mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feature: creature (#38)
* build(deps): add assimp library as dependency * feat(render): add model loading and rendering pipeline * refactor(render): rename depth player shaders to depth model and clean up * build: add EnTT library * feat(entity): add ECS-based entity rendering * feat(render): add shadow pass for entity models * refactor(render): unify model and player rendering with single shader pipeline * refactor(collision): convert AABB to center-half representation and migrate player data to ECS * refactor(gameplay): add base classes Chunk and World for shared logic * feat(gameplay): implement entity movement system with collision detection - Add Velocity and HitBoxes components to entity - Introduce HitboxManager for loading per-entity collision AABBs from JSON - Create MoveSystem with per-axis collision handling - Move get_block_aabb to base World class and add virtual get_per_tick_time - Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration * fix(gameplay): correct hitbox insertion in HitboxManager::load * build: remove entt library * refactor(gameplay): replace entt components with SparseVector for player data Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function. * feat(render): add model ID system with concurrent lookup and namespace-based loading - Extract `ModelID` and `Model` struct to new `model.hpp` - Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety - Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods - Parse model names in `namespace:name` format to construct asset paths - Update `load_model` to accept `string_view` and use ID-based management * refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs * refactor(gameplay): extract Entity base class from ClientPlayer Move position, walk pose, velocity, orientation, movement, and gravity fields and their accessors into a new Entity base class. ClientPlayer now inherits from Entity, removing duplicated members. Also update velocity handling to use 3D vector per axis and adjust related logic. * feat(player): split max speed into horizontal/vertical, set spawn pos * refactor: move movement logic into SpeedSystem and Entity components * refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem Move per-axis collision detection and move distance calculation to new PhysicalSystem. Move SpeedSystem implementation from inline header to separate .cpp file. Add const accessors to Entity. Replace inline AABB helper with HitboxManager registration of player hitbox using new PLAYER_SIZE constant. Remove obsolete members and functions from ClientPlayer. * refactor(gameplay): integrate model and hitbox ID system into Entity - Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups - Replace AABB struct with Hitbox (includes HitboxID) - Convert ModelManager and HitboxManager to singletons with Handle structs - Update Entity to store IDs for model and hitbox, removing direct references - Reorganize creature model assets into subdirectories per entity type - Add player model (player.glb) and collision data for pig - Remove ModelManager dependency from App and Renderer - Add namespace parsing utility for asset paths - Mark sparse_vector::insert() with [[nodiscard]] * build: add entt library * refactor(gameplay): rename ClientPlayer to LocalPlayer * refactor(gameplay): separate player logic into manager and ECS components * feat(gameplay): add entity managers and refactor to ECS components * refactor(gameplay): replace client thread with timer-based system and add entity manager * feat(gameplay): implement entity system with concurrent task handling and fix model loading * feat(gameplay): add entity destruction support * feat(entity): add client-to-server entity creation and destruction requests Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3. * feat(gameplay): implement entity update packets Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates. * feat(ai): add wander AI system with move boost Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper. * refactor(ecs): move entity physics to tick-based systems Update PhysicalSystem and SpeedSystem to operate on entt::registry instead of individual components. Add TickVelocity for server creatures so movement is calculated per tick without frame delta time. LocalPlayer now implements its own client-side physics with collision detection. * feat(gameplay): add server-side entity movement and AI Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager. * feat(gameplay): add pig wander AI and refine speed physics * feat(server): send entity position updates to all sessions * fix: correct velocity clamping and hitbox loading Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities. * feat(creatures): refine pig movement physics Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior. * feat(physics): implement step-up for horizontal collisions * feat: sync entity direction and rotate models accordingly Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields. * feat(render): interpolate entity transforms for rendering Add RenderTransform component to smooth position/direction updates and use it in entity and shadow passes. * fix(server_world): send time before entity updates * build: replace nlohmann json with rapidjson * refactor(json): migrate from nlohmann to rapidjson Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling. * feat(item): add item manager with JSON asset loading Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines. * refactor(item): decouple