code:
/*
Original code by Lee Thomason (www.grinninglizard.com)

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.

Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.

2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.

3. This notice may not be removed or altered from any source
distribution.
*/

#ifndef TINYXML2_INCLUDED
#define TINYXML2_INCLUDED

#if defined(ANDROID_NDK) || defined(__BORLANDC__) || defined(__QNXNTO__)
#   include <ctype.h>
#   include <limits.h>
#   include <stdio.h>
#   include <stdlib.h>
#   include <string.h>
#else
#   include <cctype>
#   include <climits>
#   include <cstdio>
#   include <cstdlib>
#   include <cstring>
#endif

/*
   TODO: intern strings instead of allocation.
*/
/*
	gcc:
        g++ -Wall -DDEBUG tinyxml2.cpp xmltest.cpp -o gccxmltest.exe

    Formatting, Artistic Style:
        AStyle.exe --style=1tbs --indent-switches --break-closing-brackets --indent-preprocessor tinyxml2.cpp tinyxml2.h
*/

#if defined( _DEBUG ) || defined( DEBUG ) || defined (__DEBUG__)
#   ifndef DEBUG
#       define DEBUG
#   endif
#endif

#ifdef _MSC_VER
#   pragma warning(push)
#   pragma warning(disable: 4251)
#endif

#ifdef _WIN32
#   ifdef TINYXML2_EXPORT
#       define TINYXML2_LIB __declspec(dllexport)
#   elif defined(TINYXML2_IMPORT)
#       define TINYXML2_LIB __declspec(dllimport)
#   else
#       define TINYXML2_LIB
#   endif
#else
#   define TINYXML2_LIB
#endif

#if defined(DEBUG)
#   if defined(_MSC_VER)
#       // "(void)0," is for suppressing C4127 warning in "assert(false)", "assert(true)" and the like
#       define TIXMLASSERT( x )           if ( !((void)0,(x))) { __debugbreak(); }
#   elif defined (ANDROID_NDK)
#       include <android/log.h>
#       define TIXMLASSERT( x )           if ( !(x)) { __android_log_assert( "assert", "grinliz", "ASSERT in '%s' at %d.", __FILE__, __LINE__ ); }
#   else
#       include <assert.h>
#       define TIXMLASSERT                assert
#   endif
#else
#   define TIXMLASSERT( x )               {}
#endif

/* Versioning, past 1.0.14:
	http://semver.org/
*/
static const int TIXML2_MAJOR_VERSION = 3;
static const int TIXML2_MINOR_VERSION = 0;
static const int TIXML2_PATCH_VERSION = 0;

namespace tinyxml2
{
class XMLDocument;
class XMLElement;
class XMLAttribute;
class XMLComment;
class XMLText;
class XMLDeclaration;
class XMLUnknown;
class XMLPrinter;

/*
	A class that wraps strings. Normally stores the start and end
	pointers into the XML file itself, and will apply normalization
	and entity translation if actually read. Can also store (and memory
	manage) a traditional char[]
*/
class StrPair
{
public:
    enum {
        NEEDS_ENTITY_PROCESSING			= 0x01,
        NEEDS_NEWLINE_NORMALIZATION		= 0x02,
        NEEDS_WHITESPACE_COLLAPSING     = 0x04,

        TEXT_ELEMENT		            	= NEEDS_ENTITY_PROCESSING | NEEDS_NEWLINE_NORMALIZATION,
        TEXT_ELEMENT_LEAVE_ENTITIES		= NEEDS_NEWLINE_NORMALIZATION,
        ATTRIBUTE_NAME		            	= 0,
        ATTRIBUTE_VALUE		            	= NEEDS_ENTITY_PROCESSING | NEEDS_NEWLINE_NORMALIZATION,
        ATTRIBUTE_VALUE_LEAVE_ENTITIES  	= NEEDS_NEWLINE_NORMALIZATION,
        COMMENT				        = NEEDS_NEWLINE_NORMALIZATION
    };

