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Add SQLite files + cmake file
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134
Engine/source/sqlite/SQLiteObject.h
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134
Engine/source/sqlite/SQLiteObject.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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// Additional Copyrights
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// Copyright 2004 John Vanderbeck
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// Copyright 2016 Chris Calef
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// This code implements support for SQLite into Torque and TorqueScript
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//
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// Essentially this creates a scriptable object that interfaces with SQLite.
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//
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// The supported SQL subset of SQLite can be found here:
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// http://www.sqlite.org/lang.html
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//-----------------------------------------------------------------------------
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#ifndef _SQLITEOBJECT_H_
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#define _SQLITEOBJECT_H_
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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#include "sqlite3.h"
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#include "core/util/tVector.h"
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struct sqlite_resultrow
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{
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VectorPtr<char*> vColumnNames;
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VectorPtr<char*> vColumnValues;
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};
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struct sqlite_resultset
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{
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int iResultSet;
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int iCurrentRow;
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int iCurrentColumn;
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int iNumRows;
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int iNumCols;
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bool bValid;
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VectorPtr<sqlite_resultrow*> vRows;
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};
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class SQLiteObject : public SimObject
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{
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// This typedef is required for tie ins with the script language.
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//--------------------------------------------------------------------------
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protected:
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typedef SimObject Parent;
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//--------------------------------------------------------------------------
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public:
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SQLiteObject();
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~SQLiteObject();
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// These are overloaded functions from SimObject that we handle for
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// tie in to the script language. The .cc file has more in depth
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// comments on these.
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//-----------------------------------------------------------------------
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bool processArguments(S32 argc, const char **argv);
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bool onAdd();
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void onRemove();
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static void initPersistFields();
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// Called to open a database using the sqlite_open() function.
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// If the open fails, the function returns false, and sets the
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// global error string. The script interface will automatically
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// call the onOpenFailed() script callback and pass this string
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// in if it fails. If it succeeds the script interface will call
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// the onOpened() script callback.
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bool OpenDatabase(const char* filename);
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void CloseDatabase();
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int loadOrSaveDb(const char *zFilename, bool isSave);//This code courtesy of sqlite.org.
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int ExecuteSQL(const char* sql);
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void NextRow(int resultSet);
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bool EndOfResult(int resultSet);
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void escapeSingleQuotes(const char* source, char *dest);
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// support functions
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void ClearErrorString();
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void ClearResultSet(int index);
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sqlite_resultset* GetResultSet(int iResultSet);
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bool SaveResultSet(sqlite_resultset* pResultSet);
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int GetResultSetIndex(int iResultSet);
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int GetColumnIndex(int iResult, const char* columnName);
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int numResultSets();
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//Prepared Statements! We need a way to make them and extend them to script.
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//void prepareStatement(sqlite3_stmt*,);
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//void finalizeStatement();
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//void bindInteger();
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//...
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sqlite3* m_pDatabase;
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private:
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char* m_szErrorString;
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VectorPtr<sqlite_resultset*> m_vResultSets;
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int m_iLastResultSet;
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int m_iNextResultSet;
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// This macro ties us into the script engine, and MUST MUST MUST be declared
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// in a public section of the class definition. If it isn't you WILL get
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// errors that will confuse you.
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//--------------------------------------------------------------------------
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public:
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DECLARE_CONOBJECT(SQLiteObject);
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int getLastRowId() { return sqlite3_last_insert_rowid(m_pDatabase); };
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//--------------------------------------------------------------------------
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};
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#endif // _SQLITEOBJECT_H_
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