scummvm/common/util.h
Eugene Sandulenko 77c65648b1 AD: Swtich GUI options to a char array.
This eliminates nasty limitation of caping number of flags to 31.
Current code has limitation of 255 flags, though.

Only SCUMM engine is converted, rest do not even compile.
Detection of fan talkie MI is broken as it has to be implemented
differently.
2011-10-23 17:53:13 +01:00

267 lines
7.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef COMMON_UTIL_H
#define COMMON_UTIL_H
#include "common/scummsys.h"
#include "common/str.h"
/**
* Check whether a given pointer is aligned correctly.
* Note that 'alignment' must be a power of two!
*/
#define IS_ALIGNED(value, alignment) \
((((size_t)value) & ((alignment) - 1)) == 0)
#ifdef MIN
#undef MIN
#endif
#ifdef MAX
#undef MAX
#endif
template<typename T> inline T ABS (T x) { return (x>=0) ? x : -x; }
template<typename T> inline T MIN (T a, T b) { return (a<b) ? a : b; }
template<typename T> inline T MAX (T a, T b) { return (a>b) ? a : b; }
template<typename T> inline T CLIP (T v, T amin, T amax)
{ if (v < amin) return amin; else if (v > amax) return amax; else return v; }
/**
* Template method which swaps the vaulues of its two parameters.
*/
template<typename T> inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; }
/**
* Macro which determines the number of entries in a fixed size array.
*/
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
/**
* Compute a pointer to one past the last element of an array.
*/
#define ARRAYEND(x) ((x) + ARRAYSIZE((x)))
/**
* @def SCUMMVM_CURRENT_FUNCTION
* This macro evaluates to the current function's name on compilers supporting this.
*/
#if defined(__GNUC__)
# define SCUMMVM_CURRENT_FUNCTION __PRETTY_FUNCTION__
#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901)
# define SCUMMVM_CURRENT_FUNCTION __func__
#elif defined(_MSC_VER) && _MSC_VER >= 1300
# define SCUMMVM_CURRENT_FUNCTION __FUNCTION__
#else
# define SCUMMVM_CURRENT_FUNCTION "<unknown>"
#endif
#define GUIO_NONE "\000"
#define GUIO_NOSUBTITLES "\001"
#define GUIO_NOMUSIC "\002"
#define GUIO_NOSPEECH "\003"
#define GUIO_NOSFX "\003"
#define GUIO_NOMIDI "\004"
#define GUIO_NOLAUNCHLOAD "\005"
#define GUIO_MIDIPCSPK "\006"
#define GUIO_MIDICMS "\007"
#define GUIO_MIDIPCJR "\010"
#define GUIO_MIDIADLIB "\011"
#define GUIO_MIDIC64 "\012"
#define GUIO_MIDIAMIGA "\013"
#define GUIO_MIDIAPPLEIIGS "\014"
#define GUIO_MIDITOWNS "\015"
#define GUIO_MIDIPC98 "\016"
#define GUIO_MIDIMT32 "\017"
#define GUIO_MIDIGM "\020"
#define GUIO1(a) (a "\0")
#define GUIO2(a,b) (a b "\0")
#define GUIO3(a,b,c) (a b c "\0")
#define GUIO4(a,b,c,d) (a b c d "\0")
namespace Common {
/**
* Print a hexdump of the data passed in. The number of bytes per line is
* customizable.
* @param data the data to be dumped
* @param len the lenght of that data
* @param bytesPerLine number of bytes to print per line (default: 16)
* @param startOffset shift the shown offsets by the starting offset (default: 0)
*/
extern void hexdump(const byte * data, int len, int bytesPerLine = 16, int startOffset = 0);
/**
* Parse a string for a boolean value.
* The strings "true", "yes", and "1" are interpreted as true.
* The strings "false", "no", and "0" are interpreted as false.
* This function ignores case.
*
* @param[in] val the string to parse
* @param[out] valAsBool the parsing result
* @return true if the string parsed correctly, false if an error occurred.
*/
bool parseBool(const String &val, bool &valAsBool);
/**
* List of game language.
*/
enum Language {
ZH_CNA,
ZH_TWN,
CZ_CZE,
NL_NLD,
EN_ANY, // Generic English (when only one game version exist)
EN_GRB,
EN_USA,
FR_FRA,
DE_DEU,
GR_GRE,
HE_ISR,
HU_HUN,
IT_ITA,
JA_JPN,
KO_KOR,
NB_NOR,
PL_POL,
PT_BRA,
RU_RUS,
ES_ESP,
SE_SWE,
UNK_LANG = -1 // Use default language (i.e. none specified)
};
struct LanguageDescription {
const char *code;
const char *unixLocale;
const char *description;
Language id;
};
extern const LanguageDescription g_languages[];
/** Convert a string containing a language name into a Language enum value. */
extern Language parseLanguage(const String &str);
extern Language parseLanguageFromLocale(const char *locale);
extern const char *getLanguageCode(Language id);
extern const char *getLanguageLocale(Language id);
extern const char *getLanguageDescription(Language id);
/**
* List of game platforms. Specifying a platform for a target can be used to
* give the game engines a hint for which platform the game data file are.
* This may be optional or required, depending on the game engine and the
* game in question.
*/
enum Platform {
kPlatformPC,
kPlatformAmiga,
kPlatformAtariST,
kPlatformMacintosh,
kPlatformFMTowns,
kPlatformWindows,
kPlatformNES,
kPlatformC64,
kPlatformCoCo3,
kPlatformLinux,
kPlatformAcorn,
kPlatformSegaCD,
kPlatform3DO,
kPlatformPCEngine,
kPlatformApple2GS,
kPlatformPC98,
kPlatformWii,
kPlatformPSX,
kPlatformCDi,
kPlatformIOS,
kPlatformUnknown = -1
};
struct PlatformDescription {
const char *code;
const char *code2;
const char *abbrev;
const char *description;
Platform id;
};
extern const PlatformDescription g_platforms[];
/** Convert a string containing a platform name into a Platform enum value. */
extern Platform parsePlatform(const String &str);
extern const char *getPlatformCode(Platform id);
extern const char *getPlatformAbbrev(Platform id);
extern const char *getPlatformDescription(Platform id);
/**
* List of render modes. It specifies which original graphics mode
* to use. Some targets used postprocessing dithering routines for
* reducing color depth of final image which let it to be rendered on
* such low-level adapters as CGA or Hercules.
*/
enum RenderMode {
kRenderDefault = 0,
kRenderEGA = 1,
kRenderCGA = 2,
kRenderHercG = 3,
kRenderHercA = 4,
kRenderAmiga = 5
};
struct RenderModeDescription {
const char *code;
const char *description;
RenderMode id;
};
extern const RenderModeDescription g_renderModes[];
/** Convert a string containing a render mode name into a RenderingMode enum value. */
extern RenderMode parseRenderMode(const String &str);
extern const char *getRenderModeCode(RenderMode id);
extern const char *getRenderModeDescription(RenderMode id);
bool checkGameGUIOption(const String &option, const String &str);
bool checkGameGUIOptionLanguage(Language lang, const String &str);
String parseGameGUIOptions(const String &str);
const String getGameGUIOptionsDescription(const String &options);
const String getGameGUIOptionsDescriptionLanguage(Language lang);
/**
* Updates the GUI options of the current config manager
* domain, when they differ to the ones passed as
* parameter.
*/
void updateGameGUIOptions(const String &options, const String &langOption);
} // End of namespace Common
#endif