Merge pull request #21822 from aaronfranke/mono-pascal

[Mono] Various style changes and naming standardization
This commit is contained in:
Ignacio Etcheverry 2018-09-10 23:52:00 +02:00 committed by GitHub
commit 8366da5bc6
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6 changed files with 285 additions and 281 deletions

View file

@ -51,24 +51,24 @@ namespace Godot
src_max.z > dst_max.z; src_max.z > dst_max.z;
} }
public AABB Expand(Vector3 to_point) public AABB Expand(Vector3 point)
{ {
Vector3 begin = _position; Vector3 begin = _position;
Vector3 end = _position + _size; Vector3 end = _position + _size;
if (to_point.x < begin.x) if (point.x < begin.x)
begin.x = to_point.x; begin.x = point.x;
if (to_point.y < begin.y) if (point.y < begin.y)
begin.y = to_point.y; begin.y = point.y;
if (to_point.z < begin.z) if (point.z < begin.z)
begin.z = to_point.z; begin.z = point.z;
if (to_point.x > end.x) if (point.x > end.x)
end.x = to_point.x; end.x = point.x;
if (to_point.y > end.y) if (point.y > end.y)
end.y = to_point.y; end.y = point.y;
if (to_point.z > end.z) if (point.z > end.z)
end.z = to_point.z; end.z = point.z;
return new AABB(begin, end - begin); return new AABB(begin, end - begin);
} }
@ -347,29 +347,29 @@ namespace Godot
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
real_t seg_from = from[i]; real_t segFrom = from[i];
real_t seg_to = to[i]; real_t segTo = to[i];
real_t box_begin = _position[i]; real_t boxBegin = _position[i];
real_t box_end = box_begin + _size[i]; real_t boxEnd = boxBegin + _size[i];
real_t cmin, cmax; real_t cmin, cmax;
if (seg_from < seg_to) if (segFrom < segTo)
{ {
if (seg_from > box_end || seg_to < box_begin) if (segFrom > boxEnd || segTo < boxBegin)
return false; return false;
real_t length = seg_to - seg_from; real_t length = segTo - segFrom;
cmin = seg_from < box_begin ? (box_begin - seg_from) / length : 0f; cmin = segFrom < boxBegin ? (boxBegin - segFrom) / length : 0f;
cmax = seg_to > box_end ? (box_end - seg_from) / length : 1f; cmax = segTo > boxEnd ? (boxEnd - segFrom) / length : 1f;
} }
else else
{ {
if (seg_to > box_end || seg_from < box_begin) if (segTo > boxEnd || segFrom < boxBegin)
return false; return false;
real_t length = seg_to - seg_from; real_t length = segTo - segFrom;
cmin = seg_from > box_end ? (box_end - seg_from) / length : 0f; cmin = segFrom > boxEnd ? (boxEnd - segFrom) / length : 0f;
cmax = seg_to < box_begin ? (box_begin - seg_from) / length : 1f; cmax = segTo < boxBegin ? (boxBegin - segFrom) / length : 1f;
} }
if (cmin > min) if (cmin > min)
@ -388,21 +388,21 @@ namespace Godot
public AABB Merge(AABB with) public AABB Merge(AABB with)
{ {
Vector3 beg_1 = _position; Vector3 beg1 = _position;
Vector3 beg_2 = with._position; Vector3 beg2 = with._position;
var end_1 = new Vector3(_size.x, _size.y, _size.z) + beg_1; var end1 = new Vector3(_size.x, _size.y, _size.z) + beg1;
var end_2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg_2; var end2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg2;
var min = new Vector3( var min = new Vector3(
beg_1.x < beg_2.x ? beg_1.x : beg_2.x, beg1.x < beg2.x ? beg1.x : beg2.x,
beg_1.y < beg_2.y ? beg_1.y : beg_2.y, beg1.y < beg2.y ? beg1.y : beg2.y,
beg_1.z < beg_2.z ? beg_1.z : beg_2.z beg1.z < beg2.z ? beg1.z : beg2.z
); );
var max = new Vector3( var max = new Vector3(
end_1.x > end_2.x ? end_1.x : end_2.x, end1.x > end2.x ? end1.x : end2.x,
end_1.y > end_2.y ? end_1.y : end_2.y, end1.y > end2.y ? end1.y : end2.y,
end_1.z > end_2.z ? end_1.z : end_2.z end1.z > end2.z ? end1.z : end2.z
); );
return new AABB(min, max - min); return new AABB(min, max - min);