items from block types The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry. * fix(gameplay): use inline const for static EMPTY members Use inline const for static EMPTY members to avoid ODR and linker issues. Add missing block_manager.hpp includes in gameplay sources. * fix: stabilize block item registration and display Store item names as owned strings in ItemManager, set block type property for block items, validate item kind before placement, and handle items without textures gracefully in inventory UI. * feat: add pig spawn egg item Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing. * refactor(gameplay): update systems per entity with chunk check Refactor server entity update flow to process entities individually, skipping those whose chunk is not loaded. System update methods now accept a single entity instead of iterating the full registry view, and `ServerWorld::get_chunk_ref_count` is added to determine if an entity's chunk is active. * perf(render): skip entities outside loaded chunks * feat: add --direct-enter option to skip to world scene Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow. * refactor(localization): switch block translations to item naming Remove the `name_key` field from block definitions and use item-based localization keys (`item.*.name`) for inventory display. Item data now stores the localized name at load time. * feat(gameplay): spawn creatures during chunk generation Add creature spawning to chunk generation with a configurable SpawnConfig, including a default pig spawn. Spawning occurs in the final generation phase and registers entities through the server world's entity manager. Also destroy entities when their chunk is unloaded to prevent orphaned entities and expose the entity manager from ServerWorld. * feat(gameplay): add run mode based thread pool config Introduce RunMode enum and thread pool sizing helpers for client, server, and hybrid modes. Add compute pool to server world and pass mode through server/client initialization. * perf(server): parallelize entity update loop Use parallel_do to process entities concurrently via the compute pool. Switch get_all_session to a thread-safe tbb::concurrent_vector and make ChunkEntity's ref_count atomic to avoid data races. Also remove the debug pig spawn from world init. * feat(creatures): animate creature walk cycles Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse. * fix(gameplay): make entity interpolation frame-rate independent * perf(render): batch model rendering with instancing Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead. * refactor(render): build entity instance buffers once per frame Move instance matrix upload into build_vertices and use a precomputed instance data map for both shadow and color passes, avoiding duplicate GPU buffer updates. * perf(gameplay): batch entity updates into single packet Aggregate per-entity update messages into S2CEntityUpdateBatch and broadcast once per tick. Reuse serialized packets in several broadcast loops to avoid repeated make_packet calls. * fix: correct thread count and shadow projection uniform - Add reserved client thread count to client threads in server generation calculation. - Set projection matrix uniform only for non-shadow rendering. * feat(ecs): add entity type separation and creature limits Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts. * perf(render): frustum cull entities before instance building Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility. * feat(audio): add ambient pig sounds Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound. * feat(client-entity): use snapshot history for entity interpolation Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries. * refactor(hitbox): move player hitbox definition to JSON asset * feat(client_player): use snapshot interpolation for remote players Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
This commit is contained in:
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include/rapidjson/msinttypes/inttypes.h
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include/rapidjson/msinttypes/inttypes.h
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// ISO C9x compliant inttypes.h for Microsoft Visual Studio
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// Based on ISO/IEC 9899:TC2 Committee draft (May 6, 2005) WG14/N1124
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//
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// Copyright (c) 2006-2013 Alexander Chemeris
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// 3. Neither the name of the product nor the names of its contributors may
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// be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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// EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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// OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////////
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// The above software in this distribution may have been modified by
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// THL A29 Limited ("Tencent Modifications").
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// All Tencent Modifications are Copyright (C) 2015 THL A29 Limited.
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#ifndef _MSC_VER // [
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#error "Use this header only with Microsoft Visual C++ compilers!"
