DelayBuffer.cs
1.42 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DelayBuffer<T> {
private RingBuffer<T> buffer;
/// <summary> Returns the underlying Buffer object. </summary>
public RingBuffer<T> Buffer { get { return buffer; } }
public DelayBuffer(int bufferSize) {
buffer = new RingBuffer<T>(bufferSize);
}
/// <summary> Returns true if the buffer was full and out "delayedT" will
/// contain the oldest value in the buffer, otherwise returns false. </summary>
public bool Add(T t, out T delayedT) {
bool willOutputValue;
if (buffer.IsFull) {
willOutputValue = true;
delayedT = buffer.GetOldest();
}
else {
willOutputValue = false;
delayedT = default(T);
}
buffer.Add(t);
return willOutputValue;
}
}