This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//====== Copyright 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose: setjmp/longjmp based cooperative multitasking system
//
//=============================================================================
#ifndef COROUTINE_H
#define COROUTINE_H
#pragma once
#include "vstdlib/vstdlib.h"
// enable this to do coroutine tracing
// this will tell coroutine API users to set coroutine names
// #define COROUTINE_TRACE
//-----------------------------------------------------------------------------
// Purpose: handles running coroutines
// setjmp/longjmp based cooperative multitasking system
//-----------------------------------------------------------------------------
// coroutine callback
#ifdef POSIX
typedef void (*CoroutineFunc_t )(void *);
#else
typedef void (__cdecl *CoroutineFunc_t )(void *);
#endif
// handle to a coroutine
typedef int32 HCoroutine;
// creates a new coroutine
// no coroutine code is executed until Coroutine_Continue() is called
VSTDLIB_INTERFACE HCoroutine Coroutine_Create( CoroutineFunc_t pFunc, void *pvParam );
// continues the specified coroutine
// returns true if the coroutine is still running, false otherwise
VSTDLIB_INTERFACE bool Coroutine_Continue( HCoroutine hCoroutine, const char *pchName = NULL );
// cancels a currently running coroutine
VSTDLIB_INTERFACE void Coroutine_Cancel( HCoroutine hCoroutine );
// 'load' a coroutine only to debug it - immediately breaks into debugger
// when continued, pops back to the prior coroutine
VSTDLIB_INTERFACE void Coroutine_DebugBreak( HCoroutine hCoroutine );
// Load a coroutine and generate an assert. Used to get a minidump of a job
VSTDLIB_INTERFACE void Coroutine_DebugAssert( HCoroutine hCoroutine, const char *pchMsg );
// called from the coroutine to return control to the main thread
VSTDLIB_INTERFACE void Coroutine_YieldToMain();
// returns true if the code is currently running inside of a coroutine
VSTDLIB_INTERFACE bool Coroutine_IsActive();
// returns a handle the currently active coroutine
VSTDLIB_INTERFACE HCoroutine Coroutine_GetCurrentlyActive();
// call when a thread is quiting to release any per-thread memory
VSTDLIB_INTERFACE void Coroutine_ReleaseThreadMemory();
// runs a self-test of the coroutine system
VSTDLIB_INTERFACE bool Coroutine_Test();
// memory validation
VSTDLIB_INTERFACE void Coroutine_ValidateGlobals( class CValidator &validator );
// for debugging purposes - returns stack depth of current coroutine
VSTDLIB_INTERFACE size_t Coroutine_GetStackDepth();
#endif // COROUTINE_H

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public/vstdlib/cvar.h Normal file
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( CVAR_H )
#define CVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "vstdlib/vstdlib.h"
#include "icvar.h"
//-----------------------------------------------------------------------------
// Returns a CVar dictionary for tool usage
//-----------------------------------------------------------------------------
VSTDLIB_INTERFACE CreateInterfaceFn VStdLib_GetICVarFactory();
#endif // CVAR_H

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IEVENTSYSTEM_H
#define IEVENTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/iappsystem.h"
#include "tier0/basetypes.h"
#include "tier1/functors.h"
//-----------------------------------------------------------------------------
// Event queues are used to allow listeners to decide at what point they
// want to deal with event processing
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE( EventQueue_t );
#define EVENT_QUEUE_HANDLE_INVALID ( (EventQueue_t)0 )
DECLARE_POINTER_HANDLE( EventId_t );
#define EVENT_ID_INVALID ( (EventId_t)0 )
//-----------------------------------------------------------------------------
// Global interface for posting/listening to events
//
// Usage for registering/unregistering listeners and posting events:
// DEFINE_EVENT2_WITHNAMES( TestEvent, int, x, int, y );
// void OnTestEvent( const int &x, const int &y );
// void f()
// {
// hTest = g_pEventSystem->CreateEventQueue();
// TestEvent::RegisterFunc( hTest, OnTestEvent );
// or TestEvent::RegisterFunc( hTest, myClassPtr, &CMyClass::OnTestEvent );
// TestEvent::Post( 100, 200 );
// TestEvent::PostToListener( myClassPtr, 100, 200 );
// g_pEventSystem->ProcessEvents( hTest );
// TestEvent::UnregisterFunc( hTest, OnTestEvent );
// g_pEventSystem->DestroyEventQueue( hTest );
// }
//
// Note that the arguments of the event handlers are always const references
// to the arguments specified in the event declaration to avoid extra copies
// of the data.
//
// Also note that it's possible to post an event to a specific listener
// using PostToListener. Just specify the class name as the first argument.
//
// Shit gets funky when you pass pointers to events. You need to be very careful
// that the pointer is guaranteed to be valid until the messages are being posted.
// Also, because everything is a const reference, the function prototypes
// for stuff that accepts pointers looks like this strangeness:
//
// DEFINE_EVENT2_WITHNAMES( TestEvent, int, x, char *, pName );
// void OnTestEvent( const int &x, char * const & pName );
//
// Also note: You cannot register or unregister while in the middle of processing events
//
// NOTE: We use EventClass::RegisterMemberFunc / EventClass:RegisterFunc
// instead of overloading EventClass::Register to get more sane-looking
// error message from the compiler if it happens to be passed an invalid
// event handler.
//
// From a perf standpoint, registering + unregistering listeners, and
// destroying event queues all can cause thread stalls. Do them with
// low frequency.
