mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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// Filename:- tr_stl.cpp
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//
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// I mainly made this file because I was getting sick of all the stupid error messages in MS's STL implementation,
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// and didn't want them showing up in the renderer files they were used in. This way keeps them more or less invisible
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// because of minimal dependancies
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//
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#include "tr_local.h" // this isn't actually needed other than getting rid of warnings via pragmas
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#include "tr_stl.h"
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#include <map>
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#include "../qcommon/sstring.h" // #include <string>
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typedef std::map<sstring_t, const char *> ShaderEntryPtrs_t;
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typedef ShaderEntryPtrs_t::size_type ShaderEntryPtr_size;
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ShaderEntryPtrs_t ShaderEntryPtrs;
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void ShaderEntryPtrs_Clear(void)
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{
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ShaderEntryPtrs.clear();
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}
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int ShaderEntryPtrs_Size(void)
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{
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return ShaderEntryPtrs.size();
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}
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void ShaderEntryPtrs_Insert(const char *token, const char *p)
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{
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ShaderEntryPtrs_t::iterator it = ShaderEntryPtrs.find(token);
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if (it == ShaderEntryPtrs.end())
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{
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ShaderEntryPtrs[token] = p;
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}
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else
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{
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ri.Printf( PRINT_DEVELOPER, "Duplicate shader entry %s!\n",token );
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}
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}
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// returns NULL if not found...
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//
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const char *ShaderEntryPtrs_Lookup(const char *psShaderName)
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{
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ShaderEntryPtrs_t::iterator it = ShaderEntryPtrs.find(psShaderName);
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if (it != ShaderEntryPtrs.end())
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{
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const char *p = (*it).second;
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return p;
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}
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return NULL;
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}
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