mirror of
https://github.com/lihop/godot-xterm.git
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266 lines
7.1 KiB
GDScript
266 lines
7.1 KiB
GDScript
# Copyright (c) 2020 The GodotXterm authors.
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# Copyright (c) 2019 The xterm.js authors. All rights reserved.
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# License MIT
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extends Reference
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# Convert a given to a utf8 PoolByteArray.
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# The code for this function is based on the stackoverflow
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# answer by user Schwern https://stackoverflow.com/a/42013984.
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static func utf32_to_utf8(codepoint: int):
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var utf8 = PoolByteArray([])
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if codepoint <= 0x007F:
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utf8.append(codepoint)
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elif codepoint <= 0x07FF:
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utf8.append(0b11000000 | codepoint >> 6 & 0b00011111)
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utf8.append(0b10000000 | codepoint & 0b00111111)
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elif codepoint <= 0xFFFF:
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utf8.append(0b11100000 | codepoint >> 12 & 0b00001111)
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utf8.append(0b10000000 | codepoint >> 6 & 0b00111111)
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utf8.append(0b10000000 | codepoint & 0b00111111)
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elif codepoint <= 0x10FFFF:
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utf8.append(0b11110000 | codepoint >> 18 & 0b00000111)
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utf8.append(0b10000000 | codepoint >> 12 & 0b00111111)
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utf8.append(0b10000000 | codepoint >> 6 & 0b00111111)
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utf8.append(0b10000000 | codepoint & 0b00111111)
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else:
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push_warning("Codepoint " + String(codepoint) + " is out of UTF-8 range")
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return utf8
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# Covert UTF32 char codes into a String.
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# Basically the same as `char` but for multiple codepoints
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# in a loop (which is a lot faster).
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static func utf32_to_string(data: Array, start: int = 0, end: int = -1):
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if end == -1:
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end = data.size()
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var result = ''
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for i in range(start, end):
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result += char(data[i])
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return result
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# Utf8Decoder - decodes UTF8 byte sequences into UTF32 codepoints.
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class Utf8ToUtf32:
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var interim = PoolByteArray()
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func _init():
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interim.resize(3)
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# Clears interim bytes and resets decoder to clean state.
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func clear():
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for i in interim.size():
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interim[i] = 0
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# Decodes UTF8 byte sequences in `input` to UTF32 codepoints in `target`.
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# The methods assumes stream input and will store partly transmitted bytes
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# and decode them with the next data chunk.
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# Note: The method does no bound checks for target, therefore make sure
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# the provided data chunk does not exceed the size of `target`.
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# Returns the number of written codepoints in `target`.
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func decode(input: PoolByteArray, target: Array):
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var length = input.size()
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if !length:
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return 0
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if length > target.size():
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target.resize(length)
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var size = 0
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var byte1: int
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var byte2: int
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var byte3: int
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var byte4: int
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var codepoint = 0
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var start_pos = 0
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# handle leftover bytes
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if interim[0]:
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var discard_interim = false
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var cp = interim[0]
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cp &= 0x1F if (cp & 0xE0) == 0xC0 else 0x0F if (cp & 0xF0) == 0xE0 else 0x07
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var pos = 1
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var tmp = interim[pos] & 0x3F
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while tmp && pos < 4:
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cp <<= 6
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cp |= tmp
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pos += 1
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tmp = interim[pos] & 0x3F if interim.size() < pos else 0
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# missing bytes - read from input
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var type = 2 if (interim[0] & 0xE0) == 0xC0 else 3 if (interim[0] & 0xF0) == 0xE0 else 4
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var missing = type - pos
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while start_pos < missing:
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if start_pos >= length:
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return 0
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tmp = input[start_pos]
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start_pos += 1
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if (tmp & 0xC0) != 0x80:
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# wrong continuation, discard interim bytes completely
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start_pos -= 1
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discard_interim = true
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break
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else:
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# need to save so we can continue short inputs in next call
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interim[pos + 1] = tmp
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pos += 1
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cp <<= 6
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cp |= tmp & 0x3F
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if not discard_interim:
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# final test is type dependent
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match type:
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2:
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if cp < 0x80:
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# wrong starter byte
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start_pos -= 1
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else:
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target[size] = cp
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size += 1
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3:
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if cp < 0x0800 or (cp >= 0xD800 and cp <= 0xDFFF):
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# illegal codepoint
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pass
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else:
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target[size] = cp
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size += 1
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_:
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if cp < 0x10000 or cp > 0x10FFFF:
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# illegal codepoint
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pass
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else:
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target[size] = cp
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size += 1
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clear()
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# loop through input
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var four_stop = length - 4
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var i = start_pos
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while i < length:
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# ASCII shortcut with loop unrolled to 4 consecutive ASCII chars.
