Merge pull request #21822 from aaronfranke/mono-pascal
[Mono] Various style changes and naming standardization
This commit is contained in:
commit
8366da5bc6
6 changed files with 285 additions and 281 deletions
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@ -51,24 +51,24 @@ namespace Godot
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src_max.z > dst_max.z;
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}
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public AABB Expand(Vector3 to_point)
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public AABB Expand(Vector3 point)
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{
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Vector3 begin = _position;
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Vector3 end = _position + _size;
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if (to_point.x < begin.x)
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begin.x = to_point.x;
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if (to_point.y < begin.y)
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begin.y = to_point.y;
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if (to_point.z < begin.z)
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begin.z = to_point.z;
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if (point.x < begin.x)
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begin.x = point.x;
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if (point.y < begin.y)
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begin.y = point.y;
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if (point.z < begin.z)
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begin.z = point.z;
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if (to_point.x > end.x)
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end.x = to_point.x;
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if (to_point.y > end.y)
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end.y = to_point.y;
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if (to_point.z > end.z)
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end.z = to_point.z;
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if (point.x > end.x)
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end.x = point.x;
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if (point.y > end.y)
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end.y = point.y;
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if (point.z > end.z)
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end.z = point.z;
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return new AABB(begin, end - begin);
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}
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@ -347,29 +347,29 @@ namespace Godot
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for (int i = 0; i < 3; i++)
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{
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real_t seg_from = from[i];
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real_t seg_to = to[i];
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real_t box_begin = _position[i];
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real_t box_end = box_begin + _size[i];
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real_t segFrom = from[i];
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real_t segTo = to[i];
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real_t boxBegin = _position[i];
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real_t boxEnd = boxBegin + _size[i];
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real_t cmin, cmax;
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if (seg_from < seg_to)
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if (segFrom < segTo)
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{
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if (seg_from > box_end || seg_to < box_begin)
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if (segFrom > boxEnd || segTo < boxBegin)
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return false;
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real_t length = seg_to - seg_from;
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cmin = seg_from < box_begin ? (box_begin - seg_from) / length : 0f;
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cmax = seg_to > box_end ? (box_end - seg_from) / length : 1f;
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real_t length = segTo - segFrom;
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cmin = segFrom < boxBegin ? (boxBegin - segFrom) / length : 0f;
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cmax = segTo > boxEnd ? (boxEnd - segFrom) / length : 1f;
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}
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else
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{
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if (seg_to > box_end || seg_from < box_begin)
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if (segTo > boxEnd || segFrom < boxBegin)
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return false;
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real_t length = seg_to - seg_from;
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cmin = seg_from > box_end ? (box_end - seg_from) / length : 0f;
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cmax = seg_to < box_begin ? (box_begin - seg_from) / length : 1f;
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real_t length = segTo - segFrom;
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cmin = segFrom > boxEnd ? (boxEnd - segFrom) / length : 0f;
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cmax = segTo < boxBegin ? (boxBegin - segFrom) / length : 1f;
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}
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if (cmin > min)
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@ -388,21 +388,21 @@ namespace Godot
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public AABB Merge(AABB with)
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{
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Vector3 beg_1 = _position;
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Vector3 beg_2 = with._position;
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var end_1 = new Vector3(_size.x, _size.y, _size.z) + beg_1;
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var end_2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg_2;
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Vector3 beg1 = _position;
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Vector3 beg2 = with._position;
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var end1 = new Vector3(_size.x, _size.y, _size.z) + beg1;
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var end2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg2;
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var min = new Vector3(
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beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
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beg_1.y < beg_2.y ? beg_1.y : beg_2.y,
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beg_1.z < beg_2.z ? beg_1.z : beg_2.z
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beg1.x < beg2.x ? beg1.x : beg2.x,
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beg1.y < beg2.y ? beg1.y : beg2.y,
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beg1.z < beg2.z ? beg1.z : beg2.z
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);
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var max = new Vector3(
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end_1.x > end_2.x ? end_1.x : end_2.x,
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end_1.y > end_2.y ? end_1.y : end_2.y,