//-----------------------------------------------------------------------------
abstract_class IEventSystem : public IAppSystem
{
public:
// Creates an event queue.
// Creation can occur at any time. Destruction can happen at any time
// provided you're not simultaneously processing events or registering/unregistering
// listeners on the same thread
virtual EventQueue_t CreateEventQueue() = 0;
virtual void DestroyEventQueue( EventQueue_t hQueue ) = 0;
// Processess queued events for a event queue
virtual void ProcessEvents( EventQueue_t hQueue ) = 0;
// Ignore that macro magic! It allows us to call PostEvent on an arbitrary event id
// with arbitrary arguments. Useful to allow systems to post event ids told to
// it by external systems
inline void PostEvent( EventId_t nEventId )
{
CFunctorData *pData = CreateFunctorData( );
PostEventInternal( nEventId, EVENT_QUEUE_HANDLE_INVALID, NULL, pData );
}
inline void PostEvent( EventId_t nEventId, EventQueue_t hQueue )
{
CFunctorData *pData = CreateFunctorData( );
PostEventInternal( nEventId, hQueue, NULL, pData );
}
inline void PostEventToListener( EventId_t nEventId, const void *pListener )
{
CFunctorData *pData = CreateFunctorData( );
PostEventInternal( nEventId, EVENT_QUEUE_HANDLE_INVALID, pListener, pData );
}
inline void PostEventToListener( EventId_t nEventId, EventQueue_t hQueue, const void *pListener )
{
CFunctorData *pData = CreateFunctorData( );
PostEventInternal( nEventId, hQueue, pListener, pData );
}
#define DEFINE_POST_EVENT(N) \
template < FUNC_SOLO_TEMPLATE_ARG_PARAMS_##N > \
inline void PostEvent( EventId_t nEventId FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
PostEventInternal( nEventId, EVENT_QUEUE_HANDLE_INVALID, NULL, pData ); \
} \
template < FUNC_SOLO_TEMPLATE_ARG_PARAMS_##N > \
inline void PostEvent( EventId_t nEventId, EventQueue_t hQueue FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
PostEventInternal( nEventId, hQueue, NULL, pData ); \
} \
template < FUNC_SOLO_TEMPLATE_ARG_PARAMS_##N > \
inline void PostEventToListener( EventId_t nEventId, const void *pListener FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
PostEventInternal( nEventId, EVENT_QUEUE_HANDLE_INVALID, pListener, pData ); \
} \
template < FUNC_SOLO_TEMPLATE_ARG_PARAMS_##N > \
inline void PostEventToListener( EventId_t nEventId, EventQueue_t hQueue, const void *pListener FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
PostEventInternal( nEventId, hQueue, pListener, pData ); \
}
FUNC_GENERATE_ALL_BUT0( DEFINE_POST_EVENT );
#undef DEFINE_POST_EVENT
private:
// NOTE: These are not meant to be called directly. See the comment above
// the IEventSystem class definition for how to post/register/unregister events
virtual EventId_t RegisterEvent( const char *pEventName ) = 0;
virtual void PostEventInternal( EventId_t nEventId, EventQueue_t hQueue, const void *pListener, CFunctorData *pData ) = 0;
virtual void RegisterListener( EventId_t nEventId, EventQueue_t hQueue, CFunctorCallback *pCallback ) = 0;
virtual void UnregisterListener( EventId_t nEventId, EventQueue_t hQueue, CFunctorCallback *pCallback ) = 0;
#define DEFINE_FRIEND_CLASSES(N) \
template < typename Event_t FUNC_TEMPLATE_ARG_PARAMS_##N > friend class CEventSignature##N
FUNC_GENERATE_ALL( DEFINE_FRIEND_CLASSES );
#undef DEFINE_FRIEND_CLASSES
};
//-----------------------------------------------------------------------------
// Ignore that man behind the curtain!