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# This is a compromise between speed gain for ASCII
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# and penalty for non ASCII:
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# For best ASCII performance the char should be stored directly into target,
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# but even a single attempt to write to target and compare afterwards
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# penalizes non ASCII really bad (-50%), thus we load the char into byteX first,
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# which reduces ASCII performance by ~15%.
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# This trial for ASCII reduces non ASCII performance by ~10% which seems acceptible
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# compared to the gains.
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# Note that this optimization only takes place for 4 consecutive ASCII chars,
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# for any shorter it bails out. Worst case - all 4 bytes being read but
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# thrown away due to the last being a non ASCII char (-10% performance).
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while i < four_stop:
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byte1 = input[i]
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byte2 = input[i + 1]
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byte3 = input[i + 2]
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byte4 = input[i + 3]
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if not (byte1 & 0x80) | (byte2 & 0x80) | (byte3 & 0x80) | (byte4 & 0x80):
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target[size] = byte1
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target[size+1] = byte2
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target[size+2] = byte3
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target[size+3] = byte4
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size += 4
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i += 4
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else:
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break
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# reread byte1
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byte1 = input[i]
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i += 1
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# 1 byte
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if byte1 < 0x80:
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target[size] = byte1
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size += 1
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# 2 bytes
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elif (byte1 & 0xE0) == 0xC0:
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if i >= length:
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interim[0] = byte1
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return size
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byte2 = input[i]
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i+=1
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if (byte2 & 0xC0) != 0x80:
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# wrong continuation
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i-=1
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continue
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codepoint = (byte1 & 0x1F) << 6 | (byte2 & 0x3F)
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if (codepoint < 0x80):
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# wrong starter byte
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i-=1
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continue
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target[size] = codepoint
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size+=1
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# 3 bytes
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elif (byte1 & 0xF0) == 0xE0:
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if i >= length:
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interim[0] = byte1
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return size
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byte2 = input[i]
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i+=1
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if (byte2 & 0xC0) != 0x80:
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# wrong continuation
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i-=1
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continue
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if i >= length:
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interim[0] = byte1
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interim[1] = byte2
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return size
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byte3 = input[i]
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i+=1
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if (byte3 & 0xC0) != 0x80:
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# wrong continuation
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i-=1
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continue
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codepoint = (byte1 & 0x0F) << 12 | (byte2 & 0x3F) << 6 | (byte3 & 0x3F)
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if codepoint < 0x0800 or (codepoint >=0xD800 and codepoint <= 0xDFFF):
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# illegal codepoint, no i-- here
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continue
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target[size] = codepoint
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size+=1
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# 4 bytes
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elif (byte1 & 0xF8) == 0xF0:
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if i >= length:
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interim[0] = byte1
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return size
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byte2 = input[i]
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i += 1
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if (byte2 & 0xC0) != 0x80:
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# wrong continuation
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i -= 1
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continue
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if i >= length:
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interim[0] = byte1
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interim[1] = byte2
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return size
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byte3 = input[i]
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i += 1
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if (byte3 & 0xC0) != 0x80:
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# wrong continuation
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i -= 1
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continue
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if i >= length:
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interim[0] = byte1
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interim[1] = byte2
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interim[2] = byte3
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return size
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byte4 = input[i]
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i += 1
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if (byte4 & 0xC0) != 0x80:
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# wrong continuation
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i -= 1
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continue
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codepoint = (byte1 & 0x07) << 18 | (byte2 & 0x3F) << 12 | (byte3 & 0x3F) << 6 | (byte4 & 0x3F)
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if codepoint < 0x010000 or codepoint > 0x10FFFF:
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# illegal codepoint, no i-- here
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continue
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target[size] = codepoint
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size += 1
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else:
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# illegal byte, just skip
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pass
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target.resize(size)
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return size
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