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end_1.z > end_2.z ? end_1.z : end_2.z
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end1.x > end2.x ? end1.x : end2.x,
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end1.y > end2.y ? end1.y : end2.y,
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end1.z > end2.z ? end1.z : end2.z
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);
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return new AABB(min, max - min);
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@ -378,51 +378,51 @@ namespace Godot
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);
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}
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public Quat Quat() {
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real_t trace = _x[0] + _y[1] + _z[2];
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public Quat Quat() {
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real_t trace = _x[0] + _y[1] + _z[2];
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if (trace > 0.0f) {
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real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_z[1] - _y[2]) * inv_s,
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(_x[2] - _z[0]) * inv_s,
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(_y[0] - _x[1]) * inv_s,
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s * 0.25f
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);
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}
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if (trace > 0.0f) {
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real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_z[1] - _y[2]) * inv_s,
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(_x[2] - _z[0]) * inv_s,
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(_y[0] - _x[1]) * inv_s,
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s * 0.25f
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);
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}
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if (_x[0] > _y[1] && _x[0] > _z[2]) {
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real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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s * 0.25f,
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(_x[1] + _y[0]) * inv_s,
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(_x[2] + _z[0]) * inv_s,
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(_z[1] - _y[2]) * inv_s
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);
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}
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if (_x[0] > _y[1] && _x[0] > _z[2]) {
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real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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s * 0.25f,
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(_x[1] + _y[0]) * inv_s,
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(_x[2] + _z[0]) * inv_s,
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(_z[1] - _y[2]) * inv_s
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);
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}
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if (_y[1] > _z[2]) {
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real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[1] + _y[0]) * inv_s,
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s * 0.25f,
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(_y[2] + _z[1]) * inv_s,
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(_x[2] - _z[0]) * inv_s
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);
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} else {
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real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[2] + _z[0]) * inv_s,
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(_y[2] + _z[1]) * inv_s,
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s * 0.25f,
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(_y[0] - _x[1]) * inv_s
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);
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}
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}
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if (_y[1] > _z[2]) {
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real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[1] + _y[0]) * inv_s,
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s * 0.25f,
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(_y[2] + _z[1]) * inv_s,
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(_x[2] - _z[0]) * inv_s
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);
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} else {
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real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(_x[2] + _z[0]) * inv_s,
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(_y[2] + _z[1]) * inv_s,
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s * 0.25f,
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(_y[0] - _x[1]) * inv_s
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);
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}
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}
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public Basis(Quat quat)
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{
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@ -370,12 +370,12 @@ namespace Godot
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{
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var txt = string.Empty;
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txt += _to_hex(r);
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txt += _to_hex(g);
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txt += _to_hex(b);
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txt += ToHex32(r);
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txt += ToHex32(g);
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txt += ToHex32(b);
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if (include_alpha)
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txt = _to_hex(a) + txt;
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txt = ToHex32(a) + txt;
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return txt;
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}
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@ -411,7 +411,7 @@ namespace Godot
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r = (rgba & 0xFFFF) / 65535.0f;
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}
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private static int _parse_col(string str, int ofs)
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private static int ParseCol8(string str, int ofs)
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{
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int ig = 0;
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@ -448,7 +448,7 @@ namespace Godot
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return ig;
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}
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private String _to_hex(float val)
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private String ToHex32(float val)
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{
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int v = Mathf.RoundToInt(Mathf.Clamp(val * 255, 0, 255));
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@ -490,17 +490,17 @@ namespace Godot
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if (alpha)
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{
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if (_parse_col(color, 0) < 0)
