70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
using UnityEngine.InputSystem.Utilities;
|
|
|
|
namespace UnityEngine.InputSystem
|
|
{
|
|
/// <summary>
|
|
/// Struct replacement for System.Collections.Bitfield.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// We don't want the extra heap object just for keeping the header
|
|
/// state of the bitfield. This struct directly embeds the header
|
|
/// into the owner. Also doesn't allocate any array while length is
|
|
/// less than or equal to 64 bits.
|
|
/// </remarks>
|
|
internal struct DynamicBitfield
|
|
{
|
|
public InlinedArray<ulong> array;
|
|
public int length;
|
|
|
|
public void SetLength(int newLength)
|
|
{
|
|
// Don't touch array size if we don't have to. We're fine having a
|
|
// larger array to work with if it's already in place.
|
|
var ulongCount = BitCountToULongCount(newLength);
|
|
if (array.length < ulongCount)
|
|
array.SetLength(ulongCount);
|
|
|
|
length = newLength;
|
|
}
|
|
|
|
public void SetBit(int bitIndex)
|
|
{
|
|
Debug.Assert(bitIndex >= 0);
|
|
Debug.Assert(bitIndex < length);
|
|
|
|
array[bitIndex / 64] |= 1UL << (bitIndex % 64);
|
|
}
|
|
|
|
public bool TestBit(int bitIndex)
|
|
{
|
|
Debug.Assert(bitIndex >= 0);
|
|
Debug.Assert(bitIndex < length);
|
|
|
|
return (array[bitIndex / 64] & (1UL << (bitIndex % 64))) != 0;
|
|
}
|
|
|
|
public void ClearBit(int bitIndex)
|
|
{
|
|
Debug.Assert(bitIndex >= 0);
|
|
Debug.Assert(bitIndex < length);
|
|
|
|
array[bitIndex / 64] &= ~(1UL << (bitIndex % 64));
|
|
}
|
|
|
|
public bool AnyBitIsSet()
|
|
{
|
|
for (var i = 0; i < array.length; ++i)
|
|
{
|
|
if (array[i] != 0)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private static int BitCountToULongCount(int bitCount)
|
|
{
|
|
return (bitCount + 63) / 64;
|
|
}
|
|
}
|
|
}
|