View file

@ -378,51 +378,51 @@ namespace Godot
); );
} }
public Quat Quat() { public Quat Quat() {
real_t trace = _x[0] + _y[1] + _z[2]; real_t trace = _x[0] + _y[1] + _z[2];
if (trace > 0.0f) { if (trace > 0.0f) {
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f; real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(_z[1] - _y[2]) * inv_s, (_z[1] - _y[2]) * inv_s,
(_x[2] - _z[0]) * inv_s, (_x[2] - _z[0]) * inv_s,
(_y[0] - _x[1]) * inv_s, (_y[0] - _x[1]) * inv_s,
s * 0.25f s * 0.25f
); );
} }
if (_x[0] > _y[1] && _x[0] > _z[2]) { if (_x[0] > _y[1] && _x[0] > _z[2]) {
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f; real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
s * 0.25f, s * 0.25f,
(_x[1] + _y[0]) * inv_s, (_x[1] + _y[0]) * inv_s,
(_x[2] + _z[0]) * inv_s, (_x[2] + _z[0]) * inv_s,
(_z[1] - _y[2]) * inv_s (_z[1] - _y[2]) * inv_s
); );
} }
if (_y[1] > _z[2]) { if (_y[1] > _z[2]) {
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f; real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(_x[1] + _y[0]) * inv_s, (_x[1] + _y[0]) * inv_s,
s * 0.25f, s * 0.25f,
(_y[2] + _z[1]) * inv_s, (_y[2] + _z[1]) * inv_s,
(_x[2] - _z[0]) * inv_s (_x[2] - _z[0]) * inv_s
); );
} else { } else {
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f; real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(_x[2] + _z[0]) * inv_s, (_x[2] + _z[0]) * inv_s,
(_y[2] + _z[1]) * inv_s, (_y[2] + _z[1]) * inv_s,
s * 0.25f, s * 0.25f,
(_y[0] - _x[1]) * inv_s (_y[0] - _x[1]) * inv_s
); );
} }
} }
public Basis(Quat quat) public Basis(Quat quat)
{ {

View file

@ -370,12 +370,12 @@ namespace Godot
{ {
var txt = string.Empty; var txt = string.Empty;
txt += _to_hex(r); txt += ToHex32(r);
txt += _to_hex(g); txt += ToHex32(g);
txt += _to_hex(b); txt += ToHex32(b);
if (include_alpha) if (include_alpha)
txt = _to_hex(a) + txt; txt = ToHex32(a) + txt;
return txt; return txt;
} }
@ -411,7 +411,7 @@ namespace Godot
r = (rgba & 0xFFFF) / 65535.0f; r = (rgba & 0xFFFF) / 65535.0f;
} }
private static int _parse_col(string str, int ofs) private static int ParseCol8(string str, int ofs)
{ {
int ig = 0; int ig = 0;
@ -448,7 +448,7 @@ namespace Godot
return ig; return ig;
} }
private String _to_hex(float val) private String ToHex32(float val)
{ {
int v = Mathf.RoundToInt(Mathf.Clamp(val * 255, 0, 255)); int v = Mathf.RoundToInt(Mathf.Clamp(val * 255, 0, 255));
@ -490,17 +490,17 @@ namespace Godot
if (alpha) if (alpha)
{ {
if (_parse_col(color, 0) < 0) if (ParseCol8(color, 0) < 0)
return false; return false;
} }
int from = alpha ? 2 : 0; int from = alpha ? 2 : 0;
if (_parse_col(color, from + 0) < 0) if (ParseCol8(color, from + 0) < 0)
return false; return false;
if (_parse_col(color, from + 2) < 0) if (ParseCol8(color, from + 2) < 0)
return false; return false;
if (_parse_col(color, from + 4) < 0) if (ParseCol8(color, from + 4) < 0)
return false; return false;
return true; return true;
@ -542,7 +542,7 @@ namespace Godot
if (alpha) if (alpha)
{ {
a = _parse_col(rgba, 0) / 255f; a = ParseCol8(rgba, 0) / 255f;
if (a < 0) if (a < 0)
throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba); throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba);
@ -554,17 +554,17 @@ namespace Godot
int from = alpha ? 2 : 0; int from = alpha ? 2 : 0;
r = _parse_col(rgba, from + 0) / 255f; r = ParseCol8(rgba, from + 0) / 255f;
if (r < 0) if (r < 0)
throw new ArgumentOutOfRangeException("Invalid color code. Red part is not valid hexadecimal: " + rgba); throw new ArgumentOutOfRangeException("Invalid color code. Red part is not valid hexadecimal: " + rgba);
g = _parse_col(rgba, from + 2) / 255f; g = ParseCol8(rgba, from + 2) / 255f;
if (g < 0) if (g < 0)
throw new ArgumentOutOfRangeException("Invalid color code. Green part is not valid hexadecimal: " + rgba); throw new ArgumentOutOfRangeException("Invalid color code. Green part is not valid hexadecimal: " + rgba);
b = _parse_col(rgba, from + 4) / 255f; b = ParseCol8(rgba, from + 4) / 255f;
if (b < 0) if (b < 0)
throw new ArgumentOutOfRangeException("Invalid color code. Blue part is not valid hexadecimal: " + rgba); throw new ArgumentOutOfRangeException("Invalid color code. Blue part is not valid hexadecimal: " + rgba);