    StrPair() : _flags( 0 ), _start( 0 ), _end( 0 ) {}
    ~StrPair();

    void Set( char* start, char* end, int flags ) {
        Reset();
        _start  = start;
        _end    = end;
        _flags  = flags | NEEDS_FLUSH;
    }

    const char* GetStr();

    bool Empty() const {
        return _start == _end;
    }

    void SetInternedStr( const char* str ) {
        Reset();
        _start = const_cast<char*>(str);
    }

    void SetStr( const char* str, int flags=0 );

    char* ParseText( char* in, const char* endTag, int strFlags );
    char* ParseName( char* in );

    void TransferTo( StrPair* other );

private:
    void Reset();
    void CollapseWhitespace();

    enum {
        NEEDS_FLUSH = 0x100,
        NEEDS_DELETE = 0x200
    };

    // After parsing, if *_end != 0, it can be set to zero.
    int     _flags;
    char*   _start;
    char*   _end;

    StrPair( const StrPair& other );	// not supported
    void operator=( StrPair& other );	// not supported, use TransferTo()
};

/*
	A dynamic array of Plain Old Data. Doesn't support constructors, etc.
	Has a small initial memory pool, so that low or no usage will not
	cause a call to new/delete
*/
template <class T, int INITIAL_SIZE>
class DynArray
{
public:
    DynArray() {
        _mem = _pool;
        _allocated = INITIAL_SIZE;
        _size = 0;
    }

    ~DynArray() {
        if ( _mem != _pool ) {
            delete [] _mem;
        }
    }

    void Clear() {
        _size = 0;
    }

    void Push( T t ) {
        TIXMLASSERT( _size < INT_MAX );
        EnsureCapacity( _size+1 );
        _mem[_size++] = t;
    }

    T* PushArr( int count ) {
        TIXMLASSERT( count >= 0 );
        TIXMLASSERT( _size <= INT_MAX - count );
        EnsureCapacity( _size+count );
        T* ret = &_mem[_size];
        _size += count;
        return ret;
    }

    T Pop() {
        TIXMLASSERT( _size > 0 );
        return _mem[--_size];
    }

    void PopArr( int count ) {
        TIXMLASSERT( _size >= count );
        _size -= count;
    }

    bool Empty() const					{
        return _size == 0;
    }

    T& operator[](int i)				{
        TIXMLASSERT( i>= 0 && i < _size );
        return _mem[i];
    }

    const T& operator[](int i) const	{
        TIXMLASSERT( i>= 0 && i < _size );
        return _mem[i];
    }

    const T& PeekTop() const            {
        TIXMLASSERT( _size > 0 );
        return _mem[ _size - 1];
    }

    int Size() const					{
        TIXMLASSERT( _size >= 0 );
        return _size;
    }

    int Capacity() const				{
        TIXMLASSERT( _allocated >= INITIAL_SIZE );
        return _allocated;
    }

    const T* Mem() const				{
        TIXMLASSERT( _mem );
        return _mem;
    }

    T* Mem()							{
        TIXMLASSERT( _mem );
        return _mem;
    }

private:
    DynArray( const DynArray& ); // not supported
    void operator=( const DynArray& ); // not supported

    void EnsureCapacity( int cap ) {
        TIXMLASSERT( cap > 0 );
        if ( cap > _allocated ) {
            TIXMLASSERT( cap <= INT_MAX / 2 );
            int newAllocated = cap * 2;
            T* newMem = new T[newAllocated];
            memcpy( newMem, _mem, sizeof(T)*_size );	// warning: not using constructors, only works for PODs
            if ( _mem != _pool ) {
                delete [] _mem;
            }
            _mem = newMem;
            _allocated = newAllocated;
        }
    }

    T*  _mem;
    T   _pool[INITIAL_SIZE];
    int _allocated;		// objects allocated
    int _size;			// number objects in use
};

/*
	Parent virtual class of a pool for fast allocation
	and deallocation of objects.
*/
class MemPool
{
public:
    MemPool() {}
    virtual ~MemPool() {}

    virtual int ItemSize() const = 0;
    virtual void* Alloc() = 0;
    virtual void Free( void* ) = 0;
    virtual void SetTracked() = 0;
    virtual void Clear() = 0;
};

