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//C- -*- C++ -*-
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//C- -------------------------------------------------------------------
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//C- DjVuLibre-3.5
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//C- Copyright (c) 2002 Leon Bottou and Yann Le Cun.
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//C- Copyright (c) 2001 AT&T
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//C-
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//C- This software is subject to, and may be distributed under, the
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//C- GNU General Public License, Version 2. The license should have
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//C- accompanied the software or you may obtain a copy of the license
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//C- from the Free Software Foundation at http://www.fsf.org .
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//C-
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//C- This program is distributed in the hope that it will be useful,
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//C- but WITHOUT ANY WARRANTY; without even the implied warranty of
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//C- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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//C- GNU General Public License for more details.
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//C-
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//C- DjVuLibre-3.5 is derived from the DjVu(r) Reference Library
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//C- distributed by Lizardtech Software. On July 19th 2002, Lizardtech
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//C- Software authorized us to replace the original DjVu(r) Reference
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//C- Library notice by the following text (see doc/lizard2002.djvu):
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//C-
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//C- ------------------------------------------------------------------
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//C- | DjVu (r) Reference Library (v. 3.5)
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//C- | Copyright (c) 1999-2001 LizardTech, Inc. All Rights Reserved.
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//C- | The DjVu Reference Library is protected by U.S. Pat. No.
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//C- | 6,058,214 and patents pending.
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//C- |
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//C- | This software is subject to, and may be distributed under, the
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//C- | GNU General Public License, Version 2. The license should have
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//C- | accompanied the software or you may obtain a copy of the license
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//C- | from the Free Software Foundation at http://www.fsf.org .
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//C- |
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//C- | The computer code originally released by LizardTech under this
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//C- | license and unmodified by other parties is deemed "the LIZARDTECH
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//C- | ORIGINAL CODE." Subject to any third party intellectual property
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//C- | claims, LizardTech grants recipient a worldwide, royalty-free,
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//C- | non-exclusive license to make, use, sell, or otherwise dispose of
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//C- | the LIZARDTECH ORIGINAL CODE or of programs derived from the
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//C- | LIZARDTECH ORIGINAL CODE in compliance with the terms of the GNU
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//C- | General Public License. This grant only confers the right to
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//C- | infringe patent claims underlying the LIZARDTECH ORIGINAL CODE to
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//C- | the extent such infringement is reasonably necessary to enable
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//C- | recipient to make, have made, practice, sell, or otherwise dispose
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//C- | of the LIZARDTECH ORIGINAL CODE (or portions thereof) and not to
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//C- | any greater extent that may be necessary to utilize further
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//C- | modifications or combinations.
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//C- |
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//C- | The LIZARDTECH ORIGINAL CODE is provided "AS IS" WITHOUT WARRANTY
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//C- | OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
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//C- | TO ANY WARRANTY OF NON-INFRINGEMENT, OR ANY IMPLIED WARRANTY OF
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//C- | MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
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//C- +------------------------------------------------------------------
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//
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// $Id: GIFFManager.h,v 1.8 2003/11/07 22:08:21 leonb Exp $
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// $Name: release_3_5_15 $
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#ifndef _GIFFMANAGER_H
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#define _GIFFMANAGER_H
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#if NEED_GNUG_PRAGMAS
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# pragma interface
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#endif
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#include "IFFByteStream.h"
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#include "GContainer.h"
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#include "Arrays.h"
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#include "GSmartPointer.h"
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#include "GString.h"
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#ifdef HAVE_NAMESPACES
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namespace DJVU {
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# ifdef NOT_DEFINED // Just to fool emacs c++ mode
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}
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#endif
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#endif
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/** @name GIFFManager.h
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Files #"GIFFManager.h"# and #"GIFFManager.cpp"# define more convenient
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interface to IFF files. You may want to use the {\Ref GIFFManager} class
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instead of coping with {\Ref IFFByteStream} especially when you have to
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insert or move chunks, which is a kind of tricky with sequential access
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provided by {\Ref IFFByteStream}.
