scummvm/common/util.h
2010-01-03 16:33:03 +00:00

299 lines
8.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#ifndef COMMON_UTIL_H
#define COMMON_UTIL_H
#include "common/scummsys.h"
#include "common/textconsole.h"
#include "common/str.h"
/**
* Check whether a given pointer is aligned correctly.
* Note that 'alignment' must be a power of two!
*/
#define IS_ALIGNED(value, alignment) \
((((size_t)value) & ((alignment) - 1)) == 0)
#ifdef MIN
#undef MIN
#endif
#ifdef MAX
#undef MAX
#endif
template<typename T> inline T ABS (T x) { return (x>=0) ? x : -x; }
template<typename T> inline T MIN (T a, T b) { return (a<b) ? a : b; }
template<typename T> inline T MAX (T a, T b) { return (a>b) ? a : b; }
template<typename T> inline T CLIP (T v, T amin, T amax)
{ if (v < amin) return amin; else if (v > amax) return amax; else return v; }
/**
* Template method which swaps the vaulues of its two parameters.
*/
template<typename T> inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; }
/**
* Macro which determines the number of entries in a fixed size array.
*/
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
namespace Common {
/**
* A simple non-optimized string tokenizer.
*
* Example of use:
* StringTokenizer("Now, this is a test!", " ,!") gives tokens "Now", "this", "is", "a" and "test" using nextToken().
*/
class StringTokenizer {
public:
/**
* Creates a StringTokenizer.
* @param str The string to be tokenized.
* @param delimiters String containing all the delimiter characters (i.e. the characters to be ignored).
* @note Uses space, horizontal tab, carriage return, newline, form feed and vertical tab as delimiters by default.
*/
StringTokenizer(const String &str, const String &delimiters = " \t\r\n\f\v");
void reset(); ///< Resets the tokenizer to its initial state
bool empty() const; ///< Returns true if there are no more tokens left in the string, false otherwise
String nextToken(); ///< Returns the next token from the string (Or an empty string if there are no more tokens)
private:
const String _str; ///< The string to be tokenized
const String _delimiters; ///< String containing all the delimiter characters
uint _tokenBegin; ///< Latest found token's begin (Valid after a call to nextToken(), zero otherwise)
uint _tokenEnd; ///< Latest found token's end (Valid after a call to nextToken(), zero otherwise)
};
/**
* Print a hexdump of the data passed in. The number of bytes per line is
* customizable.
* @param data the data to be dumped
* @param len the lenght of that data
* @param bytesPerLine number of bytes to print per line (default: 16)
* @param startOffset shift the shown offsets by the starting offset (default: 0)
*/
extern void hexdump(const byte * data, int len, int bytesPerLine = 16, int startOffset = 0);
/**
* Take a 32 bit value and turn it into a four character string, where each of
* the four bytes is turned into one character. Most significant byte is printed
* first.
*/
String tag2string(uint32 tag);
#define tag2str(x) Common::tag2string(x).c_str()
/**
* Simple random number generator. Although it is definitely not suitable for
* cryptographic purposes, it serves our purposes just fine.
*/
class RandomSource {
private:
uint32 _randSeed;
public:
RandomSource();
void setSeed(uint32 seed);
uint32 getSeed() {
return _randSeed;
}
/**
* Generates a random unsigned integer in the interval [0, max].
* @param max the upper bound
* @return a random number in the interval [0, max]
*/
uint getRandomNumber(uint max);
/**
* Generates a random bit, i.e. either 0 or 1.
* Identical to getRandomNumber(1), but faster, hopefully.
* @return a random bit, either 0 or 1
*/
uint getRandomBit();
/**
* Generates a random unsigned integer in the interval [min, max].
* @param min the lower bound
* @param max the upper bound
* @return a random number in the interval [min, max]
*/
uint getRandomNumberRng(uint min, uint max);
};
/**
* List of game language.
*/
enum Language {
ZH_CNA,
ZH_TWN,
CZ_CZE,
NL_NLD,
EN_ANY, // Generic English (when only one game version exist)
EN_GRB,
EN_USA,
FR_FRA,
DE_DEU,
GR_GRE,
HB_ISR,
HU_HUN,
IT_ITA,
JA_JPN,
KO_KOR,
NB_NOR,
PL_POL,
PT_BRA,
RU_RUS,
ES_ESP,
SE_SWE,
UNK_LANG = -1 // Use default language (i.e. none specified)
};
struct LanguageDescription {
const char *code;
const char *description;
Common::Language id;
};
extern const LanguageDescription g_languages[];
/** Convert a string containing a language name into a Language enum value. */
extern Language parseLanguage(const String &str);
extern const char *getLanguageCode(Language id);
extern const char *getLanguageDescription(Language id);
/**
* List of game platforms. Specifying a platform for a target can be used to
* give the game engines a hint for which platform the game data file are.
* This may be optional or required, depending on the game engine and the
* game in question.
*/
enum Platform {
kPlatformPC,
kPlatformAmiga,
kPlatformAtariST,
kPlatformMacintosh,
kPlatformFMTowns,
kPlatformWindows,
kPlatformNES,
kPlatformC64,
kPlatformCoCo3,
kPlatformLinux,
kPlatformAcorn,
kPlatformSegaCD,
kPlatform3DO,
kPlatformPCEngine,
kPlatformApple2GS,
kPlatformPC98,
kPlatformWii,
kPlatformPSX,
kPlatformCDi,
kPlatformUnknown = -1
};
struct PlatformDescription {
const char *code;
const char *code2;
const char *abbrev;
const char *description;
Common::Platform id;
};
extern const PlatformDescription g_platforms[];
/** Convert a string containing a platform name into a Platform enum value. */
extern Platform parsePlatform(const String &str);
extern const char *getPlatformCode(Platform id);
extern const char *getPlatformAbbrev(Platform id);
extern const char *getPlatformDescription(Platform id);
/**
* List of render modes. It specifies which original graphics mode
* to use. Some targets used postprocessing dithering routines for
* reducing color depth of final image which let it to be rendered on
* such low-level adapters as CGA or Hercules.
*/
enum RenderMode {
kRenderDefault = 0,
kRenderEGA = 1,
kRenderCGA = 2,
kRenderHercG = 3,
kRenderHercA = 4,
kRenderAmiga = 5
};
enum HerculesDimensions {
kHercW = 720,
kHercH = 350
};
struct RenderModeDescription {
const char *code;
const char *description;
Common::RenderMode id;
};
extern const RenderModeDescription g_renderModes[];
/** Convert a string containing a render mode name into a RenderingMode enum value. */
extern RenderMode parseRenderMode(const String &str);
extern const char *getRenderModeCode(RenderMode id);
extern const char *getRenderModeDescription(RenderMode id);
enum GameGUIOption {
GUIO_NONE = 0,
GUIO_NOSUBTITLES = (1 << 0),
GUIO_NOMUSIC = (1 << 1),
GUIO_NOSPEECH = (1 << 2),
GUIO_NOSFX = (1 << 3),
GUIO_NOMIDI = (1 << 4),
GUIO_NOLAUNCHLOAD = (1 << 5)
};
bool checkGameGUIOption(GameGUIOption option, const String &str);
uint32 parseGameGUIOptions(const String &str);
String getGameGUIOptionsDescription(uint32 options);
/**
* Updates the GUI options of the current config manager
* domain, when they differ to the ones passed as
* parameter.
*/
void updateGameGUIOptions(const uint32 options);
} // End of namespace Common
#endif