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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/icu4c/common/cstr.cpp
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// © 2016 and later: Unicode, Inc. and others.
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// License & terms of use: http://www.unicode.org/copyright.html
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/*
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*******************************************************************************
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* Copyright (C) 2015-2016, International Business Machines
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* Corporation and others. All Rights Reserved.
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*******************************************************************************
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* file name: charstr.cpp
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*/
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#include "unicode/utypes.h"
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#include "unicode/putil.h"
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#include "unicode/unistr.h"
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#include "cstr.h"
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#include "charstr.h"
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#include "uinvchar.h"
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U_NAMESPACE_BEGIN
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CStr::CStr(const UnicodeString &in) {
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UErrorCode status = U_ZERO_ERROR;
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#if !UCONFIG_NO_CONVERSION || U_CHARSET_IS_UTF8
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int32_t length = in.extract(0, in.length(), static_cast<char *>(nullptr), static_cast<uint32_t>(0));
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int32_t resultCapacity = 0;
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char *buf = s.getAppendBuffer(length, length, resultCapacity, status);
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if (U_SUCCESS(status)) {
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in.extract(0, in.length(), buf, resultCapacity);
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s.append(buf, length, status);
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}
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#else
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// No conversion available. Convert any invariant characters; substitute '?' for the rest.
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// Note: can't just call u_UCharsToChars() or CharString.appendInvariantChars() on the
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// whole string because they require that the entire input be invariant.
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char buf[2];
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for (int i=0; i<in.length(); i = in.moveIndex32(i, 1)) {
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if (uprv_isInvariantUString(in.getBuffer()+i, 1)) {
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u_UCharsToChars(in.getBuffer()+i, buf, 1);
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} else {
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buf[0] = '?';
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}
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s.append(buf, 1, status);
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}
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#endif
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}
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CStr::~CStr() {
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}
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const char * CStr::operator ()() const {
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return s.data();
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}
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U_NAMESPACE_END
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