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You will mostly deal with {\Ref GIFFManager} class, but sometimes you may
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want to use {\Ref GIFFChunk}s as well thus bypassing {\Ref GIFFManager}'s
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interface and working with the chunks hierarchy yourself.
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Interface to IFF files.
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@author
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Andrei Erofeev <eaf@geocities.com> -- Initial implementation.
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@version
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#$Id: GIFFManager.h,v 1.8 2003/11/07 22:08:21 leonb Exp $# */
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/** #GIFFChunk# is the base class for other IFF chunks understood by
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{\Ref GIFFManager}. It provides some basic interface, and is not supposed
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to be used on its own. */
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class GIFFChunk : public GPEnabled
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{
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protected:
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GIFFChunk(void);
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GIFFChunk(const GUTF8String &name);
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GIFFChunk(const GUTF8String &name, const TArray<char> & data);
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public:
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/// Default creator.
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static GP<GIFFChunk> create(void) {return new GIFFChunk();}
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/** Creates the chunk with the given name. The {\em name} may not
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contain dots colons or brackets */
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static GP<GIFFChunk> create(const GUTF8String &name)
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{return new GIFFChunk(name);}
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/** Creates the {\em plain chunk} containing raw data */
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static GP<GIFFChunk> create(const GUTF8String &name, const TArray<char> & data)
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{ return new GIFFChunk(name,data); }
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/// Destructor
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virtual ~GIFFChunk(void);
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/// Returns the name of the chunk (without possible #FORM:# or similar prefixes)
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GUTF8String get_name(void) const;
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/// Returns full chunk name, with possible container specification
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GUTF8String get_full_name(void) const;
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/// Returns the chunk type, like #CAT# for chunk #CAT:DJVU#
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GUTF8String get_type(void) const;
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/// Returns TRUE if the chunk may contain other chunks or FALSE otherwise
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bool is_container(void) const;
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/** Sets the chunk name. The {\em name} may not contain dots or brackets,
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but {\bf may} contain colons. */
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void set_name(GUTF8String name);
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/** Parses the {\em name} probably containing colon and compares it
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with its own name returning TRUE if they are the same */
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bool check_name(GUTF8String name);
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/** Adds the {\em chunk} to the chunks list at position {\em order}.
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Set {\em order} to #-1# to append the chunk to the list.
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{\bf Note!} By adding chunk #PROP# you will convert this chunk
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to type #LIST# {\em automatically}. */
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void add_chunk(const GP<GIFFChunk> & chunk, int order=-1);
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/** Removes the chunk with given {\em name}. The {\em name} may not
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contain dots, but MAY contain colons and brackets (the latter -
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for specifying the chunk number) */
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void del_chunk(const GUTF8String &name);
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/** Returns the chunk with given {\em name}. The {\em name} may not
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contain dots, but MAY contain colons and brackets (the latter -
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for specifying the chunk number). If {\em position} is not zero
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then the chunk position in its parent will be put into #*position# */
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GP<GIFFChunk>get_chunk(const GUTF8String &name, int * position=0);
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/** Returns the number of chunks with given {\em name}. The {\em name}
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may not contain dots and brackets. If {\em name} is ZERO, the
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total number of chunks will be returned. */
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int get_chunks_number(const GUTF8String &name);
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int get_chunks_number(void);
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/** Returns the data array for plain chunks */
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TArray<char> get_data(void) const;
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/** Saves the chunk into the {\Ref IFFByteStream}.
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Set {\em use_trick} to #1# if this is a top-level chunk */
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void save(IFFByteStream & istr, bool use_trick=0);
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private:
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char name[5];
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GUTF8String type;
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GPList<GIFFChunk> chunks;
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TArray<char> data;
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static GUTF8String decode_name(const GUTF8String &name, int &number);
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};
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inline GUTF8String
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GIFFChunk::get_name(void) const { return GUTF8String(name, 4); }
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inline GUTF8String
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GIFFChunk::get_type(void) const { return type; }
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inline GUTF8String
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GIFFChunk::get_full_name(void) const { return get_type()+":"+get_name(); }
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inline bool
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GIFFChunk::is_container(void) const { return type.length()!=0; }
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inline TArray<char>
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GIFFChunk::get_data(void) const { return data; }
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inline
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GIFFChunk::GIFFChunk(void) { name[0]=0; }
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inline
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GIFFChunk::GIFFChunk(const GUTF8String &name) { set_name(name); }
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inline
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GIFFChunk::GIFFChunk(const GUTF8String &name, const TArray<char> & data_in) :
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data(data_in)
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{
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set_name(name);
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}
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//************************************************************************
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/** Intuitive interface to IFF files.
