/* 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