/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_DYNAMIC_BUFFER_H #define WINTERMUTE_BASE_DYNAMIC_BUFFER_H #include "engines/wintermute/base/base.h" namespace Wintermute { class BaseDynamicBuffer { public: void putText(const char *fmt, ...); void putTextIndent(int indent, const char *fmt, ...); uint32 getDWORD(); void putDWORD(uint32 val); char *getString(); void putString(const char *val); bool getBytes(byte *buffer, uint32 size); bool putBytes(const byte *buffer, uint32 size); uint32 getSize() const; bool init(uint32 initSize = 0); void cleanup(); BaseDynamicBuffer(BaseGame *inGame, uint32 initSize = 1000, uint32 growBy = 1000); virtual ~BaseDynamicBuffer(); private: uint32 _size; byte *_buffer; bool _initialized; uint32 _realSize; uint32 _growBy; uint32 _initSize; uint32 _offset; void putTextForm(const char *format, va_list argptr); }; } // End of namespace Wintermute #endif