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============================ MAJOR FEATURES & CHANGES ============================ Change 3873906 by Dan.Oconnor Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type #jira UE-51726 Change 3873614 by Dan.Oconnor Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled #jira UE-51726 Change 3873428 by Ben.Zeigler #jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget Copy of 3873408 Change 3873083 by Ethan.Geller [4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron Change 3872714 by Dan.Oconnor Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously #jira UE-53840 Change 3872648 by Ben.Zeigler #jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets Copy of CL #3872636 Change 3872500 by Arne.Schober Back out changelist 3870283 #jira UE-54838 Change 3872412 by Mark.Satterthwaite Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles. #jira UE-54853 Change 3872313 by Martin.Wilson Add UI to Live Link Client to warn live link users about background performance throttling #jira none Change 3872272 by Martin.Wilson Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance #jira none Change 3872238 by Mark.Satterthwaite Duplicate CL #3871025 Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders. #jira UE-54843 Change 3872087 by Yasiman.Ahsani Adding Python, libdisasm, musl, and LSS licenses. #JIRA n/a - adding licenses for new TPS Change 3872037 by Ben.Marsh BuildGraph: Add a task for compiling MSBuild projects. #jira Change 3871934 by Lina.Halper #jira: UE-54703 Change 3871595 by Michael.Trepka Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function #jira UE-54830 Change 3870829 by Joe.Barnes Fix unintentional change to PhysX libs used in Debug builds. #jira ue-54817 Change 3870820 by Nick.Atamas Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19) #jira UE-54816 Change 3870755 by Chance.Ivey Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas Change 3870547 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3870546 by Krzysztof.Narkowicz Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path #jira UE-54471 Change 3870284 by Ben.Zeigler #jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time Copy of CL #3870279 Change 3870283 by Arne.Schober SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary #jira none Change 3870098 by Ben.Marsh Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly. #jira UE-53855 Change 3870013 by Ben.Marsh UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked. #jira UE-54179 Change 3870010 by Ben.Marsh UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window. #jira Change 3869814 by Ben.Marsh UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported. Also remove the RemoteRoot option, which was not used anywhere. #jira Change 3869786 by Martin.Wilson Fix Live Link Remove Source button not working #Jira UE-54652 Change 3869660 by Martin.Wilson Fix missing message bus sources in the live link client (not repolling for new sources) #Jira UE-54712 Change 3869659 by Guillaume.Abadie Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame. Credits for fixing the issue to Ron Radeztsk. #jira UE-54780 Change 3869401 by Lauren.Ridge Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent #jira UE-51470 Change 3869384 by Brandon.Schaefer Open the project in the explorer when NullSourceCodeAccess is done creating the project #jira UE-54630 Change 3869308 by Ben.Marsh PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337) #jira UE-54568 Change 3869265 by Martin.Wilson Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin -Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory) -Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have) -rebuild binaries for Engine/Extras #Jira UE-54643 Change 3869206 by Benn.Gallagher Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application. #jira UE-54116 Change 3869064 by Benn.Gallagher Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function. #jira UE-52557 Change 3869062 by Guillaume.Abadie Fixes "dynamic resolution is not supported on this platform" warning message being always visible. #jira UE-54655 Change 3868202 by Lauren.Ridge Fix for assert on expanding vector param in layered material #jira UE-54737 Change 3868161 by zak.parrish Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639 Change 3867750 by Ethan.Geller [4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron Change 3867657 by Lauren.Ridge Adding if with editor wrapper to new function #jira cis fix Change 3867646 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867340 by Lauren.Ridge Fixes to Material Layers from 4.19 preview feedback -Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings) -Parent in function should be editable -Enforce only two layers in a blend -Mat layer should warn if it has incorrect output in the layer itself -Enforce not being able to delete outputs -Warn about creating a MAL node inside a function #jira UETOOL-1312 Change 3867317 by Aaron.McLeran #jira UE-53867 Access violation on Switch when playing sound with specified time out of range Change 3867000 by Lauren.Ridge Fix for folder favorites possibly becoming very large #jira UE-54704 Change 3866892 by Martin.Wilson Fix crash if clicking ok on message bus add source without having a source selected #jira UE-54572 Change 3866391 by Matt.Kuhlenschmidt Fix static analysis #jira UE-53379 Change 3866241 by Ryan.Vance #jira UE-54681 Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge. Change 3866071 by Nick.Shin UDN 412414 update HTMl5 readme file #jira none Change 3866005 by Max.Preussner Messaging: Preventing dangling references when removing message subscribers #jira UE-54680 Change 3865988 by Simon.Tourangeau Fix static analysis warnings #jira none Change 3865895 by zachary.wilson Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame. #JIRA UE-29618 Change 3865469 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3865461 by Chris.Babcock Add a wait for audio thread to pause audio on going to background #jira UE-54301 #ue4 #android Change 3865350 by Matt.Kuhlenschmidt Fix issue where cascade emitter UI would disapper #jira UE-53379 Change 3865336 by Arne.Schober REL - Fix UE-52356 Bone Weight #jira UE-52356 Change 3865257 by Ben.Marsh Fix editor failing to load content-only projects when compiled in DebugGame. #jira UE-54661 Change 3865238 by Simon.Tovey Pulling Olaf's fix from 3832595 over to release #tests EngineTests boots in vulkan #JIRA UE-54394 Change 3865191 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 From //Dev-Mobile/3863322 Change 3865190 by Sorin.Gradinaru UE-54175 Selecting For Distribution no longer sets configuration to Shipping #UE4 #4.19 #jira UE-54175 From //Dev-Mobile/3863371 "For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845) Change 3865056 by Jamie.Dale Fixed culture being incorrect when added via the Localization Dashboard #jira none Change 3864826 by Max.Preussner WmfMedia: Added missing scope lock #jira UE-54365 Change 3864055 by Aaron.McLeran #jira UE-54213 Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects. Change 3863775 by Andrew.Porter MediaFrameworkTest: Removing Platform Media Source TVOS test content #jira UE-29618 Change 3863714 by Dan.Oconnor Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred #jira UE-54634 Change 3863696 by Max.Chen Sequencer: Fix crash open a new sequence while another is still active. #jira UE-54620 #jira UE-54624 Change 3863638 by Dan.Oconnor Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior #jira UE-54193 Change 3863494 by Jamie.Dale Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized #jira UE-54345 Change 3863433 by Max.Preussner MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets tvOS currently reports itself as iOS, so it cannot have its own setting. #jira UE-54559 Change 3863406 by Lauren.Ridge Fix for a crash when filtering a dropdown with no set value #jira UE-54631 Change 3863238 by Michael.Kirzinger #jira UE-52730: Fix mac voip crash Change 3862586 by Marc.Audy Clean up rendering thread heartbeat checks that got mangled in various integrations #jira Change 3862247 by Guillaume.Abadie Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel. #jira UE-53830 Change 3862120 by Guillaume.Abadie Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor. #jira UE-51458 Change 3861363 by Jamie.Dale Static analysis fixes #jira none Change 3861150 by Matt.Kuhlenschmidt Fix static mesh editor displaying 0 for all stats on LODs > 0 #jira UE-53776 Change 3860990 by Dan.Oconnor Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject #jira UE-54551 Change 3860972 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3860951 by Arne.Schober Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3860950 by tim.gautier QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions #jira UE-29618 Change 3860833 by Michael.Dupuis #jira UE-54181: Repopulate the foliage list when existing simulate mode Let the GC know that internal struct hold UObject ptr Change 3860762 by Jamie.Dale Ensure we invoke the correct version of Python from UBT #jira UE-54345 Change 3860676 by Simon.Tourangeau Remove DirectoryWatcher warning in output log #jira UEENT-846 Change 3860598 by Lauren.Ridge Fix for crash on opening new material instance #jira UE-54589 Change 3860338 by Michael.Lentine Integrate changes for fixing MorphTargets. #jira 54398 Change 3860215 by Ben.Marsh UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class. #jira UE-54578 Change 3860186 by Matt.Kuhlenschmidt Fix crash top 10 with the font editor shutting down and then a dpi event occuring #jira UE-54543 Change 3859854 by Graeme.Thornton PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed) #jira UE-51289 Change 3859848 by Graeme.Thornton Fix crypto.cs reading the wrong ini setting names for uasset encryption settings #jira UE-54566 Change 3859684 by Ben.Marsh PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey) #jira UE-54392 Change 3859657 by Ben.Marsh Fix FTransform being passed by value, causing alignment error when compiling for Win32. #jira Change 3859312 by nick.bullard Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278 Still need to update menu to remove selection #jira UE-50784 Change 3859278 by Nick.Bullard Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well. "This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only. We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time." #jira UE-50784 Change 3859124 by Dan.Oconnor Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16 #jira UE-54468 Change 3859086 by Ryan.Vance #jira UE-54470 We need to set the viewport in both cases. Change 3859006 by Dan.Oconnor Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class #jira UE-54541 Change 3858990 by mason.seay Cleaned up blueprints to remove compile errors #jira UE-29618 Change 3858945 by Aaron.McLeran #jira UE-54265 PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins) Change 3858719 by Aaron.McLeran #jira UE-54552 Fix for sample buffer reader Change 3858647 by Ethan.Geller PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel) #jira UE-54407 Change 3858364 by Michael.Dupuis #jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances. Change 3858268 by Dan.Oconnor Prevent postload logic running on REINST and SKEL classes #jira UE-54531 Change 3858205 by Mitchell.Wilson Removed particle looping from some emitters to resolve anim notify warnings. #jira UE-53823 Change 3858148 by Lauren.Ridge Changes based on Material Layer Feedback from previews - (Temporary) Disabled being able to create a layer or blend in the asset dropdown - Sections of the stack that have been disabled now inactivate that part of the UI - Create Function Instance now indicates if you are making a layer or a blend - Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead. #jira UETOOL-1328 Change 3857933 by Michael.Dupuis #jira UE-45854: Properly unregister callback when replacing foliage type with another one Change 3857898 by Michael.Dupuis #jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation Change 3857878 by Max.Chen Sequencer: Assign the sequence id after the template is compiled. Copy from Dev-Sequencer #jira UE-54462 Change 3857808 by Michael.Dupuis #jira UE-54421: Prevent edition during Simulate when clicking on actor Change 3857786 by Rolando.Caloca UE4.19 - Fix recompute tangents and skin cache for OpenGL #jira UE-42108 PR #3271 Change 3857549 by Lina.Halper another jittering issue due to revision number change clear the motion vector after compile #jira: UE-53930 Change 3857439 by Lina.Halper Clear motion vector when end of sequencer when in editor world #jira:UE-54057 Change 3857384 by Graeme.Thornton Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio #jira UE-50020 Change 3856596 by Chris.Babcock Fix ResonanceAudioApi Android library architecture filtering #jira UE-54478 #ue4 #android Change 3856449 by Michael.Dupuis #jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design. Change 3856415 by Dan.Oconnor Fix regression when loading instances that have had their class deleted. Issue detected by static analysis #jira UE-54467 Change 3856332 by Ben.Marsh Resaving TP_HandheldARBP assets to fix version again. #jira Change 3856319 by Ben.Marsh Back out changelist 3855588 Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0. #jira UE-54472 Change 3856292 by Ben.Marsh Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds. #jira UE-54448 Change 3856190 by Martin.Wilson Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too) #jira UE-54266 Change 3856169 by Ben.Marsh Tag XGEControlWorker.exe as a build product, so it's included in the binary distro. #jira UE-54283 Change 3856123 by Chris.Babcock Fix missing ARCore file #jira UE-54453 #ue4 #android Change 3856005 by Richard.Wallis Clone of Dev-Rendering CL 3855993 - turn off FShaderCache. #jira UE-52928 Change 3855961 by Jian.Ru Copy 3855047 - fix DFAO Nan problem #jira UE-54403 Change 3855811 by Martin.Wilson Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018) #jira none Change 3855758 by Cosmin.Sulea UE-53569 - tvOS does not package or launch-on #jira UE-53569 Change 3855727 by Ben.Marsh Resaving assets with a versioned build in the editor, to fix warnings building DDC. #jira Change 3855626 by Adrian.Siminciuc https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep) #jira UE-50979 Change 3855588 by Graeme.Thornton Fix visual studio solution path being incorrect for content projects #jira UE-50020 Change 3855283 by Ben.Marsh Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor. #jira Change 3855009 by Chance.Ivey Resaving with version number. #JIRA-54330 #rb none Change 3854943 by Dan.Oconnor Fix archetype lookup when searching hierarchy that has been partially reinstanced #jira UE-53840 Change 3854882 by Ryan.Vance #jira UE-54438 Removing vr related references to screen percentage. Removing previously removed gvr screen percentage code that came back in an integration from google. Change 3854806 by Mike.Beach Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up. #jira UE-54214 Change 3854680 by Chance.Ivey Saving assets with version number#JIRA UE-54330 #rb none Change 3854652 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3854605 by Dan.Oconnor Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't) #jira UE-53954 Change 3854274 by Brandon.Schaefer Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux #jira UE-54302 #codeview Arciel.Rekman Change 3854255 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. - Mirrored from //UE4/Dev-Framework (3853349). #jira UE-53960 Change 3854177 by Ethan.Geller #jira UE-54415 set EnabledByDefault to false for Resonance Audio Change 3854123 by Ethan.Geller #jira UE-54410 set AudioComponentID Change 3853775 by Lauren.Ridge Minor cleanup #jira UE-54054 Change 3853772 by Lauren.Ridge Don't create widgets when just testing if the selected widget is a replacement candidate #jira UE-54054 Change 3853715 by Rolando.Caloca UE4.19 - Fix for OpenGL overwriting texture units #jira UE-54401 Change 3853655 by Ben.Marsh Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders. #jira Change 3853535 by Ben.Marsh Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release. #jira Change 3852583 by Nick.Atamas Resaved assets so they don't produce DDC warnings. #jira none Change3852552by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852354 by Nick.Atamas Hopefully fixes the static analysis warning from jira issue. #jira UE-54332 Change 3852281 by Nick.Atamas Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/... #jira UE-54331 Change 3852274 by Simon.Tourangeau Back out changelist 3851041 until Win7 issue is resolved. #jira UE-54354 Change3852208by Jamie.Dale Merging CL# 3821754 from //UE4/Dev-Enterprise Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types #jira none Change 3852202 by Jamie.Dale More explicit handling of EngineDir for Python SDK #jira UE-54345 Change 3851982 by Brandon.Schaefer Workaround using a hardcoded path #jira UE-54136 Change 3851748 by Michael.Dupuis #jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions Change 3851545 by Marc.Audy Remove debugging code that slipped in #jira none Change 3851461 by Ben.Marsh Fix #includes with backslashes from crashing UBT. #jira UE-53996 Change 3851391 by Jamie.Dale Updated Python to prefer our TPS SDK #jira UE-54345 Change 3851372 by Jamie.Dale Added bat file to copy the Python SDK into TPS #jira UE-54345 Change 3851218 by Ben.Marsh Add missing template to installed engine build. #jira UE-54339 Change 3851117 by andrew.porter QAGame: Removing duplicate map #jira UE-29618 Change 3851041 by Simon.Tourangeau Support for DX11 quad buffer stereo rendering #jira UEENT-704 Change 3850548 by Ben.Marsh Add TP_HandheldARBP to installed engine build. #jira Change 3850424 by Ben.Zeigler Fix reported memory for asset registry to be correct, extracted from a larger change #jira none Change 3850324 by Ryan.Vance #jira UEVR-1050 Hook up the Rift dynamic res to the new IDynamicResolutionState framework Change 3849819 by JeanLuc.Corenthin Unhide Datasmith plugins in "regular" projects to allow easy project conversion #jira UEENT-795 Change 3849302 by Martin.Wilson Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation) #jira none Change3849238by Max.Chen Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged. #jira UE-54248 Change 3849211 by Michael.Dupuis #jira UE-54181: Prevent foliage edition during PIE or simulate mode #coderevire jack.porter Change 3849123 by Benn.Gallagher Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices #jira UE-53741 Change 3849120 by Benn.Gallagher Fixed crash adding empty materials to destructible meshes in the destructible mesh editor #jira UE-53938 Change 3849047 by Jurre.deBaare Move material baking out of experimental #fix follow-up also remove the entry from experimental settings #jira UE-52685 Change 3848808 by Michael.Dupuis #jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now. Fixed dynamic shadow code path issue vs static code path Change 3848659 by Lina.Halper Fix issue with animation resetting in the sequencer #jira: UE-54047 Change 3848635 by Rolando.Caloca UE4.19 - Fix static analysis #jira UE-50449 Change3848515by Sorin.Gradinaru Unshelved from pending changelist '3843541': WebBrowser Android crash on 4.4.3 #jira UE-53247 #Android #4.19 Crash on Android 4.x.x caused by a call to a Api Level 21 method Change 3848514 by Jurre.deBaare Moving over: CL 3832173 "Failed to import Alembic files #jira UE-53941 #fix Change Alembic thirdparty library setup - Removed old unused library files - Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path - HDF5 is now build as a Dynamic library (which also enableds multi-threading) - Added DLLs for HDF5 to build.cs file CL 3838053 "Adding missing hdf5 dynamic libraries Change 3848245 by Ben.Marsh Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE. #jira UE-54237 Change 3847300 by Phillip.Kavan Fix shadowed local variable. #jira UE-54141 Change 3846922 by Max.Preussner ImgMedia: Fixed image media player never finished initialization if loading failed Copied from Dev-Sequencer CL# 3846902 #jira UE-54247 Change 3846831 by Arciel.Rekman Linux: only use lld for x86_64 (UE-54144). - lld support for other architectures seems to not ready for prime time. #jira UE-54144 Change 3846771 by Lauren.Ridge Material window now uses the background color set in preview scene. #jira UE-52215 Change 3846705 by Ben.Marsh Fix batch file paths not being quoted correctly when run through XGE. #jira Change 3846550 by Lauren.Ridge Toggling Show Background now updates the background as well #jira UE-52250 Change 3846417 by Matt.Kuhlenschmidt Fix crash resizing shootergame window #jira UE-53137 Change 3846295 by Rolando.Caloca UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android) #jira UE-50449 Change 3846273 by tim.gautier QAGame: Updating Material Layer test assets to include more Params - Added temp assets, quicker repros for bugs #jira UE-54176, UE-54165 Change 3846255 by Lauren.Ridge Parameter tab is the primary tab for material instances #jira UE-54092 Change 3846086 by Chris.Babcock Add missing SecureHash.h include #jira UE-54026 #PR #4417 #ue4 #android Change 3846049 by Martin.Wilson Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag) #jira UE-54220 Change 3846033 by Martin.Wilson Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself ) #Jira UE-54219 Change 3845991 by andrew.porter QAGame: Updating bindings on activechannels sequencer test content #jira UE-29618 Change 3845933 by Lauren.Ridge Check for original material being valid #jira UE-54166 Change 3845920 by Martin.Wilson Optimized redundant key removal #jira UE-51303 Change 3845812 by Matt.Kuhlenschmidt Fix not being able to change BSP brush shape #jira UE-53738 Change 3845790 by Martin.Wilson Fix for assert failure when accumulating root motion in debug. #jira UE-53955 Change 3845730 by JeanLuc.Corenthin Fix build breakage warning: resaved disc.uasset with 4.19.0 preview #1 failure: set the correct default mesh for AreaLightStruct.uasset #jira none Change 3845693 by Lina.Halper Fix issue with previewing pose asset with curve data #jira: UE-53967 Change 3845533 by Andrew.Rodham Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects #jira UE-54173 Change 3845472 by Thomas.Sarkanen Prevented debug object selection dropdown from displaying objects with pending kill outers #jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance Change 3845401 by Yannick.Lange Reverting thumbnail capture from viewport. #jira UE-53775 #jira UE-53701 Change 3844693 by JeanMichel.Dignard Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high. #jira UEENT-632 Change 3844689 by JeanLuc.Corenthin Update Datasmith content assets to latest Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803 Updated assets with correct release version Cleanup some paths on static meshes and texture #jira UEENT-759 #jira UEENT-657 Change 3844571 by Martin.Wilson Fix motion controller motion source pin still showing when pin is connected to something #Jira UE-53236 Change 3844564 by Martin.Wilson Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them #Jira UE-54174 Change 3844545 by Jamie.Dale No longer attempt to parse group separators for numeric inputs This avoids some ambiguity when parsing numbers for languages such as German #jira UE-54170 Change 3844221 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3843937 by JeanMichel.Dignard Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin). #jira UEENT-764 Change 3843929 by Peter.Sauerbrei pull over fix for bad directory when copying launch images #jira UE-53177 Change 3843658 by Thomas.Sarkanen Text is red again in anim viewports #jira UE-53224 - Colouring removed from "Animation is being edited" warning messages Change 3843657 by Thomas.Sarkanen Enable picking via Enter for details panel asset pickers The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira. #jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry Change 3843120 by Dan.Oconnor Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized #jira UE-54009 Change 3842841 by Ben.Zeigler #jira UE-50020 Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157 Change 3842582 by Lauren.Ridge Guards against the widget passed to scrollwidgetintoview being null #jira UE-54037 Change 3842575 by Max.Chen Sequence Recorder: Stop recording if the preview window is destroyed. #jira UE-49778 Change 3842551 by Michael.Dupuis #jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk. Change 3842371 by Max.Preussner Media: Merged 4.19 fixes from Dev-Sequencer CL 3807293 WmfMedia: Fixed YUY2 video format strides CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource CL 3804183 MediaAssets: Added missing lock in media sound component CL 3831580 MfMedia: Media open events generated in same order as on other platforms CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks #jira UE-53532 #jira UE-53328 Change 3842356 by Max.Preussner ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource #jira UE-51631 Change 3842335 by Aaron.McLeran #jira UE-54087 PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel) Change 3842286 by Rolando.Caloca UE4.19 - Fix for static analysis - Glslang 1.0.65.1 #jira UE-54128 Change 3842222 by andrew.porter QAGame: Updating framerate of EXR_Sequence #jira UE-29618 Change 3842211 by Ben.Marsh Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo(). #jira UE-54035 Change 3842163 by Cosmin.Sulea UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured #jira UE-53303 Change 3841770 by Max.Chen Sequencer: Fix to allow keying of an arbitrarily deep property path. #jira UE-54095 Change 3841758 by Max.Chen Sequencer: Fix unbound possessable components when pasting spawnables. #jira UE-54104 Change 3841415 by Lauren.Ridge Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack #jira UE-53942 Change 3841327 by Arciel.Rekman Linux: fix Debug build (UE-53855) - A workaround. UBT should be using proper PCH files instead. #jira UE-53855 Change 3840975 by Rolando.Caloca UE4.19 - Updated VulkanRHI - Fixes for GPU frame time - Fixes for CPU performance #jira UE-50449 Change 3840838 by Michael.Dupuis #jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash Change 3840693 by Ben.Zeigler #jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization Copy of CL #3840692 Change 3840680 by Aaron.McLeran Bringing fixes from Dev-AnimPhys to 4.19. #jira UE-53903 crash on load with oculus audio and old audio engine #jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine. Change 3840663 by Rolando.Caloca UE4.19 - Fix for layout ensure on HMD projects on Vulkan #jira UE-50265 Change 3840577 by Rolando.Caloca UE4.19 - Fix for CPUs with more than 16 cores #jira UE-53434 Change 3840551 by andrew.porter QAGame: Setting Allow Bindings from Asset to false #jira UE-29618 Change 3840491 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Copy of CL #3840489 Change 3840297 by Max.Chen Sequencer: Fix copy/paste crash for lights #jira UE-54084 Change 3840284 by Michael.Dupuis #jira UE-53053: Was having a mismatch between the remove reorder and the actual remove Change 3840215 by Sorin.Gradinaru Unshelved from pending changelist '3812852': UE-53550 Level doesn't render on Lenovo 939 UE-53592 Assertion right after rendering scene on Lenovo S939 #jira UE-53550 #jira UE-53592 #4.19 #Android UE-53550 Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices The problem was that the shader compiler complains about code lines before the #extension directives. Placeholder // end extensions in the original shader code - to be replaced with round() functions UE-53592 Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread Change 3840048 by Michael.Dupuis #jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate Change 3840005 by Richard.Wallis Clone of CL 3835252 Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook. Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook. Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin. #jira UE-53815 Change 3839968 by Michael.Dupuis #jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing ##codereview jack.porter Change 3839924 by Richard.Wallis Clone of CL 3838093 Fix for rewind / seek bugs in AvfMediaPlayer. - Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need. - Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either. - SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only. #jira UE-54019, UE-53027 Change 3839321 by andrew.porter QAGame: Adding missing bookmark to QA-Sequencer_Blending #jira UE-29618 Change 3839286 by Marcus.Wassmer Duplicate CL: 3823296 #jira UE-52784 Change 3839229 by Brandon.Schaefer Fix audio clean up crash when exiting PIE #jira UE-54050 #review-3839109 @Arciel.Rekman, @Aaron.McLeran Change 3839223 by andrew.porter QAGame: Rebinding pointlight actor to sequences #jira UE-29618 Change 3839098 by andrew.porter QAGame: Fixing missing sequencer blending test content #jira UE-29618 Change 3838919 by Mike.Erwin glTF: binary format's BIN chunk is not necessarily right after the JSON chunk. Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177 Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first. #jira UE-50695 Change 3838909 by Mike.Erwin glTF: base64 decoding of data buffers and images Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data. #jira UE-50695 Change 3838812 by Uriel.Doyon Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming. #jira none Change 3838773 by Lauren.Ridge Fixing material layer filters #jira UE-54064 Change 3838748 by Michael.Trepka Fixed EngineTest runtime warning caused by CL 3838626 #jira UE-53893 Change 3838730 by Max.Chen Sequencer: Add notification when the blend type is changed. #jira UE-54046 Change 3838626 by Michael.Trepka Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released. #jira UE-53893 Change 3838392 by Arciel.Rekman Fix assert on a policy removal (UE-54042). - Applying Gil's safe fix which just sweeps the problem under the rug. #jira UE-54042 Change 3838162 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). #jira UE-54040 (Edigrating 3819174 to Release-4.19) Change 3838156 by Rolando.Caloca UE4.19 - Support for Vulkan devices that have no cached memory type #jira UE-54039 Change 3838096 by Brandon.Schaefer Set sound to unfocused volume multiplier if not focused #jira UE-51327 #review-3835736 arciel.rekman Change 3838087 by Brandon.Schaefer Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides #jira UE-53901 #review-3838088 arciel.rekman Change 3837072 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. - Mirrored from //UE4/Dev-Framework (3836768). #jira UE-53908 Change 3837071 by Phillip.Kavan Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled. - Mirrored from //UE4/Dev-Framework (3835944, 3835965). #jira UE-42614 Change 3837070 by Phillip.Kavan #4202 - Blueprint nativization bug fixes (PR). - Mirrored from //UE4/Dev-Framework (3830562, 3832292). #jira UE-52188 Change 3836507 by Ryan.Vance #jira UE-53992 Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions. Change 3836390 by Dan.Oconnor Fix failure to resolve archetype when using the compilation manager #jira UE-53840 Change 3836251 by Ryan.Vance #jira UE-53992 Change 3835852 by Mark.Satterthwaite Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3835802 by JeanMichel.Dignard UBT changes for Enterprise deployment - Allow building enterprise against an installed engine version - Added enterprise to the cleanup process if its not installed #jira UEENT-748 Change 3835625 by Bogdan.Vasilache UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning #jira UE-50257 Change 3833649 by Mike.Beach Enabling debug layer when multiview is enabled. #jira UE-49954 Change3833525by Ethan.Geller Fix copyright in ActiveSound.cpp #jira none #rb none Change 3642649 by Stewart.Lynch Renamed loctext key to stop it clashing with an existing entry #jira UE-49432 Change 3644762 by Stewart.Lynch LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv. * removed CheckSize arg from OnLowLevelFree * show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch. * minor optimization in LLMMap::GetMaxIndex - cache Mask value * added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv. * added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time. * renamed Binned stats to FMemory to make it more general * added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed. * added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing * fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type. * Trackers now maintain totals for each enum tag * tracking of Texture and mesh allocation on Windows D3D11 & D3D12 Change 3651334 by Joe.Barnes Fix misspelled function name. #jira 39441 #3016 Change 3653857 by Ben.Woodhouse Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/... Change 3656553 by Joe.Barnes Add path for SCS_DeviceDepth. Change 3662703 by Ben.Woodhouse Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...: [FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame. - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe. - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency. Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup. A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index. In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread. [~] Unified platform specific sync interval CVars into one: rhi.SyncInterval - 1 == 60Hz - 2 == 30Hz - 3 == 20Hz Change 3675239 by Keith.Judge Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit. #jira UE-50626 Change 3676709 by Ben.Woodhouse Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/... Change 3689712 by Ben.Woodhouse Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/... Change 3701778 by Ben.Woodhouse Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/... Change 3677043 by Ben.Woodhouse From StewartL: I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336 Change 3726532 by Luke.Thatcher [CONSOLE] [~] Enable XGE shader compilation by default. - Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently. Change 3726554 by Luke.Thatcher [CONSOLE] [+] Improved Scoped Named Events - Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings. - Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out. - Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings. Change3751378by Ben.Woodhouse Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/... Change 3751812 by Ben.Woodhouse Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/... Change 3728571 by Luke.Thatcher [CONSOLE] [!] Drop another XGE controller warning to log. Change 3747150 by Joe.Barnes Add AuthoringToolHelper.bat file to installed build copy list. Change 3768585 by Ben.Woodhouse Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/... Change 3772333 by Ben.Woodhouse Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/... Change 3786872 by Ben.Woodhouse Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/... Change 3787279 by Luke.Thatcher [CONSOLE] [~] Unified present threshold CVars. - CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom. - Platform implementations will be checked in shortly. Change 3787445 by Luke.Thatcher [CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console Original CLs - 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds. - 3712693 - Fix for crash on startup in new frame syncing. - 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off). Change 3788417 by Ben.Woodhouse Duplicate from FN CL 3712515 CSV profiler GPU and pre-declared stat support - refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds - add support for pre-declared CSV stats, using FNames (these are required for GPU stats) - add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats Change 3807818 by Ben.Woodhouse Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/... Change 3818577 by Ben.Woodhouse Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/... Change 3821198 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/... Change 3821519 by Ben.Woodhouse Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/... #robomerge none Change 3813513 by Ben.Woodhouse CSV profiler refactor+ bug fix - Move the CSV profiler to core, so we can use it in modules other than engine - Profiler no longer enqueues RT commands - this is handled by a new core delegate type - Make begin/end requests more robust, enqueued via a command queue and processed in order - Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated - Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures - Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now - Fix longstanding bug in first frame renderthread time in the engine Change 3814039 by Ben.Woodhouse More Csvprofiler improvements - Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data - Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types Change3814041by Ben.Woodhouse Integrate as edit CL 3796390 from Fortnite/Main: Fix CsvProfiler not compiling in shipping for now Change 3814229 by Ben.Woodhouse Integrate + refactor of CL 3792591 to reduce complexity and fix bugs Original changelist description: CSV profiler improvements: - The CSV profiler is now always compiled in on the server - The CSV profiler can now handle both int32 and float stats - In BeginCapture, the function can take additional arguments for some customization of filenames Fixes to the above: - Remove FCustomValue class - Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together) - FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value) - FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical - Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride Change 3814242 by Ben.Woodhouse Disable CSV unit stats on the dedicated server Change 3817339 by Ben.Woodhouse Duplicate from 3816641: CSV profiler improvements - Added a low-pri processing thread to compress raw timing data into a much more efficient format - Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB - Processing time : 0.1ms per frame - Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat - Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class - Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data - Reduced #include dependencies for CSVProfiler.h - Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity - Added a simple test harness Change 3817582 by Ben.Woodhouse Fix android compile warning Change 3823242 by Ben.Woodhouse Integrate as edit from Fortnite/Main 3820067: Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock. Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says: // This function should be used with caution. // It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should // not treat it as such. // E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called. Change 3823840 by Ben.Woodhouse Edigrate from 3823816 Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored. Change 3827787 by Ben.Woodhouse Integrate-as-edit CL 3820678 from Fortnite/Main Allow the CSV Profiler to be compiled in to shipping dedicated server builds Change 3827842 by Ben.Woodhouse Integrate-as-edit CL 3827079 from Fortnite/Main CSV profiler category support Change 3827918 by Luke.Thatcher [CONSOLE] [!] Fix compile error in CSV custom stats. Change 3827964 by Luke.Thatcher [CONSOLE] [!] Fix inverted logic and spelling of boolean. - Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool. Change3831661by Ben.Woodhouse Integrate-as-edit CL 3830630 from Fortnite/Main Fix CSVProfiler assert in dev builds on XB1 Change 3860300 by Joe.Barnes Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels. Change 3860347 by Joe.Barnes Delete existing SourceConfigFile before allocating a new one to prevent them leaking. Change 3860348 by Joe.Barnes Completely encapsulate GetLLMAlloc() in #ifdef. Change 3861772 by Ben.Woodhouse Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes Change 3861774 by Ben.Woodhouse Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW): D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3862214 by Ben.Woodhouse Integrate-as-edit CL 3859637 from Fortnite/Main Dynamic resolution console tweaks - Dynamic resolution high level switch driven by a cvar instead of code - Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability - Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds Change 3863919 by Ben.Woodhouse [Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639 Change 3864347 by Ben.Woodhouse Fix the editor build. This will need a proper fix before 4.19 ships. #lockdown Nick.Penwarden #rb none [CL 3913399 by Ben Marsh in Main branch]
1414 lines
51 KiB
C
1414 lines
51 KiB
C
#ifndef Py_UNICODEOBJECT_H
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#define Py_UNICODEOBJECT_H
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#include <stdarg.h>
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/*
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Unicode implementation based on original code by Fredrik Lundh,
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modified by Marc-Andre Lemburg (mal@lemburg.com) according to the
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Unicode Integration Proposal (see file Misc/unicode.txt).