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#endif // _MSC_VER ]
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#ifndef _MSC_INTTYPES_H_ // [
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#define _MSC_INTTYPES_H_
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#include "stdint.h"
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// miloyip: VC supports inttypes.h since VC2013
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#if _MSC_VER >= 1800
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#include <inttypes.h>
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#else
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// 7.8 Format conversion of integer types
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typedef struct {
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intmax_t quot;
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intmax_t rem;
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} imaxdiv_t;
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// 7.8.1 Macros for format specifiers
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#if !defined(__cplusplus) || defined(__STDC_FORMAT_MACROS) // [ See footnote 185 at page 198
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// The fprintf macros for signed integers are:
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#define PRId8 "d"
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#define PRIi8 "i"
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#define PRIdLEAST8 "d"
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#define PRIiLEAST8 "i"
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#define PRIdFAST8 "d"
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#define PRIiFAST8 "i"
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#define PRId16 "hd"
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#define PRIi16 "hi"
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#define PRIdLEAST16 "hd"
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#define PRIiLEAST16 "hi"
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#define PRIdFAST16 "hd"
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#define PRIiFAST16 "hi"
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#define PRId32 "I32d"
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#define PRIi32 "I32i"
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#define PRIdLEAST32 "I32d"
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#define PRIiLEAST32 "I32i"
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#define PRIdFAST32 "I32d"
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#define PRIiFAST32 "I32i"
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#define PRId64 "I64d"
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#define PRIi64 "I64i"
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#define PRIdLEAST64 "I64d"
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#define PRIiLEAST64 "I64i"
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#define PRIdFAST64 "I64d"
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#define PRIiFAST64 "I64i"
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#define PRIdMAX "I64d"
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#define PRIiMAX "I64i"
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#define PRIdPTR "Id"
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#define PRIiPTR "Ii"
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// The fprintf macros for unsigned integers are:
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#define PRIo8 "o"
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#define PRIu8 "u"
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#define PRIx8 "x"
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#define PRIX8 "X"
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#define PRIoLEAST8 "o"
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#define PRIuLEAST8 "u"
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#define PRIxLEAST8 "x"
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#define PRIXLEAST8 "X"
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#define PRIoFAST8 "o"
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#define PRIuFAST8 "u"
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#define PRIxFAST8 "x"
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#define PRIXFAST8 "X"
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#define PRIo16 "ho"
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#define PRIu16 "hu"
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#define PRIx16 "hx"
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#define PRIX16 "hX"
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#define PRIoLEAST16 "ho"
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#define PRIuLEAST16 "hu"
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#define PRIxLEAST16 "hx"
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#define PRIXLEAST16 "hX"
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#define PRIoFAST16 "ho"
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#define PRIuFAST16 "hu"
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#define PRIxFAST16 "hx"
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#define PRIXFAST16 "hX"
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#define PRIo32 "I32o"
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#define PRIu32 "I32u"
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#define PRIx32 "I32x"
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#define PRIX32 "I32X"
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#define PRIoLEAST32 "I32o"
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#define PRIuLEAST32 "I32u"
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#define PRIxLEAST32 "I32x"
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#define PRIXLEAST32 "I32X"
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#define PRIoFAST32 "I32o"
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#define PRIuFAST32 "I32u"
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#define PRIxFAST32 "I32x"
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#define PRIXFAST32 "I32X"
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#define PRIo64 "I64o"
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#define PRIu64 "I64u"
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#define PRIx64 "I64x"
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#define PRIX64 "I64X"
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#define PRIoLEAST64 "I64o"
