/*************************************************************************/
/*  string_builder.cpp                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "string_builder.h"

#include <string.h>

StringBuilder &StringBuilder::append(const String &p_string) {
	if (p_string == String()) {
		return *this;
	}

	strings.push_back(p_string);
	appended_strings.push_back(-1);

	string_length += p_string.length();

	return *this;
}

StringBuilder &StringBuilder::append(const char *p_cstring) {
	int32_t len = strlen(p_cstring);

	c_strings.push_back(p_cstring);
	appended_strings.push_back(len);

	string_length += len;

	return *this;
}

String StringBuilder::as_string() const {
	if (string_length == 0) {
		return "";
	}

	CharType *buffer = memnew_arr(CharType, string_length);

	int current_position = 0;

	int godot_string_elem = 0;
	int c_string_elem = 0;

	for (int i = 0; i < appended_strings.size(); i++) {
		if (appended_strings[i] == -1) {
			// Godot string
			const String &s = strings[godot_string_elem];

			memcpy(buffer + current_position, s.ptr(), s.length() * sizeof(CharType));

			current_position += s.length();

			godot_string_elem++;
		} else {
			const char *s = c_strings[c_string_elem];

			for (int32_t j = 0; j < appended_strings[i]; j++) {
				buffer[current_position + j] = s[j];
			}

			current_position += appended_strings[i];

			c_string_elem++;
		}
	}

	String final_string = String(buffer, string_length);

	memdelete_arr(buffer);

	return final_string;
}
