/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #if !defined ( INCLUDED_SHADERLIB_H ) #define INCLUDED_SHADERLIB_H #include "string/string.h" #include "character.h" #include "ishaders.h" inline bool shader_equal( const char* shader, const char* other ){ return string_equal_nocase( shader, other ); } inline bool shader_equal_n( const char* shader, const char* other, std::size_t n ){ return string_equal_nocase_n( shader, other, n ); } inline bool shader_less( const char* shader, const char* other ){ return string_less_nocase( shader, other ); } inline bool shader_equal_prefix( const char* string, const char* prefix ){ return shader_equal_n( string, prefix, string_length( prefix ) ); } class shader_less_t { public: bool operator()( const CopiedString& shader, const CopiedString& other ) const { return shader_less( shader.c_str(), other.c_str() ); } }; inline bool shader_valid( const char* shader ){ return string_is_ascii( shader ) && strchr( shader, ' ' ) == 0 && strchr( shader, '\n' ) == 0 && strchr( shader, '\r' ) == 0 && strchr( shader, '\t' ) == 0 && strchr( shader, '\v' ) == 0 && strchr( shader, '\\' ) == 0; } inline const char* GlobalTexturePrefix_get(){ return GlobalShaderSystem().getTexturePrefix(); } inline bool shader_is_texture( const char* name ){ return shader_equal_prefix( name, GlobalTexturePrefix_get() ); } inline const char* shader_get_textureName( const char* name ){ return name + string_length( GlobalTexturePrefix_get() ); } inline bool texdef_name_valid( const char* name ){ return shader_valid( name ) && shader_is_texture( name ); } inline const char* texdef_name_default(){ return GlobalTexturePrefix_get(); } #endif