mirror of https://github.com/PCSX2/pcsx2.git
243 lines
8.1 KiB
C++
243 lines
8.1 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "Dependencies.h"
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#include "SafeArray.h"
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#include "ScopedAlloc.h"
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#include <wx/tokenzr.h>
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// --------------------------------------------------------------------------------------
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// pxToUTF8
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// --------------------------------------------------------------------------------------
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// Converts a string to UTF8 and provides an interface for getting its length.
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class pxToUTF8
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{
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DeclareNoncopyableObject( pxToUTF8 );
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protected:
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wxCharBuffer m_result;
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int m_length;
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public:
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explicit pxToUTF8(const wxString& src)
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: m_result( src.ToUTF8() )
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{
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m_length = -1;
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}
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size_t Length()
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{
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if( -1 == m_length )
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m_length = strlen( m_result );
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return m_length;
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}
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void Convert( const wxString& src )
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{
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m_result = src.ToUTF8();
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m_length = -1;
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}
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const char* data() const { return m_result; }
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operator const char*() const
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{
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return m_result.data();
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}
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};
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extern void px_fputs( FILE* fp, const char* src );
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// wxWidgets lacks one of its own...
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extern const wxRect wxDefaultRect;
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extern void SplitString( wxArrayString& dest, const wxString& src, const wxString& delims, wxStringTokenizerMode mode = wxTOKEN_RET_EMPTY_ALL );
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extern wxString JoinString( const wxArrayString& src, const wxString& separator );
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extern wxString JoinString( const wxChar** src, const wxString& separator );
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extern wxString ToString( const wxPoint& src, const wxString& separator=L"," );
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extern wxString ToString( const wxSize& src, const wxString& separator=L"," );
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extern wxString ToString( const wxRect& src, const wxString& separator=L"," );
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extern bool TryParse( wxPoint& dest, const wxStringTokenizer& parts );
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extern bool TryParse( wxSize& dest, const wxStringTokenizer& parts );
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extern bool TryParse( wxPoint& dest, const wxString& src, const wxPoint& defval=wxDefaultPosition, const wxString& separators=L",");
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extern bool TryParse( wxSize& dest, const wxString& src, const wxSize& defval=wxDefaultSize, const wxString& separators=L",");
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extern bool TryParse( wxRect& dest, const wxString& src, const wxRect& defval=wxDefaultRect, const wxString& separators=L",");
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// --------------------------------------------------------------------------------------
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// ParsedAssignmentString
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// --------------------------------------------------------------------------------------
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// This class is a simple helper for parsing INI-style assignments, in the typical form of:
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// variable = value
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// filename = SomeString.txt
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// integer = 15
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//
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// This parser supports both '//' and ';' at the head of a line as indicators of a commented
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// line, and such a line will return empty strings for l- and r-value.
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//
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// No type handling is performed -- the user must manually parse strings into integers, etc.
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// For advanced "fully functional" ini file parsing, consider using wxFileConfig instead.
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//
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struct ParsedAssignmentString
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{
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wxString lvalue;
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wxString rvalue;
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bool IsComment;
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ParsedAssignmentString( const wxString& src );
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};
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// ======================================================================================
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// FastFormatAscii / FastFormatUnicode (overview!)
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// ======================================================================================
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// Fast formatting of ASCII or Unicode text. These classes uses a series of thread-local
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// format buffers that are allocated only once and grown to accommodate string formatting
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// needs. Because the buffers are thread-local, no thread synch objects are required in
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// order to format strings, allowing for multi-threaded string formatting operations to be
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// performed with maximum efficiency. This class also reduces the overhead typically required
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// to allocate string buffers off the heap.
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//
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// Drawbacks:
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// * Some overhead is added to the creation and destruction of threads, however since thread
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// construction is a typically slow process, and often avoided to begin with, this should
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// be a sound trade-off.
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//
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// Notes:
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// * conversion to wxString requires a heap allocation.