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#define PRIuLEAST64 "I64u"
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#define PRIxLEAST64 "I64x"
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#define PRIXLEAST64 "I64X"
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#define PRIoFAST64 "I64o"
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#define PRIuFAST64 "I64u"
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#define PRIxFAST64 "I64x"
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#define PRIXFAST64 "I64X"
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#define PRIoMAX "I64o"
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#define PRIuMAX "I64u"
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#define PRIxMAX "I64x"
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#define PRIXMAX "I64X"
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#define PRIoPTR "Io"
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#define PRIuPTR "Iu"
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#define PRIxPTR "Ix"
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#define PRIXPTR "IX"
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// The fscanf macros for signed integers are:
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#define SCNd8 "d"
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#define SCNi8 "i"
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#define SCNdLEAST8 "d"
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#define SCNiLEAST8 "i"
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#define SCNdFAST8 "d"
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#define SCNiFAST8 "i"
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#define SCNd16 "hd"
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#define SCNi16 "hi"
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#define SCNdLEAST16 "hd"
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#define SCNiLEAST16 "hi"
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#define SCNdFAST16 "hd"
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#define SCNiFAST16 "hi"
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#define SCNd32 "ld"
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#define SCNi32 "li"
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#define SCNdLEAST32 "ld"
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#define SCNiLEAST32 "li"
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#define SCNdFAST32 "ld"
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#define SCNiFAST32 "li"
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#define SCNd64 "I64d"
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#define SCNi64 "I64i"
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#define SCNdLEAST64 "I64d"
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#define SCNiLEAST64 "I64i"
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#define SCNdFAST64 "I64d"
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#define SCNiFAST64 "I64i"
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#define SCNdMAX "I64d"
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#define SCNiMAX "I64i"
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#ifdef _WIN64 // [
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# define SCNdPTR "I64d"
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# define SCNiPTR "I64i"
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#else // _WIN64 ][
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# define SCNdPTR "ld"
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# define SCNiPTR "li"
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#endif // _WIN64 ]
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// The fscanf macros for unsigned integers are:
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#define SCNo8 "o"
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#define SCNu8 "u"
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#define SCNx8 "x"
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#define SCNX8 "X"
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#define SCNoLEAST8 "o"
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#define SCNuLEAST8 "u"
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#define SCNxLEAST8 "x"
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#define SCNXLEAST8 "X"
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#define SCNoFAST8 "o"
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#define SCNuFAST8 "u"
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#define SCNxFAST8 "x"
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#define SCNXFAST8 "X"
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#define SCNo16 "ho"
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#define SCNu16 "hu"
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#define SCNx16 "hx"
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#define SCNX16 "hX"
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#define SCNoLEAST16 "ho"
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#define SCNuLEAST16 "hu"
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#define SCNxLEAST16 "hx"
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#define SCNXLEAST16 "hX"
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#define SCNoFAST16 "ho"
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#define SCNuFAST16 "hu"
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#define SCNxFAST16 "hx"
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#define SCNXFAST16 "hX"
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#define SCNo32 "lo"
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#define SCNu32 "lu"
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#define SCNx32 "lx"
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#define SCNX32 "lX"
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#define SCNoLEAST32 "lo"
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#define SCNuLEAST32 "lu"
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#define SCNxLEAST32 "lx"
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#define SCNXLEAST32 "lX"
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#define SCNoFAST32 "lo"
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#define SCNuFAST32 "lu"
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#define SCNxFAST32 "lx"
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#define SCNXFAST32 "lX"
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#define SCNo64 "I64o"
