/****************************************************************************
* MeshLab                                                           o o     *
* A versatile mesh processing toolbox                             o     o   *
*                                                                _   O  _   *
* Copyright(C) 2005                                                \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#ifndef _PriorityQueue_h_
#define _PriorityQueue_h_

/** Implements a bounded-size max priority queue using a heap
*/
template <typename Index, typename Weight>
class HeapMaxPriorityQueue
{
	struct Element
	{
			Weight weight;
			Index index;
	};

public:

	HeapMaxPriorityQueue(void)
	{
		mElements = 0;
		mMaxSize = 0;
	}

	inline void setMaxSize(int maxSize)
	{
		if (mMaxSize!=maxSize)
		{
			mMaxSize = maxSize;
			delete[] mElements;
			mElements = new Element[mMaxSize];
			mpOffsetedElements = (mElements-1);
		}
		init();
	}

	inline void init() { mCount = 0; }

	inline bool isFull() const { return mCount == mMaxSize; }

	/** returns number of elements inserted in queue
	*/
	inline int getNofElements() const { return mCount; }

	inline Weight getWeight(int i) const { return mElements[i].weight; }
	inline Index  getIndex(int i) const { return mElements[i].index; }

	inline Weight getTopWeight() const { return mElements[0].weight; }

	inline void insert(Index index, Weight weight)
	{
		if (mCount==mMaxSize)
		{
			if (weight<mElements[0].weight)
			{
				register int j, k;
				j = 1;
				k = 2;
				while (k <= mMaxSize)
				{
					Element* z = &(mpOffsetedElements[k]);
					if ((k < mMaxSize) && (z->weight < mpOffsetedElements[k+1].weight))
						z = &(mpOffsetedElements[++k]);

					if(weight >= z->weight)
						break;
					mpOffsetedElements[j] = *z;
					j = k;
					k = 2 * j;
				}
				mpOffsetedElements[j].weight = weight;
				mpOffsetedElements[j].index = index;
			}
		}
		else
		{
			int i, j;
			i = ++mCount;
			while (i >= 2)
			{
				j = i >> 1;
				Element& y = mpOffsetedElements[j];
				if(weight <= y.weight)
					break;
				mpOffsetedElements[i] = y;
				i = j;
			}
			mpOffsetedElements[i].index = index;
			mpOffsetedElements[i].weight = weight;
		}
	}

protected:

	int mCount;
	int mMaxSize;
	Element* mElements;
	Element* mpOffsetedElements;
};

#endif