5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
90 lines
3.4 KiB
C++
90 lines
3.4 KiB
C++
/*************************************************************************/
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/* compressed_translation.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 COMPRESSED_TRANSLATION_H
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#define COMPRESSED_TRANSLATION_H
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#include "translation.h"
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class PHashTranslation : public Translation {
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GDCLASS(PHashTranslation, Translation);
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//this translation uses a sort of modified perfect hash algorithm
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//it requieres hashing strings twice and then does a binary search,
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//so it's slower, but at the same time it has an extreemly high chance
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//of catching untranslated strings
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//load/store friendly types
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PoolVector<int> hash_table;
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PoolVector<int> bucket_table;
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PoolVector<uint8_t> strings;
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struct Bucket {
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int size;
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uint32_t func;
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struct Elem {
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uint32_t key;
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uint32_t str_offset;
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uint32_t comp_size;
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uint32_t uncomp_size;
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};
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Elem elem[1];
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};
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_FORCE_INLINE_ uint32_t hash(uint32_t d, const char *p_str) const {
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if (d == 0)
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d = 0x1000193;
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while (*p_str) {
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d = (d * 0x1000193) ^ uint32_t(*p_str);
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p_str++;
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}
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return d;
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}
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations
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void generate(const Ref<Translation> &p_from);
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PHashTranslation();
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};
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#endif // COMPRESSED_TRANSLATION_H
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