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/*************************************************************************/
/*  compressed_translation.h                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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.                */
/*************************************************************************/

#ifndef COMPRESSED_TRANSLATION_H
#define COMPRESSED_TRANSLATION_H

#include "core/translation.h"

class PHashTranslation : public Translation {
	GDCLASS(PHashTranslation, Translation);

	//this translation uses a sort of modified perfect hash algorithm
	//it requires hashing strings twice and then does a binary search,
	//so it's slower, but at the same time it has an extreemly high chance
	//of catching untranslated strings

	//load/store friendly types
	Vector<int> hash_table;
	Vector<int> bucket_table;
	Vector<uint8_t> strings;

	struct Bucket {
		int size;
		uint32_t func;

		struct Elem {
			uint32_t key;
			uint32_t str_offset;
			uint32_t comp_size;
			uint32_t uncomp_size;
		};

		Elem elem[1];
	};

	_FORCE_INLINE_ uint32_t hash(uint32_t d, const char *p_str) const {
		if (d == 0)
			d = 0x1000193;
		while (*p_str) {
			d = (d * 0x1000193) ^ uint32_t(*p_str);
			p_str++;
		}

		return d;
	}

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	static void _bind_methods();

public:
	virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations
	void generate(const Ref<Translation> &p_from);

	PHashTranslation() {}
};

#endif // COMPRESSED_TRANSLATION_H