a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
169 lines
5 KiB
C++
169 lines
5 KiB
C++
/*************************************************************************/
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/* string_name.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_NAME_H
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#define STRING_NAME_H
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#include "core/os/mutex.h"
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#include "core/safe_refcount.h"
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#include "core/ustring.h"
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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() {
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cname = NULL;
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next = prev = NULL;
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idx = 0;
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hash = 0;
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}
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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 Mutex *lock;
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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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_FORCE_INLINE_ const void *data_unique_pointer() const {
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return (void *)_data;
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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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const char *l_cname = l._data ? l._data->cname : "";
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const char *r_cname = r._data ? r._data->cname : "";
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if (l_cname) {
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if (r_cname)
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return is_str_less(l_cname, r_cname);
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else
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return is_str_less(l_cname, r._data->name.ptr());
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} else {
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if (r_cname)
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return is_str_less(l._data->name.ptr(), r_cname);
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else
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return is_str_less(l._data->name.ptr(), r._data->name.ptr());
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}
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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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StringName _scs_create(const char *p_chr);
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#endif // STRING_NAME_H
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