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#define SCNu64 "I64u"
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#define SCNx64 "I64x"
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#define SCNX64 "I64X"
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#define SCNoLEAST64 "I64o"
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#define SCNuLEAST64 "I64u"
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#define SCNxLEAST64 "I64x"
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#define SCNXLEAST64 "I64X"
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#define SCNoFAST64 "I64o"
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#define SCNuFAST64 "I64u"
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#define SCNxFAST64 "I64x"
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#define SCNXFAST64 "I64X"
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#define SCNoMAX "I64o"
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#define SCNuMAX "I64u"
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#define SCNxMAX "I64x"
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#define SCNXMAX "I64X"
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#ifdef _WIN64 // [
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# define SCNoPTR "I64o"
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# define SCNuPTR "I64u"
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# define SCNxPTR "I64x"
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# define SCNXPTR "I64X"
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#else // _WIN64 ][
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# define SCNoPTR "lo"
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# define SCNuPTR "lu"
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# define SCNxPTR "lx"
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# define SCNXPTR "lX"
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#endif // _WIN64 ]
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#endif // __STDC_FORMAT_MACROS ]
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// 7.8.2 Functions for greatest-width integer types
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// 7.8.2.1 The imaxabs function
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#define imaxabs _abs64
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// 7.8.2.2 The imaxdiv function
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// This is modified version of div() function from Microsoft's div.c found
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// in %MSVC.NET%\crt\src\div.c
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#ifdef STATIC_IMAXDIV // [
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static
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#else // STATIC_IMAXDIV ][
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_inline
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#endif // STATIC_IMAXDIV ]
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imaxdiv_t __cdecl imaxdiv(intmax_t numer, intmax_t denom)
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{
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imaxdiv_t result;
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result.quot = numer / denom;
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result.rem = numer % denom;
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|
||||
if (numer < 0 && result.rem > 0) {
|
||||
// did division wrong; must fix up
|
||||
++result.quot;
|
||||
result.rem -= denom;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// 7.8.2.3 The strtoimax and strtoumax functions
|
||||
#define strtoimax _strtoi64
|
||||
#define strtoumax _strtoui64
|
||||
|
||||
// 7.8.2.4 The wcstoimax and wcstoumax functions
|
||||
#define wcstoimax _wcstoi64
|
||||
#define wcstoumax _wcstoui64
|
||||
|
||||
#endif // _MSC_VER >= 1800
|
||||
|
||||
#endif // _MSC_INTTYPES_H_ ]
|
||||
300
include/rapidjson/msinttypes/stdint.h
Normal file
300
include/rapidjson/msinttypes/stdint.h
Normal file
@@ -0,0 +1,300 @@
|
||||
// ISO C9x compliant stdint.h for Microsoft Visual Studio
|
||||
// Based on ISO/IEC 9899:TC2 Committee draft (May 6, 2005) WG14/N1124
|
||||
//
|
||||
// Copyright (c) 2006-2013 Alexander Chemeris
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions are met:
|
||||
//
|
||||
// 1. Redistributions of source code must retain the above copyright notice,
|
||||
// this list of conditions and the following disclaimer.
|
||||
//
|
||||
// 2. Redistributions in binary form must reproduce the above copyright
|
||||
// notice, this list of conditions and the following disclaimer in the
|
||||
// documentation and/or other materials provided with the distribution.
|
||||
//
|
||||
// 3. Neither the name of the product nor the names of its contributors may
|
||||
// be used to endorse or promote products derived from this software
|
||||
// without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
// EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
// OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The above software in this distribution may have been modified by
|
||||
// THL A29 Limited ("Tencent Modifications").
|
||||
// All Tencent Modifications are Copyright (C) 2015 THL A29 Limited.
|
||||
|
||||
#ifndef _MSC_VER // [
|
||||
#error "Use this header only with Microsoft Visual C++ compilers!"
|
||||
#endif // _MSC_VER ]
|
||||
|
||||
#ifndef _MSC_STDINT_H_ // [
|
||||
#define _MSC_STDINT_H_
|
||||
|
||||
#if _MSC_VER > 1000
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// miloyip: Originally Visual Studio 2010 uses its own stdint.h. However it generates warning with INT64_C(), so change to use this file for vs2010.
|
||||
#if _MSC_VER >= 1600 // [
|
||||
#include <stdint.h>
|
||||
|
||||
#if !defined(__cplusplus) || defined(__STDC_CONSTANT_MACROS) // [ See footnote 224 at page 260
|
||||
|
||||
#undef INT8_C
|
||||
#undef INT16_C
|
||||
#undef INT32_C
|
||||
#undef INT64_C
|
||||
#undef UINT8_C
|
||||
#undef UINT16_C
|
||||
#undef UINT32_C
|
||||
#undef UINT64_C
|
||||
|
||||
// 7.18.4.1 Macros for minimum-width integer constants
|
||||
|
||||
#define INT8_C(val) val##i8
|
||||
#define INT16_C(val) val##i16
|
||||
#define INT32_C(val) val##i32
|
||||
#define INT64_C(val) val##i64
|
||||
|
||||
#define UINT8_C(val) val##ui8
|
||||
#define UINT16_C(val) val##ui16
|
||||
#define UINT32_C(val) val##ui32
|
||||
#define UINT64_C(val) val##ui64
|
||||
|
||||
// 7.18.4.2 Macros for greatest-width integer constants
|
||||
// These #ifndef's are needed to prevent collisions with <boost/cstdint.hpp>.
