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