mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 23:32:04 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts: # src/r_draw.cpp
This commit is contained in:
commit
7f86a5148c
5 changed files with 293 additions and 143 deletions
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@ -1144,7 +1144,7 @@ CCMD(currentpos)
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}
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else
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{
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Printf("You are not in game!");
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Printf("You are not in game!\n");
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}
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}
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337
src/r_draw.cpp
337
src/r_draw.cpp
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@ -2300,59 +2300,126 @@ void R_DrawSingleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
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void R_DrawSingleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
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{
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for (int col = 0; col < 4; col++)
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uint8_t *dest = dc_dest;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
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int textureheight0 = bufheight[0];
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const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
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int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
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int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
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uint8_t output[4];
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
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uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
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solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
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solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
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// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
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int fade_length = (1 << (24 - start_fade));
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int start_fadetop_y = (-frac[0]) / fracstep[0];
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int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
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int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
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int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
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for (int col = 1; col < 4; col++)
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{
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uint8_t *dest = dc_dest + col;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0 = bufplce[col];
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int textureheight0 = bufheight[0];
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start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
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end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
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start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
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end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
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}
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start_fadetop_y = clamp(start_fadetop_y, 0, count);
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end_fadetop_y = clamp(end_fadetop_y, 0, count);
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start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
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end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
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int32_t frac = vplce[col];
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int32_t fracstep = vince[col];
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// Top solid color:
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for (int index = 0; index < start_fadetop_y; index++)
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{
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*((uint32_t*)dest) = solid_top_fill;
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dest += pitch;
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for (int col = 0; col < 4; col++)
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frac[col] += fracstep[col];
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}
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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for (int index = 0; index < count; index++)
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// Top fade:
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for (int index = start_fadetop_y; index < end_fadetop_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[sample_index];
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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uint32_t c = palette[fg];
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int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
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int inv_alpha_top = 256 - alpha_top;
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int c_red = RPART(c);
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int c_green = GPART(c);
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int c_blue = BPART(c);
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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if (alpha_top == 256 && alpha_bottom == 256)
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{
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*dest = fg;
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}
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else
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{
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int inv_alpha_top = 256 - alpha_top;
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int inv_alpha_bottom = 256 - alpha_bottom;
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const auto &c = GPalette.BaseColors[fg];
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int c_red = c.r;
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int c_green = c.g;
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int c_blue = c.b;
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
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c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
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c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
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*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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}
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frac += fracstep;
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dest += pitch;
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Textured center:
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for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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output[col] = source0[col][sample_index];
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Fade bottom:
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for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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uint32_t c = palette[fg];
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int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
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int inv_alpha_bottom = 256 - alpha_bottom;
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int c_red = RPART(c);
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int c_green = GPART(c);
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int c_blue = BPART(c);
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c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
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c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
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c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
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output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Bottom solid color:
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for (int index = end_fadebottom_y; index < count; index++)
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{
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*((uint32_t*)dest) = solid_bottom_fill;
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dest += pitch;
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}
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}
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@ -2420,66 +2487,146 @@ void R_DrawDoubleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
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void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
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{
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for (int col = 0; col < 4; col++)
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uint8_t *dest = dc_dest;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
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const uint8_t *source1[4] = { bufplce2[0], bufplce2[1], bufplce2[2], bufplce2[3] };
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int textureheight0 = bufheight[0];
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uint32_t maxtextureheight1 = bufheight[1] - 1;
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const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
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int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
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int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
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uint8_t output[4];
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
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uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
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solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
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solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
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// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
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int fade_length = (1 << (24 - start_fade));
