axmol/core/base/ccUtils.h

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/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd
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Copyright (c) 2021 Bytedance Inc.
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https://axys1.github.io/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#ifndef __AX_UTILS_H__
#define __AX_UTILS_H__
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#include <vector>
#include <string>
#include "2d/CCNode.h"
#include "base/ccMacros.h"
#include "base/CCRefPtr.h"
#include "base/CCData.h"
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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#include "renderer/backend/Types.h"
#include "math/Mat4.h"
/** @file ccUtils.h
Misc free functions
*/
NS_AX_BEGIN
/*
ccNextPOT function is licensed under the same license that is used in Texture2D.m.
*/
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/** Returns the Next Power of Two value.
Examples:
- If "value" is 15, it will return 16.
- If "value" is 16, it will return 16.
- If "value" is 17, it will return 32.
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@param value The value to get next power of two.
@return Returns the next power of two value.
@since v0.99.5
*/
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int ccNextPOT(int value);
class Sprite;
class Image;
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namespace utils
{
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/** Capture the entire screen.
* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
* etc.).
* @since v4.0 with axis
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*/
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AX_DLL void captureScreen(std::function<void(RefPtr<Image>)> imageCallback);
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/** Capture a specific Node.
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* @param startNode specify the snapshot Node. It should be ax::Scene
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* @param scale
* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
* @since v4.0 with axis
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*/
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AX_DLL void captureNode(Node* startNode, std::function<void(RefPtr<Image>)> imageCallback, float scale = 1.0f);
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/** Capture the entire screen. V4-copmatiable only, [DEPRECATED]
* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
* etc.).
* @since v4.0
*/
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AX_DLL void captureScreen(std::function<void(bool, std::string_view)> afterCap, std::string_view filename);
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/** Find children by name, it will return all child that has the same name.
* It supports c++ 11 regular expression. It is a helper function of `Node::enumerateChildren()`.
* You can refer to `Node::enumerateChildren()` for detail information.
*
* @param node The node to find
* @param name The name to search for, it supports c++ 11 expression
* @return Array of Nodes that matches the name
* @since v3.2
*/
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AX_DLL std::vector<Node*> findChildren(const Node& node, std::string_view name);
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/** Same to ::atof, but strip the string, remain 7 numbers after '.' before call atof.
* Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal
* part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. This function
* is used to fix this bug.
* @param str The string be to converted to double.
* @return Returns converted value of a string.
*/
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AX_DLL double atof(const char* str);
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/** Get current exact time, accurate to nanoseconds.
* @return Returns the time in seconds since the Epoch.
*/
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AX_DLL double gettime();
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/**
* Get current time in milliseconds, accurate to nanoseconds
*
* @return Returns the time in milliseconds since the Epoch.
*/
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AX_DLL long long getTimeInMilliseconds();
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/**
* Calculate unionof bounding box of a node and its children.
* @return Returns unionof bounding box of a node and its children.
*/
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AX_DLL Rect getCascadeBoundingBox(Node* node);
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/**
* Create a sprite instance from base64 encoded image and adds the texture to the Texture Cache.
* @return Returns an instance of sprite
*/
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AX_DLL Sprite* createSpriteFromBase64Cached(const char* base64String, const char* key);
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/**
* Create a sprite instance from base64 encoded image.
* @return Returns an instance of sprite
*/
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AX_DLL Sprite* createSpriteFromBase64(const char* base64String);
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/**
* Find a child by name recursively
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* @return Returns found node or nullptr
*/
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AX_DLL Node* findChild(Node* levelRoot, std::string_view name);
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/**
* Find a child by tag recursively
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* @return Returns found node or nullptr
*/
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AX_DLL Node* findChild(Node* levelRoot, int tag);
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/**
* Find a child by name recursively
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* @return Returns found node or nullptr with specified type 'T'
*/
template <typename T>
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inline T findChild(Node* levelRoot, std::string_view name)
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{
return dynamic_cast<T>(findChild(levelRoot, name));
}
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/**
* Find a child by tag recursively
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* @return Returns found node or nullptr with specified type 'T'
*/
template <typename T>
inline T findChild(Node* levelRoot, int tag)
{
return dynamic_cast<T>(findChild(levelRoot, tag));
}
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/**
* Gets the md5 hash for the given file.
* @param filename The file to calculate md5 hash.
* @return The md5 hash for the file
*/
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AX_DLL std::string getFileMD5Hash(std::string_view filename);
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/**
* Gets the md5 hash for the given buffer.
* @param data The buffer to calculate md5 hash.
* @return The md5 hash for the data
*/
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AX_DLL std::string getDataMD5Hash(const Data& data);
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/**
* Gets the hash for the given buffer with specific algorithm.
* @param data The buffer to calculate md5 hash.
* @param algorithm The hash algorithm, support "md5", "sha1", "sha256", "sha512" and more
* @return The hash for the data
*/
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AX_DLL std::string computeDigest(std::string_view data, std::string_view algorithm);
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/**
@brief Converts language iso 639-1 code to LanguageType enum.
@return LanguageType enum.
