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		b5334d14f7
		
			
		
	
	
	
	
		
			
			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 🎆
		
	
			
		
			
				
	
	
		
			99 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			99 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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| 
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| #include "string_builder.h"
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| 
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| #include <string.h>
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| 
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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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| 	}
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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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| 
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| 	string_length += p_string.length();
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| 
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| 	return *this;
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| }
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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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| 
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| 	c_strings.push_back(p_cstring);
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| 	appended_strings.push_back(len);
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| 
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| 	string_length += len;
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| 
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| 	return *this;
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| }
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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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| 
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| 	char32_t *buffer = memnew_arr(char32_t, string_length);
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| 
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| 	int current_position = 0;
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| 
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| 	int godot_string_elem = 0;
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| 	int c_string_elem = 0;
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| 
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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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| 
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| 			memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(char32_t));
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| 
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| 			current_position += s.length();
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| 
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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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| 
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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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| 
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| 			current_position += appended_strings[i];
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| 
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| 			c_string_elem++;
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| 		}
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| 	}
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| 
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| 	String final_string = String(buffer, string_length);
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| 
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| 	memdelete_arr(buffer);
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| 
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| 	return final_string;
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| }
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