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https://github.com/godotengine/godot
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8580f377a3
Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached.
211 lines
7.1 KiB
C++
211 lines
7.1 KiB
C++
/*************************************************************************/
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/* string_name.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef STRING_NAME_H
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#define STRING_NAME_H
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#include "core/os/mutex.h"
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#include "core/string/ustring.h"
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#include "core/templates/safe_refcount.h"
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#define UNIQUE_NODE_PREFIX "%"
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class Main;
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struct StaticCString {
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const char *ptr;
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static StaticCString create(const char *p_ptr);
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};
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class StringName {
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enum {
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STRING_TABLE_BITS = 16,
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STRING_TABLE_LEN = 1 << STRING_TABLE_BITS,
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STRING_TABLE_MASK = STRING_TABLE_LEN - 1
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};
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struct _Data {
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SafeRefCount refcount;
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SafeNumeric<uint32_t> static_count;
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const char *cname = nullptr;
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String name;
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#ifdef DEBUG_ENABLED
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uint32_t debug_references = 0;
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#endif
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String get_name() const { return cname ? String(cname) : name; }
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int idx = 0;
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uint32_t hash = 0;
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_Data *prev = nullptr;
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_Data *next = nullptr;
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_Data() {}
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};
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static _Data *_table[STRING_TABLE_LEN];
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_Data *_data = nullptr;
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union _HashUnion {
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_Data *ptr = nullptr;
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uint32_t hash;
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};
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void unref();
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friend void register_core_types();
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friend void unregister_core_types();
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friend class Main;
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static Mutex mutex;
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static void setup();
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static void cleanup();
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static bool configured;
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#ifdef DEBUG_ENABLED
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struct DebugSortReferences {
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bool operator()(const _Data *p_left, const _Data *p_right) const {
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return p_left->debug_references > p_right->debug_references;
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}
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};
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static bool debug_stringname;
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#endif
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StringName(_Data *p_data) { _data = p_data; }
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public:
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operator const void *() const { return (_data && (_data->cname || !_data->name.is_empty())) ? (void *)1 : nullptr; }
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bool operator==(const String &p_name) const;
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bool operator==(const char *p_name) const;
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bool operator!=(const String &p_name) const;
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_FORCE_INLINE_ bool is_node_unique_name() const {
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if (!_data) {
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return false;
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}
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if (_data->cname != nullptr) {
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return (char32_t)_data->cname[0] == (char32_t)UNIQUE_NODE_PREFIX[0];
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} else {
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return (char32_t)_data->name[0] == (char32_t)UNIQUE_NODE_PREFIX[0];
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}
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}
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_FORCE_INLINE_ bool operator<(const StringName &p_name) const {
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return _data < p_name._data;
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}
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_FORCE_INLINE_ bool operator==(const StringName &p_name) const {
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// the real magic of all this mess happens here.
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// this is why path comparisons are very fast
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return _data == p_name._data;
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}
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_FORCE_INLINE_ uint32_t hash() const {
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if (_data) {
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return _data->hash;
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} else {
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return 0;
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}
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}
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_FORCE_INLINE_ const void *data_unique_pointer() const {
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return (void *)_data;
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}
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bool operator!=(const StringName &p_name) const;
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_FORCE_INLINE_ operator String() const {
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if (_data) {
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if (_data->cname) {
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return String(_data->cname);
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} else {
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return _data->name;
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}
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}
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return String();
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}
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static StringName search(const char *p_name);
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static StringName search(const char32_t *p_name);
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static StringName search(const String &p_name);
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struct AlphCompare {
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_FORCE_INLINE_ bool operator()(const StringName &l, const StringName &r) const {
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const char *l_cname = l._data ? l._data->cname : "";
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const char *r_cname = r._data ? r._data->cname : "";
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if (l_cname) {
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if (r_cname) {
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return is_str_less(l_cname, r_cname);
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} else {
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return is_str_less(l_cname, r._data->name.ptr());
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}
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} else {
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if (r_cname) {
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return is_str_less(l._data->name.ptr(), r_cname);
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} else {
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return is_str_less(l._data->name.ptr(), r._data->name.ptr());
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}
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}
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}
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};
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void operator=(const StringName &p_name);
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StringName(const char *p_name, bool p_static = false);
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StringName(const StringName &p_name);
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StringName(const String &p_name, bool p_static = false);
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StringName(const StaticCString &p_static_string, bool p_static = false);
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StringName() {}
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_FORCE_INLINE_ ~StringName() {
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if (likely(configured) && _data) { //only free if configured
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unref();
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}
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}
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#ifdef DEBUG_ENABLED
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static void set_debug_stringnames(bool p_enable) { debug_stringname = p_enable; }
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#endif
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};
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bool operator==(const String &p_name, const StringName &p_string_name);
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bool operator!=(const String &p_name, const StringName &p_string_name);
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bool operator==(const char *p_name, const StringName &p_string_name);
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bool operator!=(const char *p_name, const StringName &p_string_name);
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StringName _scs_create(const char *p_chr, bool p_static = false);
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/*
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* The SNAME macro is used to speed up StringName creation, as it allows caching it after the first usage in a very efficient way.
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* It should NOT be used everywhere, but instead in places where high performance is required and the creation of a StringName
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* can be costly. Places where it should be used are:
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* - Control::get_theme_*(<name> and Window::get_theme_*(<name> functions.
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* - emit_signal(<name>,..) function
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* - call_deferred(<name>,..) function
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* - Comparisons to a StringName in overridden _set and _get methods.
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*
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* 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.
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*/
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#define SNAME(m_arg) ([]() -> const StringName & { static StringName sname = _scs_create(m_arg, true); return sname; })()
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#endif // STRING_NAME_H
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