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This avoids an unnecessary copy of the input std::vector, since we don't need to modify it for anything. This cuts down on unnecessary memory operations.
66 lines
1.4 KiB
C++
66 lines
1.4 KiB
C++
#ifndef UTILITYCLASS_H
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#define UTILITYCLASS_H
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#include <SDL.h>
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#include <string>
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#include <vector>
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int ss_toi(const std::string& str);
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std::vector<std::string> split(const std::string &s, char delim, std::vector<std::string> &elems);
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std::vector<std::string> split(const std::string &s, char delim);
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bool is_number(const char* str);
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bool is_positive_num(const std::string& str, bool hex);
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bool endsWith(const std::string& str, const std::string& suffix);
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#define INBOUNDS_VEC(index, vector) ((int) index >= 0 && (int) index < (int) vector.size())
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#define INBOUNDS_ARR(index, array) ((int) index >= 0 && (int) index < (int) SDL_arraysize(array))
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#define WHINE_ONCE(message) \
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static bool whine = true; \
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if (whine) \
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{ \
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whine = false; \
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puts(message); \
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}
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//helperClass
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class UtilityClass
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{
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public:
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UtilityClass();
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static std::string String(int _v);
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static int Int(const char* str, int fallback = 0);
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static std::string GCString(const std::vector<SDL_GameControllerButton>& buttons);
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std::string twodigits(int t);
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std::string timestring(int t);
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std::string number(int _t);
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static bool intersects( SDL_Rect A, SDL_Rect B );
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void updateglow();
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int glow;
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int slowsine;
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int glowdir;
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int splitseconds[30];
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};
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#ifndef HELP_DEFINITION
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extern UtilityClass help;
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#endif
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#endif /* UTILITYCLASS_H */
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