/* 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. */ #ifndef COMMON_UTIL_H #define COMMON_UTIL_H #include "common/scummsys.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 inline T ABS (T x) { return (x>=0) ? x : -x; } template inline T MIN (T a, T b) { return (a inline T MAX (T a, T b) { return (a>b) ? a : b; } template 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 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]))) /** * Compute a pointer to one past the last element of an array. */ #define ARRAYEND(x) ((x) + ARRAYSIZE((x))) /** * @def SCUMMVM_CURRENT_FUNCTION * This macro evaluates to the current function's name on compilers supporting this. */ #if defined(__GNUC__) # define SCUMMVM_CURRENT_FUNCTION __PRETTY_FUNCTION__ #elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901) # define SCUMMVM_CURRENT_FUNCTION __func__ #elif defined(_MSC_VER) && _MSC_VER >= 1300 # define SCUMMVM_CURRENT_FUNCTION __FUNCTION__ #else # define SCUMMVM_CURRENT_FUNCTION "" #endif #define GUIO_NONE "\000" #define GUIO_NOSUBTITLES "\001" #define GUIO_NOMUSIC "\002" #define GUIO_NOSPEECH "\003" #define GUIO_NOSFX "\004" #define GUIO_NOMIDI "\005" #define GUIO_NOLAUNCHLOAD "\006" #define GUIO_MIDIPCSPK "\007" #define GUIO_MIDICMS "\010" #define GUIO_MIDIPCJR "\011" #define GUIO_MIDIADLIB "\012" #define GUIO_MIDIC64 "\013" #define GUIO_MIDIAMIGA "\014" #define GUIO_MIDIAPPLEIIGS "\015" #define GUIO_MIDITOWNS "\016" #define GUIO_MIDIPC98 "\017" #define GUIO_MIDIMT32 "\020" #define GUIO_MIDIGM "\021" #define GUIO_NOASPECT "\022" #define GUIO_EGAUNDITHER "\023" #define GUIO_RENDERHERCGREEN "\030" #define GUIO_RENDERHERCAMBER "\031" #define GUIO_RENDERCGA "\032" #define GUIO_RENDEREGA "\033" #define GUIO_RENDERVGA "\034" #define GUIO_RENDERAMIGA "\035" #define GUIO_RENDERFMTOWNS "\036" #define GUIO_RENDERPC9821 "\037" #define GUIO_RENDERPC9801 "\040" #define GUIO0() (GUIO_NONE) #define GUIO1(a) (a) #define GUIO2(a,b) (a b) #define GUIO3(a,b,c) (a b c) #define GUIO4(a,b,c,d) (a b c d) #define GUIO5(a,b,c,d,e) (a b c d e) #define GUIO6(a,b,c,d,e,f) (a b c d e f) 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 String &val, bool &valAsBool); /** * Test whether the given character is alphanumeric (a-z, A-Z, 0-9). * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is alphanumeric, false otherwise. */ bool isAlnum(int c); /** * Test whether the given character is an alphabetic letter (a-z, A-Z). * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is TODO, false otherwise. */ bool isAlpha(int c); /** * Test whether the given character is a decimal-digit (0-9). * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is a decimal-digit, false otherwise. */ bool isDigit(int c); /** * Test whether the given character is a lower-case letter (a-z). * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is a lower-case letter, false otherwise. */ bool isLower(int c); /** * Test whether the given character is a white-space. * White-space characters are ' ', '\t', '\r', '\n', '\v', '\f'. * * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is a white-space, false otherwise. */ bool isSpace(int c); /** * Test whether the given character is an upper-case letter (A-Z). * If the parameter is outside the range of a signed or unsigned char, then * false is returned. * * @param c the character to test * @return true if the character is an upper-case letter, false otherwise. */ bool isUpper(int c); /** * 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, HR_HRV, 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 *unixLocale; const char *description; 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 Language parseLanguageFromLocale(const char *locale); extern const char *getLanguageCode(Language id); extern const char *getLanguageLocale(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, kPlatformIOS, kPlatformUnknown = -1 }; struct PlatformDescription { const char *code; const char *code2; const char *abbrev; const char *description; 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, kRenderVGA = 1, kRenderEGA = 2, kRenderCGA = 3, kRenderHercG = 4, kRenderHercA = 5, kRenderAmiga = 6, kRenderFMTowns = 7, kRenderPC9821 = 8, kRenderPC9801 = 9 }; struct RenderModeDescription { const char *code; const char *description; 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); bool checkGameGUIOption(const String &option, const String &str); bool checkGameGUIOptionLanguage(Language lang, const String &str); String parseGameGUIOptions(const String &str); const String getGameGUIOptionsDescription(const String &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 String &options, const String &langOption); } // End of namespace Common #endif