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Copyright (c) Corporation for National Research Initiatives.
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Original header:
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--------------------------------------------------------------------
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* Yet another Unicode string type for Python. This type supports the
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* 16-bit Basic Multilingual Plane (BMP) only.
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*
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* Written by Fredrik Lundh, January 1999.
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*
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* Copyright (c) 1999 by Secret Labs AB.
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* Copyright (c) 1999 by Fredrik Lundh.
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*
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* fredrik@pythonware.com
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* http://www.pythonware.com
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*
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* --------------------------------------------------------------------
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* This Unicode String Type is
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*
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* Copyright (c) 1999 by Secret Labs AB
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* Copyright (c) 1999 by Fredrik Lundh
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*
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* By obtaining, using, and/or copying this software and/or its
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* associated documentation, you agree that you have read, understood,
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* and will comply with the following terms and conditions:
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*
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* Permission to use, copy, modify, and distribute this software and its
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* associated documentation for any purpose and without fee is hereby
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* granted, provided that the above copyright notice appears in all
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* copies, and that both that copyright notice and this permission notice
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* appear in supporting documentation, and that the name of Secret Labs
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* AB or the author not be used in advertising or publicity pertaining to
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* distribution of the software without specific, written prior
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* permission.
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*
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* SECRET LABS AB AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO
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* THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS. IN NO EVENT SHALL SECRET LABS AB OR THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
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* OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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* -------------------------------------------------------------------- */
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#include <ctype.h>
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/* === Internal API ======================================================= */
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/* --- Internal Unicode Format -------------------------------------------- */
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#ifndef Py_USING_UNICODE
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#define PyUnicode_Check(op) 0
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#define PyUnicode_CheckExact(op) 0
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#else
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/* FIXME: MvL's new implementation assumes that Py_UNICODE_SIZE is
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properly set, but the default rules below doesn't set it. I'll
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sort this out some other day -- fredrik@pythonware.com */
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#ifndef Py_UNICODE_SIZE
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#error Must define Py_UNICODE_SIZE
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#endif
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/* Setting Py_UNICODE_WIDE enables UCS-4 storage. Otherwise, Unicode
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strings are stored as UCS-2 (with limited support for UTF-16) */
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#if Py_UNICODE_SIZE >= 4
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#define Py_UNICODE_WIDE
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#endif
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/* Set these flags if the platform has "wchar.h", "wctype.h" and the
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wchar_t type is a 16-bit unsigned type */
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/* #define HAVE_WCHAR_H */
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/* #define HAVE_USABLE_WCHAR_T */
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/* Defaults for various platforms */
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#ifndef PY_UNICODE_TYPE
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/* Windows has a usable wchar_t type (unless we're using UCS-4) */
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# if defined(MS_WIN32) && Py_UNICODE_SIZE == 2
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# define HAVE_USABLE_WCHAR_T
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# define PY_UNICODE_TYPE wchar_t
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# endif
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# if defined(Py_UNICODE_WIDE)
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# define PY_UNICODE_TYPE Py_UCS4
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# endif
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#endif
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/* If the compiler provides a wchar_t type we try to support it
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through the interface functions PyUnicode_FromWideChar() and
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PyUnicode_AsWideChar(). */
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#ifdef HAVE_USABLE_WCHAR_T
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# ifndef HAVE_WCHAR_H
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# define HAVE_WCHAR_H
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# endif
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#endif
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#ifdef HAVE_WCHAR_H
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/* Work around a cosmetic bug in BSDI 4.x wchar.h; thanks to Thomas Wouters */
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# ifdef _HAVE_BSDI
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# include <time.h>
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# endif
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# include <wchar.h>
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#endif
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/*
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* Use this typedef when you need to represent a UTF-16 surrogate pair
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* as single unsigned integer.
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*/
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#if SIZEOF_INT >= 4
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typedef unsigned int Py_UCS4;
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#elif SIZEOF_LONG >= 4
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typedef unsigned long Py_UCS4;
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#endif
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/* Py_UNICODE is the native Unicode storage format (code unit) used by
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Python and represents a single Unicode element in the Unicode
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type. */
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typedef PY_UNICODE_TYPE Py_UNICODE;
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/* --- UCS-2/UCS-4 Name Mangling ------------------------------------------ */
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/* Unicode API names are mangled to assure that UCS-2 and UCS-4 builds
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produce different external names and thus cause import errors in
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case Python interpreters and extensions with mixed compiled in
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Unicode width assumptions are combined. */
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#ifndef Py_UNICODE_WIDE
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# define PyUnicode_AsASCIIString PyUnicodeUCS2_AsASCIIString
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# define PyUnicode_AsCharmapString PyUnicodeUCS2_AsCharmapString
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# define PyUnicode_AsEncodedObject PyUnicodeUCS2_AsEncodedObject
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# define PyUnicode_AsEncodedString PyUnicodeUCS2_AsEncodedString
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# define PyUnicode_AsLatin1String PyUnicodeUCS2_AsLatin1String
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# define PyUnicode_AsRawUnicodeEscapeString PyUnicodeUCS2_AsRawUnicodeEscapeString
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# define PyUnicode_AsUTF32String PyUnicodeUCS2_AsUTF32String
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# define PyUnicode_AsUTF16String PyUnicodeUCS2_AsUTF16String
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# define PyUnicode_AsUTF8String PyUnicodeUCS2_AsUTF8String
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# define PyUnicode_AsUnicode PyUnicodeUCS2_AsUnicode
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# define PyUnicode_AsUnicodeEscapeString PyUnicodeUCS2_AsUnicodeEscapeString
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# define PyUnicode_AsWideChar PyUnicodeUCS2_AsWideChar
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# define PyUnicode_ClearFreeList PyUnicodeUCS2_ClearFreelist
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# define PyUnicode_Compare PyUnicodeUCS2_Compare
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# define PyUnicode_Concat PyUnicodeUCS2_Concat
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# define PyUnicode_Contains PyUnicodeUCS2_Contains
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# define PyUnicode_Count PyUnicodeUCS2_Count
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# define PyUnicode_Decode PyUnicodeUCS2_Decode
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# define PyUnicode_DecodeASCII PyUnicodeUCS2_DecodeASCII
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# define PyUnicode_DecodeCharmap PyUnicodeUCS2_DecodeCharmap
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# define PyUnicode_DecodeLatin1 PyUnicodeUCS2_DecodeLatin1
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# define PyUnicode_DecodeRawUnicodeEscape PyUnicodeUCS2_DecodeRawUnicodeEscape
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# define PyUnicode_DecodeUTF32 PyUnicodeUCS2_DecodeUTF32
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# define PyUnicode_DecodeUTF32Stateful PyUnicodeUCS2_DecodeUTF32Stateful
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# define PyUnicode_DecodeUTF16 PyUnicodeUCS2_DecodeUTF16
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# define PyUnicode_DecodeUTF16Stateful PyUnicodeUCS2_DecodeUTF16Stateful
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# define PyUnicode_DecodeUTF8 PyUnicodeUCS2_DecodeUTF8
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# define PyUnicode_DecodeUTF8Stateful PyUnicodeUCS2_DecodeUTF8Stateful
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# define PyUnicode_DecodeUnicodeEscape PyUnicodeUCS2_DecodeUnicodeEscape
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# define PyUnicode_Encode PyUnicodeUCS2_Encode
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# define PyUnicode_EncodeASCII PyUnicodeUCS2_EncodeASCII
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# define PyUnicode_EncodeCharmap PyUnicodeUCS2_EncodeCharmap
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# define PyUnicode_EncodeDecimal PyUnicodeUCS2_EncodeDecimal
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# define PyUnicode_EncodeLatin1 PyUnicodeUCS2_EncodeLatin1
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# define PyUnicode_EncodeRawUnicodeEscape PyUnicodeUCS2_EncodeRawUnicodeEscape
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# define PyUnicode_EncodeUTF32 PyUnicodeUCS2_EncodeUTF32
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# define PyUnicode_EncodeUTF16 PyUnicodeUCS2_EncodeUTF16
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# define PyUnicode_EncodeUTF8 PyUnicodeUCS2_EncodeUTF8
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# define PyUnicode_EncodeUnicodeEscape PyUnicodeUCS2_EncodeUnicodeEscape
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# define PyUnicode_Find PyUnicodeUCS2_Find
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# define PyUnicode_Format PyUnicodeUCS2_Format
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# define PyUnicode_FromEncodedObject PyUnicodeUCS2_FromEncodedObject
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# define PyUnicode_FromFormat PyUnicodeUCS2_FromFormat
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# define PyUnicode_FromFormatV PyUnicodeUCS2_FromFormatV
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# define PyUnicode_FromObject PyUnicodeUCS2_FromObject
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# define PyUnicode_FromOrdinal PyUnicodeUCS2_FromOrdinal
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# define PyUnicode_FromString PyUnicodeUCS2_FromString
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# define PyUnicode_FromStringAndSize PyUnicodeUCS2_FromStringAndSize
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# define PyUnicode_FromUnicode PyUnicodeUCS2_FromUnicode
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# define PyUnicode_FromWideChar PyUnicodeUCS2_FromWideChar
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# define PyUnicode_GetDefaultEncoding PyUnicodeUCS2_GetDefaultEncoding
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# define PyUnicode_GetMax PyUnicodeUCS2_GetMax
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# define PyUnicode_GetSize PyUnicodeUCS2_GetSize
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# define PyUnicode_Join PyUnicodeUCS2_Join