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It's too terrible to keep reading/writing IFF files chunk after chunk
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using {\Ref IFFByteStream}s. This class allows you to operate with chunks
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as with structures or arrays without even caring about the byte streams.
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Some of the examples are below:
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\begin{verbatim}
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GP<GIFFChunk> chunk;
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chunk=manager1.get_chunk("BG44[2]");
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manager2.add_chunk(".FORM:DJVU.BG44[-1]", chunk);
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\end{verbatim}
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{\bf Chunk name}
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\begin{itemize}
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\item Every chunk name may contain optional prefix #FORM:#, #LIST:#,
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#PROP:# or #CAT:#. If the prefix is omitted and the chunk happens
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to contain other chunks, #FORM:# will be assumed.
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\item Every chunk name may be {\em short} or {\em complete}.
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{\em short} chunk names may not contain dots as they're a
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subchunks names with respect to a given chunk.
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{\em complete} chunk names may contain dots. But there may be
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or may not be the {\em leading dot} in the name. If the
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{\em leading dot} is present, then the name is assumed to contain
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the name of the top-level chunk as well. Otherwise it's treated
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{\em with respect} to the top-level chunk. You may want to use
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the leading dot only when you add a chunk to an empty document,
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since a command like #manager.addChunk(".FORM:DJVU.BG44", chunk)#
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will create the top level chunk of the requested type (#FORM:DJVU#)
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and will add chunk #BG44# to it {\em automatically}.
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\item You may use {\em brackets} in the name to specify the chunk's
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position. The meaning of the number inside the brackets depends
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on the function you call. In most of the cases this is the number
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of the chunk with the given name in the parent chunk. But sometimes
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(as in #addChunk(name, buffer, length)#) the brackets at the
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end of the #name# actually specify the {\em position} of the
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chunk in the parent. For example, to insert #INCL# chunk into
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#DJVU# form at position #1# (make it the second) you may want to
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use #manager.addChunk(".DJVU.INCL[1]", data, size)#. At the same
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time, to get 2-nd chunk with name #BG44# from form #DJVU# you
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should do smth like #chunk=manager.getChunk("BG44[1]")#. Note, that
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here the manager will search for chunk #BG44# in form #DJVU# and
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will take the second {\em found} one.
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\end{itemize} */
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class GIFFManager : public GPEnabled
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{
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protected:
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GIFFManager(void);
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void init(void);
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void init(const GUTF8String &name);
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public:
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/// Default creator.
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static GP<GIFFManager> create(void);
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/** Creates the {\Ref GIFFManager} and assigns name {\em name} to
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the top-level chunk. you may use chunk type names (before colon)
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to set the top-level chunk type, or omit it to work with #FORM# */
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static GP<GIFFManager> create(const GUTF8String &name);
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/// Virtual destructor.
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virtual ~GIFFManager(void);
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/// Sets the name of the top level chunk to {\em name}
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void set_name(const GUTF8String &name);
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/** Adds the chunk {\em chunk} to chunk with name {\em parent_name} at
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position {\em pos}. {\em parent_name} may contain dots, brackets
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and colons. All missing chunks in the chain will be created.
