/// <summary> /// Attempts to create an emoji object from a unicode entity. /// </summary> /// <param name="client"><see cref="BaseDiscordClient"/> to attach to the object.</param> /// <param name="unicodeEntity">Unicode entity to create the object from.</param> /// <param name="emoji">Resulting <see cref="DiscordEmoji"/> object.</param> /// <returns>Whether the operation was successful.</returns> public static bool TryFromUnicode(BaseDiscordClient client, string unicodeEntity, out DiscordEmoji emoji) { // this is a round-trip operation because of FE0F inconsistencies. // through this, the inconsistency is normalized. emoji = null; if (!DiscordNameLookup.TryGetValue(unicodeEntity, out var discordName)) { return(false); } if (!UnicodeEmojis.TryGetValue(discordName, out unicodeEntity)) { return(false); } emoji = new DiscordEmoji { Name = unicodeEntity, Discord = client }; return(true); }
/// <summary> /// Attempts to create an emoji obejct from emote name that includes colons (eg. :thinking:). This method also /// supports skin tone variations (eg. :ok_hand::skin-tone-2:), standard emoticons (eg. :D), as well as guild /// emoji (still specified by :name:). /// </summary> /// <param name="client"><see cref="BaseDiscordClient"/> to attach to the object.</param> /// <param name="name">Name of the emote to find, including colons (eg. :thinking:).</param> /// <param name="includeGuilds">Should guild emojis be included in the search.</param> /// <param name="emoji">Resulting <see cref="DiscordEmoji"/> object.</param> /// <returns>Whether the operation was successful.</returns> public static bool TryFromName(BaseDiscordClient client, string name, bool includeGuilds, out DiscordEmoji emoji) { if (client == null) { throw new ArgumentNullException(nameof(client), "Client cannot be null."); } if (string.IsNullOrWhiteSpace(name)) { throw new ArgumentNullException(nameof(name), "Name cannot be empty or null."); } if (UnicodeEmojis.TryGetValue(name, out var unicodeEntity)) { emoji = new DiscordEmoji { Discord = client, Name = unicodeEntity }; return(true); } if (includeGuilds) { var allEmojis = client.Guilds.Values .SelectMany(xg => xg.Emojis.Values); // save cycles - don't order var ek = name.AsSpan().Slice(1, name.Length - 2); foreach (var xemoji in allEmojis) { if (xemoji.Name.AsSpan().SequenceEqual(ek)) { emoji = xemoji; return(true); } } } emoji = null; return(false); }