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if (ParseCol8(color, 0) < 0)
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return false;
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}
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int from = alpha ? 2 : 0;
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if (_parse_col(color, from + 0) < 0)
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if (ParseCol8(color, from + 0) < 0)
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return false;
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if (_parse_col(color, from + 2) < 0)
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if (ParseCol8(color, from + 2) < 0)
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return false;
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if (_parse_col(color, from + 4) < 0)
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if (ParseCol8(color, from + 4) < 0)
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return false;
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return true;
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@ -542,7 +542,7 @@ namespace Godot
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if (alpha)
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{
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a = _parse_col(rgba, 0) / 255f;
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a = ParseCol8(rgba, 0) / 255f;
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if (a < 0)
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throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba);
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@ -554,17 +554,17 @@ namespace Godot
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int from = alpha ? 2 : 0;
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r = _parse_col(rgba, from + 0) / 255f;
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r = ParseCol8(rgba, from + 0) / 255f;
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if (r < 0)
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throw new ArgumentOutOfRangeException("Invalid color code. Red part is not valid hexadecimal: " + rgba);
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g = _parse_col(rgba, from + 2) / 255f;
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g = ParseCol8(rgba, from + 2) / 255f;
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if (g < 0)
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throw new ArgumentOutOfRangeException("Invalid color code. Green part is not valid hexadecimal: " + rgba);
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b = _parse_col(rgba, from + 4) / 255f;
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b = ParseCol8(rgba, from + 4) / 255f;
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if (b < 0)
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throw new ArgumentOutOfRangeException("Invalid color code. Blue part is not valid hexadecimal: " + rgba);
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@ -4,22 +4,22 @@ using System.Threading;
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namespace Godot
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{
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public class GodotSynchronizationContext : SynchronizationContext
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{
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private readonly BlockingCollection<KeyValuePair<SendOrPostCallback, object>> queue = new BlockingCollection<KeyValuePair<SendOrPostCallback, object>>();
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public class GodotSynchronizationContext : SynchronizationContext
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{
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private readonly BlockingCollection<KeyValuePair<SendOrPostCallback, object>> queue = new BlockingCollection<KeyValuePair<SendOrPostCallback, object>>();
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public override void Post(SendOrPostCallback d, object state)
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{
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queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
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}
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public override void Post(SendOrPostCallback d, object state)
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{
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queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
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}
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public void ExecutePendingContinuations()
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{
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KeyValuePair<SendOrPostCallback, object> workItem;
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while (queue.TryTake(out workItem))
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{
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workItem.Key(workItem.Value);
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}
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}
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}
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public void ExecutePendingContinuations()
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{
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KeyValuePair<SendOrPostCallback, object> workItem;
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while (queue.TryTake(out workItem))
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{
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workItem.Key(workItem.Value);
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}
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}
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}
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}
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@ -6,89 +6,89 @@ using System.Threading.Tasks;
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namespace Godot
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{
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public class GodotTaskScheduler : TaskScheduler
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{
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private GodotSynchronizationContext Context { get; set; }
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private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
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public class GodotTaskScheduler : TaskScheduler
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{
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private GodotSynchronizationContext Context { get; set; }
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private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
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public GodotTaskScheduler()
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{
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Context = new GodotSynchronizationContext();
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SynchronizationContext.SetSynchronizationContext(Context);
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}
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public GodotTaskScheduler()
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{
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Context = new GodotSynchronizationContext();
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SynchronizationContext.SetSynchronizationContext(Context);
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}
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protected sealed override void QueueTask(Task task)
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{
