/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see .
*/
#pragma once
#include "Dependencies.h"
#include "SafeArray.h"
#include "ScopedAlloc.h"
#include
#if _WIN32
#define WX_STR(str) (str.wc_str())
#else
// Stupid wx3.0 doesn't support c_str for vararg function
#define WX_STR(str) (static_cast(str.c_str()))
#endif
// --------------------------------------------------------------------------------------
// pxToUTF8
// --------------------------------------------------------------------------------------
// Converts a string to UTF8 and provides an interface for getting its length.
class pxToUTF8
{
DeclareNoncopyableObject(pxToUTF8);
protected:
wxCharBuffer m_result;
int m_length;
public:
explicit pxToUTF8(const wxString &src)
: m_result(src.ToUTF8())
{
m_length = -1;
}
size_t Length()
{
if (-1 == m_length)
m_length = strlen(m_result);
return m_length;
}
void Convert(const wxString &src)
{
m_result = src.ToUTF8();
m_length = -1;
}
const char *data() const { return m_result; }
operator const char *() const
{
return m_result.data();
}
};
extern void px_fputs(FILE *fp, const char *src);
// wxWidgets lacks one of its own...
extern const wxRect wxDefaultRect;
extern void SplitString(wxArrayString &dest, const wxString &src, const wxString &delims, wxStringTokenizerMode mode = wxTOKEN_RET_EMPTY_ALL);
extern wxString JoinString(const wxArrayString &src, const wxString &separator);
extern wxString JoinString(const wxChar **src, const wxString &separator);
extern wxString ToString(const wxPoint &src, const wxString &separator = L",");
extern wxString ToString(const wxSize &src, const wxString &separator = L",");
extern wxString ToString(const wxRect &src, const wxString &separator = L",");
extern bool TryParse(wxPoint &dest, const wxStringTokenizer &parts);
extern bool TryParse(wxSize &dest, const wxStringTokenizer &parts);
extern bool TryParse(wxPoint &dest, const wxString &src, const wxPoint &defval = wxDefaultPosition, const wxString &separators = L",");
extern bool TryParse(wxSize &dest, const wxString &src, const wxSize &defval = wxDefaultSize, const wxString &separators = L",");
extern bool TryParse(wxRect &dest, const wxString &src, const wxRect &defval = wxDefaultRect, const wxString &separators = L",");
// --------------------------------------------------------------------------------------
// ParsedAssignmentString
// --------------------------------------------------------------------------------------
// This class is a simple helper for parsing INI-style assignments, in the typical form of:
// variable = value
// filename = SomeString.txt
// integer = 15
//
// This parser supports both '//' and ';' at the head of a line as indicators of a commented
// line, and such a line will return empty strings for l- and r-value.
//
// No type handling is performed -- the user must manually parse strings into integers, etc.
// For advanced "fully functional" ini file parsing, consider using wxFileConfig instead.
//
struct ParsedAssignmentString
{
wxString lvalue;
wxString rvalue;
bool IsComment;
ParsedAssignmentString(const wxString &src);
};
// ======================================================================================
// FastFormatAscii / FastFormatUnicode (overview!)
// ======================================================================================
// Fast formatting of ASCII or Unicode text. These classes uses a series of thread-local
// format buffers that are allocated only once and grown to accommodate string formatting
// needs. Because the buffers are thread-local, no thread synch objects are required in
// order to format strings, allowing for multi-threaded string formatting operations to be
// performed with maximum efficiency. This class also reduces the overhead typically required
// to allocate string buffers off the heap.
//
// Drawbacks:
// * Some overhead is added to the creation and destruction of threads, however since thread
// construction is a typically slow process, and often avoided to begin with, this should
// be a sound trade-off.
//
// Notes:
// * conversion to wxString requires a heap allocation.
// * FastFormatUnicode can accept either UTF8 or UTF16/32 (wchar_t) input, but FastFormatAscii
// accepts Ascii/UTF8 only.
//
typedef ScopedAlignedAlloc CharBufferType;
// --------------------------------------------------------------------------------------
// FastFormatAscii
// --------------------------------------------------------------------------------------
class FastFormatAscii
{
protected:
CharBufferType m_dest;
public:
FastFormatAscii();
~FastFormatAscii() throw();
FastFormatAscii &Write(const char *fmt, ...);
FastFormatAscii &WriteV(const char *fmt, va_list argptr);
void Clear();
bool IsEmpty() const;
const char *c_str() const { return m_dest.GetPtr(); }
operator const char *() const { return m_dest.GetPtr(); }
const wxString GetString() const;
//operator wxString() const;
FastFormatAscii &operator+=(const wxString &s)
{
Write("%s", WX_STR(s));
return *this;
}
FastFormatAscii &operator+=(const wxChar *psz)
{
Write("%ls", psz);
return *this;
}
FastFormatAscii &operator+=(const char *psz)
{
Write("%s", psz);
return *this;
}
};
// --------------------------------------------------------------------------------------
// FastFormatUnicode
// --------------------------------------------------------------------------------------
class FastFormatUnicode
{
protected:
CharBufferType m_dest;
uint m_Length;
public:
FastFormatUnicode();
~FastFormatUnicode() throw();
FastFormatUnicode &Write(const char *fmt, ...);
FastFormatUnicode &Write(const wxChar *fmt, ...);
FastFormatUnicode &Write(const wxString fmt, ...);
FastFormatUnicode &WriteV(const char *fmt, va_list argptr);
FastFormatUnicode &WriteV(const wxChar *fmt, va_list argptr);
void Clear();
bool IsEmpty() const;
uint Length() const { return m_Length; }
FastFormatUnicode &ToUpper();
FastFormatUnicode &ToLower();
const wxChar *c_str() const { return (const wxChar *)m_dest.GetPtr(); }
operator const wxChar *() const { return (const wxChar *)m_dest.GetPtr(); }
operator wxString() const { return (const wxChar *)m_dest.GetPtr(); }
FastFormatUnicode &operator+=(const wxString &s)
{
Write(L"%s", WX_STR(s));
return *this;
}
FastFormatUnicode &operator+=(const wxChar *psz)
{
Write(L"%s", psz);
return *this;
}
FastFormatUnicode &operator+=(const char *psz);
};
extern bool pxParseAssignmentString(const wxString &src, wxString &ldest, wxString &rdest);
#define pxsFmt FastFormatUnicode().Write
#define pxsFmtV FastFormatUnicode().WriteV
#define pxsPtr(ptr) pxsFmt("0x%08X", (ptr)).c_str()
extern wxString &operator+=(wxString &str1, const FastFormatUnicode &str2);
extern wxString operator+(const wxString &str1, const FastFormatUnicode &str2);
extern wxString operator+(const wxChar *str1, const FastFormatUnicode &str2);
extern wxString operator+(const FastFormatUnicode &str1, const wxString &str2);
extern wxString operator+(const FastFormatUnicode &str1, const wxChar *str2);
//////////////////////////////////////////////////////////////////////////////////////////
// Custom internal sprintf functions, which are ASCII only (even in UNICODE builds)
//
// These functions are useful since they are ASCII always, even under Unicode. Typically
// even in a unicode app.
extern void ssappendf(std::string &dest, const char *format, ...);