UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Common/DynamicString.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace UnityEngine.Rendering
{
/// <summary>
/// A mutable string with a size and capacity so you can do string manipulations wile avoiding GC allocs.
/// </summary>
[DebuggerDisplay("Size = {size} Capacity = {capacity}")]
public class DynamicString : DynamicArray<char>
{
/// <summary>
/// Create a DynamicString string with the default capacity.
/// </summary>
public DynamicString() : base()
{}
/// <summary>
/// Create a DynamicString given a string.
/// </summary>
/// <param name="s">The string to initialize with.</param>
public DynamicString(string s) : base(s.Length, true)
{
for (int i = 0; i < s.Length; ++i)
m_Array[i] = s[i];
}
/// <summary>
/// Allocate an empty dynamic string with the given number of characters allocated.
/// </summary>
/// <param name="capacity">The number of characters to pre-allocate.</param>
public DynamicString(int capacity) : base(capacity, false) { }
/// <summary>
/// Append a string to the DynamicString. This will not allocate memory if the capacity is still sufficient.
/// </summary>
/// <param name="s">The string to append.</param>
public void Append(string s)
{
int offset = size;
Reserve(size + s.Length, true);
for (int i = 0; i < s.Length; ++i)
m_Array[offset+i] = s[i];
size += s.Length;
BumpVersion();
}
/// <summary>
/// Append a DynamicString to this DynamicString.
/// </summary>
/// <param name="s">The string to append.</param>
public void Append(DynamicString s) => AddRange(s);
/// <summary>
/// Convert the DyanamicString back to a regular c# string.
/// </summary>
/// <returns>A new string with the same contents at the dynamic string.</returns>
public override string ToString()
{
return new string(m_Array, 0, size);
}
}
}