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lock (_tasks)
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{
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_tasks.AddLast(task);
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}
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}
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protected sealed override void QueueTask(Task task)
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{
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lock (_tasks)
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{
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_tasks.AddLast(task);
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}
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}
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protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
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{
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if (SynchronizationContext.Current != Context)
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{
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return false;
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}
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protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
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||||
{
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if (SynchronizationContext.Current != Context)
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{
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return false;
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}
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if (taskWasPreviouslyQueued)
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{
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TryDequeue(task);
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}
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if (taskWasPreviouslyQueued)
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||||
{
|
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TryDequeue(task);
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}
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||||
|
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return TryExecuteTask(task);
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||||
}
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return TryExecuteTask(task);
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||||
}
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||||
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||||
protected sealed override bool TryDequeue(Task task)
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||||
{
|
||||
lock (_tasks)
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||||
{
|
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return _tasks.Remove(task);
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||||
}
|
||||
}
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||||
protected sealed override bool TryDequeue(Task task)
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||||
{
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lock (_tasks)
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||||
{
|
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return _tasks.Remove(task);
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||||
}
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||||
}
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||||
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||||
protected sealed override IEnumerable<Task> GetScheduledTasks()
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||||
{
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lock (_tasks)
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||||
{
|
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return _tasks.ToArray();
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||||
}
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||||
}
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protected sealed override IEnumerable<Task> GetScheduledTasks()
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||||
{
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lock (_tasks)
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||||
{
|
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return _tasks.ToArray();
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||||
}
|
||||
}
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||||
|
||||
public void Activate()
|
||||
{
|
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ExecuteQueuedTasks();
|
||||
Context.ExecutePendingContinuations();
|
||||
}
|
||||
public void Activate()
|
||||
{
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ExecuteQueuedTasks();
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Context.ExecutePendingContinuations();
|
||||
}
|
||||
|
||||
private void ExecuteQueuedTasks()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Task task;
|
||||
private void ExecuteQueuedTasks()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Task task;
|
||||
|
||||
lock (_tasks)
|
||||
{
|
||||
if (_tasks.Any())
|
||||
{
|
||||
task = _tasks.First.Value;
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||||
_tasks.RemoveFirst();
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||||
}
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||||
else
|
||||
{
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||||
break;
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||||
}
|
||||
}
|
||||
lock (_tasks)
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||||
{
|
||||
if (_tasks.Any())
|
||||
{
|
||||
task = _tasks.First.Value;
|
||||
_tasks.RemoveFirst();
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
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||||
|
||||
if (task != null)
|
||||
{
|
||||
if (!TryExecuteTask(task))
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (task != null)
|
||||
{
|
||||
if (!TryExecuteTask(task))
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace Godot
|
|||
return slices;
|
||||
}
|
||||
|
||||
private static string GetSlicec(this string instance, char splitter, int slice)
|
||||
private static string GetSliceCharacter(this string instance, char splitter, int slice)
|
||||
{
|
||||
if (!instance.Empty() && slice >= 0)
|
||||
{
|
||||
|
@ -36,12 +36,18 @@ namespace Godot
|
|||
|
||||
while (true)
|
||||
{
|
||||
if (instance[i] == 0 || instance[i] == splitter)
|
||||
bool end = instance.Length <= i;
|
||||
|
||||
if (end || instance[i] == splitter)
|
||||
{
|
||||
if (slice == count)
|
||||
{
|
||||
return instance.Substring(prev, i - prev);
|
||||
}
|
||||
else if (end)
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
count++;
|
||||
prev = i + 1;
|
||||
|
@ -57,7 +63,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// If the string is a path to a file, return the path to the file without the extension.
|
||||
// </summary>
|
||||
public static string Basename(this string instance)
|
||||
public static string BaseName(this string instance)
|
||||
{
|
||||
int index = instance.LastIndexOf('.');
|
||||
|
||||
|
@ -144,7 +150,7 @@ namespace Godot
|
|||
|
||||
for (int i = 0; i < aux.GetSliceCount(" "); i++)
|
||||
{
|
||||
string slice = aux.GetSlicec(' ', i);
|
||||
string slice = aux.GetSliceCharacter(' ', i);
|
||||
if (slice.Length > 0)
|
||||
{
|
||||
slice = char.ToUpper(slice[0]) + slice.Substring(1);
|
||||
|
@ -161,6 +167,14 @@ namespace Godot
|
|||
// Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
|
||||
// </summary>
|
||||
public static int CasecmpTo(this string instance, string to)
|
||||
{
|
||||
return instance.CompareTo(to, true);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
// Perform a comparison to another string, return -1 if less, 0 if equal and +1 if greater.
