != -1 )
  {
    this->Pop(loc,priority);
  }
  return priority;
}

inline double vtkPriorityQueue::GetPriority(vtkIdType id)
{
  vtkIdType loc;

  if ( id <= this->ItemLocation->GetMaxId() &&
  (loc=this->ItemLocation->GetValue(id)) != -1 )
  {
    return this->Array[loc].priority;
  }
  return VTK_DOUBLE_MAX;
}

inline vtkIdType vtkPriorityQueue::Peek(vtkIdType location, double &priority)
{
  if ( this->MaxId < 0 )
  {
    return -1;
  }
  else
  {
    priority = this->Array[location].priority;
    return this->Array[location].id;
  }
}

inline vtkIdType vtkPriorityQueue::Peek(vtkIdType location)
{
  if ( this->MaxId < 0 )
  {
    return -1;
  }
  else
  {
    return this->Array[location].id;
  }
}

#endif
