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https://github.com/id-Software/DOOM-3-BFG.git
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349 lines
12 KiB
C
349 lines
12 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __DICT_H__
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#define __DICT_H__
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class idSerializer;
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/*
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===============================================================================
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Key/value dictionary
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This is a dictionary class that tracks an arbitrary number of key / value
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pair combinations. It is used for map entity spawning, GUI state management,
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and other things.
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Keys are compared case-insensitive.
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Does not allocate memory until the first key/value pair is added.
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===============================================================================
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*/
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class idKeyValue {
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friend class idDict;
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public:
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const idStr & GetKey() const { return *key; }
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const idStr & GetValue() const { return *value; }
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size_t Allocated() const { return key->Allocated() + value->Allocated(); }
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size_t Size() const { return sizeof( *this ) + key->Size() + value->Size(); }
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bool operator==( const idKeyValue &kv ) const { return ( key == kv.key && value == kv.value ); }
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private:
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const idPoolStr * key;
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const idPoolStr * value;
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};
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/*
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================================================
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idSort_KeyValue
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================================================
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*/
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class idSort_KeyValue : public idSort_Quick< idKeyValue, idSort_KeyValue > {
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public:
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int Compare( const idKeyValue & a, const idKeyValue & b ) const { return a.GetKey().Icmp( b.GetKey() ); }
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};
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class idDict {
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public:
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idDict();
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idDict( const idDict &other ); // allow declaration with assignment
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~idDict();
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// set the granularity for the index
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void SetGranularity( int granularity );
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// set hash size
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void SetHashSize( int hashSize );
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// clear existing key/value pairs and copy all key/value pairs from other
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idDict & operator=( const idDict &other );
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// copy from other while leaving existing key/value pairs in place
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void Copy( const idDict &other );
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// clear existing key/value pairs and transfer key/value pairs from other
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void TransferKeyValues( idDict &other );
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// parse dict from parser
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bool Parse( idParser &parser );
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// copy key/value pairs from other dict not present in this dict
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void SetDefaults( const idDict *dict );
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// clear dict freeing up memory
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void Clear();
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// print the dict
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void Print() const;
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size_t Allocated() const;
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size_t Size() const { return sizeof( *this ) + Allocated(); }
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void Set( const char *key, const char *value );
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void SetFloat( const char *key, float val );
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void SetInt( const char *key, int val );
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void SetBool( const char *key, bool val );
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void SetVector( const char *key, const idVec3 &val );
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void SetVec2( const char *key, const idVec2 &val );
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void SetVec4( const char *key, const idVec4 &val );
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void SetAngles( const char *key, const idAngles &val );
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void SetMatrix( const char *key, const idMat3 &val );
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// these return default values of 0.0, 0 and false
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const char * GetString( const char *key, const char *defaultString = "" ) const;
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float GetFloat( const char *key, const char *defaultString ) const;
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int GetInt( const char *key, const char *defaultString ) const;
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bool GetBool( const char *key, const char *defaultString ) const;
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float GetFloat( const char *key, const float defaultFloat = 0.0f ) const;
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int GetInt( const char *key, const int defaultInt = 0 ) const;
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bool GetBool( const char *key, const bool defaultBool = false ) const;
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idVec3 GetVector( const char *key, const char *defaultString = NULL ) const;
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idVec2 GetVec2( const char *key, const char *defaultString = NULL ) const;
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idVec4 GetVec4( const char *key, const char *defaultString = NULL ) const;
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idAngles GetAngles( const char *key, const char *defaultString = NULL ) const;
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idMat3 GetMatrix( const char *key, const char *defaultString = NULL ) const;
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bool GetString( const char *key, const char *defaultString, const char **out ) const;
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bool GetString( const char *key, const char *defaultString, idStr &out ) const;
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bool GetFloat( const char *key, const char *defaultString, float &out ) const;
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bool GetInt( const char *key, const char *defaultString, int &out ) const;
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bool GetBool( const char *key, const char *defaultString, bool &out ) const;
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bool GetFloat( const char *key, const float defaultFloat, float &out ) const;
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bool GetInt( const char *key, const int defaultInt, int &out ) const;
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bool GetBool( const char *key, const bool defaultBool, bool &out ) const;
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bool GetVector( const char *key, const char *defaultString, idVec3 &out ) const;
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bool GetVec2( const char *key, const char *defaultString, idVec2 &out ) const;
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bool GetVec4( const char *key, const char *defaultString, idVec4 &out ) const;
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bool GetAngles( const char *key, const char *defaultString, idAngles &out ) const;
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bool GetMatrix( const char *key, const char *defaultString, idMat3 &out ) const;
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int GetNumKeyVals() const;
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const idKeyValue * GetKeyVal( int index ) const;
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// returns the key/value pair with the given key
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// returns NULL if the key/value pair does not exist
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const idKeyValue * FindKey( const char *key ) const;
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// returns the index to the key/value pair with the given key
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// returns -1 if the key/value pair does not exist
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int FindKeyIndex( const char *key ) const;
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// delete the key/value pair with the given key
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void Delete( const char *key );
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// finds the next key/value pair with the given key prefix.
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// lastMatch can be used to do additional searches past the first match.
