pcsx2/common/include/Utilities/StringHelpers.h

243 lines
8.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "Dependencies.h"
#include "SafeArray.h"
#include "ScopedAlloc.h"
#include <wx/tokenzr.h>
// --------------------------------------------------------------------------------------
// 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<char,16>* 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( "%ls", s.c_str() );
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<char,16>* m_dest;
bool m_deleteDest;
uint m_Length;
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 );
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", s.c_str() );
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
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);
//////////////////////////////////////////////////////////////////////////////////////////
// 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 );