|
||||
// Check out Issue 9 for the details.
|
||||
#ifndef INTMAX_C // [
|
||||
# define INTMAX_C INT64_C
|
||||
#endif // INTMAX_C ]
|
||||
#ifndef UINTMAX_C // [
|
||||
# define UINTMAX_C UINT64_C
|
||||
#endif // UINTMAX_C ]
|
||||
|
||||
#endif // __STDC_CONSTANT_MACROS ]
|
||||
|
||||
#else // ] _MSC_VER >= 1700 [
|
||||
|
||||
#include <limits.h>
|
||||
|
||||
// For Visual Studio 6 in C++ mode and for many Visual Studio versions when
|
||||
// compiling for ARM we have to wrap <wchar.h> include with 'extern "C++" {}'
|
||||
// or compiler would give many errors like this:
|
||||
// error C2733: second C linkage of overloaded function 'wmemchr' not allowed
|
||||
#if defined(__cplusplus) && !defined(_M_ARM)
|
||||
extern "C" {
|
||||
#endif
|
||||
# include <wchar.h>
|
||||
#if defined(__cplusplus) && !defined(_M_ARM)
|
||||
}
|
||||
#endif
|
||||
|
||||
// Define _W64 macros to mark types changing their size, like intptr_t.
|
||||
#ifndef _W64
|
||||
# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && _MSC_VER >= 1300
|
||||
# define _W64 __w64
|
||||
# else
|
||||
# define _W64
|
||||
# endif
|
||||
#endif
|
||||
|
||||
|
||||
// 7.18.1 Integer types
|
||||
|
||||
// 7.18.1.1 Exact-width integer types
|
||||
|
||||
// Visual Studio 6 and Embedded Visual C++ 4 doesn't
|
||||
// realize that, e.g. char has the same size as __int8
|
||||
// so we give up on __intX for them.
|
||||
#if (_MSC_VER < 1300)
|
||||
typedef signed char int8_t;
|
||||
typedef signed short int16_t;
|
||||
typedef signed int int32_t;
|
||||
typedef unsigned char uint8_t;
|
||||
typedef unsigned short uint16_t;
|
||||
typedef unsigned int uint32_t;
|
||||
#else
|
||||
typedef signed __int8 int8_t;
|
||||
typedef signed __int16 int16_t;
|
||||
typedef signed __int32 int32_t;
|
||||
typedef unsigned __int8 uint8_t;
|
||||
typedef unsigned __int16 uint16_t;
|
||||
typedef unsigned __int32 uint32_t;
|
||||
#endif
|
||||
typedef signed __int64 int64_t;
|
||||
typedef unsigned __int64 uint64_t;
|
||||
|
||||
|
||||
// 7.18.1.2 Minimum-width integer types
|
||||
typedef int8_t int_least8_t;
|
||||
typedef int16_t int_least16_t;
|
||||
typedef int32_t int_least32_t;
|
||||
typedef int64_t int_least64_t;
|
||||
typedef uint8_t uint_least8_t;
|
||||
typedef uint16_t uint_least16_t;
|
||||
typedef uint32_t uint_least32_t;
|
||||
typedef uint64_t uint_least64_t;
|
||||
|
||||
// 7.18.1.3 Fastest minimum-width integer types
|
||||
typedef int8_t int_fast8_t;
|
||||
typedef int16_t int_fast16_t;
|
||||
typedef int32_t int_fast32_t;
