UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

462 lines
16 KiB

/**
* Mutable version of Acedia's `Text`
* Copyright 2020 - 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class MutableText extends Text;
// Every formatted `string` essentially consists of multiple differently
// formatted (colored) parts. Such `string`s will be more convenient for us to
// work with if we separate them from each other.
// This structure represents one such block: maximum uninterrupted
// substring, every character of which has identical formatting.
// Do note that a single block does not define text formatting, -
// it is defined by the whole sequence of blocks before it
// (if `isOpening == false` you only know that you should change previous
// formatting, but you do not know to what).
struct FormattedBlock
{
// Did this block start by opening or closing formatted part?
// Ignored for the very first block without any formatting.
var bool isOpening;
// Full text inside the block, without any formatting
var array<int> contents;
// Formatting tag for this block
// (ignored for `isOpening == false`)
var string tag;
// Whitespace symbol that separates tag from the `contents`;
// For the purposes of reassembling a `string` broken into blocks.
// (ignored for `isOpening == false`)
var Character delimiter;
};
// Appending formatted `string` into the `MutableText` first requires to
// split it into series of `FormattedBlock` and then extract code points with
// the proper formatting from it.
// This variable contains intermediary data.
var array<FormattedBlock> splitBlocks;
// Formatted `string` can have an arbitrary level of folded format definitions,
// this array is used as a stack to keep track of opened formatting blocks
// when appending formatted `string`.
var array<Formatting> formattingStack;
/**
* Clears all current data from the caller `MutableText` instance.
*
* @return Returns caller `MutableText` to allow for method chaining.
*/
public final function MutableText Clear()
{
DropCodePoints();
return self;
}
/**
* Appends a new character to the caller `MutableText`.
*
* @param newCharacter Character to add to the caller `MutableText`.
* Only valid characters will be added.
* @return Caller `MutableText` to allow for method chaining.
*/
public final function MutableText AppendCharacter(Text.Character newCharacter)
{
if (!_.text.IsValidCharacter(newCharacter)) {
return self;
}
SetFormatting(newCharacter.formatting);
return MutableText(AppendCodePoint(newCharacter.codePoint));
}
/**
* Converts caller `MutableText` instance into lower case.
*/
public final function ToLower()
{
ConvertCase(true);
}
/**
* Converts caller `MutableText` instance into upper case.
*/
public final function ToUpper()
{
ConvertCase(false);
}
/**
* Appends contents of another `Text` to the caller `MutableText`.
*
* @param other Instance of `Text`, which content method must
* append. Appends nothing if passed value is `none`.
* @param defaultFormatting Formatting to apply to `other`'s character that
* do not have it specified. For example, `defaultFormatting.isColored`,
* but some of `other`'s characters do not have a color defined -
* they will be appended with a specified color.
* @return Caller `MutableText` to allow for method chaining.
*/
public final function MutableText Append(
Text other,
optional Formatting defaultFormatting)
{
local int i;
local int otherLength;
local Character nextCharacter;
local Formatting newFormatting;
if (other == none) {
return self;
}
SetFormatting(defaultFormatting);
otherLength = other.GetLength();
for (i = 0; i < otherLength; i += 1)
{
nextCharacter = other.GetRawCharacter(i);
if (other.IsFormattingChangedAt(i))
{
newFormatting = other.GetFormatting(i);
// If default formatting is specified, but `other`'s formatting
// (at least for some characters) is not, - apply default one
if (defaultFormatting.isColored && !newFormatting.isColored)
{
newFormatting.isColored = true;
newFormatting.color = defaultFormatting.color;
}
SetFormatting(newFormatting);
}
AppendCodePoint(nextCharacter.codePoint);
}
return self;
}
/**
* Appends contents of the plain `string` to the caller `MutableText`.
*
* @param source Plain `string` to be appended to
* the caller `MutableText`.
* @param defaultFormatting Formatting to be used for `source`'s characters.
* By default defines 'null' formatting (no color set).
* @return Caller `MutableText` to allow for method chaining.
*/
public final function MutableText AppendPlainString(
string source,
optional Formatting defaultFormatting)
{
local int i;
local int sourceLength;
sourceLength = Len(source);
SetFormatting(defaultFormatting);
// Decompose `source` into integer codes
for (i = 0; i < sourceLength; i += 1) {
AppendCodePoint(Asc(Mid(source, i, 1)));
}
return self;
}
/**
* Appends contents of the colored `string` to the caller `MutableText`.
