using System;
namespace UnityEngine.Rendering
{
///
/// Generic growable array.
///
/// Type of the array.
public class DynamicArray where T: new()
{
T[] m_Array = null;
///
/// Number of elements in the array.
///
public int size { get; private set; }
///
/// Allocated size of the array.
///
public int capacity { get { return m_Array.Length; } }
///
/// Constructor.
/// Defaults to a size of 32 elements.
///
public DynamicArray()
{
m_Array = new T[32];
size = 0;
}
///
/// Constructor
///
/// Number of elements.
public DynamicArray(int size)
{
m_Array = new T[size];
this.size = size;
}
///
/// Clear the array of all elements.
///
public void Clear()
{
size = 0;
}
///
/// Add an element to the array.
///
/// Element to add to the array.
/// The index of the element.
public int Add(in T value)
{
int index = size;
// Grow array if needed;
if (index >= m_Array.Length)
{
var newArray = new T[m_Array.Length * 2];
Array.Copy(m_Array, newArray, m_Array.Length);
m_Array = newArray;
}
m_Array[index] = value;
size++;
return index;
}
///
/// Resize the Dynamic Array.
/// This will reallocate memory if necessary and set the current size of the array to the provided size.
///
/// New size for the array.
/// Set to true if you want the current content of the array to be kept.
public void Resize(int newSize, bool keepContent = false)
{
if (newSize > m_Array.Length)
{
if (keepContent)
{
var newArray = new T[newSize];
Array.Copy(m_Array, newArray, m_Array.Length);
m_Array = newArray;
}
else
{
m_Array = new T[newSize];
}
}
size = newSize;
}
///
/// ref access to an element.
///
/// Element index
/// The requested element.
public ref T this[int index]
{
get
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (index >= size)
throw new IndexOutOfRangeException();
#endif
return ref m_Array[index];
}
}
}
}