/*
	Template child class to create pools of the correct type.
*/
template< int SIZE >
class MemPoolT : public MemPool
{
public:
    MemPoolT() : _root(0), _currentAllocs(0), _nAllocs(0), _maxAllocs(0), _nUntracked(0)	{}
    ~MemPoolT() {
        Clear();
    }

    void Clear() {
        // Delete the blocks.
        while( !_blockPtrs.Empty()) {
            Block* b  = _blockPtrs.Pop();
            delete b;
        }
        _root = 0;
        _currentAllocs = 0;
        _nAllocs = 0;
        _maxAllocs = 0;
        _nUntracked = 0;
    }

    virtual int ItemSize() const	{
        return SIZE;
    }
    int CurrentAllocs() const		{
        return _currentAllocs;
    }

    virtual void* Alloc() {
        if ( !_root ) {
            // Need a new block.
            Block* block = new Block();
            _blockPtrs.Push( block );

            for( int i=0; i<COUNT-1; ++i ) {
                block->chunk[i].next = &block->chunk[i+1];
            }
            block->chunk[COUNT-1].next = 0;
            _root = block->chunk;
        }
        void* result = _root;
        _root = _root->next;

        ++_currentAllocs;
        if ( _currentAllocs > _maxAllocs ) {
            _maxAllocs = _currentAllocs;
        }
        _nAllocs++;
        _nUntracked++;
        return result;
    }

    virtual void Free( void* mem ) {
        if ( !mem ) {
            return;
        }
        --_currentAllocs;
        Chunk* chunk = static_cast<Chunk*>( mem );
#ifdef DEBUG
        memset( chunk, 0xfe, sizeof(Chunk) );
#endif
        chunk->next = _root;
        _root = chunk;
    }
    void Trace( const char* name ) {
        printf( "Mempool %s watermark=%d [%dk] current=%d size=%d nAlloc=%d blocks=%d\n",
                name, _maxAllocs, _maxAllocs*SIZE/1024, _currentAllocs, SIZE, _nAllocs, _blockPtrs.Size() );
    }

    void SetTracked() {
        _nUntracked--;
    }

    int Untracked() const {
        return _nUntracked;
    }

	// This number is perf sensitive. 4k seems like a good tradeoff on my machine.
	// The test file is large, 170k.
	// Release:		VS2010 gcc(no opt)
	//		1k:		4000
	//		2k:		4000
	//		4k:		3900	21000
	//		16k:	5200
	//		32k:	4300
	//		64k:	4000	21000
    enum { COUNT = (4*1024)/SIZE }; // Some compilers do not accept to use COUNT in private part if COUNT is private

private:
    MemPoolT( const MemPoolT& ); // not supported
    void operator=( const MemPoolT& ); // not supported

    union Chunk {
        Chunk*  next;
        char    mem[SIZE];
    };
    struct Block {
        Chunk chunk[COUNT];
    };
    DynArray< Block*, 10 > _blockPtrs;
    Chunk* _root;

    int _currentAllocs;
    int _nAllocs;
    int _maxAllocs;
    int _nUntracked;
};

/**
	Implements the interface to the "Visitor pattern" (see the Accept() method.)
	If you call the Accept() method, it requires being passed a XMLVisitor
	class to handle callbacks. For nodes that contain other nodes (Document, Element)
	you will get called with a VisitEnter/VisitExit pair. Nodes that are always leafs
	are simply called with Visit().

	If you return 'true' from a Visit method, recursive parsing will continue. If you return
	false, <b>no children of this node or its siblings</b> will be visited.

	All flavors of Visit methods have a default implementation that returns 'true' (continue
	visiting). You need to only override methods that are interesting to you.

	Generally Accept() is called on the XMLDocument, although all nodes support visiting.

	You should never change the document from a callback.

	@sa XMLNode::Accept()
*/
class TINYXML2_LIB XMLVisitor
{
public:
    virtual ~XMLVisitor() {}

    /// Visit a document.
    virtual bool VisitEnter( const XMLDocument& /*doc*/ )			{
        return true;
    }
    /// Visit a document.
    virtual bool VisitExit( const XMLDocument& /*doc*/ )			{
        return true;
    }

    /// Visit an element.
    virtual bool VisitEnter( const XMLElement& /*element*/, const XMLAttribute* /*firstAttribute*/ )	{
        return true;
    }
    /// Visit an element.
    virtual bool VisitExit( const XMLElement& /*element*/ )			{
        return true;
    }