*
* @param source Colored `string` to be appended to
* the caller `MutableText`.
* @param defaultFormatting Formatting to be used for `source`'s characters
* that have no color information defined.
* By default defines 'null' formatting (no color set).
* @return Caller `MutableText` to allow for method chaining.
*/
public final function MutableText AppendColoredString(
string source,
optional Formatting defaultFormatting)
{
local int i;
local int sourceLength;
local array<int> sourceAsIntegers;
local Formatting newFormatting;
// Decompose `source` into integer codes
sourceLength = Len(source);
for (i = 0; i < sourceLength; i += 1) {
sourceAsIntegers[sourceAsIntegers.length] = Asc(Mid(source, i, 1));
}
// With colored strings we only need to care about color for formatting
i = 0;
newFormatting = defaultFormatting;
SetFormatting(newFormatting);
while (i < sourceLength)
{
if (sourceAsIntegers[i] == CODEPOINT_ESCAPE)
{
if (i + 3 >= sourceLength) break;
newFormatting.isColored = true;
newFormatting.color = _.color.RGB(sourceAsIntegers[i + 1],
sourceAsIntegers[i + 2],
sourceAsIntegers[i + 3]);
i += 4;
SetFormatting(newFormatting);
}
else
{
AppendCodePoint(sourceAsIntegers[i]);
i += 1;
}
}
return self;
}
/**
* Appends contents of the formatted `string` to the caller `MutableText`.
*
* @param source Formatted `string` to be appended to
* the caller `MutableText`.
* @param defaultFormatting Formatting to be used for `source`'s characters
* that have no color information defined.
* @return Caller `MutableText` to allow for method chaining.
*/
public final function MutableText AppendFormattedString(
string source,
optional Formatting defaultFormatting)
{
local int i;
local Parser parser;
SplitFormattedStringIntoBlocks(source);
if (splitBlocks.length <= 0) {
return self;
}
SetupFormattingStack(defaultFormatting);
parser = Parser(_.memory.Allocate(class'Parser'));
// First element of `decomposedSource` is special and has
// no color information,
// see `SplitFormattedStringIntoBlocks()` for details.
SetFormatting(defaultFormatting);
AppendManyCodePoints(splitBlocks[0].contents);
for (i = 1; i < splitBlocks.length; i += 1)
{
if (splitBlocks[i].isOpening)
{
parser.InitializeS(splitBlocks[i].tag);
SetFormatting(PushIntoFormattingStack(parser));
}
else {
SetFormatting(PopFormattingStack());
}
AppendManyCodePoints(splitBlocks[i].contents);
}
_.memory.Free(parser);
return self;
}
// Function that breaks formatted string into array of `FormattedBlock`s.
// Returned array is guaranteed to always have at least one block.
// First block in array always corresponds to part of the input string
// (`source`) without any formatting defined, even if it's empty.
// This is to avoid `FormattedBlock` having a third option besides two defined
// by `isOpening` variable.
private final function SplitFormattedStringIntoBlocks(string source)
{
local Parser parser;
local Character nextCharacter;
local FormattedBlock nextBlock;
splitBlocks.length = 0;
parser = _.text.ParseString(source);
while (!parser.HasFinished()) {
parser.MCharacter(nextCharacter);
// New formatted block by "{<color>"
if (_.text.IsCodePoint(nextCharacter, CODEPOINT_OPEN_FORMAT))
{
splitBlocks[splitBlocks.length] = nextBlock;
nextBlock = CreateFormattedBlock(true);
parser.MUntilS(nextBlock.tag,, true)
.MCharacter(nextBlock.delimiter);
if (!parser.Ok()) {
break;
}
continue;
}
// New formatted block by "}"
if (_.text.IsCodePoint(nextCharacter, CODEPOINT_CLOSE_FORMAT))
{
splitBlocks[splitBlocks.length] = nextBlock;
nextBlock = CreateFormattedBlock(false);
continue;
}
// Escaped sequence
if (_.text.IsCodePoint(nextCharacter, CODEPOINT_FORMAT_ESCAPE)) {
parser.MCharacter(nextCharacter);
}
if (!parser.Ok()) {
break;
}
nextBlock.contents[nextBlock.contents.length] = nextCharacter.codePoint;
}
// Only put in empty block if there is nothing else.
if (nextBlock.contents.length > 0 || splitBlocks.length == 0) {
splitBlocks[splitBlocks.length] = nextBlock;
}
_.memory.Free(parser);
}
// Following two functions are to maintain a "color stack" that will
// remember unclosed colors (new colors are obtained from a parser) defined in
// formatted string, on order.