|
||||
// </summary>
|
||||
public static int CompareTo(this string instance, string to, bool caseSensitive = true)
|
||||
{
|
||||
if (instance.Empty())
|
||||
return to.Empty() ? 0 : -1;
|
||||
|
@ -168,24 +182,45 @@ namespace Godot
|
|||
if (to.Empty())
|
||||
return 1;
|
||||
|
||||
int instance_idx = 0;
|
||||
int to_idx = 0;
|
||||
|
||||
while (true)
|
||||
int instanceIndex = 0;
|
||||
int toIndex = 0;
|
||||
|
||||
if (caseSensitive) // Outside while loop to avoid checking multiple times, despite some code duplication.
|
||||
{
|
||||
if (to[to_idx] == 0 && instance[instance_idx] == 0)
|
||||
return 0; // We're equal
|
||||
if (instance[instance_idx] == 0)
|
||||
return -1; // If this is empty, and the other one is not, then we're less... I think?
|
||||
if (to[to_idx] == 0)
|
||||
return 1; // Otherwise the other one is smaller...
|
||||
if (instance[instance_idx] < to[to_idx]) // More than
|
||||
return -1;
|
||||
if (instance[instance_idx] > to[to_idx]) // Less than
|
||||
return 1;
|
||||
while (true)
|
||||
{
|
||||
if (to[toIndex] == 0 && instance[instanceIndex] == 0)
|
||||
return 0; // We're equal
|
||||
if (instance[instanceIndex] == 0)
|
||||
return -1; // If this is empty, and the other one is not, then we're less... I think?
|
||||
if (to[toIndex] == 0)
|
||||
return 1; // Otherwise the other one is smaller...
|
||||
if (instance[instanceIndex] < to[toIndex]) // More than
|
||||
return -1;
|
||||
if (instance[instanceIndex] > to[toIndex]) // Less than
|
||||
return 1;
|
||||
|
||||
instance_idx++;
|
||||
to_idx++;
|
||||
instanceIndex++;
|
||||
toIndex++;
|
||||
}
|
||||
} else
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (to[toIndex] == 0 && instance[instanceIndex] == 0)
|
||||
return 0; // We're equal
|
||||
if (instance[instanceIndex] == 0)
|
||||
return -1; // If this is empty, and the other one is not, then we're less... I think?
|
||||
if (to[toIndex] == 0)
|
||||
return 1; // Otherwise the other one is smaller..
|
||||
if (char.ToUpper(instance[instanceIndex]) < char.ToUpper(to[toIndex])) // More than
|
||||
return -1;
|
||||
if (char.ToUpper(instance[instanceIndex]) > char.ToUpper(to[toIndex])) // Less than
|
||||
return 1;
|
||||
|
||||
instanceIndex++;
|
||||
toIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -361,7 +396,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Check whether this string is a subsequence of the given string.
