This fixes bugs like "type\0hello mom" being a property name sim.partProperty accepts and half-fixes bugs like text formatting codes making gfx.drawText exit prematurely.
115 lines
2.3 KiB
C++
115 lines
2.3 KiB
C++
#ifndef UTILS_H
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#define UTILS_H
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#include "Config.h"
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <cstddef>
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#include <vector>
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//Linear interpolation
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template <typename T> inline T LinearInterpolate(T val1, T val2, T lowerCoord, T upperCoord, T coord)
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{
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if(lowerCoord == upperCoord) return val1;
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return (((val2 - val1) / (upperCoord - lowerCoord)) * (coord - lowerCoord)) + val1;
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}
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//Signum function
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inline int isign(int i)
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{
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if (i<0)
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return -1;
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if (i>0)
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return 1;
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return 0;
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}
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inline int isign(float i)
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{
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if (i<0)
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return -1;
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if (i>0)
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return 1;
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return 0;
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}
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inline unsigned clamp_flt(float f, float min, float max)
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{
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if (f<min)
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return 0;
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if (f>max)
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return 255;
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return (int)(255.0f*(f-min)/(max-min));
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}
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inline float restrict_flt(float f, float min, float max)
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{
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// Fix crash in certain cases when f is nan
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if (!std::isfinite(f))
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return min;
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if (f < min)
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return min;
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if (f > max)
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return max;
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return f;
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}
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void save_presets(int do_update);
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void load_presets(void);
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void strcaturl(char *dst, const char *src);
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void strappend(char *dst, const char *src);
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void *file_load(char *fn, int *size);
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extern char *clipboard_text;
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void HSV_to_RGB(int h,int s,int v,int *r,int *g,int *b);
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void RGB_to_HSV(int r,int g,int b,int *h,int *s,int *v);
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void membwand(void * dest, void * src, size_t destsize, size_t srcsize);
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// a b
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// c d
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struct matrix2d {
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float a,b,c,d;
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};
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typedef struct matrix2d matrix2d;
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// column vector
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struct vector2d {
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float x,y;
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};
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typedef struct vector2d vector2d;
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matrix2d m2d_multiply_m2d(matrix2d m1, matrix2d m2);
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vector2d m2d_multiply_v2d(matrix2d m, vector2d v);
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matrix2d m2d_multiply_float(matrix2d m, float s);
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vector2d v2d_multiply_float(vector2d v, float s);
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vector2d v2d_add(vector2d v1, vector2d v2);
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vector2d v2d_sub(vector2d v1, vector2d v2);
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matrix2d m2d_new(float me0, float me1, float me2, float me3);
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vector2d v2d_new(float x, float y);
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extern vector2d v2d_zero;
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extern matrix2d m2d_identity;
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class ByteString;
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bool byteStringEqualsString(const ByteString &str, const char *data, size_t size);
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template<size_t N>
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// TODO: use std::literals::string_literals::operator""s if we get rid of ByteString
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bool byteStringEqualsLiteral(const ByteString &str, const char (&lit)[N])
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{
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return byteStringEqualsString(str, lit, N - 1U);
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}
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#endif
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