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{\bf Examples:}
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\begin{verbatim}
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;; To set the top-level chunk to 'ch'
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m.addChunk(".", ch);
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;; To add 'ch' to the top-level chunk "DJVU" creating it if necessary
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m.addChunk(".DJVU", ch);
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;; Same as above regardless of top-level chunk name
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m.addChunk("", ch);
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;; To add 'ch' to 2nd FORM DJVU in top-level form DJVM
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m.addChunk(".FORM:DJVM.FORM:DJVU[1]", ch);
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;; Same thing regardless of the top-level chunk name
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m.addChunk("FORM:DJVU[1]", ch);
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\end{verbatim} */
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void add_chunk(GUTF8String parent_name, const GP<GIFFChunk> & chunk, int pos=-1);
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/** If {\em name}={\em name1}.{\em name2} where {\em name2} doesn't
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contain dots, then #addChunk()# will create plain chunk with
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name {\em name2} with data {\em buffer} of size {\em length} and
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will add it to chunk {\em name1} in the same way as
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#addChunk(name, chunk, pos)# function would do it. The #pos# in
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this case is either #-1# (append) or is extracted from between
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brackets if the {\em name} ends with them.
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{\bf Examples:}
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\begin{verbatim}
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;; To insert INCL chunk at position 2 (make it 3rd)
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m.addChunk("INCL[2]", data, length);
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;; To append chunk BG44 to 2nd DjVu file inside DjVm archive:
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m.addChunk(".DJVM.DJVU[1].BG44", data, length);
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\end{verbatim} */
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void add_chunk(GUTF8String name, const TArray<char> & data);
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/** Will remove chunk with name {\em name}. You may use dots, colons
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and brackets to specify the chunk uniquely.
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{\bf Examples:}
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\begin{verbatim}
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;; To remove 2nd DjVu document from DjVm archive use
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m.delChunk(".DJVM.DJVU[1]");
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;; Same thing without top-level chunk name specification
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m.delChunk("DJVU[1]");
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;; Same thing for the first DJVU chunk
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m.delChunk("DJVU");
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\end{verbatim}
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*/
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void del_chunk(GUTF8String name);
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void del_chunk(void);
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/** Will return the number of chunks with given name. The {\em name} may
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not end with brackets, but may contain them inside. It may also
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contain dots and colons. If {\em name} is ZERO, the total number
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of chunks will be returned.
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{\bf Examples:}
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\begin{verbatim}
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;; To get the number of DJVU forms inside DjVm document
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m.getChunksNumber(".DJVM.DJVU");
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;; Same thing without top-level chunk name specification
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m.getChunksNumber("DJVU");
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\end{verbatim}
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*/
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int get_chunks_number(const GUTF8String &name);
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int get_chunks_number(void);
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/** Returns the chunk with name {\em name}. The {\em name} may contain dots
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colons and slashes. If {\em position} is not zero, #*position# will
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be assigned the position of the found chunk in the parent chunk.
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{\bf Examples:}
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\begin{verbatim}
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;; To get the directory chunk of DjVm document
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m.getChunk(".DJVM.DIR0");
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;; To get chunk corresponding to 2nd DJVU form
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m.getChunk(".DJVU[1]");
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\end{verbatim} */
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GP<GIFFChunk>get_chunk(GUTF8String name, int * position=0);
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/** Loads the composite {\em chunk}'s contents from stream {\em istr}. */
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void load_chunk(IFFByteStream & istr, GP<GIFFChunk> chunk);
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/** Loads the file contents from stream {\em str} */
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void load_file(GP<ByteStream> str);
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/** Loads the file contents from the data array {\em data} */
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void load_file(const TArray<char> & data);
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/** Saves all the chunks into stream {\em str} */
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void save_file(GP<ByteStream> str);
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/** Saves all the chunks into the data array {\em data} */
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void save_file(TArray<char> & data);
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private:
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GP<GIFFChunk> top_level;
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static const char * check_leading_dot(const GUTF8String &name);
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private: //dummy methods
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static void save_file(ByteStream *);
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static void load_file(ByteStream *);
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};
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inline void
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GIFFManager::set_name(const GUTF8String &name)
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{
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top_level->set_name(name);
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}
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inline
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GIFFManager::GIFFManager(void) {}
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inline void
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GIFFManager::init(void)
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{
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top_level=GIFFChunk::create();
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}
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inline void
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GIFFManager::init(const GUTF8String &name)
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{
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top_level=GIFFChunk::create(name);
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}
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#ifdef HAVE_NAMESPACES
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}
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# ifndef NOT_USING_DJVU_NAMESPACE
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using namespace DJVU;
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# endif
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#endif
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#endif
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