//-----------------------------------------------------------------------------
#define DEFINE_EVENT_INTERNAL(N) \
template < typename Event_t FUNC_TEMPLATE_ARG_PARAMS_##N > \
class CEventSignature##N \
{ \
public: \
static inline void Post( FUNC_PROXY_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
g_pEventSystem->PostEventInternal( Event_t::GetEventId(), EVENT_QUEUE_HANDLE_INVALID, NULL, pData ); \
} \
static inline void Post( EventQueue_t hQueue FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
g_pEventSystem->PostEventInternal( Event_t::GetEventId(), hQueue, NULL, pData ); \
} \
static inline void PostToListener( const void *pListener FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
g_pEventSystem->PostEventInternal( Event_t::GetEventId(), EVENT_QUEUE_HANDLE_INVALID, pListener, pData ); \
} \
static inline void PostToListener( EventQueue_t hQueue, const void *pListener FUNC_ARG_FORMAL_PARAMS_##N ) \
{ \
CFunctorData *pData = CreateFunctorData( FUNC_CALL_ARGS_##N ); \
g_pEventSystem->PostEventInternal( Event_t::GetEventId(), hQueue, pListener, pData ); \
} \
static inline void RegisterFunc( EventQueue_t hQueue, void (*pfnProxied)( FUNC_PROXY_ARG_FORMAL_PARAMS_##N ) ) \
{ \
CFunctorCallback *pCallback = CreateFunctorCallback( pfnProxied ); \
g_pEventSystem->RegisterListener( Event_t::GetEventId(), hQueue, pCallback ); \
} \
static inline void UnregisterFunc( EventQueue_t hQueue, void (*pfnProxied)( FUNC_PROXY_ARG_FORMAL_PARAMS_##N ) ) \
{ \
CFunctorCallback *pCallback = CreateFunctorCallback( pfnProxied ); \
g_pEventSystem->UnregisterListener( Event_t::GetEventId(), hQueue, pCallback ); \
} \
template < class OBJECT_TYPE_PTR > \
static inline void RegisterMemberFunc( EventQueue_t hQueue, OBJECT_TYPE_PTR *pClass, void (OBJECT_TYPE_PTR::*pfnProxied)( FUNC_PROXY_ARG_FORMAL_PARAMS_##N ) ) \
{ \
CFunctorCallback *pCallback = CreateFunctorCallback( pClass, pfnProxied ); \
g_pEventSystem->RegisterListener( Event_t::GetEventId(), hQueue, pCallback ); \
} \
template < class OBJECT_TYPE_PTR > \
static inline void UnregisterMemberFunc( EventQueue_t hQueue, OBJECT_TYPE_PTR *pClass, void (OBJECT_TYPE_PTR::*pfnProxied)( FUNC_PROXY_ARG_FORMAL_PARAMS_##N ) ) \
{ \
CFunctorCallback *pCallback = CreateFunctorCallback( pClass, pfnProxied ); \
g_pEventSystem->UnregisterListener( Event_t::GetEventId(), hQueue, pCallback ); \
} \
static EventId_t RegisterEvent( const char *pEventName ) \
{ \
return g_pEventSystem->RegisterEvent( pEventName ); \
} \
};
FUNC_GENERATE_ALL( DEFINE_EVENT_INTERNAL )
#define DEFINE_EVENTID_INTERNAL( _eventName ) \
public: \
static EventId_t GetEventId() \
{ \
static EventId_t s_nEventId = EVENT_ID_INVALID; \
if ( s_nEventId == EVENT_ID_INVALID ) \
{ \
s_nEventId = RegisterEvent( #_eventName ); \
} \
return s_nEventId; \
}
#define DEFINE_EVENT( _eventName ) class _eventName : public CEventSignature0< _eventName > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT1( _eventName, _arg1 ) class _eventName : public CEventSignature1< _eventName, _arg1 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT2( _eventName, _arg1, _arg2 ) class _eventName : public CEventSignature2< _eventName, _arg1, _arg2 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT3( _eventName, _arg1, _arg2, _arg3 ) class _eventName : public CEventSignature3< _eventName, _arg1, _arg2, _arg3 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT4( _eventName, _arg1, _arg2, _arg3, _arg4 ) class _eventName : public CEventSignature4< _eventName, _arg1, _arg2, _arg3, _arg4 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT5( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5 ) class _eventName : public CEventSignature5< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT6( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6 ) class _eventName : public CEventSignature6< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT7( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7 ) class _eventName : public CEventSignature7< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT8( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8 ) class _eventName : public CEventSignature8< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT9( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9 ) class _eventName : public CEventSignature9< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT10( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10 ) class _eventName : public CEventSignature10< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT11( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11 ) class _eventName : public CEventSignature11< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT12( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12 ) class _eventName : public CEventSignature12< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT13( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13 ) class _eventName : public CEventSignature13< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT14( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13, _arg14 ) class _eventName : public CEventSignature14< _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13, _arg14 > { DEFINE_EVENTID_INTERNAL( _eventName ); }
#define DEFINE_EVENT1_WITHNAMES( _eventName, _arg1, _arg1Name ) \
DEFINE_EVENT1( _eventName, _arg1 )
#define DEFINE_EVENT2_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name ) \
DEFINE_EVENT2( _eventName, _arg1, _arg2 )
#define DEFINE_EVENT3_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name ) \
DEFINE_EVENT3( _eventName, _arg1, _arg2, _arg3 )
#define DEFINE_EVENT4_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name ) \
DEFINE_EVENT4( _eventName, _arg1, _arg2, _arg3, _arg4 )
#define DEFINE_EVENT5_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name ) \
DEFINE_EVENT5( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5 )
#define DEFINE_EVENT6_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name ) \
DEFINE_EVENT6( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6 )
#define DEFINE_EVENT7_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name ) \
DEFINE_EVENT7( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7 )
#define DEFINE_EVENT8_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name ) \