    /// Visit a declaration.
    virtual bool Visit( const XMLDeclaration& /*declaration*/ )		{
        return true;
    }
    /// Visit a text node.
    virtual bool Visit( const XMLText& /*text*/ )					{
        return true;
    }
    /// Visit a comment node.
    virtual bool Visit( const XMLComment& /*comment*/ )				{
        return true;
    }
    /// Visit an unknown node.
    virtual bool Visit( const XMLUnknown& /*unknown*/ )				{
        return true;
    }
};

// WARNING: must match XMLDocument::_errorNames[]
enum XMLError {
    XML_SUCCESS = 0,
    XML_NO_ERROR = 0,
    XML_NO_ATTRIBUTE,
    XML_WRONG_ATTRIBUTE_TYPE,
    XML_ERROR_FILE_NOT_FOUND,
    XML_ERROR_FILE_COULD_NOT_BE_OPENED,
    XML_ERROR_FILE_READ_ERROR,
    XML_ERROR_ELEMENT_MISMATCH,
    XML_ERROR_PARSING_ELEMENT,
    XML_ERROR_PARSING_ATTRIBUTE,
    XML_ERROR_IDENTIFYING_TAG,
    XML_ERROR_PARSING_TEXT,
    XML_ERROR_PARSING_CDATA,
    XML_ERROR_PARSING_COMMENT,
    XML_ERROR_PARSING_DECLARATION,
    XML_ERROR_PARSING_UNKNOWN,
    XML_ERROR_EMPTY_DOCUMENT,
    XML_ERROR_MISMATCHED_ELEMENT,
    XML_ERROR_PARSING,
    XML_CAN_NOT_CONVERT_TEXT,
    XML_NO_TEXT_NODE,

	XML_ERROR_COUNT
};

/*
	Utility functionality.
*/
class XMLUtil
{
public:
    static const char* SkipWhiteSpace( const char* p )	{
        TIXMLASSERT( p );
        while( IsWhiteSpace(*p) ) {
            ++p;
        }
        TIXMLASSERT( p );
        return p;
    }
    static char* SkipWhiteSpace( char* p )				{
        return const_cast<char*>( SkipWhiteSpace( const_cast<const char*>(p) ) );
    }

    // Anything in the high order range of UTF-8 is assumed to not be whitespace. This isn't
    // correct, but simple, and usually works.
    static bool IsWhiteSpace( char p )					{
        return !IsUTF8Continuation(p) && isspace( static_cast<unsigned char>(p) );
    }

    inline static bool IsNameStartChar( unsigned char ch ) {
        if ( ch >= 128 ) {
            // This is a heuristic guess in attempt to not implement Unicode-aware isalpha()
            return true;
        }
        if ( isalpha( ch ) ) {
            return true;
        }
        return ch == ':' || ch == '_';
    }

    inline static bool IsNameChar( unsigned char ch ) {
        return IsNameStartChar( ch )
               || isdigit( ch )
               || ch == '.'
               || ch == '-';
    }

    inline static bool StringEqual( const char* p, const char* q, int nChar=INT_MAX )  {
        if ( p == q ) {
            return true;
        }
        return strncmp( p, q, nChar ) == 0;
    }

    inline static bool IsUTF8Continuation( char p ) {
        return ( p & 0x80 ) != 0;
    }

    static const char* ReadBOM( const char* p, bool* hasBOM );
    // p is the starting location,
    // the UTF-8 value of the entity will be placed in value, and length filled in.
    static const char* GetCharacterRef( const char* p, char* value, int* length );
    static void ConvertUTF32ToUTF8( unsigned long input, char* output, int* length );

    // converts primitive types to strings
    static void ToStr( int v, char* buffer, int bufferSize );
    static void ToStr( unsigned v, char* buffer, int bufferSize );
    static void ToStr( bool v, char* buffer, int bufferSize );
    static void ToStr( float v, char* buffer, int bufferSize );
    static void ToStr( double v, char* buffer, int bufferSize );

    // converts strings to primitive types
    static bool	ToInt( const char* str, int* value );
    static bool ToUnsigned( const char* str, unsigned* value );
    static bool	ToBool( const char* str, bool* value );
    static bool	ToFloat( const char* str, float* value );
    static bool ToDouble( const char* str, double* value );
};

/** XMLNode is a base class for every object that is in the
	XML Document Object Model (DOM), except XMLAttributes.
	Nodes have siblings, a parent, and children which can
	be navigated. A node is always in a XMLDocument.
	The type of a XMLNode can be queried, and it can
	be cast to its more defined type.

