Anton Tarasenko
4 years ago
7 changed files with 7203 additions and 0 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -0,0 +1,290 @@ |
|||||||
|
/** |
||||||
|
* 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 |
||||||
|
{ |
||||||
|
} |
Reference in new issue