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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
113 lines
3.2 KiB
C++
113 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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#include "idlib/Str.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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