|
||||
typedef int64_t int_fast64_t;
|
||||
typedef uint8_t uint_fast8_t;
|
||||
typedef uint16_t uint_fast16_t;
|
||||
typedef uint32_t uint_fast32_t;
|
||||
typedef uint64_t uint_fast64_t;
|
||||
|
||||
// 7.18.1.4 Integer types capable of holding object pointers
|
||||
#ifdef _WIN64 // [
|
||||
typedef signed __int64 intptr_t;
|
||||
typedef unsigned __int64 uintptr_t;
|
||||
#else // _WIN64 ][
|
||||
typedef _W64 signed int intptr_t;
|
||||
typedef _W64 unsigned int uintptr_t;
|
||||
#endif // _WIN64 ]
|
||||
|
||||
// 7.18.1.5 Greatest-width integer types
|
||||
typedef int64_t intmax_t;
|
||||
typedef uint64_t uintmax_t;
|
||||
|
||||
|
||||
// 7.18.2 Limits of specified-width integer types
|
||||
|
||||
#if !defined(__cplusplus) || defined(__STDC_LIMIT_MACROS) // [ See footnote 220 at page 257 and footnote 221 at page 259
|
||||
|
||||
// 7.18.2.1 Limits of exact-width integer types
|
||||
#define INT8_MIN ((int8_t)_I8_MIN)
|
||||
#define INT8_MAX _I8_MAX
|
||||
#define INT16_MIN ((int16_t)_I16_MIN)
|
||||
#define INT16_MAX _I16_MAX
|
||||
#define INT32_MIN ((int32_t)_I32_MIN)
|
||||
#define INT32_MAX _I32_MAX
|
||||
#define INT64_MIN ((int64_t)_I64_MIN)
|
||||
#define INT64_MAX _I64_MAX
|
||||
#define UINT8_MAX _UI8_MAX
|
||||
#define UINT16_MAX _UI16_MAX
|
||||
#define UINT32_MAX _UI32_MAX
|
||||
#define UINT64_MAX _UI64_MAX
|
||||
|
||||
// 7.18.2.2 Limits of minimum-width integer types
|
||||
#define INT_LEAST8_MIN INT8_MIN
|
||||
#define INT_LEAST8_MAX INT8_MAX
|
||||
#define INT_LEAST16_MIN INT16_MIN
|
||||
#define INT_LEAST16_MAX INT16_MAX
|
||||
#define INT_LEAST32_MIN INT32_MIN
|
||||
#define INT_LEAST32_MAX INT32_MAX
|
||||
#define INT_LEAST64_MIN INT64_MIN
|
||||
#define INT_LEAST64_MAX INT64_MAX
|
||||
#define UINT_LEAST8_MAX UINT8_MAX
|
||||
#define UINT_LEAST16_MAX UINT16_MAX
|
||||
#define UINT_LEAST32_MAX UINT32_MAX
|
||||
#define UINT_LEAST64_MAX UINT64_MAX
|
||||
|
||||
// 7.18.2.3 Limits of fastest minimum-width integer types
|
||||
#define INT_FAST8_MIN INT8_MIN
|
||||
#define INT_FAST8_MAX INT8_MAX
|
||||
#define INT_FAST16_MIN INT16_MIN
|
||||
#define INT_FAST16_MAX INT16_MAX
|
||||
#define INT_FAST32_MIN INT32_MIN
|
||||
#define INT_FAST32_MAX INT32_MAX
|
||||
#define INT_FAST64_MIN INT64_MIN
|
||||
#define INT_FAST64_MAX INT64_MAX
|
||||
#define UINT_FAST8_MAX UINT8_MAX
|
||||
#define UINT_FAST16_MAX UINT16_MAX
|
||||
#define UINT_FAST32_MAX UINT32_MAX
|
||||
#define UINT_FAST64_MAX UINT64_MAX
|
||||
|
||||
// 7.18.2.4 Limits of integer types capable of holding object pointers
