106 lines
4.6 KiB
C++
106 lines
4.6 KiB
C++
/*
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* Copyright (C) 2009 Apple Inc. All rights reserved.
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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
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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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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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef BinaryPropertyList_h
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#define BinaryPropertyList_h
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#include <CoreFoundation/CoreFoundation.h>
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#include <wtf/Forward.h>
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#include <wtf/Vector.h>
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// Writes a limited subset of binary property lists.
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// Covers only what's needed for writing browser history as of this writing.
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class BinaryPropertyListObjectStream {
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public:
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// Call writeBooleanTrue to write the boolean true value.
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// A single shared object will be used in the serialized list.
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virtual void writeBooleanTrue() = 0;
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// Call writeInteger to write an integer value.
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// A single shared object will be used for each integer in the serialized list.
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virtual void writeInteger(int) = 0;
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// Call writeString to write a string value.
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// A single shared object will be used for each string in the serialized list.
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virtual void writeString(const String&) = 0;
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// Call writeUniqueString instead of writeString when it's unlikely the
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// string will be written twice in the same property list; this saves hash
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// table overhead for such strings. A separate object will be used for each
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// of these strings in the serialized list.
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virtual void writeUniqueString(const String&) = 0;
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virtual void writeUniqueString(const char*) = 0;
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// Call writeIntegerArray instead of writeArrayStart/writeArrayEnd for
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// arrays entirely composed of integers. A single shared object will be used
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// for each identical array in the serialized list. Warning: The integer
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// pointer must remain valid until the writeBinaryPropertyList function
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// returns, because these lists are put into a hash table without copying
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// them -- that's OK if the client already has a Vector<int>.
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virtual void writeIntegerArray(const int*, size_t) = 0;
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// After calling writeArrayStart, write array elements.
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// Then call writeArrayEnd, passing in the result from writeArrayStart.
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// A separate object will be used for each of these arrays in the serialized list.
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virtual size_t writeArrayStart() = 0;
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virtual void writeArrayEnd(size_t resultFromWriteArrayStart) = 0;
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// After calling writeDictionaryStart, write all keys, then all values.
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// Then call writeDictionaryEnd, passing in the result from writeDictionaryStart.
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// A separate object will be used for each dictionary in the serialized list.
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virtual size_t writeDictionaryStart() = 0;
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virtual void writeDictionaryEnd(size_t resultFromWriteDictionaryStart) = 0;
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protected:
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virtual ~BinaryPropertyListObjectStream() { }
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};
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class BinaryPropertyListWriter {
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public:
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// Calls writeObjects once to prepare for writing and determine how big a
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// buffer is required. Then calls buffer to get the appropriately-sized
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// buffer, then calls writeObjects a second time and writes the property list.
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void writePropertyList();
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protected:
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virtual ~BinaryPropertyListWriter() { }
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private:
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// Called by writePropertyList.
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// Must call the object stream functions for the objects to be written
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// into the property list.
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virtual void writeObjects(BinaryPropertyListObjectStream&) = 0;
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// Called by writePropertyList.
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// Returns the buffer that the writer should write into.
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virtual UInt8* buffer(size_t) = 0;
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friend class BinaryPropertyListPlan;
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friend class BinaryPropertyListSerializer;
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};
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#endif // BinaryPropertyList_h
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