DEFINE_EVENT8( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8 )
#define DEFINE_EVENT9_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name ) \
DEFINE_EVENT9( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9 )
#define DEFINE_EVENT10_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name, _arg10, _arg10Name ) \
DEFINE_EVENT10( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10 )
#define DEFINE_EVENT11_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name, _arg10, _arg10Name, _arg11, _arg11Name ) \
DEFINE_EVENT11( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11 )
#define DEFINE_EVENT12_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name, _arg10, _arg10Name, _arg11, _arg11Name, _arg12, _arg12Name ) \
DEFINE_EVENT12( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12 )
#define DEFINE_EVENT13_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name, _arg10, _arg10Name, _arg11, _arg11Name, _arg12, _arg12Name, _arg13, _arg13Name ) \
DEFINE_EVENT13( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13 )
#define DEFINE_EVENT14_WITHNAMES( _eventName, _arg1, _arg1Name, _arg2, _arg2Name, _arg3, _arg3Name, _arg4, _arg4Name, _arg5, _arg5Name, _arg6, _arg6Name, _arg7, _arg7Name, _arg8, _arg8Name, _arg9, _arg9Name, _arg10, _arg10Name, _arg11, _arg11Name, _arg12, _arg12Name, _arg13, _arg13Name, _arg14, _arg14Name ) \
DEFINE_EVENT14( _eventName, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6, _arg7, _arg8, _arg9, _arg10, _arg11, _arg12, _arg13, _arg14 )
#endif // IEVENTSYSTEM_H

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VSTDLIB_IKEYVALUESSYSTEM_H
#define VSTDLIB_IKEYVALUESSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "vstdlib/vstdlib.h"
// handle to a KeyValues key name symbol
typedef int HKeySymbol;
#define INVALID_KEY_SYMBOL (-1)
//-----------------------------------------------------------------------------
// Purpose: Interface to shared data repository for KeyValues (included in vgui_controls.lib)
// allows for central data storage point of KeyValues symbol table
//-----------------------------------------------------------------------------
class IKeyValuesSystem
{
public:
// registers the size of the KeyValues in the specified instance
// so it can build a properly sized memory pool for the KeyValues objects
// the sizes will usually never differ but this is for versioning safety
virtual void RegisterSizeofKeyValues(int size) = 0;
// allocates/frees a KeyValues object from the shared mempool
virtual void *AllocKeyValuesMemory(int size) = 0;
virtual void FreeKeyValuesMemory(void *pMem) = 0;
// symbol table access (used for key names)
virtual HKeySymbol GetSymbolForString( const char *name, bool bCreate = true ) = 0;
virtual const char *GetStringForSymbol(HKeySymbol symbol) = 0;
// for debugging, adds KeyValues record into global list so we can track memory leaks
virtual void AddKeyValuesToMemoryLeakList(void *pMem, HKeySymbol name) = 0;
virtual void RemoveKeyValuesFromMemoryLeakList(void *pMem) = 0;
// set/get a value for keyvalues resolution symbol
// e.g.: SetKeyValuesExpressionSymbol( "LOWVIOLENCE", true ) - enables [$LOWVIOLENCE]
virtual void SetKeyValuesExpressionSymbol( const char *name, bool bValue ) = 0;
virtual bool GetKeyValuesExpressionSymbol( const char *name ) = 0;
// symbol table access from code with case-preserving requirements (used for key names)
virtual HKeySymbol GetSymbolForStringCaseSensitive( HKeySymbol &hCaseInsensitiveSymbol, const char *name, bool bCreate = true ) = 0;
};
VSTDLIB_INTERFACE IKeyValuesSystem *KeyValuesSystem();
// #define KEYVALUESSYSTEM_INTERFACE_VERSION "KeyValuesSystem002"
#endif // VSTDLIB_IKEYVALUESSYSTEM_H

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef IPROCESSUTILS_H
#define IPROCESSUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/iappsystem.h"
#include "tier1/utlstring.h"
#include "tier1/utlbuffer.h"
//-----------------------------------------------------------------------------
// Handle to a process. This is only for b/w compatibility.
//-----------------------------------------------------------------------------
class IProcess;
//-----------------------------------------------------------------------------
// Interface version
//-----------------------------------------------------------------------------
#define PIPEREAD_INFINITE INT32_MAX
abstract_class IPipeRead
{
public:
// NONBLOCKING FUNCTIONS
// Returns how much you can Read() without blocking.
virtual int GetNumBytesAvailable() = 0;
// Read whatever is available without blocking.
// This is the same as Read( sStr, GetNumBytesAvailable() ).
virtual void ReadAvailable( CUtlString &sStr, int32 nMaxBytes=PIPEREAD_INFINITE ) = 0;
virtual void ReadAvailable( CUtlBuffer* pOutBuffer, int32 nMaxBytes=PIPEREAD_INFINITE ) = 0;
// (POTENTIALLY) BLOCKING FUNCTIONS
// Read one line of output (also returns when the process quits).
// sStr will not include the \n (or \r\n) at the end of the line.
virtual void ReadLine( CUtlString &sStr ) = 0;
// This will block the calling thread until it gets the number of bytes specified
// or until the process exits. If sStr.Length() != nBytes, then you know the process exited.
//
// The returned string will always be null-terminated.
// If you call with nBytes=PIPEREAD_INFINITE, it'll read until the process exits.
virtual void Read( CUtlString &sStr, int32 nBytes=PIPEREAD_INFINITE ) = 0;
};
abstract_class IProcess
{
public:
// Note: If the process is still running, this will auto kill it unless you started the process with
// STARTPROCESS_NOAUTOKILL.
virtual void Release() = 0;
// Kill the running process. You still must call IProcess::Release to free the resources.
virtual void Abort() = 0;
// Returns true if a process is complete
virtual bool IsComplete() = 0;
// Waits until a process is complete.
// Returns the return value from the process.
virtual int WaitUntilComplete() = 0;
// Write to the process' stdin.
// This blocks until the process has read it.
virtual int WriteStdin( char *pBuf, int nBufLen ) = 0;
// Get stuff to read the outputs.
virtual IPipeRead* GetStdout() = 0;
virtual IPipeRead* GetStderr() = 0; // NOTE: Only valid if you used STARTPROCESS_SEPARATE_STDERR.
// Returns the exit code for the process. Doesn't work unless the process is complete.