|
||||
#ifdef _WIN64 // [
|
||||
# define INTPTR_MIN INT64_MIN
|
||||
# define INTPTR_MAX INT64_MAX
|
||||
# define UINTPTR_MAX UINT64_MAX
|
||||
#else // _WIN64 ][
|
||||
# define INTPTR_MIN INT32_MIN
|
||||
# define INTPTR_MAX INT32_MAX
|
||||
# define UINTPTR_MAX UINT32_MAX
|
||||
#endif // _WIN64 ]
|
||||
|
||||
// 7.18.2.5 Limits of greatest-width integer types
|
||||
#define INTMAX_MIN INT64_MIN
|
||||
#define INTMAX_MAX INT64_MAX
|
||||
#define UINTMAX_MAX UINT64_MAX
|
||||
|
||||
// 7.18.3 Limits of other integer types
|
||||
|
||||
#ifdef _WIN64 // [
|
||||
# define PTRDIFF_MIN _I64_MIN
|
||||
# define PTRDIFF_MAX _I64_MAX
|
||||
#else // _WIN64 ][
|
||||
# define PTRDIFF_MIN _I32_MIN
|
||||
# define PTRDIFF_MAX _I32_MAX
|
||||
#endif // _WIN64 ]
|
||||
|
||||
#define SIG_ATOMIC_MIN INT_MIN
|
||||
#define SIG_ATOMIC_MAX INT_MAX
|
||||
|
||||
#ifndef SIZE_MAX // [
|
||||
# ifdef _WIN64 // [
|
||||
# define SIZE_MAX _UI64_MAX
|
||||
# else // _WIN64 ][
|
||||
# define SIZE_MAX _UI32_MAX
|
||||
# endif // _WIN64 ]
|
||||
#endif // SIZE_MAX ]
|
||||
|
||||
// WCHAR_MIN and WCHAR_MAX are also defined in <wchar.h>
|
||||
#ifndef WCHAR_MIN // [
|
||||
# define WCHAR_MIN 0
|
||||
#endif // WCHAR_MIN ]
|
||||
#ifndef WCHAR_MAX // [
|
||||
# define WCHAR_MAX _UI16_MAX
|
||||
#endif // WCHAR_MAX ]
|
||||
|
||||
#define WINT_MIN 0
|
||||
#define WINT_MAX _UI16_MAX
|
||||
|
||||
#endif // __STDC_LIMIT_MACROS ]
|
||||
|
||||
|
||||
// 7.18.4 Limits of other integer types
|
||||
|
||||
#if !defined(__cplusplus) || defined(__STDC_CONSTANT_MACROS) // [ See footnote 224 at page 260
|
||||
|
||||
// 7.18.4.1 Macros for minimum-width integer constants
|
||||
|
||||
#define INT8_C(val) val##i8
|
||||
#define INT16_C(val) val##i16
|
||||
#define INT32_C(val) val##i32
|
||||
#define INT64_C(val) val##i64
|
||||
|
||||
#define UINT8_C(val) val##ui8
|
||||
#define UINT16_C(val) val##ui16
|
||||
#define UINT32_C(val) val##ui32
|
||||
#define UINT64_C(val) val##ui64
|
||||
|
||||
// 7.18.4.2 Macros for greatest-width integer constants
|
||||
// These #ifndef's are needed to prevent collisions with <boost/cstdint.hpp>.
|
||||
// Check out Issue 9 for the details.
|
||||
#ifndef INTMAX_C // [
|
||||
# define INTMAX_C INT64_C
|
||||
#endif // INTMAX_C ]
|
||||
#ifndef UINTMAX_C // [
|
||||
# define UINTMAX_C UINT64_C
|
||||
#endif // UINTMAX_C ]
|
||||
|
||||
#endif // __STDC_CONSTANT_MACROS ]
|
||||
|
||||
#endif // _MSC_VER >= 1600 ]
|
||||
|
||||
#endif // _MSC_STDINT_H_ ]
|
||||
Reference in New Issue
Block a user