using static BurnOutSharp.Models.Compression.MSZIP.Constants;
namespace BurnOutSharp.Compression.MSZIP
{
///
public class State
{
///
/// Current offset within the window
///
public uint WindowPosition;
///
/// Bit buffer
///
public uint BitBuffer;
///
/// Bits in bit buffer
///
public uint BitCount;
///
/// Literal/length and distance code lengths
///
public uint[] Lengths = new uint[288 + 32];
///
/// Bit length count table
///
public uint[] Counts = new uint[ZIPBMAX + 1];
///
/// Memory for l[-1..ZIPBMAX-1]
///
public int[] LengthMemory = new int[ZIPBMAX + 1];
///
/// Table stack
///
public HuffmanNode[] TableStack = new HuffmanNode[ZIPBMAX];
///
/// Values in order of bit length
///
public uint[] Values = new uint[ZIPN_MAX];
///
/// Bit offsets, then code stack
///
public uint[] BitOffsets = new uint[ZIPBMAX + 1];
/// byte*
public int InputPosition;
}
}