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int start_fadetop_y = (-frac[0]) / fracstep[0];
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int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
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int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
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int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
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for (int col = 1; col < 4; col++)
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{
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uint8_t *dest = dc_dest + col;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0 = bufplce[col];
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const uint8_t *source1 = bufplce2[col];
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int textureheight0 = bufheight[0];
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uint32_t maxtextureheight1 = bufheight[1] - 1;
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start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
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end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
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start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
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end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
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}
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start_fadetop_y = clamp(start_fadetop_y, 0, count);
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end_fadetop_y = clamp(end_fadetop_y, 0, count);
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start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
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end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
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int32_t frac = vplce[col];
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int32_t fracstep = vince[col];
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// Top solid color:
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for (int index = 0; index < start_fadetop_y; index++)
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{
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*((uint32_t*)dest) = solid_top_fill;
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dest += pitch;
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for (int col = 0; col < 4; col++)
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frac[col] += fracstep[col];
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}
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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for (int index = 0; index < count; index++)
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// Top fade:
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for (int index = start_fadetop_y; index < end_fadetop_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[sample_index];
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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if (fg == 0)
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[sample_index2];
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fg = source1[col][sample_index2];
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}
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output[col] = fg;
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int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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uint32_t c = palette[fg];
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int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
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int inv_alpha_top = 256 - alpha_top;
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int c_red = RPART(c);
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int c_green = GPART(c);
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int c_blue = BPART(c);
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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if (alpha_top == 256 && alpha_bottom == 256)
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{
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*dest = fg;
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}
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else
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{
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int inv_alpha_top = 256 - alpha_top;
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int inv_alpha_bottom = 256 - alpha_bottom;
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const auto &c = GPalette.BaseColors[fg];
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int c_red = c.r;
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int c_green = c.g;
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int c_blue = c.b;
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
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c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
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c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
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*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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}
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frac += fracstep;
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dest += pitch;
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Textured center:
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for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
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||||
{
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for (int col = 0; col < 4; col++)
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{
|
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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if (fg == 0)
|
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[col][sample_index2];
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}
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output[col] = fg;
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Fade bottom:
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for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
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||||
{
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||||
for (int col = 0; col < 4; col++)
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||||
{
|
||||
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
|
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uint8_t fg = source0[col][sample_index];
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if (fg == 0)
|
||||
{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[col][sample_index2];
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}
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output[col] = fg;
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uint32_t c = palette[fg];
|
||||
int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
|
||||
int inv_alpha_bottom = 256 - alpha_bottom;
|
||||
int c_red = RPART(c);
|
||||
int c_green = GPART(c);
|
||||
int c_blue = BPART(c);
|
||||
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
|
||||
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
|
||||
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
|
||||
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
|
||||
|
||||
frac[col] += fracstep[col];
|
||||
}
|
||||
*((uint32_t*)dest) = *((uint32_t*)output);
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// Bottom solid color:
|
||||
for (int index = end_fadebottom_y; index < count; index++)
|
||||
{
|
||||
*((uint32_t*)dest) = solid_bottom_fill;
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -258,9 +258,10 @@ extern "C" void R_DrawFuzzColumnP_ASM (void);
|
|||
extern "C" void R_DrawSpanP_ASM (void);
|
||||
extern "C" void R_DrawSpanMaskedP_ASM (void);
|
||||
|
||||
void R_DrawColumnHorizP_C(void);
|
||||
|
||||
#else
|
||||
|
||||
void R_DrawColumnHorizP_C (void);
|
||||
void R_DrawColumnP_C (void);
|
||||
void R_DrawFuzzColumnP_C (void);
|
||||
void R_DrawTranslatedColumnP_C (void);
|
||||
|
|
|
@ -863,66 +863,34 @@ void FString::Insert (size_t index, const char *instr, size_t instrlen)
|
|||
|
||||
void FString::ReplaceChars (char oldchar, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
if (oldchar == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (Chars[i] == oldchar)
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
ReplaceChars([&oldchar](char c){ return c == oldchar; }, newchar);
|
||||
}
|
||||
|
||||
void FString::ReplaceChars (const char *oldcharset, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
if (oldcharset == NULL || oldcharset[0] == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (strchr (oldcharset, Chars[i]) != NULL)
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
ReplaceChars([&oldcharset](char c){ return strchr(oldcharset, c) != NULL; }, newchar);
|
||||
}
|
||||
|
||||
void FString::StripChars (char killchar)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
if (killchar == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (Chars[read] != killchar)
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
StripChars([&killchar](char c){ return c == killchar; });
|
||||
}
|
||||
|
||||
void FString::StripChars (const char *killchars)
|
||||
void FString::StripChars (const char *killcharset)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
if (killcharset == NULL || killcharset[0] == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (strchr (killchars, Chars[read]) == NULL)
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
StripChars([&killcharset](char c){ return strchr(killcharset, c) != NULL; });
|
||||
}
|
||||
|
||||
void FString::MergeChars (char merger)
|
||||
|
|
|
@ -236,11 +236,45 @@ public:
|
|||
void Insert (size_t index, const char *instr);
|
||||
void Insert (size_t index, const char *instr, size_t instrlen);
|
||||
|
||||
template<typename Func>
|
||||
void ReplaceChars (Func IsOldChar, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (IsOldChar(Chars[i]))
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
}
|
||||
|
||||
void ReplaceChars (char oldchar, char newchar);
|
||||
void ReplaceChars (const char *oldcharset, char newchar);
|
||||
|
||||
template<typename Func>
|
||||
void StripChars (Func IsKillChar)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (!IsKillChar(Chars[read]))
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
}
|
||||
|
||||
void StripChars (char killchar);
|
||||
void StripChars (const char *killchars);
|
||||
void StripChars (const char *killcharset);
|
||||
|
||||
void MergeChars (char merger);
|
||||
void MergeChars (char merger, char newchar);
|
||||
|
|
Loading…
Reference in a new issue