Counter Strike : Global Offensive Source Code
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//========= Copyright � 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