/* 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 #include "common/Dependencies.h" #include "common/SafeArray.h" #include "common/ScopedAlloc.h" #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() = default; 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() = default; 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);