* @js NA
* @lua NA
*/
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AX_DLL LanguageType getLanguageTypeByISO2(const char* code);
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AX_DLL backend::BlendFactor toBackendBlendFactor(int factor);
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AX_DLL int toGLBlendFactor(backend::BlendFactor blendFactor);
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AX_DLL backend::SamplerFilter toBackendSamplerFilter(int mode);
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AX_DLL backend::SamplerAddressMode toBackendAddressMode(int mode);
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// Adjust matrix for metal.
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AX_DLL const Mat4& getAdjustMatrix();
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/**
Get the Normal Matrix of matrixMV
*/
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AX_DLL std::vector<float> getNormalMat3OfMat4(const Mat4& mat);
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/**
@brief Parses a list of space-separated integers.
@return Vector of ints.
* @js NA
* @lua NA
*/
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AX_DLL std::vector<int> parseIntegerList(std::string_view intsString);
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/**
@brief translate charstring/binarystream to hexstring.
@return hexstring.
* @js NA
* @lua NA
*/
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AX_DLL std::string bin2hex(std::string_view binary /*charstring also regard as binary in C/C++*/,
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int delim = -1,
bool prefix = false);
/**
@brief killCurrentProcess immidiately, any object's destructor never call
@return NA.
* @js NA
* @lua NA
*/
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AX_DLL void killCurrentProcess();
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/**
* Create a Game Object, like CREATE_FUNC, but more powerful
* @return Returns a RefPtr<T> game object
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* @remark Auto manage ax::Ref reference count, use std::unique_ptr
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* @limition The init function finit must be public
*/
template <typename T, typename F, typename... Ts>
static RefPtr<T> makeInstance(F&& memf, Ts&&... args)
{
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RefPtr<T> pRet(ReferencedObject<T>{new T()});
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if (pRet && std::mem_fn(memf)(pRet.get(), std::forward<Ts>(args)...))
return pRet;
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pRet.reset();
return pRet;
}
/**
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use std::unique_ptr
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* @limition The init function finit must be public
*/
template <typename T>
inline static RefPtr<T> makeInstance()
{
return makeInstance<T>(&T::init);
}
/**
* Create a Game Object, like CREATE_FUNC, but more powerful
* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use AutoReleasePool
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* @limition The init function finit must be public
*/
template <typename T, typename F, typename... Ts>
inline T* createInstance(F&& finit, Ts&&... args)
{
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T* pRet = new T();
if (std::mem_fn(finit)(pRet, std::forward<Ts>(args)...))
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pRet->autorelease();
else
{
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delete pRet;
pRet = nullptr;
}
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return pRet;
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}
/**
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use AutoReleasePool
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* @limition The init function finit must be public
*/
template <typename T>
inline T* createInstance()
{
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return ::ax::utils::createInstance<T>(&T::init);
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}
/**
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
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* @return Returns a game object
* @remark You need call release after you don't want use it manually
* @limition The init function finit must be public
*/
template <typename T, typename F, typename... Ts>
static T* newInstance(F&& memf, Ts&&... args)
{
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T* pRet = new T();
if (std::mem_fn(memf)(pRet, std::forward<Ts>(args)...))
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return pRet;
else
{
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delete pRet;
pRet = nullptr;
return nullptr;
}
}
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/**
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
* @return Returns a game object
* @remark You need call release after you don't want use it manually
* @limition The init function finit must be public
*/
template <typename T>
inline static T* newInstance()
{
return newInstance<T>(&T::init);
}
// check a number is power of two.
inline bool isPOT(int number)
{
return ((number > 0) && (number & (number - 1)) == 0);
}
// Convert ASCII hex digit to a nibble (four bits, 0 - 15).
//
// Use unsigned to avoid signed overflow UB.
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inline unsigned char hex2nibble(unsigned char c)
{
if (c >= '0' && c <= '9')
{
return c - '0';
}
else if (c >= 'a' && c <= 'f')
{
return 10 + (c - 'a');
}
else if (c >= 'A' && c <= 'F')
{
return 10 + (c - 'A');
}
return 0;
}
// Convert a nibble ASCII hex digit
inline unsigned char nibble2hex(unsigned char c, unsigned char a = 'a')
{
return ((c) < 0xa ? ((c) + '0') : ((c) + a - 10));
}
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// Convert ASCII hex string (two characters) to byte.
//
// E.g., "0B" => 0x0B, "af" => 0xAF.
inline char hex2char(const char* p)
{
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return hex2nibble((uint8_t)p[0]) << 4 | hex2nibble(p[1]);
}
// Convert byte to ASCII hex string (two characters).
inline char* char2hex(char* p, unsigned char c, unsigned char a = 'a')
{
p[0] = nibble2hex(c >> 4, a);
p[1] = nibble2hex(c & (uint8_t)0xf, a);
return p;
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}
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AX_DLL std::string urlEncode(std::string_view s);
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AX_DLL std::string urlDecode(std::string_view st);
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AX_DLL uint32_t fourccValue(std::string_view str);
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} // namespace utils
NS_AX_END
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#endif // __SUPPORT_AX_UTILS_H__