9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
188 lines
4.8 KiB
C#
188 lines
4.8 KiB
C#
using System;
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namespace UnityEngine.InputSystem.Utilities
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{
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// Work with substrings without actually allocating strings.
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internal struct Substring : IComparable<Substring>, IEquatable<Substring>
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{
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private readonly string m_String;
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private readonly int m_Index;
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private readonly int m_Length;
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public bool isEmpty => m_Length == 0;
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public Substring(string str)
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{
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m_String = str;
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m_Index = 0;
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if (str != null)
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m_Length = str.Length;
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else
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m_Length = 0;
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}
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public Substring(string str, int index, int length)
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{
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Debug.Assert(str == null || index < str.Length);
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Debug.Assert(str != null || length == 0);
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m_String = str;
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m_Index = index;
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m_Length = length;
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}
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public Substring(string str, int index)
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{
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Debug.Assert(str == null || index < str.Length);
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m_String = str;
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m_Index = index;
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m_Length = str.Length - index;
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}
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public override bool Equals(object obj)
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{
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if (obj is Substring other)
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return Equals(other);
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if (obj is string str)
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return Equals(str);
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return false;
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}
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public bool Equals(string other)
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{
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if (string.IsNullOrEmpty(other))
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return m_Length == 0;
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if (other.Length != m_Length)
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return false;
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for (var i = 0; i < m_Length; ++i)
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if (other[i] != m_String[m_Index + i])
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return false;
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return true;
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}
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public bool Equals(Substring other)
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{
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return CompareTo(other) == 0;
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}
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public bool Equals(InternedString other)
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{
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if (length != other.length)
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return false;
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return string.Compare(m_String, m_Index, other.ToString(), 0, length,
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StringComparison.OrdinalIgnoreCase) == 0;
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}
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public int CompareTo(Substring other)
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{
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return Compare(this, other, StringComparison.CurrentCulture);
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}
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public static int Compare(Substring left, Substring right, StringComparison comparison)
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{
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if (left.m_Length != right.m_Length)
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{
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if (left.m_Length < right.m_Length)
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return -1;
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return 1;
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}
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return string.Compare(left.m_String, left.m_Index, right.m_String, right.m_Index, left.m_Length,
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comparison);
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}
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public bool StartsWith(string str)
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{
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if (str.Length > length)
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return false;
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for (var i = 0; i < str.Length; ++i)
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if (m_String[m_Index + i] != str[i])
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return false;
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return true;
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}
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public string Substr(int index = 0, int length = -1)
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{
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if (length < 0)
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length = this.length - index;
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return m_String.Substring(m_Index + index, length);
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}
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public override string ToString()
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{
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if (m_String == null)
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return string.Empty;
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return m_String.Substring(m_Index, m_Length);
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}
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public override int GetHashCode()
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{
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if (m_String == null)
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return 0;
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if (m_Index == 0 && m_Length == m_String.Length)
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return m_String.GetHashCode();
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////FIXME: this is bad... shouldn't allocate
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return ToString().GetHashCode();
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}
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public static bool operator==(Substring a, Substring b)
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{
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return a.Equals(b);
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}
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public static bool operator!=(Substring a, Substring b)
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{
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return !a.Equals(b);
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}
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public static bool operator==(Substring a, InternedString b)
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{
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return a.Equals(b);
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}
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public static bool operator!=(Substring a, InternedString b)
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{
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return !a.Equals(b);
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}
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public static bool operator==(InternedString a, Substring b)
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{
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return b.Equals(a);
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}
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public static bool operator!=(InternedString a, Substring b)
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{
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return !b.Equals(a);
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}
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public static implicit operator Substring(string s)
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{
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return new Substring(s);
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}
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public int length => m_Length;
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public int index => m_Index;
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public char this[int index]
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{
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get
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{
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if (index < 0 || index >= m_Length)
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throw new ArgumentOutOfRangeException(nameof(index));
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return m_String[m_Index + index];
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}
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}
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}
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}
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