	A XMLDocument allocates memory for all its Nodes.
	When the XMLDocument gets deleted, all its Nodes
	will also be deleted.

	@verbatim
	A Document can contain:	Element	(container or leaf)
							Comment (leaf)
							Unknown (leaf)
							Declaration( leaf )

	An Element can contain:	Element (container or leaf)
							Text	(leaf)
							Attributes (not on tree)
							Comment (leaf)
							Unknown (leaf)

	@endverbatim
*/
class TINYXML2_LIB XMLNode
{
    friend class XMLDocument;
    friend class XMLElement;
public:

    /// Get the XMLDocument that owns this XMLNode.
    const XMLDocument* GetDocument() const	{
        TIXMLASSERT( _document );
        return _document;
    }
    /// Get the XMLDocument that owns this XMLNode.
    XMLDocument* GetDocument()				{
        TIXMLASSERT( _document );
        return _document;
    }

    /// Safely cast to an Element, or null.
    virtual XMLElement*		ToElement()		{
        return 0;
    }
    /// Safely cast to Text, or null.
    virtual XMLText*		ToText()		{
        return 0;
    }
    /// Safely cast to a Comment, or null.
    virtual XMLComment*		ToComment()		{
        return 0;
    }
    /// Safely cast to a Document, or null.
    virtual XMLDocument*	ToDocument()	{
        return 0;
    }
    /// Safely cast to a Declaration, or null.
    virtual XMLDeclaration*	ToDeclaration()	{
        return 0;
    }
    /// Safely cast to an Unknown, or null.
    virtual XMLUnknown*		ToUnknown()		{
        return 0;
    }

    virtual const XMLElement*		ToElement() const		{
        return 0;
    }
    virtual const XMLText*			ToText() const			{
        return 0;
    }
    virtual const XMLComment*		ToComment() const		{
        return 0;
    }
    virtual const XMLDocument*		ToDocument() const		{
        return 0;
    }
    virtual const XMLDeclaration*	ToDeclaration() const	{
        return 0;
    }
    virtual const XMLUnknown*		ToUnknown() const		{
        return 0;
    }

    /** The meaning of 'value' changes for the specific type.
    	@verbatim
    	Document:	empty (NULL is returned, not an empty string)
    	Element:	name of the element
    	Comment:	the comment text
    	Unknown:	the tag contents
    	Text:		the text string
    	@endverbatim
    */
    const char* Value() const;

    /** Set the Value of an XML node.
    	@sa Value()
    */
    void SetValue( const char* val, bool staticMem=false );

    /// Get the parent of this node on the DOM.
    const XMLNode*	Parent() const			{
        return _parent;
    }

    XMLNode* Parent()						{
        return _parent;
    }

    /// Returns true if this node has no children.
    bool NoChildren() const					{
        return !_firstChild;
    }

    /// Get the first child node, or null if none exists.
    const XMLNode*  FirstChild() const		{
        return _firstChild;
    }

    XMLNode*		FirstChild()			{
        return _firstChild;
    }

    /** Get the first child element, or optionally the first child
        element with the specified name.
    */
    const XMLElement* FirstChildElement( const char* name = 0 ) const;

    XMLElement* FirstChildElement( const char* name = 0 )	{
        return const_cast<XMLElement*>(const_cast<const XMLNode*>(this)->FirstChildElement( name ));
    }

    /// Get the last child node, or null if none exists.
    const XMLNode*	LastChild() const						{
        return _lastChild;
    }

    XMLNode*		LastChild()								{
        return _lastChild;
    }

    /** Get the last child element or optionally the last child
        element with the specified name.
    */
    const XMLElement* LastChildElement( const char* name = 0 ) const;

    XMLElement* LastChildElement( const char* name = 0 )	{
        return const_cast<XMLElement*>(const_cast<const XMLNode*>(this)->LastChildElement(name) );
    }

    /// Get the previous (left) sibling node of this node.
    const XMLNode*	PreviousSibling() const					{
        return _prev;
    }

    XMLNode*	PreviousSibling()							{
        return _prev;
    }

    /// Get the previous (left) sibling element of this node, with an optionally supplied name.
    const XMLElement*	PreviousSiblingElement( const char* name = 0 ) const ;