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# define PyUnicode_Partition PyUnicodeUCS2_Partition
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# define PyUnicode_RPartition PyUnicodeUCS2_RPartition
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# define PyUnicode_RSplit PyUnicodeUCS2_RSplit
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# define PyUnicode_Replace PyUnicodeUCS2_Replace
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# define PyUnicode_Resize PyUnicodeUCS2_Resize
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# define PyUnicode_RichCompare PyUnicodeUCS2_RichCompare
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# define PyUnicode_SetDefaultEncoding PyUnicodeUCS2_SetDefaultEncoding
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# define PyUnicode_Split PyUnicodeUCS2_Split
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# define PyUnicode_Splitlines PyUnicodeUCS2_Splitlines
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# define PyUnicode_Tailmatch PyUnicodeUCS2_Tailmatch
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# define PyUnicode_Translate PyUnicodeUCS2_Translate
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# define PyUnicode_TranslateCharmap PyUnicodeUCS2_TranslateCharmap
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# define _PyUnicode_AsDefaultEncodedString _PyUnicodeUCS2_AsDefaultEncodedString
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# define _PyUnicode_Fini _PyUnicodeUCS2_Fini
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# define _PyUnicode_Init _PyUnicodeUCS2_Init
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# define _PyUnicode_IsAlpha _PyUnicodeUCS2_IsAlpha
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# define _PyUnicode_IsDecimalDigit _PyUnicodeUCS2_IsDecimalDigit
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# define _PyUnicode_IsDigit _PyUnicodeUCS2_IsDigit
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# define _PyUnicode_IsLinebreak _PyUnicodeUCS2_IsLinebreak
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# define _PyUnicode_IsLowercase _PyUnicodeUCS2_IsLowercase
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# define _PyUnicode_IsNumeric _PyUnicodeUCS2_IsNumeric
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# define _PyUnicode_IsTitlecase _PyUnicodeUCS2_IsTitlecase
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# define _PyUnicode_IsUppercase _PyUnicodeUCS2_IsUppercase
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# define _PyUnicode_IsWhitespace _PyUnicodeUCS2_IsWhitespace
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# define _PyUnicode_ToDecimalDigit _PyUnicodeUCS2_ToDecimalDigit
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# define _PyUnicode_ToDigit _PyUnicodeUCS2_ToDigit
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# define _PyUnicode_ToLowercase _PyUnicodeUCS2_ToLowercase
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# define _PyUnicode_ToNumeric _PyUnicodeUCS2_ToNumeric
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# define _PyUnicode_ToTitlecase _PyUnicodeUCS2_ToTitlecase
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# define _PyUnicode_ToUppercase _PyUnicodeUCS2_ToUppercase
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#else
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# define PyUnicode_AsASCIIString PyUnicodeUCS4_AsASCIIString
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# define PyUnicode_AsCharmapString PyUnicodeUCS4_AsCharmapString
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# define PyUnicode_AsEncodedObject PyUnicodeUCS4_AsEncodedObject
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# define PyUnicode_AsEncodedString PyUnicodeUCS4_AsEncodedString
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# define PyUnicode_AsLatin1String PyUnicodeUCS4_AsLatin1String
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# define PyUnicode_AsRawUnicodeEscapeString PyUnicodeUCS4_AsRawUnicodeEscapeString
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# define PyUnicode_AsUTF32String PyUnicodeUCS4_AsUTF32String
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# define PyUnicode_AsUTF16String PyUnicodeUCS4_AsUTF16String
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# define PyUnicode_AsUTF8String PyUnicodeUCS4_AsUTF8String
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# define PyUnicode_AsUnicode PyUnicodeUCS4_AsUnicode
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# define PyUnicode_AsUnicodeEscapeString PyUnicodeUCS4_AsUnicodeEscapeString
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# define PyUnicode_AsWideChar PyUnicodeUCS4_AsWideChar
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# define PyUnicode_ClearFreeList PyUnicodeUCS4_ClearFreelist
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# define PyUnicode_Compare PyUnicodeUCS4_Compare
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# define PyUnicode_Concat PyUnicodeUCS4_Concat
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# define PyUnicode_Contains PyUnicodeUCS4_Contains
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# define PyUnicode_Count PyUnicodeUCS4_Count
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# define PyUnicode_Decode PyUnicodeUCS4_Decode
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# define PyUnicode_DecodeASCII PyUnicodeUCS4_DecodeASCII
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# define PyUnicode_DecodeCharmap PyUnicodeUCS4_DecodeCharmap
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# define PyUnicode_DecodeLatin1 PyUnicodeUCS4_DecodeLatin1
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# define PyUnicode_DecodeRawUnicodeEscape PyUnicodeUCS4_DecodeRawUnicodeEscape
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# define PyUnicode_DecodeUTF32 PyUnicodeUCS4_DecodeUTF32
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# define PyUnicode_DecodeUTF32Stateful PyUnicodeUCS4_DecodeUTF32Stateful
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# define PyUnicode_DecodeUTF16 PyUnicodeUCS4_DecodeUTF16
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# define PyUnicode_DecodeUTF16Stateful PyUnicodeUCS4_DecodeUTF16Stateful
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# define PyUnicode_DecodeUTF8 PyUnicodeUCS4_DecodeUTF8
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# define PyUnicode_DecodeUTF8Stateful PyUnicodeUCS4_DecodeUTF8Stateful
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# define PyUnicode_DecodeUnicodeEscape PyUnicodeUCS4_DecodeUnicodeEscape
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# define PyUnicode_Encode PyUnicodeUCS4_Encode
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# define PyUnicode_EncodeASCII PyUnicodeUCS4_EncodeASCII
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# define PyUnicode_EncodeCharmap PyUnicodeUCS4_EncodeCharmap
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# define PyUnicode_EncodeDecimal PyUnicodeUCS4_EncodeDecimal
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# define PyUnicode_EncodeLatin1 PyUnicodeUCS4_EncodeLatin1
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# define PyUnicode_EncodeRawUnicodeEscape PyUnicodeUCS4_EncodeRawUnicodeEscape
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# define PyUnicode_EncodeUTF32 PyUnicodeUCS4_EncodeUTF32
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# define PyUnicode_EncodeUTF16 PyUnicodeUCS4_EncodeUTF16
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# define PyUnicode_EncodeUTF8 PyUnicodeUCS4_EncodeUTF8
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# define PyUnicode_EncodeUnicodeEscape PyUnicodeUCS4_EncodeUnicodeEscape
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# define PyUnicode_Find PyUnicodeUCS4_Find
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# define PyUnicode_Format PyUnicodeUCS4_Format
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# define PyUnicode_FromEncodedObject PyUnicodeUCS4_FromEncodedObject
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# define PyUnicode_FromFormat PyUnicodeUCS4_FromFormat
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# define PyUnicode_FromFormatV PyUnicodeUCS4_FromFormatV
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# define PyUnicode_FromObject PyUnicodeUCS4_FromObject
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# define PyUnicode_FromOrdinal PyUnicodeUCS4_FromOrdinal
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# define PyUnicode_FromString PyUnicodeUCS4_FromString
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# define PyUnicode_FromStringAndSize PyUnicodeUCS4_FromStringAndSize
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# define PyUnicode_FromUnicode PyUnicodeUCS4_FromUnicode
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# define PyUnicode_FromWideChar PyUnicodeUCS4_FromWideChar
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# define PyUnicode_GetDefaultEncoding PyUnicodeUCS4_GetDefaultEncoding
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# define PyUnicode_GetMax PyUnicodeUCS4_GetMax
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# define PyUnicode_GetSize PyUnicodeUCS4_GetSize
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# define PyUnicode_Join PyUnicodeUCS4_Join
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# define PyUnicode_Partition PyUnicodeUCS4_Partition
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# define PyUnicode_RPartition PyUnicodeUCS4_RPartition
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# define PyUnicode_RSplit PyUnicodeUCS4_RSplit
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# define PyUnicode_Replace PyUnicodeUCS4_Replace
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# define PyUnicode_Resize PyUnicodeUCS4_Resize
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# define PyUnicode_RichCompare PyUnicodeUCS4_RichCompare
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# define PyUnicode_SetDefaultEncoding PyUnicodeUCS4_SetDefaultEncoding
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# define PyUnicode_Split PyUnicodeUCS4_Split
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# define PyUnicode_Splitlines PyUnicodeUCS4_Splitlines
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# define PyUnicode_Tailmatch PyUnicodeUCS4_Tailmatch
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# define PyUnicode_Translate PyUnicodeUCS4_Translate
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# define PyUnicode_TranslateCharmap PyUnicodeUCS4_TranslateCharmap
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# define _PyUnicode_AsDefaultEncodedString _PyUnicodeUCS4_AsDefaultEncodedString
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# define _PyUnicode_Fini _PyUnicodeUCS4_Fini
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# define _PyUnicode_Init _PyUnicodeUCS4_Init
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# define _PyUnicode_IsAlpha _PyUnicodeUCS4_IsAlpha
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# define _PyUnicode_IsDecimalDigit _PyUnicodeUCS4_IsDecimalDigit
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# define _PyUnicode_IsDigit _PyUnicodeUCS4_IsDigit
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# define _PyUnicode_IsLinebreak _PyUnicodeUCS4_IsLinebreak
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# define _PyUnicode_IsLowercase _PyUnicodeUCS4_IsLowercase
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# define _PyUnicode_IsNumeric _PyUnicodeUCS4_IsNumeric
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# define _PyUnicode_IsTitlecase _PyUnicodeUCS4_IsTitlecase
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# define _PyUnicode_IsUppercase _PyUnicodeUCS4_IsUppercase
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# define _PyUnicode_IsWhitespace _PyUnicodeUCS4_IsWhitespace
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# define _PyUnicode_ToDecimalDigit _PyUnicodeUCS4_ToDecimalDigit
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# define _PyUnicode_ToDigit _PyUnicodeUCS4_ToDigit
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# define _PyUnicode_ToLowercase _PyUnicodeUCS4_ToLowercase
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# define _PyUnicode_ToNumeric _PyUnicodeUCS4_ToNumeric
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# define _PyUnicode_ToTitlecase _PyUnicodeUCS4_ToTitlecase
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# define _PyUnicode_ToUppercase _PyUnicodeUCS4_ToUppercase
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#endif
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/* --- Internal Unicode Operations ---------------------------------------- */
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/* If you want Python to use the compiler's wctype.h functions instead
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of the ones supplied with Python, define WANT_WCTYPE_FUNCTIONS or
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configure Python using --with-wctype-functions. This reduces the
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interpreter's code size. */
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#if defined(HAVE_USABLE_WCHAR_T) && defined(WANT_WCTYPE_FUNCTIONS)
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#include <wctype.h>
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#define Py_UNICODE_ISSPACE(ch) iswspace(ch)
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#define Py_UNICODE_ISLOWER(ch) iswlower(ch)
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#define Py_UNICODE_ISUPPER(ch) iswupper(ch)
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#define Py_UNICODE_ISTITLE(ch) _PyUnicode_IsTitlecase(ch)
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#define Py_UNICODE_ISLINEBREAK(ch) _PyUnicode_IsLinebreak(ch)
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#define Py_UNICODE_TOLOWER(ch) towlower(ch)
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#define Py_UNICODE_TOUPPER(ch) towupper(ch)
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#define Py_UNICODE_TOTITLE(ch) _PyUnicode_ToTitlecase(ch)
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#define Py_UNICODE_ISDECIMAL(ch) _PyUnicode_IsDecimalDigit(ch)
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#define Py_UNICODE_ISDIGIT(ch) _PyUnicode_IsDigit(ch)
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#define Py_UNICODE_ISNUMERIC(ch) _PyUnicode_IsNumeric(ch)
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#define Py_UNICODE_TODECIMAL(ch) _PyUnicode_ToDecimalDigit(ch)
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#define Py_UNICODE_TODIGIT(ch) _PyUnicode_ToDigit(ch)
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#define Py_UNICODE_TONUMERIC(ch) _PyUnicode_ToNumeric(ch)
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#define Py_UNICODE_ISALPHA(ch) iswalpha(ch)
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#else
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/* Since splitting on whitespace is an important use case, and
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whitespace in most situations is solely ASCII whitespace, we
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optimize for the common case by using a quick look-up table
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_Py_ascii_whitespace (see below) with an inlined check.
