Esempio n. 1
0
TRefCountPtr<FShader> FShaderType::FindShaderById(const FShaderId& Id)
{
	FScopeLock MapLock(&ShaderIdMapCritical);
	TRefCountPtr<FShader> Result = ShaderIdMap.FindRef(Id);
	return Result;
}
const FDecimalNumberFormattingRules& FCulture::FICUCultureImplementation::GetCurrencyFormattingRules(const FString& InCurrencyCode)
{
	const bool bUseDefaultFormattingRules = InCurrencyCode.IsEmpty();

	if (bUseDefaultFormattingRules)
	{
		if (UECurrencyFormattingRules.IsValid())
		{
			return *UECurrencyFormattingRules;
		}
	}
	else
	{
		FScopeLock MapLock(&UEAlternateCurrencyFormattingRulesCS);

		auto FoundUEAlternateCurrencyFormattingRules = UEAlternateCurrencyFormattingRules.FindRef(InCurrencyCode);
		if (FoundUEAlternateCurrencyFormattingRules.IsValid())
		{
			return *FoundUEAlternateCurrencyFormattingRules;
		}
	}

	// Create a culture percent formatter (doesn't call CreateCurrencyFormat as we need a mutable instance)
	TSharedPtr<icu::DecimalFormat> CurrencyFormatterForCulture;
	{
		UErrorCode ICUStatus = U_ZERO_ERROR;
		CurrencyFormatterForCulture = MakeShareable(static_cast<icu::DecimalFormat*>(icu::NumberFormat::createCurrencyInstance(ICULocale, ICUStatus)));
		checkf(CurrencyFormatterForCulture.IsValid(), TEXT("Creating a currency format object failed using locale %s. Perhaps this locale has no data."), StringCast<TCHAR>(ICULocale.getName()).Get());
	}

	if (!bUseDefaultFormattingRules)
	{
		// Set the custom currency before we extract the data from the formatter
		icu::UnicodeString ICUCurrencyCode = ICUUtilities::ConvertString(InCurrencyCode);
		CurrencyFormatterForCulture->setCurrency(ICUCurrencyCode.getBuffer());
	}

	const FDecimalNumberFormattingRules NewUECurrencyFormattingRules = ExtractNumberFormattingRulesFromICUDecimalFormatter(*CurrencyFormatterForCulture);

	if (bUseDefaultFormattingRules)
	{
		// Check the pointer again in case another thread beat us to it
		{
			FScopeLock PtrLock(&UECurrencyFormattingRulesCS);

			if (!UECurrencyFormattingRules.IsValid())
			{
				UECurrencyFormattingRules = MakeShareable(new FDecimalNumberFormattingRules(NewUECurrencyFormattingRules));
			}
		}

		return *UECurrencyFormattingRules;
	}
	else
	{
		FScopeLock MapLock(&UEAlternateCurrencyFormattingRulesCS);

		// Find again in case another thread beat us to it
		auto FoundUEAlternateCurrencyFormattingRules = UEAlternateCurrencyFormattingRules.FindRef(InCurrencyCode);
		if (FoundUEAlternateCurrencyFormattingRules.IsValid())
		{
			return *FoundUEAlternateCurrencyFormattingRules;
		}

		FoundUEAlternateCurrencyFormattingRules = MakeShareable(new FDecimalNumberFormattingRules(NewUECurrencyFormattingRules));
		UEAlternateCurrencyFormattingRules.Add(InCurrencyCode, FoundUEAlternateCurrencyFormattingRules);
		return *FoundUEAlternateCurrencyFormattingRules;
	}
}