61 std::basic_string_view<TCHAR> thisFunctionName { TEXT(PRETTY_FUNC) };
63#if MCRO_COMPILER_GCC || MCRO_COMPILER_CLANG
75 auto result = ctre::search<
TEXT_ R
"(\s\[(?:with\s)?T\s=\s(?<TYPE>.+?)[;\]])">(thisFunctionName);
77#elif MCRO_COMPILER_MSVC
84 auto result = ctre::search<
TEXT_ R
"(GetCompileTimeTypeName<((struct|class)\s)?(?<TYPE>.+?)>\()">(thisFunctionName);
86#elif MCRO_EXPLICIT_TYPE_EXTRACTION
87 auto result = ctre::search<TEXT(MCRO_EXPLICIT_TYPE_EXTRACT_REGEX)>(thisFunctionName);
90 std::basic_string_view<TCHAR> output = result.get<
TEXT_"TYPE">().to_view();
91 size_t size = output.size();
92 size /= output.size() > 0;
94 return size ? output : std::basic_string_view<TCHAR>();
Use leading TEXT_ without parenthesis for Unreal compatible text literals.
#define TEXT_
A convenience alternative to Unreal's own TEXT macro but this one doesn't require parenthesis around ...
Mixed text utilities and type traits.