/* =========================================================================== 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 __BASE64_H__ #define __BASE64_H__ /* =============================================================================== base64 =============================================================================== */ class idBase64 { public: idBase64(); idBase64( const idStr& s ); ~idBase64(); void Encode( const byte* from, int size ); void Encode( const idStr& src ); int DecodeLength() 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 Release(); void EnsureAlloced( int size ); }; ID_INLINE idBase64::idBase64() { Init(); } ID_INLINE idBase64::idBase64( const idStr& s ) { Init(); *this = s; } ID_INLINE idBase64::~idBase64() { Release(); } ID_INLINE const char* idBase64::c_str() const { return ( const char* )data; } ID_INLINE void idBase64::Init() { len = 0; alloced = 0; data = NULL; } ID_INLINE void idBase64::Release() { if( data ) { delete[] data; } Init(); } ID_INLINE void idBase64::EnsureAlloced( int size ) { if( size > alloced ) { Release(); } data = new( TAG_IDLIB ) 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__ */