// Original code dervied from:
// https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/Utils/Bag.cs
// --------------------------------------------------------------------------------------------------------------------
//
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//
// Class Bag.
//
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
namespace MonoGame.Extended.Collections
{
public class Bag : IEnumerable
{
private T[] _items;
private readonly bool _isPrimitive;
public int Capacity => _items.Length;
public bool IsEmpty => Count == 0;
public int Count { get; private set; }
public Bag(int capacity = 16)
{
_isPrimitive = typeof(T).IsPrimitive;
_items = new T[capacity];
}
public T this[int index]
{
get => index >= _items.Length ? default(T) : _items[index];
set
{
EnsureCapacity(index + 1);
if (index >= Count)
Count = index + 1;
_items[index] = value;
}
}
public void Add(T element)
{
EnsureCapacity(Count + 1);
_items[Count] = element;
++Count;
}
public void AddRange(Bag range)
{
for (int index = 0, j = range.Count; j > index; ++index)
Add(range[index]);
}
public void Clear()
{
if(Count == 0)
return;
// non-primitive types are cleared so the garbage collector can release them
if (!_isPrimitive)
Array.Clear(_items, 0, Count);
Count = 0;
}
public bool Contains(T element)
{
for (var index = Count - 1; index >= 0; --index)
{
if (element.Equals(_items[index]))
return true;
}
return false;
}
public T RemoveAt(int index)
{
var result = _items[index];
--Count;
_items[index] = _items[Count];
_items[Count] = default(T);
return result;
}
public bool Remove(T element)
{
for (var index = Count - 1; index >= 0; --index)
{
if (element.Equals(_items[index]))
{
--Count;
_items[index] = _items[Count];
_items[Count] = default(T);
return true;
}
}
return false;
}
public bool RemoveAll(Bag bag)
{
var isResult = false;
for (var index = bag.Count - 1; index >= 0; --index)
{
if (Remove(bag[index]))
isResult = true;
}
return isResult;
}
private void EnsureCapacity(int capacity)
{
if (capacity < _items.Length)
return;
var newCapacity = Math.Max((int)(_items.Length * 1.5), capacity);
var oldElements = _items;
_items = new T[newCapacity];
Array.Copy(oldElements, 0, _items, 0, oldElements.Length);
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
///
/// Get the for this .
///
///
///
/// Use this method preferentially over while enumerating via foreach
/// to avoid boxing the enumerator on every iteration, which can be expensive in high-performance environments.
///
public BagEnumerator GetEnumerator()
{
return new BagEnumerator(this);
}
///
/// Enumerates a Bag.
///
public struct BagEnumerator : IEnumerator
{
private readonly Bag _bag;
private volatile int _index;
///
/// Creates a new for this .
///
///
public BagEnumerator(Bag bag)
{
_bag = bag;
_index = -1;
}
readonly T IEnumerator.Current => _bag[_index];
readonly object IEnumerator.Current => _bag[_index];
///
/// Gets the element in the at the current position of the enumerator.
///
public readonly T Current => _bag[_index];
///
public bool MoveNext()
{
return ++_index < _bag.Count;
}
///
public readonly void Dispose()
{
}
///
public readonly void Reset()
{
}
}
}
}