mirror of
https://github.com/libretro/scummvm.git
synced 2024-11-27 19:30:41 +00:00
eed7635297
svn-id: r46932
299 lines
8.0 KiB
C++
299 lines
8.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef COMMON_UTIL_H
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#define COMMON_UTIL_H
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#include "common/scummsys.h"
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#include "common/textconsole.h"
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#include "common/str.h"
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/**
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* Check whether a given pointer is aligned correctly.
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* Note that 'alignment' must be a power of two!
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*/
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#define IS_ALIGNED(value, alignment) \
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((((size_t)value) & ((alignment) - 1)) == 0)
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#ifdef MIN
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#undef MIN
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#endif
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#ifdef MAX
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#undef MAX
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#endif
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template<typename T> inline T ABS (T x) { return (x>=0) ? x : -x; }
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template<typename T> inline T MIN (T a, T b) { return (a<b) ? a : b; }
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template<typename T> inline T MAX (T a, T b) { return (a>b) ? a : b; }
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template<typename T> inline T CLIP (T v, T amin, T amax)
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{ if (v < amin) return amin; else if (v > amax) return amax; else return v; }
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/**
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* Template method which swaps the vaulues of its two parameters.
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*/
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template<typename T> inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; }
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/**
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* Macro which determines the number of entries in a fixed size array.
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*/
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#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
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namespace Common {
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/**
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* A simple non-optimized string tokenizer.
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*
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* Example of use:
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* StringTokenizer("Now, this is a test!", " ,!") gives tokens "Now", "this", "is", "a" and "test" using nextToken().
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*/
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class StringTokenizer {
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public:
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/**
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* Creates a StringTokenizer.
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* @param str The string to be tokenized.
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* @param delimiters String containing all the delimiter characters (i.e. the characters to be ignored).
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* @note Uses space, horizontal tab, carriage return, newline, form feed and vertical tab as delimiters by default.
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*/
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StringTokenizer(const String &str, const String &delimiters = " \t\r\n\f\v");
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void reset(); ///< Resets the tokenizer to its initial state
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bool empty() const; ///< Returns true if there are no more tokens left in the string, false otherwise
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String nextToken(); ///< Returns the next token from the string (Or an empty string if there are no more tokens)
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private:
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const String _str; ///< The string to be tokenized
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const String _delimiters; ///< String containing all the delimiter characters
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uint _tokenBegin; ///< Latest found token's begin (Valid after a call to nextToken(), zero otherwise)
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uint _tokenEnd; ///< Latest found token's end (Valid after a call to nextToken(), zero otherwise)
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};
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/**
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* Print a hexdump of the data passed in. The number of bytes per line is
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* customizable.
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* @param data the data to be dumped
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* @param len the lenght of that data
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* @param bytesPerLine number of bytes to print per line (default: 16)
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* @param startOffset shift the shown offsets by the starting offset (default: 0)
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*/
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extern void hexdump(const byte * data, int len, int bytesPerLine = 16, int startOffset = 0);
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/**
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* Take a 32 bit value and turn it into a four character string, where each of
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* the four bytes is turned into one character. Most significant byte is printed
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* first.
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*/
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String tag2string(uint32 tag);
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#define tag2str(x) Common::tag2string(x).c_str()
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/**
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* Simple random number generator. Although it is definitely not suitable for
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* cryptographic purposes, it serves our purposes just fine.
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*/
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class RandomSource {
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private:
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uint32 _randSeed;
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public:
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RandomSource();
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void setSeed(uint32 seed);
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uint32 getSeed() {
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return _randSeed;
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}
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/**
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* Generates a random unsigned integer in the interval [0, max].
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* @param max the upper bound
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* @return a random number in the interval [0, max]
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*/
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uint getRandomNumber(uint max);
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/**
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* Generates a random bit, i.e. either 0 or 1.
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* Identical to getRandomNumber(1), but faster, hopefully.
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* @return a random bit, either 0 or 1
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*/
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uint getRandomBit();
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/**
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* Generates a random unsigned integer in the interval [min, max].
