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util.h

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-1-1/common/util.h $
 * $Id: util.h 46932 2010-01-03 16:33:03Z sev $
 */

#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().
 */
00074 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:
00088       const String _str;        ///< The string to be tokenized
00089       const String _delimiters; ///< String containing all the delimiter characters
00090       uint         _tokenBegin; ///< Latest found token's begin (Valid after a call to nextToken(), zero otherwise)
00091       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.
 */
00120 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

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