View file

@ -4,22 +4,22 @@ using System.Threading;
namespace Godot namespace Godot
{ {
public class GodotSynchronizationContext : SynchronizationContext public class GodotSynchronizationContext : SynchronizationContext
{ {
private readonly BlockingCollection<KeyValuePair<SendOrPostCallback, object>> queue = new BlockingCollection<KeyValuePair<SendOrPostCallback, object>>(); private readonly BlockingCollection<KeyValuePair<SendOrPostCallback, object>> queue = new BlockingCollection<KeyValuePair<SendOrPostCallback, object>>();
public override void Post(SendOrPostCallback d, object state) public override void Post(SendOrPostCallback d, object state)
{ {
queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state)); queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
} }
public void ExecutePendingContinuations() public void ExecutePendingContinuations()
{ {
KeyValuePair<SendOrPostCallback, object> workItem; KeyValuePair<SendOrPostCallback, object> workItem;
while (queue.TryTake(out workItem)) while (queue.TryTake(out workItem))
{ {
workItem.Key(workItem.Value); workItem.Key(workItem.Value);
} }
} }
} }
} }

View file

@ -6,89 +6,89 @@ using System.Threading.Tasks;
namespace Godot namespace Godot
{ {
public class GodotTaskScheduler : TaskScheduler public class GodotTaskScheduler : TaskScheduler
{ {
private GodotSynchronizationContext Context { get; set; } private GodotSynchronizationContext Context { get; set; }
private readonly LinkedList<Task> _tasks = new LinkedList<Task>(); private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
public GodotTaskScheduler() public GodotTaskScheduler()
{ {
Context = new GodotSynchronizationContext(); Context = new GodotSynchronizationContext();
SynchronizationContext.SetSynchronizationContext(Context); SynchronizationContext.SetSynchronizationContext(Context);
} }
protected sealed override void QueueTask(Task task) protected sealed override void QueueTask(Task task)
{ {
lock (_tasks) lock (_tasks)
{ {
_tasks.AddLast(task); _tasks.AddLast(task);
} }
} }
protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
{ {
if (SynchronizationContext.Current != Context) if (SynchronizationContext.Current != Context)
{ {
return false; return false;
} }
if (taskWasPreviouslyQueued) if (taskWasPreviouslyQueued)
{ {
TryDequeue(task); TryDequeue(task);
} }
return TryExecuteTask(task); return TryExecuteTask(task);
} }
protected sealed override bool TryDequeue(Task task) protected sealed override bool TryDequeue(Task task)
{ {
lock (_tasks) lock (_tasks)
{ {
return _tasks.Remove(task); return _tasks.Remove(task);
} }
} }
protected sealed override IEnumerable<Task> GetScheduledTasks() protected sealed override IEnumerable<Task> GetScheduledTasks()
{ {
lock (_tasks) lock (_tasks)
{ {
return _tasks.ToArray(); return _tasks.ToArray();
} }
} }
public void Activate() public void Activate()
{ {
ExecuteQueuedTasks(); ExecuteQueuedTasks();
Context.ExecutePendingContinuations(); Context.ExecutePendingContinuations();
} }
private void ExecuteQueuedTasks() private void ExecuteQueuedTasks()
{ {
while (true) while (true)
{ {
Task task; Task task;
lock (_tasks) lock (_tasks)
{ {
if (_tasks.Any()) if (_tasks.Any())
{ {
task = _tasks.First.Value; task = _tasks.First.Value;
_tasks.RemoveFirst(); _tasks.RemoveFirst();
} }
else else
{ {
break; break;
} }
} }
if (task != null) if (task != null)
{ {
if (!TryExecuteTask(task)) if (!TryExecuteTask(task))
{ {
throw new InvalidOperationException(); throw new InvalidOperationException();
} }
} }
} }
} }
} }
} }

