apply conventions to asset part enumerator
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@ -1,66 +1,70 @@
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using System;
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using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities;
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namespace StardewModdingAPI.Utilities.AssetPathUtilities;
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/// <summary>
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/// A helper class that yields out each bit of an asset path
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/// </summary>
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internal ref struct AssetNamePartEnumerator
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namespace StardewModdingAPI.Utilities.AssetPathUtilities
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{
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private ReadOnlySpan<char> RemainderImpl;
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/// <summary>
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/// Construct an instance.
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/// </summary>
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/// <param name="assetName">The asset name.</param>
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internal AssetNamePartEnumerator(ReadOnlySpan<char> assetName)
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/// <summary>Handles enumerating the normalized segments in an asset name.</summary>
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internal ref struct AssetNamePartEnumerator
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{
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this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(assetName);
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}
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/*********
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** Fields
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*********/
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/// <summary>The backing field for <see cref="Remainder"/>.</summary>
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private ReadOnlySpan<char> RemainderImpl;
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/// <summary>
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/// The remainder of the assetName (that hasn't been yielded out yet.)
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/// </summary>
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internal ReadOnlySpan<char> Remainder => this.RemainderImpl;
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/// <summary>
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/// The current segment.
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/// </summary>
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public ReadOnlySpan<char> Current { get; private set; } = default;
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/*********
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** Properties
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*********/
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/// <summary>The remainder of the asset name being enumerated, ignoring segments which have already been yielded.</summary>
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public ReadOnlySpan<char> Remainder => this.RemainderImpl;
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// this is just so it can be used in a foreach loop.
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public AssetNamePartEnumerator GetEnumerator() => this;
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/// <summary>Get the current segment.</summary>
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public ReadOnlySpan<char> Current { get; private set; } = default;
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/// <summary>
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/// Moves the enumerator to the next element.
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/// </summary>
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/// <returns>True if there is a new</returns>
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public bool MoveNext()
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{
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if (this.RemainderImpl.Length == 0)
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="assetName">The asset name to enumerate.</param>
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public AssetNamePartEnumerator(ReadOnlySpan<char> assetName)
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{
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return false;
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this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(assetName);
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}
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int index = this.RemainderImpl.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
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// no more separator characters found, I'm done.
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if (index < 0)
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/// <summary>Move the enumerator to the next segment.</summary>
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/// <returns>Returns true if a new value was found (accessible via <see cref="Current"/>).</returns>
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public bool MoveNext()
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{
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this.Current = this.RemainderImpl;
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this.RemainderImpl = ReadOnlySpan<char>.Empty;
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if (this.RemainderImpl.Length == 0)
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return false;
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int index = this.RemainderImpl.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators);
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// no more separator characters found, I'm done.
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if (index < 0)
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{
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this.Current = this.RemainderImpl;
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this.RemainderImpl = ReadOnlySpan<char>.Empty;
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return true;
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}
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// Yield the next separate character bit
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this.Current = this.RemainderImpl[..index];
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this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(this.RemainderImpl[(index + 1)..]);
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return true;
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}
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// Yield the next separate character bit
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this.Current = this.RemainderImpl[..index];
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this.RemainderImpl = AssetNamePartEnumerator.TrimLeadingPathSeparators(this.RemainderImpl[(index + 1)..]);
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return true;
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}
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private static ReadOnlySpan<char> TrimLeadingPathSeparators(ReadOnlySpan<char> span)
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{
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return span.TrimStart(new ReadOnlySpan<char>(ToolkitPathUtilities.PossiblePathSeparators));
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/*********
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** Private methods
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*********/
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/// <summary>Trim path separators at the start of the given path or segment.</summary>
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/// <param name="span">The path or segment to trim.</param>
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private static ReadOnlySpan<char> TrimLeadingPathSeparators(ReadOnlySpan<char> span)
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{
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return span.TrimStart(new ReadOnlySpan<char>(ToolkitPathUtilities.PossiblePathSeparators));
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}
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}
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}
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