基本數據類型
TCHAR
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TCHAR就是UE4通過對char和wchar_t的封裝
char
ANSI編碼wchar_t
寬字符的Unicode編碼
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使用
TEXT()
宏包裹作為字面值TCHAR* TCharString = TEXT("Hello, World!"); // 引擎字符串(TCHAR*) -> ANSI字符串(char*) char* CharString = TCHAR_TO_ANSI(TCharString); // 引擎字符串(TCHAR*) -> std::string std::string str = TCHAR_TO_UTF8(TCharString); // 引擎字符串(TCHAR*) -> wchar_t* wchar_t* WCharString = TCHAR_TO_WCHAR(TCharString); // ANSI字符串(char*) -> 引擎字符串(TCHAR*) TCHAR* TCharString1 = ANSI_TO_TCHAR(CharString); // wchar_t* -> 引擎字符串(TCHAR*) TCHAR* TCharString2 = UTF8_TO_TCHAR(WCharString); TCHAR* TCharString3 = WCHAR_TO_TCHAR(WCharString);
FNames
常用作標識符等不變的字符串(如:資源路徑/資源文件類型/骨骼名稱/表格行名等)
- 比較字符串操作非常快
- 即使多個相同的字符串,也只在內存存儲一份副本,避免了冗余的內存分配操作
- 不區分大小寫
使用
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初始化
FName TestHUDName = FName(TEXT("ThisIsMyTestFName"));
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比較
CompareFloat = TestFName.Compare(OtherFName);
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搜索
if( FName(TEXT("pelvis"), FNAME_Find) != NAME_None ){}
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FString <-> FName
TestHUDName = FName(*TestHUDString); TestHUDString = TestHUDName.ToString();
FText
FText 是一種靜態字符串,在UE4中可以負責處理文本本地化、UI 文本顯示等
- 支持文本本地化
- 提高文本渲染的性能
- 較快的copy操作
使用
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FString <-> FText
TestHUDText = FText::FromString(TestHUDString); TestHUDString = TestHUDText.ToString();
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FName -> FText
TestHUDText = FText::FromName(TestHUDName);
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比較
FString
初始化
FString str1("Hello!");
FString str2 = TEXT("Hello World!");
FString str3 = FString::Printf(TEXT("I am %d years old"), 18);
比較
if(MyFString.Equals(OtherFString, ESearchCase::CaseSensitive)){...} // 大小寫敏感
if(MyFString.Equals(OtherFString, ESearchCase::IgnoreCase)){...}
if(MyFString == OtherFString){...}
拼接
FString str4 = TEXT("Hello World!");
str4 += FString("UE4");
float value = 1.0f;
FString str5 = FString::Printf(TEXT("Current Value: %f"),value);
分割
FString str6 = TEXT("Blueprint, C++, Material");
TArray<FString> strList;
str6.ParseIntoArray(strList, TEXT(","), true);
FString 與其他類型字符串轉換
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FString <-> int32/float
// FString -> int32/float FString TheString = "233"; int32 MyShinyNewInt = FCString::Atoi(*TheString); FString TheString = "233.3"; float MyStringtoFloat = FCString::Atof(*TheString); // int32/float -> FString FString NewString = FString::FromInt(233); FString NewString = FString::SanitizeFloat(233.3f);
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FString <-> TCHAR* 自動隱式轉換
const FString MyFString; const TCHAR *TCharString = *MyFString; const FString MyFString=TCharString;
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FString → char *
// 1 char *plainText= TCHAR_TO_ANSI(*str); // 2 FString str string t = TCHAR_TO_UTF8(*str); char * returnvalue = (char *)malloc(sizeof(char) * (t.length() + 1)); strncpy_s(returnvalue, t.length() , t.c_str(), t.length());
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FString <-> std::string
// FString -> std::string FString UE4Str = "Flowers"; std::string MyStdString(TCHAR_TO_UTF8(*UE4Str)); // std::string -> FString std::string TestString = "Happy"; FString HappyString(TestString.c_str());
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FString <-> TArray
// FString -> TArray<uint8> FString JsonStr; TArray<uint8> content; content.SetNum(JsonStr.Len()); memcpy(content.GetData(), TCHAR_TO_ANSI(*JsonStr), JsonStr.Len()); //TArray<uint8> ****-> FString TArray<uint8> content; const std::string cstr(reinterpret_cast<const char*>(content.GetData()), content.Num()); FString frameAsFString = cstr.c_str(); UE_LOG(VRSLog, Warning, TEXT("%s"), *frameAsFString);
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FArrayReaderPtr -> FString
uint8 data[512]; FMemory::Memzero(data, 512); FMemory::Memcpy(data, ArrayReaderPtr->GetData(), ArrayReaderPtr->Num()); FString str = ((const char*)data);
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數值 -> std::to_string
std::string to_string( long value ); std::string to_string( long long value ); std::string to_string( unsigned value ); std::string to_string( unsigned long value ); std::string to_string( unsigned long long value ); std::string to_string( float value ); std::string to_string( double value ); std::string to_string( long double value );
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std::string <-> std::wstring
- WideCharToMultiByte
// std::wstring -> std::string std::string WStringToString(const std::wstring wstr) { std::string str; int len = WideCharToMultiByte(CP_UTF8, 0, wstr.c_str(), wstr.size(), NULL, 0, NULL,NULL); char*buffer = new char[len + 1]; WideCharToMultiByte(CP_UTF8, 0, wstr.c_str(), wstr.size(), buffer, len, NULL, NULL); buffer[len] = '\0'; str.append(buffer); delete[]buffer; return str; } // std::string -> std::wstring std::string str_path=TCHAR_TO_UTF8(*AppPath); std::wstring wstr_path; wstr_path.assign(str_path.begin(), str_path.end());
其他
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UE4 Source Header References
CString.h UnrealString.h NameTypes.h StringConv.h (TCHAR_TO_ANSI etc)
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CString.h可以查到更多,如
toi64 (string to int64) Atod (string to double precision float)
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更多關於FString的操作可以到UnrealString.h找到.