/**************************************************************************/ /* string_name.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef STRING_NAME_H #define STRING_NAME_H #include "core/os/mutex.h" #include "core/string/ustring.h" #include "core/templates/safe_refcount.h" #define UNIQUE_NODE_PREFIX "%" class Main; struct StaticCString { const char *ptr; static StaticCString create(const char *p_ptr); }; class StringName { enum { STRING_TABLE_BITS = 16, STRING_TABLE_LEN = 1 << STRING_TABLE_BITS, STRING_TABLE_MASK = STRING_TABLE_LEN - 1 }; struct _Data { SafeRefCount refcount; SafeNumeric static_count; const char *cname = nullptr; String name; #ifdef DEBUG_ENABLED uint32_t debug_references = 0; #endif String get_name() const { return cname ? String(cname) : name; } int idx = 0; uint32_t hash = 0; _Data *prev = nullptr; _Data *next = nullptr; _Data() {} }; static _Data *_table[STRING_TABLE_LEN]; _Data *_data = nullptr; union _HashUnion { _Data *ptr = nullptr; uint32_t hash; }; void unref(); friend void register_core_types(); friend void unregister_core_types(); friend class Main; static Mutex mutex; static void setup(); static void cleanup(); static bool configured; #ifdef DEBUG_ENABLED struct DebugSortReferences { bool operator()(const _Data *p_left, const _Data *p_right) const { return p_left->debug_references > p_right->debug_references; } }; static bool debug_stringname; #endif StringName(_Data *p_data) { _data = p_data; } public: operator const void *() const { return (_data && (_data->cname || !_data->name.is_empty())) ? (void *)1 : nullptr; } bool operator==(const String &p_name) const; bool operator==(const char *p_name) const; bool operator!=(const String &p_name) const; bool operator!=(const char *p_name) const; _FORCE_INLINE_ bool is_node_unique_name() const { if (!_data) { return false; } if (_data->cname != nullptr) { return (char32_t)_data->cname[0] == (char32_t)UNIQUE_NODE_PREFIX[0]; } else { return (char32_t)_data->name[0] == (char32_t)UNIQUE_NODE_PREFIX[0]; } } _FORCE_INLINE_ bool operator<(const StringName &p_name) const { return _data < p_name._data; } _FORCE_INLINE_ bool operator<=(const StringName &p_name) const { return _data <= p_name._data; } _FORCE_INLINE_ bool operator>(const StringName &p_name) const { return _data > p_name._data; } _FORCE_INLINE_ bool operator>=(const StringName &p_name) const { return _data >= p_name._data; } _FORCE_INLINE_ bool operator==(const StringName &p_name) const { // the real magic of all this mess happens here. // this is why path comparisons are very fast return _data == p_name._data; } _FORCE_INLINE_ uint32_t hash() const { if (_data) { return _data->hash; } else { return 0; } } _FORCE_INLINE_ const void *data_unique_pointer() const { return (void *)_data; } bool operator!=(const StringName &p_name) const; _FORCE_INLINE_ operator String() const { if (_data) { if (_data->cname) { return String(_data->cname); } else { return _data->name; } } return String(); } static StringName search(const char *p_name); static StringName search(const char32_t *p_name); static StringName search(const String &p_name); struct AlphCompare { _FORCE_INLINE_ bool operator()(const StringName &l, const StringName &r) const { const char *l_cname = l._data ? l._data->cname : ""; const char *r_cname = r._data ? r._data->cname : ""; if (l_cname) { if (r_cname) { return is_str_less(l_cname, r_cname); } else { return is_str_less(l_cname, r._data->name.ptr()); } } else { if (r_cname) { return is_str_less(l._data->name.ptr(), r_cname); } else { return is_str_less(l._data->name.ptr(), r._data->name.ptr()); } } } }; void operator=(const StringName &p_name); StringName(const char *p_name, bool p_static = false); StringName(const StringName &p_name); StringName(const String &p_name, bool p_static = false); StringName(const StaticCString &p_static_string, bool p_static = false); StringName() {} _FORCE_INLINE_ ~StringName() { if (likely(configured) && _data) { //only free if configured unref(); } } #ifdef DEBUG_ENABLED static void set_debug_stringnames(bool p_enable) { debug_stringname = p_enable; } #endif }; bool operator==(const String &p_name, const StringName &p_string_name); bool operator!=(const String &p_name, const StringName &p_string_name); bool operator==(const char *p_name, const StringName &p_string_name); bool operator!=(const char *p_name, const StringName &p_string_name); StringName _scs_create(const char *p_chr, bool p_static = false); /* * The SNAME macro is used to speed up StringName creation, as it allows caching it after the first usage in a very efficient way. * It should NOT be used everywhere, but instead in places where high performance is required and the creation of a StringName * can be costly. Places where it should be used are: * - Control::get_theme_*( and Window::get_theme_*( functions. * - emit_signal(,..) function * - call_deferred(,..) function * - Comparisons to a StringName in overridden _set and _get methods. * * Use in places that can be called hundreds of times per frame (or more) is recommended, but this situation is very rare. If in doubt, do not use. */ #define SNAME(m_arg) ([]() -> const StringName & { static StringName sname = _scs_create(m_arg, true); return sname; })() #endif // STRING_NAME_H