|
||||
// </summary>
|
||||
public static bool IsSubsequenceOf(this string instance, string text, bool case_insensitive)
|
||||
public static bool IsSubsequenceOf(this string instance, string text, bool caseSensitive = true)
|
||||
{
|
||||
int len = instance.Length;
|
||||
|
||||
|
@ -371,50 +406,42 @@ namespace Godot
|
|||
if (len > text.Length)
|
||||
return false;
|
||||
|
||||
int src = 0;
|
||||
int tgt = 0;
|
||||
int source = 0;
|
||||
int target = 0;
|
||||
|
||||
while (instance[src] != 0 && text[tgt] != 0)
|
||||
while (instance[source] != 0 && text[target] != 0)
|
||||
{
|
||||
bool match;
|
||||
|
||||
if (case_insensitive)
|
||||
if (!caseSensitive)
|
||||
{
|
||||
char srcc = char.ToLower(instance[src]);
|
||||
char tgtc = char.ToLower(text[tgt]);
|
||||
match = srcc == tgtc;
|
||||
char sourcec = char.ToLower(instance[source]);
|
||||
char targetc = char.ToLower(text[target]);
|
||||
match = sourcec == targetc;
|
||||
}
|
||||
else
|
||||
{
|
||||
match = instance[src] == text[tgt];
|
||||
match = instance[source] == text[target];
|
||||
}
|
||||
if (match)
|
||||
{
|
||||
src++;
|
||||
if (instance[src] == 0)
|
||||
source++;
|
||||
if (instance[source] == 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
tgt++;
|
||||
target++;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// <summary>
|
||||
// Check whether this string is a subsequence of the given string, considering case.
|
||||
// </summary>
|
||||
public static bool IsSubsequenceOf(this string instance, string text)
|
||||
{
|
||||
return instance.IsSubsequenceOf(text, false);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
// Check whether this string is a subsequence of the given string, without considering case.
|
||||
// Check whether this string is a subsequence of the given string, ignoring case differences.
|
||||
// </summary>
|
||||
public static bool IsSubsequenceOfI(this string instance, string text)
|
||||
{
|
||||
return instance.IsSubsequenceOf(text, true);
|
||||
return instance.IsSubsequenceOf(text, false);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
|
@ -452,12 +479,12 @@ namespace Godot
|
|||
return false; // Don't start with number plz
|
||||
}
|
||||
|
||||
bool valid_char = instance[i] >= '0' &&
|
||||
bool validChar = instance[i] >= '0' &&
|
||||
instance[i] <= '9' || instance[i] >= 'a' &&
|
||||
instance[i] <= 'z' || instance[i] >= 'A' &&
|
||||
instance[i] <= 'Z' || instance[i] == '_';
|
||||
|
||||
if (!valid_char)
|
||||
if (!validChar)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -476,8 +503,9 @@ namespace Godot
|
|||
// <summary>
|
||||
// Check whether the string contains a valid IP address.
|
||||
// </summary>
|
||||
public static bool IsValidIpAddress(this string instance)
|
||||
public static bool IsValidIPAddress(this string instance)
|
||||
{
|
||||
// TODO: Support IPv6 addresses
|
||||
string[] ip = instance.Split(".");
|
||||
|
||||
if (ip.Length != 4)
|
||||
|
@ -500,7 +528,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return a copy of the string with special characters escaped using the JSON standard.
|
||||
// </summary>
|
||||
public static string JsonEscape(this string instance)
|
||||
public static string JSONEscape(this string instance)
|
||||
{
|
||||
var sb = new StringBuilder(string.Copy(instance));
|
||||
|
||||
|
@ -563,15 +591,15 @@ namespace Godot
|
|||
// <summary>
|
||||
// Do a simple case sensitive expression match, using ? and * wildcards (see [method expr_match]).
|
||||
// </summary>
|
||||
public static bool Match(this string instance, string expr)
|
||||
public static bool Match(this string instance, string expr, bool caseSensitive = true)
|
||||
{
|
||||
return instance.ExprMatch(expr, true);
|
||||
return instance.ExprMatch(expr, caseSensitive);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
// Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]).
|
||||
// </summary>
|
||||
public static bool Matchn(this string instance, string expr)
|
||||
public static bool MatchN(this string instance, string expr)
|
||||
{
|
||||
return instance.ExprMatch(expr, false);
|
||||
}
|
||||
|
@ -579,7 +607,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return the MD5 hash of the string as an array of bytes.
