string_builder.cpp 3.5 KB

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  1. /**************************************************************************/
  2. /* string_builder.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "string_builder.h"
  31. StringBuilder &StringBuilder::append(const String &p_string) {
  32. if (p_string.is_empty()) {
  33. return *this;
  34. }
  35. strings.push_back(p_string);
  36. appended_strings.push_back(-1);
  37. string_length += p_string.length();
  38. return *this;
  39. }
  40. StringBuilder &StringBuilder::append(const char *p_cstring) {
  41. int32_t len = strlen(p_cstring);
  42. c_strings.push_back(p_cstring);
  43. appended_strings.push_back(len);
  44. string_length += len;
  45. return *this;
  46. }
  47. String StringBuilder::as_string() const {
  48. if (string_length == 0) {
  49. return "";
  50. }
  51. String string;
  52. string.resize_uninitialized(string_length + 1);
  53. char32_t *buffer = string.ptrw();
  54. int current_position = 0;
  55. int godot_string_elem = 0;
  56. int c_string_elem = 0;
  57. for (uint32_t i = 0; i < appended_strings.size(); i++) {
  58. const int32_t str_len = appended_strings[i];
  59. if (str_len == -1) {
  60. // Godot string
  61. const String &s = strings[godot_string_elem];
  62. memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(char32_t));
  63. current_position += s.length();
  64. godot_string_elem++;
  65. } else {
  66. const char *s = c_strings[c_string_elem];
  67. for (int32_t j = 0; j < str_len; j++) {
  68. buffer[current_position + j] = s[j];
  69. }
  70. current_position += str_len;
  71. c_string_elem++;
  72. }
  73. }
  74. buffer[current_position] = 0;
  75. return string;
  76. }