    XMLElement*	PreviousSiblingElement( const char* name = 0 ) {
        return const_cast<XMLElement*>(const_cast<const XMLNode*>(this)->PreviousSiblingElement( name ) );
    }

    /// Get the next (right) sibling node of this node.
    const XMLNode*	NextSibling() const						{
        return _next;
    }

    XMLNode*	NextSibling()								{
        return _next;
    }

    /// Get the next (right) sibling element of this node, with an optionally supplied name.
    const XMLElement*	NextSiblingElement( const char* name = 0 ) const;

    XMLElement*	NextSiblingElement( const char* name = 0 )	{
        return const_cast<XMLElement*>(const_cast<const XMLNode*>(this)->NextSiblingElement( name ) );
    }

    /**
    	Add a child node as the last (right) child.
		If the child node is already part of the document,
		it is moved from its old location to the new location.
		Returns the addThis argument or 0 if the node does not
		belong to the same document.
    */
    XMLNode* InsertEndChild( XMLNode* addThis );

    XMLNode* LinkEndChild( XMLNode* addThis )	{
        return InsertEndChild( addThis );
    }
    /**
    	Add a child node as the first (left) child.
		If the child node is already part of the document,
		it is moved from its old location to the new location.
		Returns the addThis argument or 0 if the node does not
		belong to the same document.
    */
    XMLNode* InsertFirstChild( XMLNode* addThis );
    /**
    	Add a node after the specified child node.
		If the child node is already part of the document,
		it is moved from its old location to the new location.
		Returns the addThis argument or 0 if the afterThis node
		is not a child of this node, or if the node does not
		belong to the same document.
    */
    XMLNode* InsertAfterChild( XMLNode* afterThis, XMLNode* addThis );

    /**
    	Delete all the children of this node.
    */
    void DeleteChildren();

    /**
    	Delete a child of this node.
    */
    void DeleteChild( XMLNode* node );

    /**
    	Make a copy of this node, but not its children.
    	You may pass in a Document pointer that will be
    	the owner of the new Node. If the 'document' is
    	null, then the node returned will be allocated
    	from the current Document. (this->GetDocument())

    	Note: if called on a XMLDocument, this will return null.
    */
    virtual XMLNode* ShallowClone( XMLDocument* document ) const = 0;

    /**
    	Test if 2 nodes are the same, but don't test children.
    	The 2 nodes do not need to be in the same Document.

    	Note: if called on a XMLDocument, this will return false.
    */
    virtual bool ShallowEqual( const XMLNode* compare ) const = 0;

    /** Accept a hierarchical visit of the nodes in the TinyXML-2 DOM. Every node in the
    	XML tree will be conditionally visited and the host will be called back
    	via the XMLVisitor interface.

    	This is essentially a SAX interface for TinyXML-2. (Note however it doesn't re-parse
    	the XML for the callbacks, so the performance of TinyXML-2 is unchanged by using this
    	interface versus any other.)

    	The interface has been based on ideas from:

    	- http://www.saxproject.org/
    	- http://c2.com/cgi/wiki?HierarchicalVisitorPattern

    	Which are both good references for "visiting".

    	An example of using Accept():
    	@verbatim
    	XMLPrinter printer;
    	tinyxmlDoc.Accept( &printer );
    	const char* xmlcstr = printer.CStr();
    	@endverbatim
    */
    virtual bool Accept( XMLVisitor* visitor ) const = 0;

protected:
    XMLNode( XMLDocument* );
    virtual ~XMLNode();

    virtual char* ParseDeep( char*, StrPair* );

    XMLDocument*	_document;
    XMLNode*		_parent;
    mutable StrPair	_value;

    XMLNode*		_firstChild;
    XMLNode*		_lastChild;

    XMLNode*		_prev;
    XMLNode*		_next;

private:
    MemPool*		_memPool;
    void Unlink( XMLNode* child );
    static void DeleteNode( XMLNode* node );
    void InsertChildPreamble( XMLNode* insertThis ) const;

    XMLNode( const XMLNode& );	// not supported
    XMLNode& operator=( const XMLNode& );	// not supported
};

/** XML text.

