bsnes/nall/string.hpp

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#ifndef NALL_STRING_HPP
#define NALL_STRING_HPP
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <initializer_list>
#include <memory>
#include <nall/platform.hpp>
#include <nall/atoi.hpp>
#include <nall/function.hpp>
#include <nall/intrinsics.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/memory.hpp>
#include <nall/shared-pointer.hpp>
#include <nall/stdint.hpp>
#include <nall/utility.hpp>
2011-11-17 12:05:35 +00:00
#include <nall/varint.hpp>
#include <nall/vector.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/hash/crc16.hpp>
#include <nall/hash/crc32.hpp>
#include <nall/hash/sha256.hpp>
#define NALL_STRING_INTERNAL_HPP
#include <nall/string/base.hpp>
#include <nall/string/view.hpp>
#include <nall/string/atoi.hpp>
#include <nall/string/cast.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/compare.hpp>
#include <nall/string/convert.hpp>
#include <nall/string/core.hpp>
#include <nall/string/datetime.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/find.hpp>
#include <nall/string/format.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/hash.hpp>
#include <nall/string/list.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/match.hpp>
#include <nall/string/path.hpp>
#include <nall/string/platform.hpp>
#include <nall/string/replace.hpp>
#include <nall/string/split.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/trim.hpp>
#include <nall/string/utility.hpp>
#include <nall/string/eval/node.hpp>
#include <nall/string/eval/literal.hpp>
#include <nall/string/eval/parser.hpp>
#include <nall/string/eval/evaluator.hpp>
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
#include <nall/string/markup/node.hpp>
#include <nall/string/markup/find.hpp>
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
#include <nall/string/markup/bml.hpp>
#include <nall/string/markup/xml.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/transform/cml.hpp>
#include <nall/string/transform/dml.hpp>
#undef NALL_STRING_INTERNAL_HPP
#endif