This section presents information developers need to know when using character strings in 3ds Max. It discusses the meaning of the TSTR, _T, and TCHAR macros that are commonly seen in the source code examples. This section also covers important substitutes for the standard C str* functions, and some general functions that are available for use with character strings.
When 3ds Max was designed there was originally the possibility of using UNICODE for the storage of character strings. During development it was decided that 3ds Max would use MBCS (multi-byte character sets) instead. To provide the flexibility to switch between the two (perhaps some day to make it possible to also support UNICODE once it is fully supported under Windows NT), a macro is used to substitute either wide character strings (UNICODE) or single character strings (MBCS). This macro is TSTR. Its definition is shown below:
#ifdef _UNICODE #defineTSTRWStr #else #defineTSTRCStr #endif
If UNICODE is in use, the macro is defined to mean ClassWStr. If UNICODE is not in use, ClassCStr is used. As mentioned above, the decision was made to not go with UNICODE, and thus TSTR is equivalent to CStr.
Class WStr is used for wide character strings (16 bits per character). ClassCStr is for single and double-byte character sets. DBCS may need 2 bytes to represent a single character, whereas UNICODE always uses two bytes per character. Note: Windows code often refers to "MBCS", but in reality, the only multi-byte type supported is "double-byte". I.e. Windows doesn't support any character sets that need 3 bytes for some characters.
Both Cstr and WStr provide methods and operators for calculating lengths, concatenation, sub-string operations, character searching, case conversion, comparison, and formatted writing. For additional information on these classes see Class CStr and Class WStr .
Developers are encouraged to use the TSTR macro for string definitions, rather than going straight to CStr. In this way if a future version of 3ds Max is developed that uses UNICODE, the text definitions will convert with a simple re-compile.
Developers will also encounter the _T macro in the source code examples. Literal string definitions use _T preceding the string, for example _T("Parameters"). This macro is defined in a Microsoft include file \MSDEV\INCLUDE\TCHAR.H. This macro will convert a string to the proper form for either UNICODE or non-UNICODE. In general, any code that is written for internationalization should use the _T macro for literal string definitions.
A developer may also encounter the TCHAR macro in the source code. This macro will be either a char (8 bit) or a wchar_t (16 bit UNICODE char) depending if UNICODE is in use.
Standard String Functions from C
The proper way to deal with strings (other than the methods of the CStr and WStr classes) is to use the _t version of the standard string functions. Because 3ds Max uses MCBS (multi-byte character sets), the _t versions sometimes map to functions other than the traditional str* ones (which are only guaranteed to work with single-byte character sets). Below is a list of several common mappings from the standard Microsoft VC++ include file (usually \MSDEV\INCLUDE\TCHAR.H).
strcat maps to _tcscat strcpy maps to _tcscpy strlen maps to _tcslen sprintf maps to _stprintf sscanf maps to _stscanf
For example, instead of using the standard C strcpy function, use the one shown below:
TCHAR buf[64]; _tcscpy(buf, _T("[ 0, 0, 0 ]"));
Developers who need to use the standard C string functions in their 3ds Max code should refer to \MSDEV\INCLUDE\TCHAR.H to see if there is a _t version of the string function defined for use.
Developers may also see the GetString() functions used in the sample source code. This function is simply used to return a string from a resource library. It is defined as follows:
TCHAR *GetString(int id) { staticTCHAR buf[256]; if (hInstance) return LoadString(hInstance, id, buf, sizeof(buf)) ? buf : NULL; returnNULL; }
This function is used so that the 3ds Max program can be easily translated into other non-English languages. By loading the strings from a resource table, only the resource string table has to be updated to allow the user interface of 3ds Max to appear translated into another language. For more details on using resource libraries, see Facilitating Translation and Internationalization.
Summary of Rules for Using Strings
The following rules summarize what developers need to be aware of when working with characters strings.
if (my_path[x] == _T('/') || my_path[x] == _T('\\')) { // do something... }
For internationalization / localization consider the following when working with strings:
Miscellaneous String Functions
The following functions are part of the 3ds Max SDK and are useful for breaking up filenames.