I spent the better part of yesterday trying to solve this problem as a bigger part of the issue of "Representing union bitfields using c#'s StrucLayout and FieldOffset", which will not only answer you question (above), but can be found here:
Representing union bitfields using c#'s StrucLayout and FieldOffset
Essentially, you will need to define a struct (a value type) and use the BitVector32 object to define the bitfield section for each bitfield you wish to represent. You can skip the part about the union since that does not pertain to your question, but the large majority of the post still pertains to your question.
Just for the fun of it, I thought I would whip up the C# struct for your RGB16 example:
Note: BitVector32 object are 32 bits in length, so the '16' on the moniker is kind of misleading... please take note of that
[StructLayout(LayoutKind.Explicit, Size = 1, CharSet = CharSet.Ansi)]
public struct Rgb16
{
#region Lifetime
/// <summary>
/// Ctor
/// </summary>
/// <param name="foo"></param>
public Rgb16(int foo)
{
// allocate the bitfield
buffer = new BitVector32(0);
// initialize bitfield sections
r = BitVector32.CreateSection(0x0f); // 4
g = BitVector32.CreateSection(0x1f, r); // 5
b = BitVector32.CreateSection(0x0f, g); // 4
}
#endregion
#region Bifield
// Creates and initializes a BitVector32.
[FieldOffset(0)]
private BitVector32 buffer;
#endregion
#region Bitfield sections
/// <summary>
/// Section - Red
/// </summary>
private static BitVector32.Section r;
/// <summary>
/// Section - Green
/// </summary>
private static BitVector32.Section g;
/// <summary>
/// Section - Blue
/// </summary>
private static BitVector32.Section b;
#endregion
#region Properties
/// <summary>
/// Flag 1
/// </summary>
public byte R
{
get { return (byte)buffer[r]; }
set { buffer[r] = value; }
}
/// <summary>
/// Flag 2
/// </summary>
public byte G
{
get { return (byte)buffer[g]; }
set { buffer[g] = value; }
}
/// <summary>
/// Flag 1
/// </summary>
public byte B
{
get { return (byte)buffer[b]; }
set { buffer[b] = value; }
}
#endregion
#region ToString
/// <summary>
/// Allows us to represent this in human readable form
/// </summary>
/// <returns></returns>
public override string ToString()
{
return $"Name: {nameof(Rgb16)}{Environment.NewLine}Red: {R}: Green: {G} Blue: {B} {Environment.NewLine}BitVector32: {buffer}{Environment.NewLine}";
}
#endregion
}
To use this, you would allocate as follows:
internal static class Program
{
/// <summary>
/// Main entry point
/// </summary>
/// <param name="args"></param>
static void Main(string[] args)
{
var rgb16 = new Rgb16(0)
{
R = 24,
G = 16,
B = 42
};
Also, please note that there is a reference to this:
Bit fields in C#
There are many other answers here, but they have many pitfalls to be aware of. Perhaps the best thing I can do here is just list what you might want to look for:
- Be sure to pack your data on a byte boundary
- Make sure to specify the size of your data types i.e. int changes size depending on the hardware, System.Int32 does not.
- Make sure you honor the 'endianness' of your integer data types
- Avoid if at all possible any ties to the underlying language i.e. avoid the language memory manager -- stick to "plain old data types". That will make marshaling data across the wire much simpler.