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