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*/
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#define Py_UNICODE_ISSPACE(ch) \
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((ch) < 128U ? _Py_ascii_whitespace[(ch)] : _PyUnicode_IsWhitespace(ch))
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#define Py_UNICODE_ISLOWER(ch) _PyUnicode_IsLowercase(ch)
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#define Py_UNICODE_ISUPPER(ch) _PyUnicode_IsUppercase(ch)
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#define Py_UNICODE_ISTITLE(ch) _PyUnicode_IsTitlecase(ch)
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#define Py_UNICODE_ISLINEBREAK(ch) _PyUnicode_IsLinebreak(ch)
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#define Py_UNICODE_TOLOWER(ch) _PyUnicode_ToLowercase(ch)
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#define Py_UNICODE_TOUPPER(ch) _PyUnicode_ToUppercase(ch)
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#define Py_UNICODE_TOTITLE(ch) _PyUnicode_ToTitlecase(ch)
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#define Py_UNICODE_ISDECIMAL(ch) _PyUnicode_IsDecimalDigit(ch)
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#define Py_UNICODE_ISDIGIT(ch) _PyUnicode_IsDigit(ch)
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#define Py_UNICODE_ISNUMERIC(ch) _PyUnicode_IsNumeric(ch)
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#define Py_UNICODE_TODECIMAL(ch) _PyUnicode_ToDecimalDigit(ch)
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#define Py_UNICODE_TODIGIT(ch) _PyUnicode_ToDigit(ch)
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#define Py_UNICODE_TONUMERIC(ch) _PyUnicode_ToNumeric(ch)
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#define Py_UNICODE_ISALPHA(ch) _PyUnicode_IsAlpha(ch)
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#endif
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#define Py_UNICODE_ISALNUM(ch) \
|
|
(Py_UNICODE_ISALPHA(ch) || \
|
|
Py_UNICODE_ISDECIMAL(ch) || \
|
|
Py_UNICODE_ISDIGIT(ch) || \
|
|
Py_UNICODE_ISNUMERIC(ch))
|
|
|
|
#define Py_UNICODE_COPY(target, source, length) \
|
|
Py_MEMCPY((target), (source), (length)*sizeof(Py_UNICODE))
|
|
|
|
#define Py_UNICODE_FILL(target, value, length) \
|
|
do {Py_ssize_t i_; Py_UNICODE *t_ = (target); Py_UNICODE v_ = (value);\
|
|
for (i_ = 0; i_ < (length); i_++) t_[i_] = v_;\
|
|
} while (0)
|
|
|
|
/* Check if substring matches at given offset. the offset must be
|
|
valid, and the substring must not be empty */
|
|
|
|
#define Py_UNICODE_MATCH(string, offset, substring) \
|
|
((*((string)->str + (offset)) == *((substring)->str)) && \
|
|
((*((string)->str + (offset) + (substring)->length-1) == *((substring)->str + (substring)->length-1))) && \
|
|
!memcmp((string)->str + (offset), (substring)->str, (substring)->length*sizeof(Py_UNICODE)))
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/* --- Unicode Type ------------------------------------------------------- */
|
|
|
|
typedef struct {
|
|
PyObject_HEAD
|
|
Py_ssize_t length; /* Length of raw Unicode data in buffer */
|
|
Py_UNICODE *str; /* Raw Unicode buffer */
|
|
long hash; /* Hash value; -1 if not set */
|
|
PyObject *defenc; /* (Default) Encoded version as Python
|
|
string, or NULL; this is used for
|
|
implementing the buffer protocol */
|
|
} PyUnicodeObject;
|
|
|
|
PyAPI_DATA(PyTypeObject) PyUnicode_Type;
|
|
|
|
#define PyUnicode_Check(op) \
|
|
PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_UNICODE_SUBCLASS)
|
|
#define PyUnicode_CheckExact(op) (Py_TYPE(op) == &PyUnicode_Type)
|
|
|
|
/* Fast access macros */
|
|
#define PyUnicode_GET_SIZE(op) \
|
|
(((PyUnicodeObject *)(op))->length)
|
|
#define PyUnicode_GET_DATA_SIZE(op) \
|
|
(((PyUnicodeObject *)(op))->length * sizeof(Py_UNICODE))
|
|
#define PyUnicode_AS_UNICODE(op) \
|
|
(((PyUnicodeObject *)(op))->str)
|
|
#define PyUnicode_AS_DATA(op) \
|
|
((const char *)((PyUnicodeObject *)(op))->str)
|
|
|
|
/* --- Constants ---------------------------------------------------------- */
|
|
|
|
/* This Unicode character will be used as replacement character during
|
|
decoding if the errors argument is set to "replace". Note: the
|
|
Unicode character U+FFFD is the official REPLACEMENT CHARACTER in
|
|
Unicode 3.0. */
|
|
|
|
#define Py_UNICODE_REPLACEMENT_CHARACTER ((Py_UNICODE) 0xFFFD)
|
|
|
|
/* === Public API ========================================================= */
|
|
|
|
/* --- Plain Py_UNICODE --------------------------------------------------- */
|
|
|
|
/* Create a Unicode Object from the Py_UNICODE buffer u of the given
|
|
size.
|
|
|
|
u may be NULL which causes the contents to be undefined. It is the
|
|
user's responsibility to fill in the needed data afterwards. Note
|
|
that modifying the Unicode object contents after construction is
|
|
only allowed if u was set to NULL.
|
|
|
|
The buffer is copied into the new object. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromUnicode(
|
|
const Py_UNICODE *u, /* Unicode buffer */
|
|
Py_ssize_t size /* size of buffer */
|
|
);
|
|
|
|
/* Similar to PyUnicode_FromUnicode(), but u points to Latin-1 encoded bytes */
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromStringAndSize(
|
|
const char *u, /* char buffer */
|
|
Py_ssize_t size /* size of buffer */
|
|
);
|
|
|
|
/* Similar to PyUnicode_FromUnicode(), but u points to null-terminated
|
|
Latin-1 encoded bytes */
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromString(
|
|
const char *u /* string */
|
|
);
|
|
|
|
/* Return a read-only pointer to the Unicode object's internal
|
|
Py_UNICODE buffer. */
|
|
|
|
PyAPI_FUNC(Py_UNICODE *) PyUnicode_AsUnicode(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
/* Get the length of the Unicode object. */
|
|
|
|
PyAPI_FUNC(Py_ssize_t) PyUnicode_GetSize(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
/* Get the maximum ordinal for a Unicode character. */
|
|
PyAPI_FUNC(Py_UNICODE) PyUnicode_GetMax(void);
|
|
|
|
/* Resize an already allocated Unicode object to the new size length.
|
|
|
|
*unicode is modified to point to the new (resized) object and 0
|
|
returned on success.
|
|
|
|
This API may only be called by the function which also called the
|
|
Unicode constructor. The refcount on the object must be 1. Otherwise,
|
|
an error is returned.
|
|
|
|
Error handling is implemented as follows: an exception is set, -1
|
|
is returned and *unicode left untouched.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(int) PyUnicode_Resize(
|
|
PyObject **unicode, /* Pointer to the Unicode object */
|
|
Py_ssize_t length /* New length */
|
|
);
|
|
|
|
/* Coerce obj to a Unicode object and return a reference with
|
|
*incremented* refcount.
|
|
|
|
Coercion is done in the following way:
|
|
|
|
1. String and other char buffer compatible objects are decoded
|
|
under the assumptions that they contain data using the current
|
|
default encoding. Decoding is done in "strict" mode.
|
|
|
|
2. All other objects (including Unicode objects) raise an
|
|
exception.
|
|
|
|
The API returns NULL in case of an error. The caller is responsible
|
|
for decref'ing the returned objects.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromEncodedObject(
|
|
register PyObject *obj, /* Object */
|
|
const char *encoding, /* encoding */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Coerce obj to a Unicode object and return a reference with
|
|
*incremented* refcount.
|
|
|
|
Unicode objects are passed back as-is (subclasses are converted to
|
|
true Unicode objects), all other objects are delegated to
|
|
PyUnicode_FromEncodedObject(obj, NULL, "strict") which results in
|
|
using the default encoding as basis for decoding the object.
|
|
|
|
The API returns NULL in case of an error. The caller is responsible
|
|
for decref'ing the returned objects.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromObject(
|
|
register PyObject *obj /* Object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_FromFormatV(const char*, va_list);
|
|
PyAPI_FUNC(PyObject *) PyUnicode_FromFormat(const char*, ...);
|
|
|
|
/* Format the object based on the format_spec, as defined in PEP 3101
|
|
(Advanced String Formatting). */
|
|
PyAPI_FUNC(PyObject *) _PyUnicode_FormatAdvanced(PyObject *obj,
|
|
Py_UNICODE *format_spec,
|
|
Py_ssize_t format_spec_len);
|
|
|
|
/* --- wchar_t support for platforms which support it --------------------- */
|
|
|
|
#ifdef HAVE_WCHAR_H
|
|
|
|
/* Create a Unicode Object from the whcar_t buffer w of the given
|
|
size.
|
|
|
|
The buffer is copied into the new object. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromWideChar(
|
|
register const wchar_t *w, /* wchar_t buffer */
|
|
Py_ssize_t size /* size of buffer */
|
|
);
|
|
|
|
/* Copies the Unicode Object contents into the wchar_t buffer w. At
|
|
most size wchar_t characters are copied.
|
|
|
|
Note that the resulting wchar_t string may or may not be
|
|
0-terminated. It is the responsibility of the caller to make sure
|
|
that the wchar_t string is 0-terminated in case this is required by
|
|
the application.
|
|
|
|
Returns the number of wchar_t characters copied (excluding a
|
|
possibly trailing 0-termination character) or -1 in case of an
|
|
error. */
|
|
|
|
PyAPI_FUNC(Py_ssize_t) PyUnicode_AsWideChar(
|
|
PyUnicodeObject *unicode, /* Unicode object */
|
|
register wchar_t *w, /* wchar_t buffer */
|
|
Py_ssize_t size /* size of buffer */
|
|
);
|
|
|
|
#endif
|
|
|
|
/* --- Unicode ordinals --------------------------------------------------- */
|
|
|
|
/* Create a Unicode Object from the given Unicode code point ordinal.
