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	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 🎆
		
	
			
		
			
				
	
	
		
			84 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  string_builder.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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#ifndef STRING_BUILDER_H
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#define STRING_BUILDER_H
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#include "core/string/ustring.h"
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#include "core/templates/vector.h"
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class StringBuilder {
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	uint32_t string_length = 0;
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	Vector<String> strings;
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	Vector<const char *> c_strings;
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	// -1 means it's a Godot String
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	// a natural number means C string.
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	Vector<int32_t> appended_strings;
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public:
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	StringBuilder &append(const String &p_string);
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	StringBuilder &append(const char *p_cstring);
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	_FORCE_INLINE_ StringBuilder &operator+(const String &p_string) {
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		return append(p_string);
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	}
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	_FORCE_INLINE_ StringBuilder &operator+(const char *p_cstring) {
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		return append(p_cstring);
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	}
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	_FORCE_INLINE_ void operator+=(const String &p_string) {
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		append(p_string);
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	}
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	_FORCE_INLINE_ void operator+=(const char *p_cstring) {
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		append(p_cstring);
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	}
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	_FORCE_INLINE_ int num_strings_appended() const {
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		return appended_strings.size();
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	}
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	_FORCE_INLINE_ uint32_t get_string_length() const {
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		return string_length;
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	}
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	String as_string() const;
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	_FORCE_INLINE_ operator String() const {
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		return as_string();
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	}
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	StringBuilder() {}
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};
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#endif // STRING_BUILDER_H
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