View file

@ -26,7 +26,7 @@ namespace Godot
return slices; 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) if (!instance.Empty() && slice >= 0)
{ {
@ -36,12 +36,18 @@ namespace Godot
while (true) while (true)
{ {
if (instance[i] == 0 || instance[i] == splitter) bool end = instance.Length <= i;
if (end || instance[i] == splitter)
{ {
if (slice == count) if (slice == count)
{ {
return instance.Substring(prev, i - prev); return instance.Substring(prev, i - prev);
} }
else if (end)
{
return string.Empty;
}
count++; count++;
prev = i + 1; prev = i + 1;
@ -57,7 +63,7 @@ namespace Godot
// <summary> // <summary>
// If the string is a path to a file, return the path to the file without the extension. // If the string is a path to a file, return the path to the file without the extension.
// </summary> // </summary>
public static string Basename(this string instance) public static string BaseName(this string instance)
{ {
int index = instance.LastIndexOf('.'); int index = instance.LastIndexOf('.');
@ -144,7 +150,7 @@ namespace Godot
for (int i = 0; i < aux.GetSliceCount(" "); i++) for (int i = 0; i < aux.GetSliceCount(" "); i++)
{ {
string slice = aux.GetSlicec(' ', i); string slice = aux.GetSliceCharacter(' ', i);
if (slice.Length > 0) if (slice.Length > 0)
{ {
slice = char.ToUpper(slice[0]) + slice.Substring(1); 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. // Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
// </summary> // </summary>
public static int CasecmpTo(this string instance, string to) 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()) if (instance.Empty())
return to.Empty() ? 0 : -1; return to.Empty() ? 0 : -1;
@ -168,24 +182,45 @@ namespace Godot
if (to.Empty()) if (to.Empty())
return 1; return 1;
int instance_idx = 0; int instanceIndex = 0;
int to_idx = 0; int toIndex = 0;
while (true) if (caseSensitive) // Outside while loop to avoid checking multiple times, despite some code duplication.
{ {
if (to[to_idx] == 0 && instance[instance_idx] == 0) while (true)
return 0; // We're equal {
if (instance[instance_idx] == 0) if (to[toIndex] == 0 && instance[instanceIndex] == 0)
return -1; // If this is empty, and the other one is not, then we're less... I think? return 0; // We're equal
if (to[to_idx] == 0) if (instance[instanceIndex] == 0)
return 1; // Otherwise the other one is smaller... return -1; // If this is empty, and the other one is not, then we're less... I think?
if (instance[instance_idx] < to[to_idx]) // More than if (to[toIndex] == 0)
return -1; return 1; // Otherwise the other one is smaller...
if (instance[instance_idx] > to[to_idx]) // Less than if (instance[instanceIndex] < to[toIndex]) // More than
return 1; return -1;
if (instance[instanceIndex] > to[toIndex]) // Less than
return 1;
instance_idx++; instanceIndex++;
to_idx++; 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> // <summary>
// Check whether this string is a subsequence of the given string. // Check whether this string is a subsequence of the given string.
// </summary> // </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; int len = instance.Length;
@ -371,50 +406,42 @@ namespace Godot
if (len > text.Length) if (len > text.Length)
return false; return false;
int src = 0; int source = 0;
int tgt = 0; int target = 0;
while (instance[src] != 0 && text[tgt] != 0) while (instance[source] != 0 && text[target] != 0)
{ {
bool match; bool match;
if (case_insensitive) if (!caseSensitive)
{ {
char srcc = char.ToLower(instance[src]); char sourcec = char.ToLower(instance[source]);
char tgtc = char.ToLower(text[tgt]); char targetc = char.ToLower(text[target]);
match = srcc == tgtc; match = sourcec == targetc;
} }
else else
{ {
match = instance[src] == text[tgt]; match = instance[source] == text[target];
} }
if (match) if (match)
{ {
src++; source++;
if (instance[src] == 0) if (instance[source] == 0)
return true; return true;
} }
tgt++; target++;
} }
return false; return false;
} }
// <summary> // <summary>
// Check whether this string is a subsequence of the given string, considering case. // Check whether this string is a subsequence of the given string, ignoring case differences.
// </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.
// </summary> // </summary>
public static bool IsSubsequenceOfI(this string instance, string text) public static bool IsSubsequenceOfI(this string instance, string text)
{ {
