2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2017-09-01 15:43:23 +02:00
										 
									 
								 
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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.is_empty()) {
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											2019-10-03 19:14:29 +02:00
										 
									 
								 
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										return *this;
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									}
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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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									}
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											2018-01-20 15:23:03 +01:00
										 
									 
								 
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											2020-07-27 13:43:20 +03:00
										 
									 
								 
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									char32_t *buffer = memnew_arr(char32_t, 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(char32_t));
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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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