	Note that a text node can have child element nodes, for example:
	@verbatim
	<root>This is <b>bold</b></root>
	@endverbatim

	A text node can have 2 ways to output the next. "normal" output
	and CDATA. It will default to the mode it was parsed from the XML file and
	you generally want to leave it alone, but you can change the output mode with
	SetCData() and query it with CData().
*/
class TINYXML2_LIB XMLText : public XMLNode
{
    friend class XMLBase;
    friend class XMLDocument;
public:
    virtual bool Accept( XMLVisitor* visitor ) const;

    virtual XMLText* ToText()			{
        return this;
    }
    virtual const XMLText* ToText() const	{
        return this;
    }

    /// Declare whether this should be CDATA or standard text.
    void SetCData( bool isCData )			{
        _isCData = isCData;
    }
    /// Returns true if this is a CDATA text element.
    bool CData() const						{
        return _isCData;
    }

    virtual XMLNode* ShallowClone( XMLDocument* document ) const;
    virtual bool ShallowEqual( const XMLNode* compare ) const;

protected:
    XMLText( XMLDocument* doc )	: XMLNode( doc ), _isCData( false )	{}
    virtual ~XMLText()												{}

    char* ParseDeep( char*, StrPair* endTag );

private:
    bool _isCData;

    XMLText( const XMLText& );	// not supported
    XMLText& operator=( const XMLText& );	// not supported
};

/** An XML Comment. */
class TINYXML2_LIB XMLComment : public XMLNode
{
    friend class XMLDocument;
public:
    virtual XMLComment*	ToComment()					{
        return this;
    }
    virtual const XMLComment* ToComment() const		{
        return this;
    }

    virtual bool Accept( XMLVisitor* visitor ) const;

    virtual XMLNode* ShallowClone( XMLDocument* document ) const;
    virtual bool ShallowEqual( const XMLNode* compare ) const;

protected:
    XMLComment( XMLDocument* doc );
    virtual ~XMLComment();

    char* ParseDeep( char*, StrPair* endTag );

private:
    XMLComment( const XMLComment& );	// not supported
    XMLComment& operator=( const XMLComment& );	// not supported
};

/** In correct XML the declaration is the first entry in the file.
	@verbatim
		<?xml version="1.0" standalone="yes"?>
	@endverbatim

	TinyXML-2 will happily read or write files without a declaration,
	however.

	The text of the declaration isn't interpreted. It is parsed
	and written as a string.
*/
class TINYXML2_LIB XMLDeclaration : public XMLNode
{
    friend class XMLDocument;
public:
    virtual XMLDeclaration*	ToDeclaration()					{
        return this;
    }
    virtual const XMLDeclaration* ToDeclaration() const		{
        return this;
    }

    virtual bool Accept( XMLVisitor* visitor ) const;

    virtual XMLNode* ShallowClone( XMLDocument* document ) const;
    virtual bool ShallowEqual( const XMLNode* compare ) const;

protected:
    XMLDeclaration( XMLDocument* doc );
    virtual ~XMLDeclaration();

    char* ParseDeep( char*, StrPair* endTag );

private:
    XMLDeclaration( const XMLDeclaration& );	// not supported
    XMLDeclaration& operator=( const XMLDeclaration& );	// not supported
};

/** Any tag that TinyXML-2 doesn't recognize is saved as an
	unknown. It is a tag of text, but should not be modified.
	It will be written back to the XML, unchanged, when the file
	is saved.

	DTD tags get thrown into XMLUnknowns.
*/
class TINYXML2_LIB XMLUnknown : public XMLNode
{
    friend class XMLDocument;
public:
    virtual XMLUnknown*	ToUnknown()					{
        return this;
    }
    virtual const XMLUnknown* ToUnknown() const		{
        return this;
    }

    virtual bool Accept( XMLVisitor* visitor ) const;

    virtual XMLNode* ShallowClone( XMLDocument* document ) const;
    virtual bool ShallowEqual( const XMLNode* compare ) const;

protected:
    XMLUnknown( XMLDocument* doc );
    virtual ~XMLUnknown();

    char* ParseDeep( char*, StrPair* endTag );

private:
    XMLUnknown( const XMLUnknown& );	// not supported
    XMLUnknown& operator=( const XMLUnknown& );	// not supported
};

/** An attribute is a name-value pair. Elements have an arbitrary
	number of attributes, each with a unique name.

