scummvm/common/util.h
Eugene Sandulenko ff8b296c29 Use tabs instead of spaces for indentation.
svn-id: r51997
2010-08-11 19:32:07 +00:00

251 lines
6.5 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 {
/**
* 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);
/**
* Parse a string for a boolean value.
* The strings "true", "yes", and "1" are interpreted as true.
* The strings "false", "no", and "0" are interpreted as false.
* This function ignores case.
*
* @param[in] val the string to parse
* @param[out] valAsBool the parsing result
* @return true if the string parsed correctly, false if an error occurred.
*/
bool parseBool(const Common::String &val, bool &valAsBool);
/**
* 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,
HE_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),
GUIO_MIDIPCSPK = (1 << 6),
GUIO_MIDICMS = (1 << 7),
GUIO_MIDIPCJR = (1 << 8),
GUIO_MIDIADLIB = (1 << 9),
GUIO_MIDIC64 = (1 << 10),
GUIO_MIDIAMIGA = (1 << 11),
GUIO_MIDIAPPLEIIGS = (1 << 12),
GUIO_MIDITOWNS = (1 << 13),
GUIO_MIDIPC98 = (1 << 14),
GUIO_MIDIMT32 = (1 << 15),
GUIO_MIDIGM = (1 << 16)
};
bool checkGameGUIOption(GameGUIOption option, const String &str);
bool checkGameGUIOptionLanguage(Language lang, const String &str);
uint32 parseGameGUIOptions(const String &str);
const String getGameGUIOptionsDescription(uint32 options);
const String getGameGUIOptionsDescriptionLanguage(Language lang);
/**
* Updates the GUI options of the current config manager
* domain, when they differ to the ones passed as
* parameter.
*/
void updateGameGUIOptions(const uint32 options, const String &langOption);
} // End of namespace Common
#endif