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<ol class="chapter"><li class="chapter-item expanded "><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li class="chapter-item expanded "><a href="requirements.html"><strong aria-hidden="true">2.</strong> Requirements</a></li><li class="chapter-item expanded "><a href="library-usage.html"><strong aria-hidden="true">3.</strong> Library Usage with build.rs</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="tutorial-0.html"><strong aria-hidden="true">3.1.</strong> Tutorial</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="tutorial-1.html"><strong aria-hidden="true">3.1.1.</strong> Add bindgen as a Build Dependency</a></li><li class="chapter-item expanded "><a href="tutorial-2.html"><strong aria-hidden="true">3.1.2.</strong> Create a wrapper.h Header</a></li><li class="chapter-item expanded "><a href="tutorial-3.html"><strong aria-hidden="true">3.1.3.</strong> Create a build.rs File</a></li><li class="chapter-item expanded "><a href="tutorial-4.html"><strong aria-hidden="true">3.1.4.</strong> Include the Generated Bindings in src/lib.rs</a></li><li class="chapter-item expanded "><a href="tutorial-5.html"><strong aria-hidden="true">3.1.5.</strong> Write a Sanity Test</a></li><li class="chapter-item expanded "><a href="tutorial-6.html"><strong aria-hidden="true">3.1.6.</strong> Publish Your Crate!</a></li></ol></li><li class="chapter-item expanded "><a href="non-system-libraries.html"><strong aria-hidden="true">3.2.</strong> Bindings for non-system libraries</a></li></ol></li><li class="chapter-item expanded "><a href="command-line-usage.html"><strong aria-hidden="true">4.</strong> Command Line Usage</a></li><li class="chapter-item expanded "><a href="customizing-generated-bindings.html"><strong aria-hidden="true">5.</strong> Customizing the Generated Bindings</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="allowlisting.html"><strong aria-hidden="true">5.1.</strong> Allowlisting</a></li><li class="chapter-item expanded "><a href="blocklisting.html"><strong aria-hidden="true">5.2.</strong> Blocklisting</a></li><li class="chapter-item expanded "><a href="opaque.html"><strong aria-hidden="true">5.3.</strong> Treating a Type as an Opaque Blob of Bytes</a></li><li class="chapter-item expanded "><a href="replacing-types.html"><strong aria-hidden="true">5.4.</strong> Replacing One Type with Another</a></li><li class="chapter-item expanded "><a href="nocopy.html"><strong aria-hidden="true">5.5.</strong> Preventing the Derivation of Copy and Clone</a></li><li class="chapter-item expanded "><a href="nodebug.html"><strong aria-hidden="true">5.6.</strong> Preventing the Derivation of Debug</a></li><li class="chapter-item expanded "><a href="nodefault.html"><strong aria-hidden="true">5.7.</strong> Preventing the Derivation of Default</a></li><li class="chapter-item expanded "><a href="must-use-types.html"><strong aria-hidden="true">5.8.</strong> Annotating types with #[must-use]</a></li><li class="chapter-item expanded "><a href="visibility.html"><strong aria-hidden="true">5.9.</strong> Field visibility</a></li><li class="chapter-item expanded "><a href="code-formatting.html"><strong aria-hidden="true">5.10.</strong> Code formatting</a></li></ol></li><li class="chapter-item expanded "><a href="cpp.html"><strong aria-hidden="true">6.</strong> Generating Bindings to C++</a></li><li class="chapter-item expanded "><a href="objc.html"><strong aria-hidden="true">7.</strong> Generating Bindings to Objective-c</a></li><li class="chapter-item expanded "><a href="using-unions.html"><strong aria-hidden="true">8.</strong> Using Unions</a></li><li class="chapter-item expanded "><a href="using-bitfields.html" class="active"><strong aria-hidden="true">9.</strong> Using Bitfields</a></li><li class="chapter-item expanded "><a href="using-fam.html"><strong aria-hidden="true">10.</strong> Using Flexible Array Members</a></li><li class="chapter-item expanded "><a href="faq.html"><strong aria-hidden="true">11.</strong> FAQ</a></li></ol>
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<h1 class="menu-title">The bindgen User Guide</h1>
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<h1><a class="header" href="#using-the-bitfield-types-generated-by-bindgen" id="using-the-bitfield-types-generated-by-bindgen">Using the Bitfield Types Generated by Bindgen</a></h1>
<h2><a class="header" href="#bitfield-strategy-overview" id="bitfield-strategy-overview">Bitfield Strategy Overview</a></h2>
<p>As Rust does not support bitfields, Bindgen generates a struct for each with the following characteristics</p>
<ul>
<li>Immutable getter functions for each bitfield named <code>&lt;bitfield&gt;</code></li>
<li>Setter functions for each contiguous block of bitfields named <code>set_&lt;bitfield&gt;</code></li>
<li>For each contiguous block of bitfields, Bindgen emits an opaque physical field that contains one or more logical bitfields</li>
<li>A static constructor <code>new_bitfield_{1, 2, ...}</code> with a parameter for each bitfield contained within the opaque physical field.</li>
</ul>
<h2><a class="header" href="#bitfield-examples" id="bitfield-examples">Bitfield examples</a></h2>
<p>For this discussion, we will use the following C type definitions and functions.</p>
<pre><code class="language-c">typedef struct {
unsigned int a: 1;
unsigned int b: 1;
unsigned int c: 2;
} StructWithBitfields;
// Create a default bitfield
StructWithBitfields create_bitfield();
// Print a bitfield
void print_bitfield(StructWithBitfields bfield);
</code></pre>
<p>Bindgen creates a set of field getters and setters for interacting with the bitset. For example, </p>
<pre><code class="language-rust ignore"> let mut bfield = unsafe { create_bitfield() };
bfield.set_a(1);
println!(&quot;a set to {}&quot;, bfield.a());
bfield.set_b(1);
println!(&quot;b set to {}&quot;, bfield.b());
bfield.set_c(3);
println!(&quot;c set to {}&quot;, bfield.c());
unsafe { print_bitfield(bfield) };
</code></pre>
<p>will print out</p>
<pre><code class="language-text">a set to 1
b set to 1
c set to 3
StructWithBitfields: a:1, b:1, c:3
</code></pre>
<p>Overflowing a bitfield will result in the same behavior as in C/C++: the bitfield will be set to 0.</p>
<pre><code class="language-rust ignore"> let mut bfield = unsafe { create_bitfield() };
bfield.set_a(1);
bfield.set_b(1);
bfield.set_c(12);
println!(&quot;c set to {} due to overflow&quot;, bfield.c());
unsafe { print_bitfield(bfield) };
</code></pre>
<p>will print out</p>
<pre><code class="language-text">c set to 0 due to overflow
StructWithBitfields: a:1, b:1, c:0
</code></pre>
<p>To create a new bitfield in Rust, use the bitfield allocation unit constructor.</p>
<p>Note: This requires the Builder's derive_default to be set to true, otherwise the necessary Default functions won't be generated.</p>
<pre><code class="language-rust ignore"> let bfield = StructWithBitfields{
_bitfield_1: StructWithBitfields::new_bitfield_1(0,0,0),
..Default::default()
};
unsafe { print_bitfield(bfield) };
</code></pre>
<p>This will print out</p>
<pre><code class="language-text">StructWithBitfields: a:0, b:0, c:0
</code></pre>
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