/**************************************************************************** ** ** Copyright (C) 1999-2001 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSCommonPrecompile.h" #include "StringTokenizer.h" using namespace Q3DStudio; //============================================================================== /** * formats inString so it is a correct delimited string using inToken * @param inToken the token that delimets the string * @param inString theString containing the delimited items yo */ CStringTokenizer::CStringTokenizer(Q3DStudio::CString inString, Q3DStudio::CString inToken) { // If the first of the string is a token extract it off until there is no token at the first of // the string Q3DStudio::CString theTempString = inString.Extract(0, inToken.Length()); while (inToken.Length() && theTempString == inToken) { inString = inString.Extract(inToken.Length()); theTempString = inString.Extract(0, inToken.Length()); } // Do the same thing for the end part of the string theTempString = inString.Extract(inString.Length() - 1 - inToken.Length()); while (theTempString == inToken) { inString = inString.Extract(0, inString.Length() - inToken.Length()); theTempString = inString.Extract(inString.Length() - 1 - inToken.Length()); } m_OriginalString = inString; m_Token = inToken; m_Index = 0; } //============================================================================== /** * DTOR */ CStringTokenizer::~CStringTokenizer() { } void CStringTokenizer::operator++() { if (m_Index != Q3DStudio::CString::ENDOFSTRING) { long theCurrentTokenIndex = m_OriginalString.Find(m_Token, m_Index); // Case last partition after last token if (theCurrentTokenIndex == Q3DStudio::CString::ENDOFSTRING) { m_Index = Q3DStudio::CString::ENDOFSTRING; } // Somewhere in the middle or beginnign for the string else { m_Index = theCurrentTokenIndex + m_Token.Length(); if (m_Index > m_OriginalString.Length()) m_Index = Q3DStudio::CString::ENDOFSTRING; } } } //============================================================================== /** * Gets the next delimeted partition */ Q3DStudio::CString CStringTokenizer::GetCurrentPartition() { Q3DStudio::CString theReturnString = ""; if (m_Index != Q3DStudio::CString::ENDOFSTRING) { long theCurrentTokenIndex = m_OriginalString.Find(m_Token, m_Index); // Case last partition after last token if (theCurrentTokenIndex == Q3DStudio::CString::ENDOFSTRING) { theReturnString = m_OriginalString.Extract(m_Index); } // Somewhere in the middle or beginnign for the string else { theReturnString = m_OriginalString.Extract(m_Index, theCurrentTokenIndex - m_Index); } } return theReturnString; } //============================================================================== /** * return true if there is more data to be extracted */ bool CStringTokenizer::HasNextPartition() { return (m_Index != Q3DStudio::CString::ENDOFSTRING); }