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