|
|
|
|
The ordinal must be in range(0x10000) on narrow Python builds
|
|
(UCS2), and range(0x110000) on wide builds (UCS4). A ValueError is
|
|
raised in case it is not.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_FromOrdinal(int ordinal);
|
|
|
|
/* --- Free-list management ----------------------------------------------- */
|
|
|
|
/* Clear the free list used by the Unicode implementation.
|
|
|
|
This can be used to release memory used for objects on the free
|
|
list back to the Python memory allocator.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(int) PyUnicode_ClearFreeList(void);
|
|
|
|
/* === Builtin Codecs =====================================================
|
|
|
|
Many of these APIs take two arguments encoding and errors. These
|
|
parameters encoding and errors have the same semantics as the ones
|
|
of the builtin unicode() API.
|
|
|
|
Setting encoding to NULL causes the default encoding to be used.
|
|
|
|
Error handling is set by errors which may also be set to NULL
|
|
meaning to use the default handling defined for the codec. Default
|
|
error handling for all builtin codecs is "strict" (ValueErrors are
|
|
raised).
|
|
|
|
The codecs all use a similar interface. Only deviation from the
|
|
generic ones are documented.
|
|
|
|
*/
|
|
|
|
/* --- Manage the default encoding ---------------------------------------- */
|
|
|
|
/* Return a Python string holding the default encoded value of the
|
|
Unicode object.
|
|
|
|
The resulting string is cached in the Unicode object for subsequent
|
|
usage by this function. The cached version is needed to implement
|
|
the character buffer interface and will live (at least) as long as
|
|
the Unicode object itself.
|
|
|
|
The refcount of the string is *not* incremented.
|
|
|
|
*** Exported for internal use by the interpreter only !!! ***
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject *) _PyUnicode_AsDefaultEncodedString(
|
|
PyObject *, const char *);
|
|
|
|
/* Returns the currently active default encoding.
|
|
|
|
The default encoding is currently implemented as run-time settable
|
|
process global. This may change in future versions of the
|
|
interpreter to become a parameter which is managed on a per-thread
|
|
basis.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(const char*) PyUnicode_GetDefaultEncoding(void);
|
|
|
|
/* Sets the currently active default encoding.
|
|
|
|
Returns 0 on success, -1 in case of an error.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(int) PyUnicode_SetDefaultEncoding(
|
|
const char *encoding /* Encoding name in standard form */
|
|
);
|
|
|
|
/* --- Generic Codecs ----------------------------------------------------- */
|
|
|
|
/* Create a Unicode object by decoding the encoded string s of the
|
|
given size. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Decode(
|
|
const char *s, /* encoded string */
|
|
Py_ssize_t size, /* size of buffer */
|
|
const char *encoding, /* encoding */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Encodes a Py_UNICODE buffer of the given size and returns a
|
|
Python string object. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Encode(
|
|
const Py_UNICODE *s, /* Unicode char buffer */
|
|
Py_ssize_t size, /* number of Py_UNICODE chars to encode */
|
|
const char *encoding, /* encoding */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Encodes a Unicode object and returns the result as Python
|
|
object. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsEncodedObject(
|
|
PyObject *unicode, /* Unicode object */
|
|
const char *encoding, /* encoding */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Encodes a Unicode object and returns the result as Python string
|
|
object. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsEncodedString(
|
|
PyObject *unicode, /* Unicode object */
|
|
const char *encoding, /* encoding */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_BuildEncodingMap(
|
|
PyObject* string /* 256 character map */
|
|
);
|
|
|
|
|
|
/* --- UTF-7 Codecs ------------------------------------------------------- */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF7(
|
|
const char *string, /* UTF-7 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF7Stateful(
|
|
const char *string, /* UTF-7 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
Py_ssize_t *consumed /* bytes consumed */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF7(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* number of Py_UNICODE chars to encode */
|
|
int base64SetO, /* Encode RFC2152 Set O characters in base64 */
|
|
int base64WhiteSpace, /* Encode whitespace (sp, ht, nl, cr) in base64 */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* --- UTF-8 Codecs ------------------------------------------------------- */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF8(
|
|
const char *string, /* UTF-8 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF8Stateful(
|
|
const char *string, /* UTF-8 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
Py_ssize_t *consumed /* bytes consumed */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsUTF8String(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF8(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* number of Py_UNICODE chars to encode */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* --- UTF-32 Codecs ------------------------------------------------------ */
|
|
|
|
/* Decodes length bytes from a UTF-32 encoded buffer string and returns
|
|
the corresponding Unicode object.
|
|
|
|
errors (if non-NULL) defines the error handling. It defaults
|
|
to "strict".
|
|
|
|
If byteorder is non-NULL, the decoder starts decoding using the
|
|
given byte order:
|
|
|
|
*byteorder == -1: little endian
|
|
*byteorder == 0: native order
|
|
*byteorder == 1: big endian
|
|
|
|
In native mode, the first four bytes of the stream are checked for a
|
|
BOM mark. If found, the BOM mark is analysed, the byte order
|
|
adjusted and the BOM skipped. In the other modes, no BOM mark
|
|
interpretation is done. After completion, *byteorder is set to the
|
|
current byte order at the end of input data.
|
|
|
|
If byteorder is NULL, the codec starts in native order mode.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF32(
|
|
const char *string, /* UTF-32 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
int *byteorder /* pointer to byteorder to use
|
|
0=native;-1=LE,1=BE; updated on
|
|
exit */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF32Stateful(
|
|
const char *string, /* UTF-32 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
int *byteorder, /* pointer to byteorder to use
|
|
0=native;-1=LE,1=BE; updated on
|
|
exit */
|
|
Py_ssize_t *consumed /* bytes consumed */
|
|
);
|
|
|
|
/* Returns a Python string using the UTF-32 encoding in native byte
|
|
order. The string always starts with a BOM mark. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsUTF32String(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
/* Returns a Python string object holding the UTF-32 encoded value of
|
|
the Unicode data.
|
|
|
|
If byteorder is not 0, output is written according to the following
|
|
byte order:
|
|
|
|
byteorder == -1: little endian
|
|
byteorder == 0: native byte order (writes a BOM mark)
|
|
byteorder == 1: big endian
|
|
|
|
If byteorder is 0, the output string will always start with the
|
|
Unicode BOM mark (U+FEFF). In the other two modes, no BOM mark is
|
|
prepended.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF32(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* number of Py_UNICODE chars to encode */
|
|
const char *errors, /* error handling */
|
|
int byteorder /* byteorder to use 0=BOM+native;-1=LE,1=BE */
|
|
);
|
|
|
|
/* --- UTF-16 Codecs ------------------------------------------------------ */
|
|
|
|
/* Decodes length bytes from a UTF-16 encoded buffer string and returns
|
|
the corresponding Unicode object.
|
|
|
|
errors (if non-NULL) defines the error handling. It defaults
|
|
to "strict".
|
|
|
|
If byteorder is non-NULL, the decoder starts decoding using the
|
|
given byte order:
|
|
|
|
*byteorder == -1: little endian
|
|
*byteorder == 0: native order
|
|
*byteorder == 1: big endian
|
|
|
|
In native mode, the first two bytes of the stream are checked for a
|
|
BOM mark. If found, the BOM mark is analysed, the byte order
|
|
adjusted and the BOM skipped. In the other modes, no BOM mark
|
|
interpretation is done. After completion, *byteorder is set to the
|
|
current byte order at the end of input data.
|
|
|
|
If byteorder is NULL, the codec starts in native order mode.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF16(
|
|
const char *string, /* UTF-16 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
int *byteorder /* pointer to byteorder to use
|
|
0=native;-1=LE,1=BE; updated on
|
|
exit */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF16Stateful(
|
|
const char *string, /* UTF-16 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
int *byteorder, /* pointer to byteorder to use
|
|
0=native;-1=LE,1=BE; updated on
|
|
exit */
|
|
Py_ssize_t *consumed /* bytes consumed */
|
|
);
|
|
|
|
/* Returns a Python string using the UTF-16 encoding in native byte
|
|
order. The string always starts with a BOM mark. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsUTF16String(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
/* Returns a Python string object holding the UTF-16 encoded value of
|
|
the Unicode data.
|
|
|
|
If byteorder is not 0, output is written according to the following
|
|
byte order:
|
|
|
|
byteorder == -1: little endian
|
|
byteorder == 0: native byte order (writes a BOM mark)
|
|
byteorder == 1: big endian
|
|
|
|
If byteorder is 0, the output string will always start with the
|
|
Unicode BOM mark (U+FEFF). In the other two modes, no BOM mark is
|
|
prepended.
|
|
|
|
Note that Py_UNICODE data is being interpreted as UTF-16 reduced to
|
|
UCS-2. This trick makes it possible to add full UTF-16 capabilities
|
|
at a later point without compromising the APIs.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF16(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* number of Py_UNICODE chars to encode */
|
|
const char *errors, /* error handling */
|
|
int byteorder /* byteorder to use 0=BOM+native;-1=LE,1=BE */
|
|
);
|
|
|
|
/* --- Unicode-Escape Codecs ---------------------------------------------- */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeUnicodeEscape(
|
|
const char *string, /* Unicode-Escape encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsUnicodeEscapeString(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeUnicodeEscape(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length /* Number of Py_UNICODE chars to encode */
|
|
);
|
|
|
|
/* --- Raw-Unicode-Escape Codecs ------------------------------------------ */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeRawUnicodeEscape(
|
|
const char *string, /* Raw-Unicode-Escape encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsRawUnicodeEscapeString(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeRawUnicodeEscape(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length /* Number of Py_UNICODE chars to encode */
|
|
);
|
|
|
|
/* --- Unicode Internal Codec ---------------------------------------------
|
|
|
|
Only for internal use in _codecsmodule.c */
|
|
|
|
PyObject *_PyUnicode_DecodeUnicodeInternal(
|
|
const char *string,
|
|
Py_ssize_t length,
|
|
const char *errors
|
|
);
|
|
|
|
/* --- Latin-1 Codecs -----------------------------------------------------
|
|
|
|
Note: Latin-1 corresponds to the first 256 Unicode ordinals.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeLatin1(
|
|
const char *string, /* Latin-1 encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsLatin1String(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeLatin1(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* --- ASCII Codecs -------------------------------------------------------
|
|
|
|
Only 7-bit ASCII data is excepted. All other codes generate errors.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeASCII(
|
|
const char *string, /* ASCII encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsASCIIString(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeASCII(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* --- Character Map Codecs -----------------------------------------------
|
|
|
|
This codec uses mappings to encode and decode characters.
|
|
|
|
Decoding mappings must map single string characters to single
|
|
Unicode characters, integers (which are then interpreted as Unicode
|
|
ordinals) or None (meaning "undefined mapping" and causing an
|
|
error).
|
|
|
|
Encoding mappings must map single Unicode characters to single
|
|
string characters, integers (which are then interpreted as Latin-1
|
|
ordinals) or None (meaning "undefined mapping" and causing an
|
|
error).
