/*
===========================================================================
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__ */