/* 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 // Stupid wx3.0 doesn't support c_str for vararg function #if wxMAJOR_VERSION >= 3 #define WX_STR(str) (static_cast(str.c_str())) #else #define WX_STR(str) (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. // // -------------------------------------------------------------------------------------- // FastFormatAscii // -------------------------------------------------------------------------------------- class FastFormatAscii { protected: ScopedAlignedAlloc* m_dest; bool m_deleteDest; uint m_Length; public: FastFormatAscii(); ~FastFormatAscii() throw(); FastFormatAscii& Write( const char* fmt, ... ); FastFormatAscii& WriteV( const char* fmt, va_list argptr ); void Clear(); bool IsEmpty() const; uint Length() const { return m_Length; } 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: ScopedAlignedAlloc* m_dest; bool m_deleteDest; uint m_Length; public: FastFormatUnicode(); ~FastFormatUnicode() throw(); FastFormatUnicode& Write( const char* fmt, ... ); FastFormatUnicode& Write( const wxChar* fmt, ... ); #if wxMAJOR_VERSION >= 3 FastFormatUnicode& Write( const wxString fmt, ... ); #endif 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, ...);