mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __BASE64_H__
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#define __BASE64_H__
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/*
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===============================================================================
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base64
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===============================================================================
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*/
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class idBase64 {
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public:
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idBase64( void );
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idBase64( const idStr &s );
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~idBase64( void );
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void Encode( const byte *from, int size );
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void Encode( const idStr &src );
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int DecodeLength( void ) const; // minimum size in bytes of destination buffer for decoding
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int Decode( byte *to ) const; // does not append a \0 - needs a DecodeLength() bytes buffer
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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)
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void Decode( idFile *dest ) const;
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const char *c_str() const;
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void operator=( const idStr &s );
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private:
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byte * data;
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int len;
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int alloced;
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void Init( void );
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void Release( void );
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void EnsureAlloced( int size );
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};
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ID_INLINE idBase64::idBase64( void ) {
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Init();
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}
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ID_INLINE idBase64::idBase64( const idStr &s ) {
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Init();
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*this = s;
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}
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ID_INLINE idBase64::~idBase64( void ) {
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Release();
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}
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ID_INLINE const char *idBase64::c_str( void ) const {
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return (const char *)data;
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}
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ID_INLINE void idBase64::Init( void ) {
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len = 0;
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alloced = 0;
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data = NULL;
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}
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ID_INLINE void idBase64::Release( void ) {
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if ( data ) {
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delete[] data;
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}
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Init();
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}
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ID_INLINE void idBase64::EnsureAlloced( int size ) {
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if ( size > alloced ) {
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Release();
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}
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data = new byte[size];
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alloced = size;
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}
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ID_INLINE void idBase64::operator=( const idStr &s ) {
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EnsureAlloced( s.Length()+1 ); // trailing \0 - beware, this does a Release
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strcpy( (char *)data, s.c_str() );
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len = s.Length();
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}
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#endif /* !__BASE64_H__ */
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