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/* 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
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