// Returns -1 on error or if the process isn't complete.
virtual int GetExitCode() = 0;
};
// Flags to IProcessUtils::StartProcess.
#define STARTPROCESS_CONNECTSTDPIPES 0x01 // Necessary to use the stdin/stdout/stderr io functions.
#define STARTPROCESS_SHARE_CONSOLE 0x02 // The process writes directly to your console. The pipe objects returned by
// IProcess::GetStdout and GetStderr won't do anything.
#define STARTPROCESS_SEPARATE_STDERR 0x04 // Rather than having to read stdout and stderr to get the output, the default is to put the stderr output into stdout.
// This flag can change that behavior so you can get that output separately.
// Warning: There may be deadlock problems with this, specifically in CProcessPipeRead::GetActualProcessOutput if
// it's blocked reading stdout's pipe but the process is blocked waiting for us to flush stderr's pipe first.
// To fully support that case, we'd need threads, overlapped IO, or a more careful (and slower) GetActualProcessOutput call
// that bounces between the two pipes and never stalls.
//
// You can also get around this on the client side by reading the pipes from threads.
#define STARTPROCESS_NOAUTOKILL 0x08 // Prevents the process from being auto-terminated in IProcess::Release()
// or when IProcessUtils' Shutdown function is called.
#define STARTPROCESS_FATPIPES 0x10 // Use I/O pipes larger than the default size for processes that do lots of stdio
// (Only works with STARTPROCESS_CONNECTSTDPIPES)
//-----------------------------------------------------------------------------
// Interface for makefiles to build differently depending on where they are run from
//-----------------------------------------------------------------------------
abstract_class IProcessUtils : public IAppSystem
{
public:
// Starts, stops a process.
// If pWorkingDir is left at NULL, it'll use this process' working directory.
virtual IProcess* StartProcess( const char *pCommandLine, int fFlags, const char *pWorkingDir=NULL )= 0;
virtual IProcess* StartProcess( int argc, const char **argv, int fFlags, const char *pWorkingDir=NULL ) = 0;
// Run a process and get its output.
// If pStdout is set, then stdout AND stderr are put into pStdout.
// If not, then the text output is ignored.
//
// Returns -1 if it was unable to run the process. Otherwise, returns the exit code from the process.
virtual int SimpleRunProcess( const char *pCommandLine, const char *pWorkingDir=NULL, CUtlString *pStdout=NULL ) = 0;
};
DECLARE_TIER1_INTERFACE( IProcessUtils, g_pProcessUtils );
#endif // IPROCESSUTILS_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef OSVERSION_H
#define OSVERSION_H
#pragma once
#include "vstdlib/vstdlib.h"
// OS types we know about
// Must be in ascending capability order, we use this for min OS requirements
enum EOSType
{
k_eOSUnknown = -1,
k_eMacOSUnknown = -102,
k_eMacOS104 = -101,
k_eMacOS105 = -100,
k_eMacOS1058 = -99,
k_eMacOS106 = -95,
k_eMacOS1063 = -94,
k_eMacOS107 = -90,
// k_eMacOSMax = -1
k_eLinuxUnknown = -203,
k_eLinux22 = -202,
k_eLinux24 = -201,
k_eLinux26 = -200,
// k_eLinuxMax = -103
k_eWinUnknown = 0,
k_eWin311 = 1,
k_eWin95,
k_eWin98,
k_eWinME,
k_eWinNT,
k_eWin2000,
k_eWinXP,
k_eWin2003,
k_eWinVista,
k_eWindows7,
k_eWin2008,
k_eWinMAX,
k_eOSTypeMax = k_eWinMAX + 11 // win types + other ifdef'd types
};
VSTDLIB_INTERFACE const char *GetNameFromOSType( EOSType eOSType );
VSTDLIB_INTERFACE const char *GetOSDetailString( char *pchOutBuf, int cchOutBuf );
VSTDLIB_INTERFACE EOSType GetOSType();
VSTDLIB_INTERFACE bool OSTypesAreCompatible( EOSType eOSTypeDetected, EOSType eOSTypeRequired );
VSTDLIB_INTERFACE const char *GetPlatformName( bool *pbIs64Bit );
#endif // OSVERSION_H

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//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================
#pragma warning(disable: 4514)
// First include standard libraries
#include <stdio.h>
#include <ctype.h>
#include <math.h>
#include <malloc.h>
#include <memory.h>
#include <ctype.h>
// Next, include public
#include "tier0/basetypes.h"
#include "tier0/dbg.h"
#include "tier0/valobject.h"
// Next, include vstdlib
#include "vstdlib/vstdlib.h"
#include "tier1/strtools.h"
#include "vstdlib/random.h"
#include "tier1/keyvalues.h"
#include "tier1/utlmemory.h"
#include "tier1/utlrbtree.h"
#include "tier1/utlvector.h"
#include "tier1/utllinkedlist.h"
#include "tier1/utlmultilist.h"
#include "tier1/utlsymbol.h"
#include "tier0/icommandline.h"
#include "tier1/netadr.h"
#include "tier1/mempool.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlstring.h"
#include "tier1/utlmap.h"
#include "tier0/memdbgon.h"

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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Random number generator
//
// $Workfile: $
// $NoKeywords: $
//===========================================================================//
#ifndef VSTDLIB_RANDOM_H
#define VSTDLIB_RANDOM_H
#if !defined( __SPU__ )
#include "vstdlib/vstdlib.h"
#include "tier0/basetypes.h"
#include "tier0/threadtools.h"
#include "tier1/interface.h"
#define NTAB 32
#pragma warning(push)
#pragma warning( disable:4251 )
//-----------------------------------------------------------------------------
// A generator of uniformly distributed random numbers
//-----------------------------------------------------------------------------
class IUniformRandomStream
{
public:
// Sets the seed of the random number generator
virtual void SetSeed( int iSeed ) = 0;
// Generates random numbers
virtual float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ) = 0;