return instance.IsSubsequenceOf(text, true); return instance.IsSubsequenceOf(text, false);
} }
// <summary> // <summary>
@ -452,12 +479,12 @@ namespace Godot
return false; // Don't start with number plz 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] <= '9' || instance[i] >= 'a' &&
instance[i] <= 'z' || instance[i] >= 'A' && instance[i] <= 'z' || instance[i] >= 'A' &&
instance[i] <= 'Z' || instance[i] == '_'; instance[i] <= 'Z' || instance[i] == '_';
if (!valid_char) if (!validChar)
return false; return false;
} }
@ -476,8 +503,9 @@ namespace Godot
// <summary> // <summary>
// Check whether the string contains a valid IP address. // Check whether the string contains a valid IP address.
// </summary> // </summary>
public static bool IsValidIpAddress(this string instance) public static bool IsValidIPAddress(this string instance)
{ {
// TODO: Support IPv6 addresses
string[] ip = instance.Split("."); string[] ip = instance.Split(".");
if (ip.Length != 4) if (ip.Length != 4)
@ -500,7 +528,7 @@ namespace Godot
// <summary> // <summary>
// Return a copy of the string with special characters escaped using the JSON standard. // Return a copy of the string with special characters escaped using the JSON standard.
// </summary> // </summary>
public static string JsonEscape(this string instance) public static string JSONEscape(this string instance)
{ {
var sb = new StringBuilder(string.Copy(instance)); var sb = new StringBuilder(string.Copy(instance));
@ -563,15 +591,15 @@ namespace Godot
// <summary> // <summary>
// Do a simple case sensitive expression match, using ? and * wildcards (see [method expr_match]). // Do a simple case sensitive expression match, using ? and * wildcards (see [method expr_match]).
// </summary> // </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> // <summary>
// Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]). // Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]).
// </summary> // </summary>
public static bool Matchn(this string instance, string expr) public static bool MatchN(this string instance, string expr)
{ {
return instance.ExprMatch(expr, false); return instance.ExprMatch(expr, false);
} }
@ -579,7 +607,7 @@ namespace Godot
// <summary> // <summary>
// Return the MD5 hash of the string as an array of bytes. // Return the MD5 hash of the string as an array of bytes.
// </summary> // </summary>
public static byte[] Md5Buffer(this string instance) public static byte[] MD5Buffer(this string instance)
{ {
return NativeCalls.godot_icall_String_md5_buffer(instance); return NativeCalls.godot_icall_String_md5_buffer(instance);
} }
@ -587,7 +615,7 @@ namespace Godot
// <summary> // <summary>
// Return the MD5 hash of the string as a string. // Return the MD5 hash of the string as a string.
// </summary> // </summary>
public static string Md5Text(this string instance) public static string MD5Text(this string instance)
{ {
return NativeCalls.godot_icall_String_md5_text(instance); return NativeCalls.godot_icall_String_md5_text(instance);
} }
@ -597,31 +625,7 @@ namespace Godot
// </summary> // </summary>
public static int NocasecmpTo(this string instance, string to) public static int NocasecmpTo(this string instance, string to)
{ {
if (instance.Empty()) return instance.CompareTo(to, false);
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++;
}
} }
// <summary> // <summary>
@ -738,7 +742,7 @@ namespace Godot
// <summary> // <summary>
// Replace occurrences of a substring for different ones inside the string, but search case-insensitive. // Replace occurrences of a substring for different ones inside the string, but search case-insensitive.
// </summary> // </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); return Regex.Replace(instance, what, forwhat, RegexOptions.IgnoreCase);
} }
@ -746,7 +750,7 @@ namespace Godot
// <summary> // <summary>
// Perform a search for a substring, but start from the end of the string instead of the beginning. // Perform a search for a substring, but start from the end of the string instead of the beginning.
// </summary> // </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); return NativeCalls.godot_icall_String_rfind(instance, what, from);
} }
@ -754,7 +758,7 @@ namespace Godot
// <summary> // <summary>
// Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive. // Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive.
