/* 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 // -------------------------------------------------------------------------------------- // 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 ); extern wxString fromUTF8( const char* src ); extern wxString fromAscii( 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 // -------------------------------------------------------------------------------------- // Fast formatting of ASCII text. This class uses a process-wide format buffer that is // allocated only once and grown to accommodate string formatting needs. The buffer is // thread-safe. This technique reduces the overhead of formatting strings by eliminating // most or all heap allocation actions. // class FastFormatAscii { protected: SafeArray* m_dest; bool m_deleteDest; public: FastFormatAscii(); ~FastFormatAscii() throw(); FastFormatAscii& Write( const char* fmt, ... ); FastFormatAscii& WriteV( const char* fmt, va_list argptr ); 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; }; class FastFormatUnicode { protected: SafeArray* m_dest; bool m_deleteDest; public: FastFormatUnicode(); ~FastFormatUnicode() throw(); FastFormatUnicode& Write( const char* fmt, ... ); FastFormatUnicode& Write( const wxChar* fmt, ... ); FastFormatUnicode& WriteV( const char* fmt, va_list argptr ); FastFormatUnicode& WriteV( const wxChar* fmt, va_list argptr ); bool IsEmpty() const; 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(); } }; extern bool pxParseAssignmentString( const wxString& src, wxString& ldest, wxString& rdest ); #define pxsFmt FastFormatUnicode().Write #define pxsFmtV FastFormatUnicode().WriteV ////////////////////////////////////////////////////////////////////////////////////////// // 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 ssprintf(std::string& dest, const char* fmt, ...); extern void ssappendf(std::string& dest, const char* format, ...); extern void vssprintf(std::string& dest, const char* format, va_list args); extern void vssappendf(std::string& dest, const char* format, va_list args); extern std::string fmt_string( const char* fmt, ... ); extern std::string vfmt_string( const char* fmt, va_list args );