2020-11-17 11:16:16 +00:00
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/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined ( INCLUDED_SHADERLIB_H )
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#define INCLUDED_SHADERLIB_H
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#include "string/string.h"
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#include "character.h"
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#include "ishaders.h"
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inline bool shader_equal( const char* shader, const char* other ){
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return string_equal_nocase( shader, other );
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}
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inline bool shader_equal_n( const char* shader, const char* other, std::size_t n ){
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return string_equal_nocase_n( shader, other, n );
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}
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inline bool shader_less( const char* shader, const char* other ){
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return string_less_nocase( shader, other );
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}
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inline bool shader_equal_prefix( const char* string, const char* prefix ){
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return shader_equal_n( string, prefix, string_length( prefix ) );
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}
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class shader_less_t
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{
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public:
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bool operator()( const CopiedString& shader, const CopiedString& other ) const {
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return shader_less( shader.c_str(), other.c_str() );
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}
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};
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inline bool shader_valid( const char* shader ){
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return string_is_ascii( shader )
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2021-08-04 20:23:18 +00:00
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&& strchr( shader, ' ' ) == 0
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&& strchr( shader, '\n' ) == 0
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&& strchr( shader, '\r' ) == 0
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&& strchr( shader, '\t' ) == 0
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&& strchr( shader, '\v' ) == 0
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&& strchr( shader, '\\' ) == 0;
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2020-11-17 11:16:16 +00:00
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}
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inline const char* GlobalTexturePrefix_get(){
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return GlobalShaderSystem().getTexturePrefix();
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}
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inline bool shader_is_texture( const char* name ){
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return shader_equal_prefix( name, GlobalTexturePrefix_get() );
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}
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inline const char* shader_get_textureName( const char* name ){
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return name + string_length( GlobalTexturePrefix_get() );
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}
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inline bool texdef_name_valid( const char* name ){
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return shader_valid( name ) && shader_is_texture( name );
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}
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inline const char* texdef_name_default(){
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return GlobalTexturePrefix_get();
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}
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#endif
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