Launcher mod for all Acedia Framework mods
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/**
* Text object, meant as Acedia's replacement for a `string` type,
* that is supposed to provide a better (although by no means full)
* Unicode support than what is available from built-in unrealscript functions.
* Main differences with `string` are:
* 1. Text is a reference type, that doesn't copy it's contents with each
* assignment.
* 2. It's functions such as `ToUpper()` work with larger sets of
* symbols than native functions such as `Caps()` that only work with
* ASCII Latin;
* 3. Can store a wider range of characters than `string`, although
* the only way to actually add them to `Text` is via directly
* inputting Unicode code points.
* 4. Since it's functionality implemented in unrealscript,
* Text is slower that a string;
* 5. Once created, Text object won't disappear until garbage collection
* is performed, even if it is not referenced anywhere.
* API that provides extended text handling with extended Cyrillic (Russian)
* support (native functions like `Caps` only work with Latin letters).
* Copyright 2020 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 Text extends AcediaObject;
// Used to store a result of a `ParseSign()` function.
enum StringType
{
STRING_Plain,
STRING_Colored,
STRING_Formatted
};
enum LetterCase
{
LCASE_Lower,
LCASE_Upper
};
enum StringColorType
{
STRCOLOR_Default,
STRCOLOR_Struct,
STRCOLOR_Alias
};
struct Character
{
var int codePoint;
// `false` if relevant character has a particular color,
// `true` if it does not (use context-dependent default color).
var StringColorType colorType;
// Color of the relevant character if `isDefaultColor == false`.
var Color color;
var string colorAlias;
};
// We will store our string data in two different ways at once to make getters
// faster at the cost of doing more work in functions that change the string.
var private array<Character> contents;
/**
* Sets new value of the `Text` object, that has called this method,
* to be equal to the given `Text`. Does not change given `Text`.
*
* @param source After this function caller `Text` will have exactly
* the same contents as given parameter.
* @return Returns the calling `Text` object, to allow for function chaining.
*/
public final function Text Copy(Text otherText)
{
contents = otherText.contents;
return self;
}
/**
* Replaces data of caller `Text` object with data given by the array of
* Unicode code points, preserving the order of characters where it matters
* (some modifier code points are allowed arbitrary order in Unicode standard).
*
* `Text` isn't a simple wrapper around array of Unicode code points, so
* this function call should be assumed to be more expensive than
* a simple copy.
*
* @param source New contents of the `Text`.
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text CopyRaw(array<Character> rawSource)
{
contents = rawSource;
return self;
}
/**
* Copies contents of the given string into caller `Text`.
*
* `Text` isn't a simple wrapper around unrealscript's `string`, so
* this function call should be assumed to be more expensive than simple
* `string` copy.
*
* @param source New contents of the caller `Text`.
* @return Returns the calling `Text` object, to allow for function chaining.
*/
public final function Text CopyString(string source)
{
CopyRaw(_().text.StringToRaw(source));
return self;
}
/**
* Returns data in the caller `Text` object in form of an array of
* Unicode code points, preserving the order of characters where it matters
* (some modifier code points are allowed arbitrary order in Unicode standard).
*/
public final function array<Character> ToRaw()
{
return contents;
}
/**
* Returns the `string` representation of contents of the caller `Text`.
*
* Unreal Engine doesn't seem to store code points higher than 2^16 in
* `string`, so some data might be lost in the process.
* (To check if it concerns you, refer to the Unicode symbol table,
* but it is not a problem for most people).
*/
public final function string ToString(optional StringType resultType)
{
return _().text.RawToString(contents, resultType);
}
/**
* Checks if the caller `Text` and a given `Text` have contain equal text
* content, according to Unicode standard. By default case-sensitive.
*/
public final function bool IsEqual
(
Text otherText,
optional bool caseInsensitive
)
{
local int i;
local array<Character> otherContentsCopy;
local TextAPI api;
if (contents.length != otherText.contents.length) return false;
api = _().text;
// There's some evidence that UnrealEngine might copy the whole
// `otherText.contents` each time we access any element,
// so just copy it once.
otherContentsCopy = otherText.contents;
for (i = 0; i < contents.length; i += 1)
{
if (!api.AreEqual(contents[i], otherContentsCopy[i], caseInsensitive))
{
return false;
}
}
return true;
}
/**
* Checks if the caller `Text` contains the same text content as the given
* `string`. By default case-sensitive.
*
* If text contains Unicode code points that can't be stored in
* a given `string`, equality should be considered impossible.
*/
public final function bool IsEqualToString
(
string source,
optional bool caseInsensitive,
optional StringType sourceType
)
{
local int i;
local array<Character> rawSource;
local TextAPI api;
api = _().text;
rawSource = api.StringToRaw(source, sourceType);
if (contents.length != rawSource.length) return false;
for (i = 0; i < contents.length; i += 1)
{
if (!api.AreEqual(contents[i], rawSource[i], caseInsensitive))
{
return false;
}
}
return true;
}
/**
* Returns `true` if the string has no characters, otherwise returns `false`.
*/
public final function bool IsEmpty()
{
return (contents.length == 0);
}
/**
* Attempts to returns Unicode code point, stored in caller `Text` at the
* given `index`.
*
* Doesn't properly work if `Text` contains characters consisting of
* multiple code points.
*
* @return For a valid index (non-negative, not exceeding the length,
* given by `GetLength()` of the `Text`) returns Unicode code point,
* stored in caller `Text` at the given `index`; otherwise - returns `-1`.
*/
public final function Character GetCharacter(optional int index)
{
if (index < 0) return _().text.GetInvalidCharacter();
if (index >= contents.length) return _().text.GetInvalidCharacter();
return contents[index];
}
/*
* Converts caller `Text` to lower case.
*
* Changes every symbol contained in caller `Text` to it's lower case folding
* (according to Unicode standard). Symbols without lower case folding
* (like "&" or "!") are left unchanged.
*
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text ToLower()
{
local int i;
local TextAPI api;
api = _().text;
for (i = 0; i < contents.length; i += 1)
{
contents[i] = api.ToLower(contents[i]);
}
return self;
}
/*
* Converts caller `Text` to upper case.
*
* Changes every symbol contained in caller `Text` to it's upper case folding
* (according to Unicode standard). Symbols without upper case folding
* (like "&" or "!") are left unchanged.
*
* @return Returns the calling object, to allow for function chaining.
*/
public final function Text ToUpper()
{
local int i;
local TextAPI api;
api = _().text;
for (i = 0; i < contents.length; i += 1)
{
contents[i] = api.ToUpper(contents[i]);
}
return self;
}
public final function int GetHash() {
return _().text.GetHashRaw(contents);
}
/**
* Returns amount of symbols in the caller `Text`.
*/
public final function int GetLength()
{
return contents.length;
}
defaultproperties
{
}