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* @param min the lower bound
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* @param max the upper bound
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* @return a random number in the interval [min, max]
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*/
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uint getRandomNumberRng(uint min, uint max);
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};
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/**
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* List of game language.
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*/
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enum Language {
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ZH_CNA,
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ZH_TWN,
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CZ_CZE,
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NL_NLD,
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EN_ANY, // Generic English (when only one game version exist)
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EN_GRB,
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EN_USA,
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FR_FRA,
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DE_DEU,
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GR_GRE,
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HB_ISR,
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HU_HUN,
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IT_ITA,
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JA_JPN,
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KO_KOR,
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NB_NOR,
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PL_POL,
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PT_BRA,
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RU_RUS,
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ES_ESP,
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SE_SWE,
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UNK_LANG = -1 // Use default language (i.e. none specified)
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};
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struct LanguageDescription {
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const char *code;
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const char *description;
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Common::Language id;
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};
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extern const LanguageDescription g_languages[];
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/** Convert a string containing a language name into a Language enum value. */
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extern Language parseLanguage(const String &str);
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extern const char *getLanguageCode(Language id);
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extern const char *getLanguageDescription(Language id);
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/**
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* List of game platforms. Specifying a platform for a target can be used to
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* give the game engines a hint for which platform the game data file are.
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* This may be optional or required, depending on the game engine and the
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* game in question.
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*/
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enum Platform {
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kPlatformPC,
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kPlatformAmiga,
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kPlatformAtariST,
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kPlatformMacintosh,
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kPlatformFMTowns,
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kPlatformWindows,
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kPlatformNES,
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kPlatformC64,
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kPlatformCoCo3,
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kPlatformLinux,
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kPlatformAcorn,
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kPlatformSegaCD,
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kPlatform3DO,
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kPlatformPCEngine,
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kPlatformApple2GS,
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kPlatformPC98,
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kPlatformWii,
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kPlatformPSX,
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kPlatformCDi,
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kPlatformUnknown = -1
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};
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struct PlatformDescription {
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const char *code;
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const char *code2;
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const char *abbrev;
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const char *description;
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Common::Platform id;
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};
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extern const PlatformDescription g_platforms[];
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/** Convert a string containing a platform name into a Platform enum value. */
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extern Platform parsePlatform(const String &str);
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extern const char *getPlatformCode(Platform id);
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extern const char *getPlatformAbbrev(Platform id);
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extern const char *getPlatformDescription(Platform id);
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/**
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* List of render modes. It specifies which original graphics mode
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* to use. Some targets used postprocessing dithering routines for
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* reducing color depth of final image which let it to be rendered on
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* such low-level adapters as CGA or Hercules.
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*/
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enum RenderMode {
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kRenderDefault = 0,
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kRenderEGA = 1,
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kRenderCGA = 2,
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kRenderHercG = 3,
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kRenderHercA = 4,
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kRenderAmiga = 5
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};
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enum HerculesDimensions {
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kHercW = 720,
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kHercH = 350
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};
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struct RenderModeDescription {
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const char *code;
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const char *description;
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Common::RenderMode id;
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};
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extern const RenderModeDescription g_renderModes[];
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/** Convert a string containing a render mode name into a RenderingMode enum value. */
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extern RenderMode parseRenderMode(const String &str);
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extern const char *getRenderModeCode(RenderMode id);
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extern const char *getRenderModeDescription(RenderMode id);
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enum GameGUIOption {
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GUIO_NONE = 0,
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GUIO_NOSUBTITLES = (1 << 0),
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GUIO_NOMUSIC = (1 << 1),
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GUIO_NOSPEECH = (1 << 2),
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GUIO_NOSFX = (1 << 3),
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GUIO_NOMIDI = (1 << 4),
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GUIO_NOLAUNCHLOAD = (1 << 5)
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};
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bool checkGameGUIOption(GameGUIOption option, const String &str);
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uint32 parseGameGUIOptions(const String &str);
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String getGameGUIOptionsDescription(uint32 options);
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/**
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* Updates the GUI options of the current config manager
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* domain, when they differ to the ones passed as
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* parameter.
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*/
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void updateGameGUIOptions(const uint32 options);
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} // End of namespace Common
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#endif
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