|
||||
// </summary>
|
||||
public static byte[] Md5Buffer(this string instance)
|
||||
public static byte[] MD5Buffer(this string instance)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_md5_buffer(instance);
|
||||
}
|
||||
|
@ -587,7 +615,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return the MD5 hash of the string as a string.
|
||||
// </summary>
|
||||
public static string Md5Text(this string instance)
|
||||
public static string MD5Text(this string instance)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_md5_text(instance);
|
||||
}
|
||||
|
@ -597,31 +625,7 @@ namespace Godot
|
|||
// </summary>
|
||||
public static int NocasecmpTo(this string instance, string to)
|
||||
{
|
||||
if (instance.Empty())
|
||||
return to.Empty() ? 0 : -1;
|
||||
|
||||
if (to.Empty())
|
||||
return 1;
|
||||
|
||||
int instance_idx = 0;
|
||||
int to_idx = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (to[to_idx] == 0 && instance[instance_idx] == 0)
|
||||
return 0; // We're equal
|
||||
if (instance[instance_idx] == 0)
|
||||
return -1; // If this is empty, and the other one is not, then we're less... I think?
|
||||
if (to[to_idx] == 0)
|
||||
return 1; // Otherwise the other one is smaller..
|
||||
if (char.ToUpper(instance[instance_idx]) < char.ToUpper(to[to_idx])) // More than
|
||||
return -1;
|
||||
if (char.ToUpper(instance[instance_idx]) > char.ToUpper(to[to_idx])) // Less than
|
||||
return 1;
|
||||
|
||||
instance_idx++;
|
||||
to_idx++;
|
||||
}
|
||||
return instance.CompareTo(to, false);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
|
@ -738,7 +742,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Replace occurrences of a substring for different ones inside the string, but search case-insensitive.
|
||||
// </summary>
|
||||
public static string Replacen(this string instance, string what, string forwhat)
|
||||
public static string ReplaceN(this string instance, string what, string forwhat)
|
||||
{
|
||||
return Regex.Replace(instance, what, forwhat, RegexOptions.IgnoreCase);
|
||||
}
|
||||
|
@ -746,7 +750,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Perform a search for a substring, but start from the end of the string instead of the beginning.
|
||||
// </summary>
|
||||
public static int Rfind(this string instance, string what, int from = -1)
|
||||
public static int RFind(this string instance, string what, int from = -1)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_rfind(instance, what, from);
|
||||
}
|
||||
|
@ -754,7 +758,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive.
|
||||
// </summary>
|
||||
public static int Rfindn(this string instance, string what, int from = -1)
|
||||
public static int RFindN(this string instance, string what, int from = -1)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_rfindn(instance, what, from);
|
||||
}
|
||||
|
@ -773,7 +777,7 @@ namespace Godot
|
|||
return instance.Substring(pos, instance.Length - pos);
|
||||
}
|
||||
|
||||
public static byte[] Sha256Buffer(this string instance)
|
||||
public static byte[] SHA256Buffer(this string instance)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_sha256_buffer(instance);
|
||||
}
|
||||
|
@ -781,7 +785,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return the SHA-256 hash of the string as a string.
