testss
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using System;
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namespace UnityEditor.Rendering
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{
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/// <summary>Used in editor drawer part to store the state of expendable areas.</summary>
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/// <typeparam name="TState">An enum to use to describe the state.</typeparam>
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/// <typeparam name="TTarget">A type given to automatically compute the key.</typeparam>
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public struct ExpandedState<TState, TTarget>
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where TState : struct, IConvertible
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{
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EditorPrefBoolFlags<TState> m_State;
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/// <summary>Constructor will create the key to store in the EditorPref the state given generic type passed.</summary>
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/// <param name="defaultValue">If key did not exist, it will be created with this value for initialization.</param>
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/// <param name="prefix">[Optional] Prefix scope of the key (Default is CoreRP)</param>
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public ExpandedState(TState defaultValue, string prefix = "CoreRP")
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{
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String Key = string.Format("{0}:{1}:UI_State", prefix, typeof(TTarget).Name);
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m_State = new EditorPrefBoolFlags<TState>(Key);
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//register key if not already there
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if (!EditorPrefs.HasKey(Key))
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{
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EditorPrefs.SetInt(Key, (int)(object)defaultValue);
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}
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}
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/// <summary>Get or set the state given the mask.</summary>
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/// <param name="mask">The filtering mask</param>
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/// <returns>True: All flagged area are expended</returns>
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public bool this[TState mask]
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{
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get { return m_State.HasFlag(mask); }
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set { m_State.SetFlag(mask, value); }
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}
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/// <summary>Accessor to the expended state of this specific mask.</summary>
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/// <param name="mask">The filtering mask</param>
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/// <returns>True: All flagged area are expended</returns>
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public bool GetExpandedAreas(TState mask)
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{
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return m_State.HasFlag(mask);
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}
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/// <summary>Setter to the expended state.</summary>
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/// <param name="mask">The filtering mask</param>
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/// <param name="value">The expended state to set</param>
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public void SetExpandedAreas(TState mask, bool value)
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{
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m_State.SetFlag(mask, value);
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}
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/// <summary> Utility to set all states to true </summary>
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public void ExpandAll()
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{
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m_State.rawValue = ~(-1);
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}
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/// <summary> Utility to set all states to false </summary>
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public void CollapseAll()
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{
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m_State.rawValue = 0;
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}
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}
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}
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