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const idKeyValue * MatchPrefix( const char *prefix, const idKeyValue *lastMatch = NULL ) const;
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// randomly chooses one of the key/value pairs with the given key prefix and returns it's value
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const char * RandomPrefix( const char *prefix, idRandom &random ) const;
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void WriteToFileHandle( idFile *f ) const;
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void ReadFromFileHandle( idFile *f );
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void WriteToIniFile( idFile * f ) const;
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bool ReadFromIniFile( idFile * f );
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void Serialize( idSerializer & ser );
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// returns a unique checksum for this dictionary's content
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int Checksum() const;
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static void Init();
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static void Shutdown();
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static void ShowMemoryUsage_f( const idCmdArgs &args );
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static void ListKeys_f( const idCmdArgs &args );
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static void ListValues_f( const idCmdArgs &args );
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private:
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idList<idKeyValue> args;
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idHashIndex argHash;
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static idStrPool globalKeys;
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static idStrPool globalValues;
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};
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ID_INLINE idDict::idDict() {
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args.SetGranularity( 16 );
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argHash.SetGranularity( 16 );
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argHash.Clear( 128, 16 );
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}
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ID_INLINE idDict::idDict( const idDict &other ) {
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*this = other;
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}
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ID_INLINE idDict::~idDict() {
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Clear();
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}
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ID_INLINE void idDict::SetGranularity( int granularity ) {
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args.SetGranularity( granularity );
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argHash.SetGranularity( granularity );
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}
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ID_INLINE void idDict::SetHashSize( int hashSize ) {
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if ( args.Num() == 0 ) {
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argHash.Clear( hashSize, 16 );
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}
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}
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ID_INLINE void idDict::SetFloat( const char *key, float val ) {
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Set( key, va( "%f", val ) );
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}
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ID_INLINE void idDict::SetInt( const char *key, int val ) {
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Set( key, va( "%i", val ) );
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}
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ID_INLINE void idDict::SetBool( const char *key, bool val ) {
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Set( key, va( "%i", val ) );
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}
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ID_INLINE void idDict::SetVector( const char *key, const idVec3 &val ) {
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Set( key, val.ToString() );
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}
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ID_INLINE void idDict::SetVec4( const char *key, const idVec4 &val ) {
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Set( key, val.ToString() );
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}
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ID_INLINE void idDict::SetVec2( const char *key, const idVec2 &val ) {
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Set( key, val.ToString() );
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}
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ID_INLINE void idDict::SetAngles( const char *key, const idAngles &val ) {
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Set( key, val.ToString() );
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}
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ID_INLINE void idDict::SetMatrix( const char *key, const idMat3 &val ) {
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Set( key, val.ToString() );
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}
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ID_INLINE bool idDict::GetString( const char *key, const char *defaultString, const char **out ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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*out = kv->GetValue();
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return true;
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}
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*out = defaultString;
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return false;
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}
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ID_INLINE bool idDict::GetString( const char *key, const char *defaultString, idStr &out ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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out = kv->GetValue();
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return true;
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}
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out = defaultString;
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return false;
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}
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ID_INLINE const char *idDict::GetString( const char *key, const char *defaultString ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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return kv->GetValue();
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}
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return defaultString;
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}
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ID_INLINE float idDict::GetFloat( const char *key, const char *defaultString ) const {
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return atof( GetString( key, defaultString ) );
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}
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ID_INLINE int idDict::GetInt( const char *key, const char *defaultString ) const {
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return atoi( GetString( key, defaultString ) );
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}
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ID_INLINE bool idDict::GetBool( const char *key, const char *defaultString ) const {
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return ( atoi( GetString( key, defaultString ) ) != 0 );
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}
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ID_INLINE float idDict::GetFloat( const char *key, const float defaultFloat ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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return atof( kv->GetValue() );
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}
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return defaultFloat;
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}
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ID_INLINE int idDict::GetInt( const char *key, int defaultInt ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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return atoi( kv->GetValue() );
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}
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return defaultInt;
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}
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ID_INLINE bool idDict::GetBool( const char *key, const bool defaultBool ) const {
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const idKeyValue *kv = FindKey( key );
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if ( kv ) {
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return atoi( kv->GetValue() ) != 0;
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}
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return defaultBool;
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}
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ID_INLINE idVec3 idDict::GetVector( const char *key, const char *defaultString ) const {
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idVec3 out;
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GetVector( key, defaultString, out );
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return out;
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}
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ID_INLINE idVec2 idDict::GetVec2( const char *key, const char *defaultString ) const {
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idVec2 out;
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GetVec2( key, defaultString, out );
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return out;
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}
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ID_INLINE idVec4 idDict::GetVec4( const char *key, const char *defaultString ) const {
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idVec4 out;
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GetVec4( key, defaultString, out );
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return out;
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}
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ID_INLINE idAngles idDict::GetAngles( const char *key, const char *defaultString ) const {
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idAngles out;
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GetAngles( key, defaultString, out );
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return out;
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}
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ID_INLINE idMat3 idDict::GetMatrix( const char *key, const char *defaultString ) const {
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idMat3 out;
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GetMatrix( key, defaultString, out );
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return out;
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}
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ID_INLINE int idDict::GetNumKeyVals() const {
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return args.Num();
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}
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ID_INLINE const idKeyValue *idDict::GetKeyVal( int index ) const {
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if ( index >= 0 && index < args.Num() ) {
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return &args[ index ];
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}
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return NULL;
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}
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#endif /* !__DICT_H__ */
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