doom3-bfg/neo/idlib/Base64.h

122 lines
3.2 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */