/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program 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 this program; if not, see . =========================================================================== */ #include "../server/exe_headers.h" // Filename:- tr_stl.cpp // // I mainly made this file because I was getting sick of all the stupid error messages in MS's STL implementation, // and didn't want them showing up in the renderer files they were used in. This way keeps them more or less invisible // because of minimal dependancies // #include "tr_local.h" // this isn't actually needed other than getting rid of warnings via pragmas #include "tr_stl.h" #include #include "../qcommon/sstring.h" // #include typedef std::map ShaderEntryPtrs_t; typedef ShaderEntryPtrs_t::size_type ShaderEntryPtr_size; ShaderEntryPtrs_t ShaderEntryPtrs; void ShaderEntryPtrs_Clear(void) { ShaderEntryPtrs.clear(); } int ShaderEntryPtrs_Size(void) { return ShaderEntryPtrs.size(); } void ShaderEntryPtrs_Insert(const char *token, const char *p) { ShaderEntryPtrs_t::iterator it = ShaderEntryPtrs.find(token); if (it == ShaderEntryPtrs.end()) { ShaderEntryPtrs[token] = p; } else { ri.Printf( PRINT_DEVELOPER, "Duplicate shader entry %s!\n",token ); } } // returns NULL if not found... // const char *ShaderEntryPtrs_Lookup(const char *psShaderName) { ShaderEntryPtrs_t::iterator it = ShaderEntryPtrs.find(psShaderName); if (it != ShaderEntryPtrs.end()) { const char *p = (*it).second; return p; } return NULL; }