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https://github.com/godotengine/godot.git
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49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
/*************************************************************************/
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/* string_builder.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "string_builder.h"
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#include <string.h>
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StringBuilder &StringBuilder::append(const String &p_string) {
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if (p_string == String())
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return *this;
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strings.push_back(p_string);
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appended_strings.push_back(-1);
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string_length += p_string.length();
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return *this;
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}
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StringBuilder &StringBuilder::append(const char *p_cstring) {
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int32_t len = strlen(p_cstring);
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c_strings.push_back(p_cstring);
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appended_strings.push_back(len);
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string_length += len;
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return *this;
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}
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String StringBuilder::as_string() const {
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if (string_length == 0)
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return "";
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CharType *buffer = memnew_arr(CharType, string_length);
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int current_position = 0;
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int godot_string_elem = 0;
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int c_string_elem = 0;
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for (int i = 0; i < appended_strings.size(); i++) {
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if (appended_strings[i] == -1) {
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// Godot string
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const String &s = strings[godot_string_elem];
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memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(CharType));
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current_position += s.length();
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godot_string_elem++;
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} else {
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const char *s = c_strings[c_string_elem];
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for (int32_t j = 0; j < appended_strings[i]; j++) {
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buffer[current_position + j] = s[j];
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}
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current_position += appended_strings[i];
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c_string_elem++;
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}
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}
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String final_string = String(buffer, string_length);
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memdelete_arr(buffer);
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return final_string;
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}
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