// Stack array always contains one element, defined by
// the `SetupFormattingStack()` call. It corresponds to the default formatting
// that will be used when we pop all the other elements.
// It is necessary to deal with possible folded formatting definitions in
// formatted strings.
// For storing the color information we simply use `Text.Character`,
// ignoring all information that is not related to colors.
private final function SetupFormattingStack(Text.Formatting defaultFormatting)
{
formattingStack.length = 0;
formattingStack[0] = defaultFormatting;
}
private final function Formatting PushIntoFormattingStack(
Parser formattingDefinitionParser)
{
local Formatting newFormatting;
if (_.color.ParseWith(formattingDefinitionParser, newFormatting.color)) {
newFormatting.isColored = true;
}
formattingStack[formattingStack.length] = newFormatting;
return newFormatting;
}
private final function Formatting PopFormattingStack()
{
local Formatting result;
formattingStack.length = Max(1, formattingStack.length - 1);
if (formattingStack.length > 0) {
result = formattingStack[formattingStack.length - 1];
}
return result;
}
// Helper method for a quick creation of a new `FormattedBlock`
private final function FormattedBlock CreateFormattedBlock(bool isOpening)
{
local FormattedBlock newBlock;
newBlock.isOpening = isOpening;
return newBlock;
}
/**
* Unlike `Text`, `MutableText` can change it's content and therefore it's
* hash code cannot depend on it. So we restore `AcediaObject`'s behavior and
* return random value, generated at the time of allocation.
*
* @return Hash code for the caller `MutableText`.
*/
protected function int CalculateHashCode()
{
return super(AcediaObject).GetHashCode();
}
/**
* Replaces every occurrence of the string `before` with the string `after`.
*
* @param before `Text` contents to match and then replace.
* @param after `Text` contents to replace `before` with.
* @param caseSensitivity Defines whether `before` should be matched
* in a case-sensitive manner. By default it will be.
* @param formatSensitivity Defines whether `before` should be matched
* in a way sensitive for color information. By default it is will not.
* @return Returns caller `Text`, to allow for method chaining.
*/
public final function MutableText Replace(
Text before,
Text after,
optional CaseSensitivity caseSensitivity,
optional FormatSensitivity formatSensitivity)
{
local int index;
local bool needToInsertReplacer;
local int nextReplacementIndex;
local Text selfCopy;
if (before == none) return self;
if (before.IsEmpty()) return self;
selfCopy = Copy();
Clear();
while (index < selfCopy.GetLength())
{
nextReplacementIndex = selfCopy.IndexOf(before, index,
caseSensitivity,
formatSensitivity);
if (nextReplacementIndex < 0)
{
needToInsertReplacer = false;
nextReplacementIndex = selfCopy.GetLength();
}
else {
needToInsertReplacer = true;
}
// Copy characters between replacements one by one
while (index < nextReplacementIndex)
{
AppendCharacter(selfCopy.GetCharacter(index));
index += 1;
}
if (needToInsertReplacer)
{
Append(after);
// `before.GetLength() > 0` because of entry conditions
index += before.GetLength();
}
}
selfCopy.FreeSelf();
return self;
}
/**
* Changes formatting for characters with indices in range, specified as
* `[startIndex; startIndex + maxLength - 1]` to `newFormatting` parameter.
*
* If provided parameters `startPosition` and `maxLength` define a range that
* goes beyond `[0; self.GetLength() - 1]`, then intersection with a valid
* range will be used.
*
* @param startPosition Position of the first character to change formatting
* of. By default `0`, corresponding to the very first character.
* @param maxLength Max length of the segment to change formatting of.
* By default `0`, - that and all negative values are replaces by `MaxInt`,
* effectively extracting as much of a string as possible.
* @return Reference to the caller `MutableText` to allow for method chaining.
*/
public final function MutableText ChangeFormatting(
int startIndex,
int maxLength,
Formatting newFormatting)
{
local int endIndex;
if (maxLength <= 0) return self;
if (startIndex >= GetLength()) return self;
endIndex = Min(startIndex + maxLength, GetLength()) - 1;
startIndex = Max(startIndex, 0);
if (startIndex > endIndex) {
return self;
}
if (startIndex == 0 && endIndex == GetLength() - 1) {
ReformatWhole(newFormatting);
}
else {
ReformatRange(startIndex, endIndex, newFormatting);
}
return self;
}
defaultproperties
{
}