Leaked source code of windows server 2003
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/**************************************************************************\
*
* Copyright (c) 1999 Microsoft Corporation
*
* Module Name:
*
* Unicode strings
*
* Abstract:
*
* Functions and classes which deal with Unicode strings
*
* Revision History:
*
* 02/22/1999 davidx
* Created it.
* 09/08/1999 agodfrey
* Moved to Runtime\unicode.hpp
*
\**************************************************************************/
#ifndef _UNICODE_HPP
#define _UNICODE_HPP
namespace GpRuntime
{
// These are replacements for some of the C runtime functions.
size_t UnicodeStringLength(const WCHAR *str);
WCHAR * UnicodeStringDuplicate(const WCHAR *strSource);
INT UnicodeStringCompare(const WCHAR *str1, const WCHAR *str2);
extern "C" INT UnicodeStringCompareCI(const WCHAR *str1, const WCHAR *str2);
INT UnicodeStringCompareCount(const WCHAR* str1, const WCHAR* str2, size_t count);
INT UnicodeStringCompareCICount(const WCHAR* str1, const WCHAR* str2, size_t count);
void UnicodeStringCopy(WCHAR *dest, const WCHAR *src);
void UnicodeStringCopyCount(WCHAR *dest, const WCHAR *src, size_t count);
void UnicodeStringToUpper(WCHAR* dest, WCHAR* src);
WCHAR * UnicodeStringConcat(WCHAR *dest, const WCHAR *src);
WCHAR * UnicodeStringReverseSearch(const WCHAR* str, WCHAR ch);
BOOL UnicodeStringIIsEqual(
const WCHAR* str1,
const WCHAR* str2u,
const WCHAR* str2l
);
inline BOOL
UnicodeToAnsiStr(
const WCHAR* unicodeStr,
CHAR* ansiStr,
INT ansiSize
)
{
return WideCharToMultiByte(
CP_ACP,
0,
unicodeStr,
-1,
ansiStr,
ansiSize,
NULL,
NULL) > 0;
}
class AnsiStrFromUnicode
{
private:
// We now use an ObjectTag to determine if the object is valid
// instead of using a BOOL. This is much more robust and helps
// with debugging. It also enables us to version our objects
// more easily with a version number in the ObjectTag.
ObjectTag Tag; // Keep this as the 1st value in the object!
VOID SetValid(BOOL valid)
{
Tag = valid ? ObjectTagAnsiStrFromUnicode : ObjectTagInvalid;
}
public:
AnsiStrFromUnicode(const WCHAR* unicodeStr)
{
if (unicodeStr == NULL)
{
SetValid(TRUE);
ansiStr = NULL;
}
else
{
SetValid(UnicodeToAnsiStr(unicodeStr, buf, MAX_PATH));
ansiStr = IsValid() ? buf : NULL;
}
}
~AnsiStrFromUnicode()
{
SetValid(FALSE); // so we don't use a deleted object
}
BOOL IsValid() const
{
ASSERT((Tag == ObjectTagAnsiStrFromUnicode) || (Tag == ObjectTagInvalid));
#if DBG
if (Tag == ObjectTagInvalid)
{
WARNING1("Invalid AnsiStrFromUnicode");
}
#endif
return (Tag == ObjectTagAnsiStrFromUnicode);
}
operator CHAR*()
{
return ansiStr;
}
private:
CHAR* ansiStr;
CHAR buf[MAX_PATH];
};
inline BOOL
AnsiToUnicodeStr(
const CHAR* ansiStr,
WCHAR* unicodeStr,
INT unicodeSize
)
{
return MultiByteToWideChar(
CP_ACP,
0,
ansiStr,
-1,
unicodeStr,
unicodeSize) > 0;
}
class UnicodeStrFromAnsi
{
private:
// We now use an ObjectTag to determine if the object is valid
// instead of using a BOOL. This is much more robust and helps
// with debugging. It also enables us to version our objects
// more easily with a version number in the ObjectTag.
ObjectTag Tag; // Keep this as the 1st value in the object!
VOID SetValid(BOOL valid)
{
Tag = valid ? ObjectTagUnicodeStrFromAnsi : ObjectTagInvalid;
}
public:
UnicodeStrFromAnsi(const CHAR* ansiStr)
{
if (ansiStr == NULL)
{
SetValid(TRUE);
unicodeStr = NULL;
}
else
{
SetValid(AnsiToUnicodeStr(ansiStr, buf, MAX_PATH));
unicodeStr = IsValid() ? buf : NULL;
}
}
~UnicodeStrFromAnsi()
{
SetValid(FALSE); // so we don't use a deleted object
}
BOOL IsValid() const
{
ASSERT((Tag == ObjectTagUnicodeStrFromAnsi) || (Tag == ObjectTagInvalid));
#if DBG
if (Tag == ObjectTagInvalid)
{
WARNING1("Invalid UnicodeStrFromAnsi");
}
#endif
return (Tag == ObjectTagUnicodeStrFromAnsi);
}
operator WCHAR*()
{
return unicodeStr;
}
private:
WCHAR* unicodeStr;
WCHAR buf[MAX_PATH];
};
//--------------------------------------------------------------------------
// Represent a simple immutable Unicode string object used internally
// by GDI+ implementation. A string is represented by pieces of
// information:
// - pointer to the character buffer
// - number of characters in the string
//
// [agodfrey] Ack! Yet another string class. I'm just moving it here
// to be with its mates. It came from BaseTypes.hpp.
//--------------------------------------------------------------------------
class GpString
{
public:
// NOTE:
// We're not making a copy of the characters here. Instead,
// we simply remember the character pointer. We assume the
// caller will ensure the input pointer's lifetime is longer
// than that of the newly constructed GpString object.
GpString(const WCHAR* str, UINT len)
{
Buf = str;
Len = len;
}
GpString(const WCHAR* str)
{
Buf = str;
Len = UnicodeStringLength(str);
}
BOOL IsNull() const
{
return Buf == NULL;
}
const WCHAR* GetBuf() const
{
return Buf;
}
UINT GetLen() const
{
return Len;
}
// Return a copy of the string as a NUL-terminated C string.
// Caller should call GpFree on the returned pointer after
// it finishes using the C string.
WCHAR* GetCString() const;
protected:
const WCHAR* Buf;
UINT Len;
};
}
#endif // !_UNICODE_HPP