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		99fe462452
		
	
	
	
	
		
			
			- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
		
			
				
	
	
		
			58 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  string_android.h                                                     */
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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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| #ifndef STRING_ANDROID_H
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| #define STRING_ANDROID_H
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| #include "core/string/ustring.h"
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| #include "thread_jandroid.h"
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| #include <jni.h>
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| 
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| /**
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|  * Converts JNI jstring to Godot String.
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|  * @param source Source JNI string. If null an empty string is returned.
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|  * @param env JNI environment instance. If null obtained by get_jni_env().
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|  * @return Godot string instance.
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|  */
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| static inline String jstring_to_string(jstring source, JNIEnv *env = nullptr) {
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| 	String result;
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| 	if (source) {
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| 		if (!env) {
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| 			env = get_jni_env();
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| 		}
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| 		const char *const source_utf8 = env->GetStringUTFChars(source, nullptr);
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| 		if (source_utf8) {
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| 			result.parse_utf8(source_utf8);
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| 			env->ReleaseStringUTFChars(source, source_utf8);
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| 		}
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| 	}
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| 	return result;
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| }
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| 
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| #endif // STRING_ANDROID_H
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