|
||||
// </summary>
|
||||
public static string Sha256Text(this string instance)
|
||||
public static string SHA256Text(this string instance)
|
||||
{
|
||||
return NativeCalls.godot_icall_String_sha256_text(instance);
|
||||
}
|
||||
|
@ -802,20 +806,20 @@ namespace Godot
|
|||
return 0.0f;
|
||||
}
|
||||
|
||||
string[] srcBigrams = instance.Bigrams();
|
||||
string[] tgtBigrams = text.Bigrams();
|
||||
string[] sourceBigrams = instance.Bigrams();
|
||||
string[] targetBigrams = text.Bigrams();
|
||||
|
||||
int src_size = srcBigrams.Length;
|
||||
int tgt_size = tgtBigrams.Length;
|
||||
int sourceSize = sourceBigrams.Length;
|
||||
int targetSize = targetBigrams.Length;
|
||||
|
||||
float sum = src_size + tgt_size;
|
||||
float sum = sourceSize + targetSize;
|
||||
float inter = 0;
|
||||
|
||||
for (int i = 0; i < src_size; i++)
|
||||
for (int i = 0; i < sourceSize; i++)
|
||||
{
|
||||
for (int j = 0; j < tgt_size; j++)
|
||||
for (int j = 0; j < targetSize; j++)
|
||||
{
|
||||
if (srcBigrams[i] == tgtBigrams[j])
|
||||
if (sourceBigrams[i] == targetBigrams[j])
|
||||
{
|
||||
inter++;
|
||||
break;
|
||||
|
@ -829,7 +833,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
|
||||
// </summary>
|
||||
public static string[] Split(this string instance, string divisor, bool allow_empty = true)
|
||||
public static string[] Split(this string instance, string divisor, bool allowEmpty = true)
|
||||
{
|
||||
return instance.Split(new[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
|
||||
}
|
||||
|
@ -837,7 +841,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",".
|
||||
// </summary>
|
||||
public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
|
||||
public static float[] SplitFloats(this string instance, string divisor, bool allowEmpty = true)
|
||||
{
|
||||
var ret = new List<float>();
|
||||
int from = 0;
|
||||
|
@ -848,7 +852,7 @@ namespace Godot
|
|||
int end = instance.Find(divisor, from);
|
||||
if (end < 0)
|
||||
end = len;
|
||||
if (allow_empty || end > from)
|
||||
if (allowEmpty || end > from)
|
||||
ret.Add(float.Parse(instance.Substring(from)));
|
||||
if (end == len)
|
||||
break;
|
||||
|
@ -859,7 +863,7 @@ namespace Godot
|
|||
return ret.ToArray();
|
||||
}
|
||||
|
||||
private static readonly char[] non_printable = {
|
||||
private static readonly char[] _nonPrintable = {
|
||||
(char)00, (char)01, (char)02, (char)03, (char)04, (char)05,
|
||||
(char)06, (char)07, (char)08, (char)09, (char)10, (char)11,
|
||||
(char)12, (char)13, (char)14, (char)15, (char)16, (char)17,
|
||||
|
@ -876,11 +880,11 @@ namespace Godot
|
|||
if (left)
|
||||
{
|
||||
if (right)
|
||||
return instance.Trim(non_printable);
|
||||
return instance.TrimStart(non_printable);
|
||||
return instance.Trim(_nonPrintable);
|
||||
return instance.TrimStart(_nonPrintable);
|
||||
}
|
||||
|
||||
return instance.TrimEnd(non_printable);
|
||||
return instance.TrimEnd(_nonPrintable);
|
||||
}
|
||||
|
||||
// <summary>
|
||||
|
@ -934,7 +938,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Convert the String (which is an array of characters) to PoolByteArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii().
|
||||
// </summary>
|
||||
public static byte[] ToUtf8(this string instance)
|
||||
public static byte[] ToUTF8(this string instance)
|
||||
{
|
||||
return Encoding.UTF8.GetBytes(instance);
|
||||
}
|
||||
|
@ -942,7 +946,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return a copy of the string with special characters escaped using the XML standard.
|
||||
// </summary>
|
||||
public static string XmlEscape(this string instance)
|
||||
public static string XMLEscape(this string instance)
|
||||
{
|
||||
return SecurityElement.Escape(instance);
|
||||
}
|
||||
|
@ -950,7 +954,7 @@ namespace Godot
|
|||
// <summary>
|
||||
// Return a copy of the string with escaped characters replaced by their meanings according to the XML standard.
|
||||
// </summary>
|
||||
public static string XmlUnescape(this string instance)
|
||||
public static string XMLUnescape(this string instance)
|
||||
{
|
||||
return SecurityElement.FromString(instance).Text;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue