d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
160 lines
4.7 KiB
C++
160 lines
4.7 KiB
C++
/*************************************************************************/
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/* string_db.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_DB_H
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#define STRING_DB_H
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#include "hash_map.h"
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#include "ustring.h"
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#include "safe_refcount.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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struct StaticCString {
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const char *ptr;
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static StaticCString create(const char *p_ptr);
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};
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class StringName {
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enum {
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STRING_TABLE_BITS=12,
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STRING_TABLE_LEN=1<<STRING_TABLE_BITS,
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STRING_TABLE_MASK=STRING_TABLE_LEN-1
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};
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struct _Data {
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SafeRefCount refcount;
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const char* cname;
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String name;
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String get_name() const { return cname?String(cname):name; }
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int idx;
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uint32_t hash;
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_Data *prev;
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_Data *next;
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_Data() { cname=NULL; next=prev=NULL; hash=0; }
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};
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static _Data *_table[STRING_TABLE_LEN];
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_Data *_data;
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union _HashUnion {
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_Data *ptr;
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uint32_t hash;
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};
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void unref();
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friend void register_core_types();
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friend void unregister_core_types();
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static void setup();
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static void cleanup();
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static bool configured;
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StringName(_Data *p_data) { _data=p_data; }
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public:
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operator const void*() const { return (_data && (_data->cname || !_data->name.empty()))?(void*)1:0; }
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bool operator==(const String& p_name) const;
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bool operator==(const char* p_name) const;
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bool operator!=(const String& p_name) const;
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_FORCE_INLINE_ bool operator<(const StringName& p_name) const {
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return _data<p_name._data;
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}
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_FORCE_INLINE_ bool operator==(const StringName& p_name) const {
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// the real magic of all this mess happens here.
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// this is why path comparisons are very fast
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return _data==p_name._data;
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}
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_FORCE_INLINE_ uint32_t hash() const {
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if (_data)
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return _data->hash;
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else
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return 0;
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}
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bool operator!=(const StringName& p_name) const;
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_FORCE_INLINE_ operator String() const {
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if (_data) {
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if (_data->cname )
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return String(_data->cname);
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else
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return _data->name;
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}
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return String();
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}
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static StringName search(const char *p_name);
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static StringName search(const CharType *p_name);
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static StringName search(const String &p_name);
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struct AlphCompare {
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_FORCE_INLINE_ bool operator()(const StringName& l,const StringName& r) const {
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return l.operator String() < r.operator String();
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}
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};
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void operator=(const StringName& p_name);
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StringName(const char *p_name);
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StringName(const StringName& p_name);
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StringName(const String& p_name);
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StringName(const StaticCString& p_static_string);
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StringName();
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~StringName();
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};
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struct StringNameHasher {
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static _FORCE_INLINE_ uint32_t hash(const StringName &p_string) { return p_string.hash(); }
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};
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StringName _scs_create(const char *p_chr);
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//#define _SCS(m_cstr) (m_cstr[0]?StringName(StaticCString::create(m_cstr)):StringName())
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#define _SCS(m_cstr) _scs_create(m_cstr)
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#endif
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