mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
112 lines
3.2 KiB
C
112 lines
3.2 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code 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 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __BASE64_H__
|
||
|
#define __BASE64_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
base64
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idBase64 {
|
||
|
public:
|
||
|
idBase64( void );
|
||
|
idBase64( const idStr &s );
|
||
|
~idBase64( void );
|
||
|
|
||
|
void Encode( const byte *from, int size );
|
||
|
void Encode( const idStr &src );
|
||
|
int DecodeLength( void ) const; // minimum size in bytes of destination buffer for decoding
|
||
|
int Decode( byte *to ) const; // does not append a \0 - needs a DecodeLength() bytes buffer
|
||
|
void Decode( idStr &dest ) const; // decodes the binary content to an idStr (a bit dodgy, \0 and other non-ascii are possible in the decoded content)
|
||
|
void Decode( idFile *dest ) const;
|
||
|
|
||
|
const char *c_str() const;
|
||
|
|
||
|
void operator=( const idStr &s );
|
||
|
|
||
|
private:
|
||
|
byte * data;
|
||
|
int len;
|
||
|
int alloced;
|
||
|
|
||
|
void Init( void );
|
||
|
void Release( void );
|
||
|
void EnsureAlloced( int size );
|
||
|
};
|
||
|
|
||
|
ID_INLINE idBase64::idBase64( void ) {
|
||
|
Init();
|
||
|
}
|
||
|
|
||
|
ID_INLINE idBase64::idBase64( const idStr &s ) {
|
||
|
Init();
|
||
|
*this = s;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idBase64::~idBase64( void ) {
|
||
|
Release();
|
||
|
}
|
||
|
|
||
|
ID_INLINE const char *idBase64::c_str( void ) const {
|
||
|
return (const char *)data;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idBase64::Init( void ) {
|
||
|
len = 0;
|
||
|
alloced = 0;
|
||
|
data = NULL;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idBase64::Release( void ) {
|
||
|
if ( data ) {
|
||
|
delete[] data;
|
||
|
}
|
||
|
Init();
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idBase64::EnsureAlloced( int size ) {
|
||
|
if ( size > alloced ) {
|
||
|
Release();
|
||
|
}
|
||
|
data = new byte[size];
|
||
|
alloced = size;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idBase64::operator=( const idStr &s ) {
|
||
|
EnsureAlloced( s.Length()+1 ); // trailing \0 - beware, this does a Release
|
||
|
strcpy( (char *)data, s.c_str() );
|
||
|
len = s.Length();
|
||
|
}
|
||
|
|
||
|
#endif /* !__BASE64_H__ */
|