godot/thirdparty/icu4c/common/cstr.cpp

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// © 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html
/*
*******************************************************************************
* Copyright (C) 2015-2016, International Business Machines
* Corporation and others. All Rights Reserved.
*******************************************************************************
* file name: charstr.cpp
*/
#include "unicode/utypes.h"
#include "unicode/putil.h"
#include "unicode/unistr.h"
#include "cstr.h"
#include "charstr.h"
#include "uinvchar.h"
U_NAMESPACE_BEGIN
CStr::CStr(const UnicodeString &in) {
UErrorCode status = U_ZERO_ERROR;
#if !UCONFIG_NO_CONVERSION || U_CHARSET_IS_UTF8
int32_t length = in.extract(0, in.length(), static_cast<char *>(NULL), static_cast<uint32_t>(0));
int32_t resultCapacity = 0;
char *buf = s.getAppendBuffer(length, length, resultCapacity, status);
if (U_SUCCESS(status)) {
in.extract(0, in.length(), buf, resultCapacity);
s.append(buf, length, status);
}
#else
// No conversion available. Convert any invariant characters; substitute '?' for the rest.
// Note: can't just call u_UCharsToChars() or CharString.appendInvariantChars() on the
// whole string because they require that the entire input be invariant.
char buf[2];
for (int i=0; i<in.length(); i = in.moveIndex32(i, 1)) {
if (uprv_isInvariantUString(in.getBuffer()+i, 1)) {
u_UCharsToChars(in.getBuffer()+i, buf, 1);
} else {
buf[0] = '?';
}
s.append(buf, 1, status);
}
#endif
}
CStr::~CStr() {
}
const char * CStr::operator ()() const {
return s.data();
}
U_NAMESPACE_END