virtual int RandomInt( int iMinVal, int iMaxVal ) = 0;
virtual float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ) = 0;
};
//-----------------------------------------------------------------------------
// The standard generator of uniformly distributed random numbers
//-----------------------------------------------------------------------------
class VSTDLIB_CLASS CUniformRandomStream : public IUniformRandomStream
{
public:
CUniformRandomStream();
// Sets the seed of the random number generator
virtual void SetSeed( int iSeed );
// Generates random numbers
virtual float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f );
virtual int RandomInt( int iMinVal, int iMaxVal );
virtual float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f );
private:
int GenerateRandomNumber();
int m_idum;
int m_iy;
int m_iv[NTAB];
CThreadFastMutex m_mutex;
};
//-----------------------------------------------------------------------------
// A generator of gaussian distributed random numbers
//-----------------------------------------------------------------------------
class VSTDLIB_CLASS CGaussianRandomStream
{
public:
// Passing in NULL will cause the gaussian stream to use the
// installed global random number generator
CGaussianRandomStream( IUniformRandomStream *pUniformStream = NULL );
// Attaches to a random uniform stream
void AttachToStream( IUniformRandomStream *pUniformStream = NULL );
// Generates random numbers
float RandomFloat( float flMean = 0.0f, float flStdDev = 1.0f );
private:
IUniformRandomStream *m_pUniformStream;
bool m_bHaveValue;
float m_flRandomValue;
CThreadFastMutex m_mutex;
};
//-----------------------------------------------------------------------------
// A couple of convenience functions to access the library's global uniform stream
//-----------------------------------------------------------------------------
VSTDLIB_INTERFACE void RandomSeed( int iSeed );
VSTDLIB_INTERFACE float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f );
VSTDLIB_INTERFACE float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f );
VSTDLIB_INTERFACE int RandomInt( int iMinVal, int iMaxVal );
VSTDLIB_INTERFACE float RandomGaussianFloat( float flMean = 0.0f, float flStdDev = 1.0f );
//-----------------------------------------------------------------------------
// Installs a global random number generator, which will affect the Random functions above
//-----------------------------------------------------------------------------
VSTDLIB_INTERFACE void InstallUniformRandomStream( IUniformRandomStream *pStream );
#pragma warning(pop)
#endif // #if !defined( __SPU__ )
#endif // VSTDLIB_RANDOM_H

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//========== Copyright <20> 2005, Valve Corporation, All rights reserved. ========
//
// Purpose: A simple tool for coverage tests
//
//=============================================================================
#ifndef VCOVER_H
#define VCOVER_H
#include "tier1/utlrbtree.h"
#include "vstdlib.h"
#if defined( _WIN32 )
#pragma once
#endif
class CVCoverage
{
public:
CVCoverage() :
m_bActive( false ),
m_depth( 0 ),
m_token( 1 )
{
}
bool IsActive() const
{
return m_bActive;
}
void SetActive( bool bActive )
{
Assert( bActive != m_bActive );
m_bActive = bActive;
if ( bActive )
++m_token;
}
void Begin()
{
++m_depth;
}
void End()
{
--m_depth;
}
void Reset()
{
m_locations.RemoveAll();
}
bool ShouldCover( unsigned token ) const
{
return ( m_bActive && m_depth > 0 && token != m_token );
}
unsigned Cover( const char *pszFile, int line )
{
Location_t location = { pszFile, line };
m_locations.Insert( location );
return m_token;
}
void Report()
{
for ( int i = m_locations.FirstInorder(); i != m_locations.InvalidIndex(); i = m_locations.NextInorder( i ) )
{
Msg( "%s(%d) :\n", m_locations[i].pszFile, m_locations[i].line );
}
}
private:
struct Location_t
{
const char *pszFile;
int line;
};
class CLocationLess
{
public:
CLocationLess( int ignored ) {}
bool operator!() { return false; }
bool operator()( const Location_t &lhs, const Location_t &rhs ) const
{
if ( lhs.line < rhs.line )
{
return true;
}
return CaselessStringLessThan( lhs.pszFile, rhs.pszFile );
}
};
bool m_bActive;
int m_depth;
unsigned m_token;
CUtlRBTree< Location_t, unsigned short, CLocationLess > m_locations;
};
VSTDLIB_INTERFACE CVCoverage g_VCoverage;
#ifdef VCOVER_ENABLED
#define VCOVER() \
do \
{ \
static token; \
if ( g_VCoverage.ShouldCover( token ) ) \
{ \
token = g_VCoverage.Cover( __FILE__, __LINE__ ); \
} \
} while( 0 )
#else
#define VCOVER() ((void)0)
#endif
#endif // VCOVER_H

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef VSTDLIB_H
#define VSTDLIB_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
//-----------------------------------------------------------------------------
// dll export stuff
//-----------------------------------------------------------------------------
#ifdef VSTDLIB_DLL_EXPORT
#define VSTDLIB_INTERFACE DLL_EXPORT
#define VSTDLIB_OVERLOAD DLL_GLOBAL_EXPORT
#define VSTDLIB_CLASS DLL_CLASS_EXPORT
#define VSTDLIB_GLOBAL DLL_GLOBAL_EXPORT
#else
#define VSTDLIB_INTERFACE DLL_IMPORT
#define VSTDLIB_OVERLOAD DLL_GLOBAL_IMPORT
#define VSTDLIB_CLASS DLL_CLASS_IMPORT
#define VSTDLIB_GLOBAL DLL_GLOBAL_IMPORT
#endif
#endif // VSTDLIB_H

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Functions for UCS/UTF/Unicode string operations. These functions are in vstdlib
// instead of tier1, because on PS/3 they need to load and initialize a system module,
// which is more frugal to do from a single place rather than multiple times in different PRX'es.
