pcsx2/common/include/Utilities/StringHelpers.h

184 lines
6.0 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 <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 );
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<char>* m_dest;
bool m_deleteDest;
public:
FastFormatAscii();
~FastFormatAscii() throw();
FastFormatAscii& Write( const char* fmt, ... );
FastFormatAscii& WriteV( const char* fmt, va_list argptr );
const char* GetResult() const;
operator const char*() const;
const wxString GetString() const;
operator wxString() const;
};
class FastFormatUnicode
{
protected:
SafeArray<char>* 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 );
const wxChar* GetResult() const;
const wxString GetString() const;
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 );