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UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/StringUtils.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StringUtils.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "UnrealHeaderTool.h"
#include "Containers/UnrealString.h"
#include "Hash/CityHash.h"
FString GetClassNameWithPrefixRemoved(const FString& InClassName)
{
FString Result;
const FString ClassPrefix = GetClassPrefix( InClassName );
if( !ClassPrefix.IsEmpty() )
{
Result = InClassName.Right(InClassName.Len() - ClassPrefix.Len());
}
return Result;
}
FString GetClassNameWithoutPrefix(FString InClassNameOrFilename)
{
FString ClassNameWithoutPrefix = MoveTemp(InClassNameOrFilename);
// Check for header names (they don't come with a full path so we only search for the first dot)
int32 DotIndex;
if (ClassNameWithoutPrefix.FindChar(TEXT('.'), DotIndex))
{
ClassNameWithoutPrefix.MidInline(0, DotIndex, false);
}
else
{
const FString ClassPrefix = GetClassPrefix(ClassNameWithoutPrefix);
ClassNameWithoutPrefix.RightInline(ClassNameWithoutPrefix.Len() - ClassPrefix.Len(), false);
}
return ClassNameWithoutPrefix;
}
FString GetClassPrefix( const FString& InClassName )
{
bool bIsLabledDeprecated;
return GetClassPrefix(InClassName, /*out*/ bIsLabledDeprecated);
}
FString GetClassPrefix(const FString& InClassName, bool& bIsLabeledDeprecated )
{
FString ClassPrefix = InClassName.Left(1);
bIsLabeledDeprecated = false;
if (!ClassPrefix.IsEmpty())
{
const TCHAR ClassPrefixChar = ClassPrefix[0];
switch (ClassPrefixChar)
{
case TEXT('I'):
case TEXT('A'):
case TEXT('U'):
// If it is a class prefix, check for deprecated class prefix also
if (InClassName.Len() > 12 && FCString::Strncmp(&(InClassName[1]), TEXT("DEPRECATED_"), 11) == 0)
{
bIsLabeledDeprecated = true;
ClassPrefix = InClassName.Left(12);
}
break;
case TEXT('F'):
case TEXT('T'):
// Struct prefixes are also fine.
break;
default:
// If it's not a class or struct prefix, it's invalid
ClassPrefix.Reset();
break;
}
}
return ClassPrefix;
}
// Returns zero only for '\r' and '\0'
FORCEINLINE uint64 FindCrOrNulHelper(TCHAR C)
{
if (C == '\r')
{
return 0;
}
return C;
// NOTE: This is the previous implementation. It might have been faster
// once but current compilers do a much better job and compile into
// conditional moves which are faster than the variable-count bit shift below
#if 0
uint64 LoPassMask = ~((uint64(1) << '\0') | (uint64(1) << '\r'));
uint64 LoBit = uint64(1) << (C & 63);
uint64 LoPass = LoBit & LoPassMask;
uint64 HiPass = C & ~63;
return LoPass | HiPass;
#endif
}
// Finds next CR or null term with a single branch
// to help treat CR-LF and LF line endings identically
FORCEINLINE const TCHAR* FindCrOrNul(const TCHAR* Str)
{
while (FindCrOrNulHelper(*Str))
{
++Str;
}
return Str;
}
FORCEINLINE uint64 GenerateTextHash64(const TCHAR* Str)
{
uint64 Hash = 0;
while (true)
{
const TCHAR* End = FindCrOrNul(Str);
if (int32 Len = UE_PTRDIFF_TO_INT32(End - Str))
{
Hash = CityHash64WithSeed(reinterpret_cast<const char*>(Str), Len * sizeof(TCHAR), Hash);
}
if (*End == '\0')
{
return Hash;
}
Str = End + 1;
}
}
uint32 GenerateTextHash(const TCHAR* Data)
{
uint64 Hash = GenerateTextHash64(Data);
return static_cast<uint32>(Hash) + static_cast<uint32>(Hash >> 32);
}