// The functions themselves aren't supposed to be called frequently enough for the DLL/PRX boundary
// marshalling, if any, to have any measureable impact on performance.
//
#ifndef VSTRTOOLS_HDR
#define VSTRTOOLS_HDR
#include "tier0/platform.h"
#include "tier0/basetypes.h"
#include "tier1/strtools.h"
#ifdef VSTDLIB_DLL_EXPORT
#define VSTRTOOLS_INTERFACE DLL_EXPORT
#else
#define VSTRTOOLS_INTERFACE DLL_IMPORT
#endif
// conversion functions wchar_t <-> char, returning the number of characters converted
VSTRTOOLS_INTERFACE int V_UTF8ToUnicode( const char *pUTF8, OUT_Z_BYTECAP(cubDestSizeInBytes) wchar_t *pwchDest, int cubDestSizeInBytes );
VSTRTOOLS_INTERFACE int V_UnicodeToUTF8( const wchar_t *pUnicode, OUT_Z_BYTECAP(cubDestSizeInBytes) char *pUTF8, int cubDestSizeInBytes );
VSTRTOOLS_INTERFACE int V_UCS2ToUnicode( const ucs2 *pUCS2, OUT_Z_BYTECAP(cubDestSizeInBytes) wchar_t *pUnicode, int cubDestSizeInBytes );
VSTRTOOLS_INTERFACE int V_UCS2ToUTF8( const ucs2 *pUCS2, OUT_Z_BYTECAP(cubDestSizeInBytes) char *pUTF8, int cubDestSizeInBytes );
VSTRTOOLS_INTERFACE int V_UnicodeToUCS2( const wchar_t *pUnicode, int cubSrcInBytes, OUT_Z_BYTECAP(cubDestSizeInBytes) char *pUCS2, int cubDestSizeInBytes );
VSTRTOOLS_INTERFACE int V_UTF8ToUCS2( const char *pUTF8, int cubSrcInBytes, OUT_Z_BYTECAP(cubDestSizeInBytes) ucs2 *pUCS2, int cubDestSizeInBytes );
// copy at most n bytes into destination, will not corrupt utf-8 multi-byte sequences
VSTRTOOLS_INTERFACE void * V_UTF8_strncpy( OUT_Z_BYTECAP(nMaxBytes) char *pDest, const char *pSrc, size_t nMaxBytes );
//
// This utility class is for performing UTF-8 <-> UTF-16 conversion.
// It is intended for use with function/method parameters.
//
// For example, you can call
// FunctionTakingUTF16( CStrAutoEncode( utf8_string ).ToWString() )
// or
// FunctionTakingUTF8( CStrAutoEncode( utf16_string ).ToString() )
//
// The converted string is allocated off the heap, and destroyed when
// the object goes out of scope.
//
// if the string cannot be converted, NULL is returned.
//
// This class doesn't have any conversion operators; the intention is
// to encourage the developer to get used to having to think about which
// encoding is desired.
//
class CStrAutoEncode
{
public:
// ctor
explicit CStrAutoEncode( const char *pch )
{
m_pch = pch;
m_pwch = NULL;
#if !defined( WIN32 ) && !defined(_WIN32)
m_pucs2 = NULL;
m_bCreatedUCS2 = false;
#endif
m_bCreatedUTF16 = false;
}
// ctor
explicit CStrAutoEncode( const wchar_t *pwch )
{
m_pch = NULL;
m_pwch = pwch;
#if !defined( WIN32 ) && !defined(_WIN32)
m_pucs2 = NULL;
m_bCreatedUCS2 = false;
#endif
m_bCreatedUTF16 = true;
}
#if !defined(WIN32) && !defined(_WINDOWS) && !defined(_WIN32) && !defined(_PS3)
explicit CStrAutoEncode( const ucs2 *pwch )
{
m_pch = NULL;
m_pwch = NULL;
m_pucs2 = pwch;
m_bCreatedUCS2 = true;
m_bCreatedUTF16 = false;
}
#endif
// returns the UTF-8 string, converting on the fly.
const char* ToString()
{
PopulateUTF8();
return m_pch;
}
// Same as ToString() but here to match Steam's interface for this class
const char *ToUTF8() { return ToString(); }
// returns the UTF-8 string - a writable pointer.
