Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef FILESYSTEM_HELPERS_H
#define FILESYSTEM_HELPERS_H
#ifdef _WIN32
#pragma once
#endif
struct characterset_t;
// Don't call this directly. You should (as long as your destination is an array) be
// able to call ParseFile, which is safer as it infers your array size for you.
const char* ParseFileInternal( const char* pFileBytes, OUT_Z_CAP(nMaxTokenLen) char* pTokenOut, bool* pWasQuoted, characterset_t *pCharSet, size_t nMaxTokenLen );
// Call until it returns NULL. Each time you call it, it will parse out a token.
template <size_t count> const char* ParseFile( const char* pFileBytes, OUT_Z_ARRAY char (&pTokenOut)[count], bool* pWasQuoted, characterset_t *pCharSet = NULL, unsigned int nMaxTokenLen = (unsigned int)-1 ) { (void*)nMaxTokenLen; // Avoid unreferenced variable warnings.
return ParseFileInternal( pFileBytes, pTokenOut, pWasQuoted, pCharSet, count ); }
template <size_t count> char* ParseFile( char* pFileBytes, OUT_Z_ARRAY char (&pTokenOut)[count], bool* pWasQuoted ) // (same exact thing as the const version)
{ return const_cast<char*>( ParseFileInternal( pFileBytes, pTokenOut, pWasQuoted, NULL, count ) ); }
#endif // FILESYSTEM_HELPERS_H
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