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// * FastFormatUnicode can accept either UTF8 or UTF16/32 (wchar_t) input, but FastFormatAscii
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// accepts Ascii/UTF8 only.
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//
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// --------------------------------------------------------------------------------------
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// FastFormatAscii
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// --------------------------------------------------------------------------------------
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class FastFormatAscii
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{
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protected:
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ScopedAlignedAlloc<char,16>* m_dest;
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bool m_deleteDest;
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uint m_Length;
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public:
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FastFormatAscii();
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~FastFormatAscii() throw();
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FastFormatAscii& Write( const char* fmt, ... );
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FastFormatAscii& WriteV( const char* fmt, va_list argptr );
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void Clear();
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bool IsEmpty() const;
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uint Length() const { return m_Length; }
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const char* c_str() const { return m_dest->GetPtr(); }
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operator const char*() const { return m_dest->GetPtr(); }
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const wxString GetString() const;
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//operator wxString() const;
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FastFormatAscii& operator+=(const wxString& s)
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{
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Write( "%ls", s.c_str() );
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return *this;
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}
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FastFormatAscii& operator+=(const wxChar* psz )
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{
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Write( "%ls", psz );
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return *this;
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}
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FastFormatAscii& operator+=(const char* psz )
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{
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Write( "%s", psz );
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return *this;
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}
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};
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// --------------------------------------------------------------------------------------
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// FastFormatUnicode
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// --------------------------------------------------------------------------------------
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class FastFormatUnicode
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{
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protected:
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ScopedAlignedAlloc<char,16>* m_dest;
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bool m_deleteDest;
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uint m_Length;
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public:
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FastFormatUnicode();
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~FastFormatUnicode() throw();
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FastFormatUnicode& Write( const char* fmt, ... );
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FastFormatUnicode& Write( const wxChar* fmt, ... );
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FastFormatUnicode& WriteV( const char* fmt, va_list argptr );
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FastFormatUnicode& WriteV( const wxChar* fmt, va_list argptr );
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void Clear();
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bool IsEmpty() const;
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uint Length() const { return m_Length; }
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FastFormatUnicode& ToUpper();
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FastFormatUnicode& ToLower();
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const wxChar* c_str() const { return (const wxChar*)m_dest->GetPtr(); }
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operator const wxChar*() const { return (const wxChar*)m_dest->GetPtr(); }
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operator wxString() const { return (const wxChar*)m_dest->GetPtr(); }
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FastFormatUnicode& operator+=(const wxString& s)
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{
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Write( L"%s", s.c_str() );
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return *this;
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}
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FastFormatUnicode& operator+=(const wxChar* psz )
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{
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Write( L"%s", psz );
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return *this;
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}
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FastFormatUnicode& operator+=(const char* psz );
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};
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extern bool pxParseAssignmentString( const wxString& src, wxString& ldest, wxString& rdest );
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#define pxsFmt FastFormatUnicode().Write
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#define pxsFmtV FastFormatUnicode().WriteV
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extern wxString& operator+=(wxString& str1, const FastFormatUnicode& str2);
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extern wxString operator+(const wxString& str1, const FastFormatUnicode& str2);
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extern wxString operator+(const wxChar* str1, const FastFormatUnicode& str2);
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//////////////////////////////////////////////////////////////////////////////////////////
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// Custom internal sprintf functions, which are ASCII only (even in UNICODE builds)
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//
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// These functions are useful since they are ASCII always, even under Unicode. Typically
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// even in a unicode app.
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extern void ssprintf(std::string& dest, const char* fmt, ...);
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extern void ssappendf(std::string& dest, const char* format, ...);
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extern void vssprintf(std::string& dest, const char* format, va_list args);
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extern void vssappendf(std::string& dest, const char* format, va_list args);
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extern std::string fmt_string( const char* fmt, ... );
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extern std::string vfmt_string( const char* fmt, va_list args );
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