|
|
|
|
If a character lookup fails with a LookupError, the character is
|
|
copied as-is meaning that its ordinal value will be interpreted as
|
|
Unicode or Latin-1 ordinal resp. Because of this mappings only need
|
|
to contain those mappings which map characters to different code
|
|
points.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeCharmap(
|
|
const char *string, /* Encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
PyObject *mapping, /* character mapping
|
|
(char ordinal -> unicode ordinal) */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsCharmapString(
|
|
PyObject *unicode, /* Unicode object */
|
|
PyObject *mapping /* character mapping
|
|
(unicode ordinal -> char ordinal) */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeCharmap(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
PyObject *mapping, /* character mapping
|
|
(unicode ordinal -> char ordinal) */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Translate a Py_UNICODE buffer of the given length by applying a
|
|
character mapping table to it and return the resulting Unicode
|
|
object.
|
|
|
|
The mapping table must map Unicode ordinal integers to Unicode
|
|
ordinal integers or None (causing deletion of the character).
|
|
|
|
Mapping tables may be dictionaries or sequences. Unmapped character
|
|
ordinals (ones which cause a LookupError) are left untouched and
|
|
are copied as-is.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_TranslateCharmap(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
PyObject *table, /* Translate table */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
#ifdef MS_WIN32
|
|
|
|
/* --- MBCS codecs for Windows -------------------------------------------- */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeMBCS(
|
|
const char *string, /* MBCS encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_DecodeMBCSStateful(
|
|
const char *string, /* MBCS encoded string */
|
|
Py_ssize_t length, /* size of string */
|
|
const char *errors, /* error handling */
|
|
Py_ssize_t *consumed /* bytes consumed */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_AsMBCSString(
|
|
PyObject *unicode /* Unicode object */
|
|
);
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_EncodeMBCS(
|
|
const Py_UNICODE *data, /* Unicode char buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
#endif /* MS_WIN32 */
|
|
|
|
/* --- Decimal Encoder ---------------------------------------------------- */
|
|
|
|
/* Takes a Unicode string holding a decimal value and writes it into
|
|
an output buffer using standard ASCII digit codes.
|
|
|
|
The output buffer has to provide at least length+1 bytes of storage
|
|
area. The output string is 0-terminated.
|
|
|
|
The encoder converts whitespace to ' ', decimal characters to their
|
|
corresponding ASCII digit and all other Latin-1 characters except
|
|
\0 as-is. Characters outside this range (Unicode ordinals 1-256)
|
|
are treated as errors. This includes embedded NULL bytes.
|
|
|
|
Error handling is defined by the errors argument:
|
|
|
|
NULL or "strict": raise a ValueError
|
|
"ignore": ignore the wrong characters (these are not copied to the
|
|
output buffer)
|
|
"replace": replaces illegal characters with '?'
|
|
|
|
Returns 0 on success, -1 on failure.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(int) PyUnicode_EncodeDecimal(
|
|
Py_UNICODE *s, /* Unicode buffer */
|
|
Py_ssize_t length, /* Number of Py_UNICODE chars to encode */
|
|
char *output, /* Output buffer; must have size >= length */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* --- Methods & Slots ----------------------------------------------------
|
|
|
|
These are capable of handling Unicode objects and strings on input
|
|
(we refer to them as strings in the descriptions) and return
|
|
Unicode objects or integers as appropriate. */
|
|
|
|
/* Concat two strings giving a new Unicode string. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Concat(
|
|
PyObject *left, /* Left string */
|
|
PyObject *right /* Right string */
|
|
);
|
|
|
|
/* Split a string giving a list of Unicode strings.
|
|
|
|
If sep is NULL, splitting will be done at all whitespace
|
|
substrings. Otherwise, splits occur at the given separator.
|
|
|
|
At most maxsplit splits will be done. If negative, no limit is set.
|
|
|
|
Separators are not included in the resulting list.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Split(
|
|
PyObject *s, /* String to split */
|
|
PyObject *sep, /* String separator */
|
|
Py_ssize_t maxsplit /* Maxsplit count */
|
|
);
|
|
|
|
/* Dito, but split at line breaks.
|
|
|
|
CRLF is considered to be one line break. Line breaks are not
|
|
included in the resulting list. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Splitlines(
|
|
PyObject *s, /* String to split */
|
|
int keepends /* If true, line end markers are included */
|
|
);
|
|
|
|
/* Partition a string using a given separator. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Partition(
|
|
PyObject *s, /* String to partition */
|
|
PyObject *sep /* String separator */
|
|
);
|
|
|
|
/* Partition a string using a given separator, searching from the end of the
|
|
string. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_RPartition(
|
|
PyObject *s, /* String to partition */
|
|
PyObject *sep /* String separator */
|
|
);
|
|
|
|
/* Split a string giving a list of Unicode strings.
|
|
|
|
If sep is NULL, splitting will be done at all whitespace
|
|
substrings. Otherwise, splits occur at the given separator.
|
|
|
|
At most maxsplit splits will be done. But unlike PyUnicode_Split
|
|
PyUnicode_RSplit splits from the end of the string. If negative,
|
|
no limit is set.
|
|
|
|
Separators are not included in the resulting list.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_RSplit(
|
|
PyObject *s, /* String to split */
|
|
PyObject *sep, /* String separator */
|
|
Py_ssize_t maxsplit /* Maxsplit count */
|
|
);
|
|
|
|
/* Translate a string by applying a character mapping table to it and
|
|
return the resulting Unicode object.
|
|
|
|
The mapping table must map Unicode ordinal integers to Unicode
|
|
ordinal integers or None (causing deletion of the character).
|
|
|
|
Mapping tables may be dictionaries or sequences. Unmapped character
|
|
ordinals (ones which cause a LookupError) are left untouched and
|
|
are copied as-is.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_Translate(
|
|
PyObject *str, /* String */
|
|
PyObject *table, /* Translate table */
|
|
const char *errors /* error handling */
|
|
);
|
|
|
|
/* Join a sequence of strings using the given separator and return
|
|
the resulting Unicode string. */
|
|
|
|
PyAPI_FUNC(PyObject*) PyUnicode_Join(
|
|
PyObject *separator, /* Separator string */
|
|
PyObject *seq /* Sequence object */
|
|
);
|
|
|
|
/* Return 1 if substr matches str[start:end] at the given tail end, 0
|
|
otherwise. */
|
|
|
|
PyAPI_FUNC(Py_ssize_t) PyUnicode_Tailmatch(
|
|
PyObject *str, /* String */
|
|
PyObject *substr, /* Prefix or Suffix string */
|
|
Py_ssize_t start, /* Start index */
|
|
Py_ssize_t end, /* Stop index */
|
|
int direction /* Tail end: -1 prefix, +1 suffix */
|
|
);
|
|
|
|
/* Return the first position of substr in str[start:end] using the
|
|
given search direction or -1 if not found. -2 is returned in case
|
|
an error occurred and an exception is set. */
|
|
|
|
PyAPI_FUNC(Py_ssize_t) PyUnicode_Find(
|
|
PyObject *str, /* String */
|
|
PyObject *substr, /* Substring to find */
|
|
Py_ssize_t start, /* Start index */
|
|
Py_ssize_t end, /* Stop index */
|
|
int direction /* Find direction: +1 forward, -1 backward */
|
|
);
|
|
|
|
/* Count the number of occurrences of substr in str[start:end]. */
|
|
|
|
PyAPI_FUNC(Py_ssize_t) PyUnicode_Count(
|
|
PyObject *str, /* String */
|
|
PyObject *substr, /* Substring to count */
|
|
Py_ssize_t start, /* Start index */
|
|
Py_ssize_t end /* Stop index */
|
|
);
|
|
|
|
/* Replace at most maxcount occurrences of substr in str with replstr
|
|
and return the resulting Unicode object. */
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_Replace(
|
|
PyObject *str, /* String */
|
|
PyObject *substr, /* Substring to find */
|
|
PyObject *replstr, /* Substring to replace */
|
|
Py_ssize_t maxcount /* Max. number of replacements to apply;
|
|
-1 = all */
|
|
);
|
|
|
|
/* Compare two strings and return -1, 0, 1 for less than, equal,
|
|
greater than resp. */
|
|
|
|
PyAPI_FUNC(int) PyUnicode_Compare(
|
|
PyObject *left, /* Left string */
|
|
PyObject *right /* Right string */
|
|
);
|
|
|
|
/* Rich compare two strings and return one of the following:
|
|
|
|
- NULL in case an exception was raised
|
|
- Py_True or Py_False for successful comparisons
|
|
- Py_NotImplemented in case the type combination is unknown
|
|
|
|
Note that Py_EQ and Py_NE comparisons can cause a UnicodeWarning in
|
|
case the conversion of the arguments to Unicode fails with a
|
|
UnicodeDecodeError.
|
|
|
|
Possible values for op:
|
|
|
|
Py_GT, Py_GE, Py_EQ, Py_NE, Py_LT, Py_LE
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_RichCompare(
|
|
PyObject *left, /* Left string */
|
|
PyObject *right, /* Right string */
|
|
int op /* Operation: Py_EQ, Py_NE, Py_GT, etc. */
|
|
);
|
|
|
|
/* Apply an argument tuple or dictionary to a format string and return
|
|
the resulting Unicode string. */
|
|
|
|
PyAPI_FUNC(PyObject *) PyUnicode_Format(
|
|
PyObject *format, /* Format string */
|
|
PyObject *args /* Argument tuple or dictionary */
|
|
);
|
|
|
|
/* Checks whether element is contained in container and return 1/0
|
|
accordingly.
|
|
|
|
element has to coerce to a one element Unicode string. -1 is
|
|
returned in case of an error. */
|
|
|
|
PyAPI_FUNC(int) PyUnicode_Contains(
|
|
PyObject *container, /* Container string */
|
|
PyObject *element /* Element string */
|
|
);
|
|
|
|
/* Externally visible for str.strip(unicode) */
|
|
PyAPI_FUNC(PyObject *) _PyUnicode_XStrip(
|
|
PyUnicodeObject *self,
|
|
int striptype,
|
|
PyObject *sepobj
|
|
);
|
|
|
|
/* === Characters Type APIs =============================================== */
|
|
|
|
/* Helper array used by Py_UNICODE_ISSPACE(). */
|
|
|
|
PyAPI_DATA(const unsigned char) _Py_ascii_whitespace[];
|
|
|
|
/* These should not be used directly. Use the Py_UNICODE_IS* and
|
|
Py_UNICODE_TO* macros instead.
|
|
|
|
These APIs are implemented in Objects/unicodectype.c.
|
|
|
|
*/
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsLowercase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsUppercase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsTitlecase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsWhitespace(
|
|
const Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsLinebreak(
|
|
const Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(Py_UNICODE) _PyUnicode_ToLowercase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(Py_UNICODE) _PyUnicode_ToUppercase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(Py_UNICODE) _PyUnicode_ToTitlecase(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_ToDecimalDigit(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_ToDigit(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(double) _PyUnicode_ToNumeric(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsDecimalDigit(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsDigit(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsNumeric(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
PyAPI_FUNC(int) _PyUnicode_IsAlpha(
|
|
Py_UNICODE ch /* Unicode character */
|
|
);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#endif /* Py_USING_UNICODE */
|
|
#endif /* !Py_UNICODEOBJECT_H */
|