// only use this if you don't want to call const_cast
// yourself. We need this for cases like CreateProcess.
char* ToStringWritable()
{
PopulateUTF8();
return const_cast< char* >( m_pch );
}
// returns the UTF-16 string, converting on the fly.
const wchar_t* ToWString()
{
PopulateUTF16();
return m_pwch;
}
#if !defined( WIN32 ) && !defined(_WIN32)
// returns the UTF-16 string, converting on the fly.
const ucs2* ToUCS2String()
{
PopulateUCS2();
return m_pucs2;
}
#endif
// returns the UTF-16 string - a writable pointer.
// only use this if you don't want to call const_cast
// yourself. We need this for cases like CreateProcess.
wchar_t* ToWStringWritable()
{
PopulateUTF16();
return const_cast< wchar_t* >( m_pwch );
}
// dtor
~CStrAutoEncode()
{
// if we're "native unicode" then the UTF-8 string is something we allocated,
// and vice versa.
if ( m_bCreatedUTF16 )
{
delete [] m_pch;
}
else
{
delete [] m_pwch;
}
#if !defined( WIN32 ) && !defined(_WIN32)
if ( !m_bCreatedUCS2 && m_pucs2 )
delete [] m_pucs2;
#endif
}
private:
// ensure we have done any conversion work required to farm out a
// UTF-8 encoded string.
//
// We perform two heap allocs here; the first one is the worst-case
// (four bytes per Unicode code point). This is usually quite pessimistic,
// so we perform a second allocation that's just the size we need.
void PopulateUTF8()
{
if ( !m_bCreatedUTF16 )
return; // no work to do
if ( m_pwch == NULL )
return; // don't have a UTF-16 string to convert
if ( m_pch != NULL )
return; // already been converted to UTF-8; no work to do
// each Unicode code point can expand to as many as four bytes in UTF-8; we
// also need to leave room for the terminating NUL.
uint32 cbMax = 4 * static_cast<uint32>( V_wcslen( m_pwch ) ) + 1;
char *pchTemp = new char[ cbMax ];
if ( V_UnicodeToUTF8( m_pwch, pchTemp, cbMax ) )
{
uint32 cchAlloc = static_cast<uint32>( V_strlen( pchTemp ) ) + 1;
char *pchHeap = new char[ cchAlloc ];
V_strncpy( pchHeap, pchTemp, cchAlloc );
delete [] pchTemp;
m_pch = pchHeap;
}
else
{
// do nothing, and leave the UTF-8 string NULL
delete [] pchTemp;
}
}
// ensure we have done any conversion work required to farm out a
// UTF-16 encoded string.
//
// We perform two heap allocs here; the first one is the worst-case
// (one code point per UTF-8 byte). This is sometimes pessimistic,
// so we perform a second allocation that's just the size we need.
void PopulateUTF16()
{
if ( m_bCreatedUTF16 )
return; // no work to do
if ( m_pch == NULL )
return; // no UTF-8 string to convert
if ( m_pwch != NULL )
return; // already been converted to UTF-16; no work to do
uint32 cchMax = static_cast<uint32>( V_strlen( m_pch ) ) + 1;
wchar_t *pwchTemp = new wchar_t[ cchMax ];
if ( V_UTF8ToUnicode( m_pch, pwchTemp, cchMax * sizeof( wchar_t ) ) )
{
uint32 cchAlloc = static_cast<uint32>( V_wcslen( pwchTemp ) ) + 1;
wchar_t *pwchHeap = new wchar_t[ cchAlloc ];
V_wcsncpy( pwchHeap, pwchTemp, cchAlloc * sizeof( wchar_t ) );
delete [] pwchTemp;
m_pwch = pwchHeap;
}
else
{
// do nothing, and leave the UTF-16 string NULL
delete [] pwchTemp;
}
}
#if !defined( WIN32 ) && !defined(_WIN32)
// ensure we have done any conversion work required to farm out a
// UTF-16 encoded string.
//
// We perform two heap allocs here; the first one is the worst-case
// (one code point per UTF-8 byte). This is sometimes pessimistic,
// so we perform a second allocation that's just the size we need.
void PopulateUCS2()
{
if ( m_bCreatedUCS2 )
return;
if ( m_pch == NULL )
return; // no UTF-8 string to convert
if ( m_pucs2 != NULL )
return; // already been converted to UTF-16; no work to do
uint32 cchMax = static_cast<uint32>( V_strlen( m_pch ) ) + 1;
ucs2 *pwchTemp = new ucs2[ cchMax ];
if ( V_UTF8ToUCS2( m_pch, cchMax, pwchTemp, cchMax * sizeof( ucs2 ) ) )
{
uint32 cchAlloc = cchMax;
ucs2 *pwchHeap = new ucs2[ cchAlloc ];
memcpy( pwchHeap, pwchTemp, cchAlloc * sizeof( ucs2 ) );
delete [] pwchTemp;
m_pucs2 = pwchHeap;
}
else
{
// do nothing, and leave the UTF-16 string NULL
delete [] pwchTemp;
}
}
#endif
// one of these pointers is an owned pointer; whichever
// one is the encoding OTHER than the one we were initialized
// with is the pointer we've allocated and must free.
const char *m_pch;
const wchar_t *m_pwch;
#if !defined( WIN32 ) && !defined(_WIN32)
const ucs2 *m_pucs2;
bool m_bCreatedUCS2;
#endif
// "created as UTF-16", means our owned string is the UTF-8 string not the UTF-16 one.
bool m_bCreatedUTF16;
};
#define Q_UTF8ToUnicode V_UTF8ToUnicode
#define Q_UnicodeToUTF8 V_UnicodeToUTF8
#endif