// </summary> // </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); return NativeCalls.godot_icall_String_rfindn(instance, what, from);
} }
@ -773,7 +777,7 @@ namespace Godot
return instance.Substring(pos, instance.Length - pos); 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); return NativeCalls.godot_icall_String_sha256_buffer(instance);
} }
@ -781,7 +785,7 @@ namespace Godot
// <summary> // <summary>
// Return the SHA-256 hash of the string as a string. // Return the SHA-256 hash of the string as a string.
// </summary> // </summary>
public static string Sha256Text(this string instance) public static string SHA256Text(this string instance)
{ {
return NativeCalls.godot_icall_String_sha256_text(instance); return NativeCalls.godot_icall_String_sha256_text(instance);
} }
@ -802,20 +806,20 @@ namespace Godot
return 0.0f; return 0.0f;
} }
string[] srcBigrams = instance.Bigrams(); string[] sourceBigrams = instance.Bigrams();
string[] tgtBigrams = text.Bigrams(); string[] targetBigrams = text.Bigrams();
int src_size = srcBigrams.Length; int sourceSize = sourceBigrams.Length;
int tgt_size = tgtBigrams.Length; int targetSize = targetBigrams.Length;
float sum = src_size + tgt_size; float sum = sourceSize + targetSize;
float inter = 0; 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++; inter++;
break; break;
@ -829,7 +833,7 @@ namespace Godot
// <summary> // <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 ",". // 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> // </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); return instance.Split(new[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
} }
@ -837,7 +841,7 @@ namespace Godot
// <summary> // <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 ",". // 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> // </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>(); var ret = new List<float>();
int from = 0; int from = 0;
@ -848,7 +852,7 @@ namespace Godot
int end = instance.Find(divisor, from); int end = instance.Find(divisor, from);
if (end < 0) if (end < 0)
end = len; end = len;
if (allow_empty || end > from) if (allowEmpty || end > from)
ret.Add(float.Parse(instance.Substring(from))); ret.Add(float.Parse(instance.Substring(from)));
if (end == len) if (end == len)
break; break;
@ -859,7 +863,7 @@ namespace Godot
return ret.ToArray(); 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)00, (char)01, (char)02, (char)03, (char)04, (char)05,
(char)06, (char)07, (char)08, (char)09, (char)10, (char)11, (char)06, (char)07, (char)08, (char)09, (char)10, (char)11,
(char)12, (char)13, (char)14, (char)15, (char)16, (char)17, (char)12, (char)13, (char)14, (char)15, (char)16, (char)17,
@ -876,11 +880,11 @@ namespace Godot
if (left) if (left)
{ {
if (right) if (right)
return instance.Trim(non_printable); return instance.Trim(_nonPrintable);
return instance.TrimStart(non_printable); return instance.TrimStart(_nonPrintable);
} }
return instance.TrimEnd(non_printable); return instance.TrimEnd(_nonPrintable);
} }
// <summary> // <summary>
@ -934,7 +938,7 @@ namespace Godot
// <summary> // <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(). // 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> // </summary>
public static byte[] ToUtf8(this string instance) public static byte[] ToUTF8(this string instance)
{ {
return Encoding.UTF8.GetBytes(instance); return Encoding.UTF8.GetBytes(instance);
} }
@ -942,7 +946,7 @@ namespace Godot
// <summary> // <summary>
// Return a copy of the string with special characters escaped using the XML standard. // Return a copy of the string with special characters escaped using the XML standard.
// </summary> // </summary>
public static string XmlEscape(this string instance) public static string XMLEscape(this string instance)
{ {
return SecurityElement.Escape(instance); return SecurityElement.Escape(instance);
} }
@ -950,7 +954,7 @@ namespace Godot
// <summary> // <summary>
// Return a copy of the string with escaped characters replaced by their meanings according to the XML standard. // Return a copy of the string with escaped characters replaced by their meanings according to the XML standard.
// </summary> // </summary>
public static string XmlUnescape(this string instance) public static string XMLUnescape(this string instance)
{ {
return SecurityElement.FromString(instance).Text; return SecurityElement.FromString(instance).Text;
} }