	@note The attributes are not XMLNodes. You may only query the
	Next() attribute in a list.
*/
class TINYXML2_LIB XMLAttribute
{
    friend class XMLElement;
public:
    /// The name of the attribute.
    const char* Name() const;

    /// The value of the attribute.
    const char* Value() const;

    /// The next attribute in the list.
    const XMLAttribute* Next() const {
        return _next;
    }

    /** IntValue interprets the attribute as an integer, and returns the value.
        If the value isn't an integer, 0 will be returned. There is no error checking;
    	use QueryIntValue() if you need error checking.
    */
    int		 IntValue() const				{
        int i=0;
        QueryIntValue( &i );
        return i;
    }
    /// Query as an unsigned integer. See IntValue()
    unsigned UnsignedValue() const			{
        unsigned i=0;
        QueryUnsignedValue( &i );
        return i;
    }
    /// Query as a boolean. See IntValue()
    bool	 BoolValue() const				{
        bool b=false;
        QueryBoolValue( &b );
        return b;
    }
    /// Query as a double. See IntValue()
    double 	 DoubleValue() const			{
        double d=0;
        QueryDoubleValue( &d );
        return d;
    }
    /// Query as a float. See IntValue()
    float	 FloatValue() const				{
        float f=0;
        QueryFloatValue( &f );
        return f;
    }

    /** QueryIntValue interprets the attribute as an integer, and returns the value
    	in the provided parameter. The function will return XML_NO_ERROR on success,
    	and XML_WRONG_ATTRIBUTE_TYPE if the conversion is not successful.
    */
    XMLError QueryIntValue( int* value ) const;
    /// See QueryIntValue
    XMLError QueryUnsignedValue( unsigned int* value ) const;
    /// See QueryIntValue
    XMLError QueryBoolValue( bool* value ) const;
    /// See QueryIntValue
    XMLError QueryDoubleValue( double* value ) const;
    /// See QueryIntValue
    XMLError QueryFloatValue( float* value ) const;

    /// Set the attribute to a string value.
    void SetAttribute( const char* value );
    /// Set the attribute to value.
    void SetAttribute( int value );
    /// Set the attribute to value.
    void SetAttribute( unsigned value );
    /// Set the attribute to value.
    void SetAttribute( bool value );
    /// Set the attribute to value.
    void SetAttribute( double value );
    /// Set the attribute to value.
    void SetAttribute( float value );

private:
    enum { BUF_SIZE = 200 };

    XMLAttribute() : _next( 0 ), _memPool( 0 ) {}
    virtual ~XMLAttribute()	{}

    XMLAttribute( const XMLAttribute& );	// not supported
    void operator=( const XMLAttribute& );	// not supported
    void SetName( const char* name );

    char* ParseDeep( char* p, bool processEntities );

    mutable StrPair _name;
    mutable StrPair _value;
    XMLAttribute*   _next;
    MemPool*        _memPool;
};

/** The element is a container class. It has a value, the element name,
	and can contain other elements, text, comments, and unknowns.
	Elements also contain an arbitrary number of attributes.
*/
class TINYXML2_LIB XMLElement : public XMLNode
{
    friend class XMLBase;
    friend class XMLDocument;
public:
    /// Get the name of an element (which is the Value() of the node.)
    const char* Name() const		{
        return Value();
    }
    /// Set the name of the element.
    void SetName( const char* str, bool staticMem=false )	{
        SetValue( str, staticMem );
    }

    virtual XMLElement* ToElement()				{
        return this;
    }
    virtual const XMLElement* ToElement() const {
        return this;
    }
    virtual bool Accept( XMLVisitor* visitor ) const;

    /** Given an attribute name, Attribute() returns the value
    	for the attribute of that name, or null if none
    	exists. For example:

    	@verbatim
    	const char* value = ele->Attribute( "foo" );
    	@endverbatim

    	The 'value' parameter is normally null. However, if specified,
    	the attribute will only be returned if the 'name' and 'value'
    	match. This allow you to write code:

    	@verbatim
    	if ( ele->Attribute( "foo", "bar" ) ) callFooIsBar();
    	@endverbatim

    	rather than:
    	@verbatim
    	if ( ele->Attribute( "foo" ) ) {
    		if ( strcmp( ele->Attribute( "foo" ), "bar" ) == 0 ) callFooIsBar();
    	}
    	@endverbatim
    */
    const char* Attribute( const char* name, const char* value=0 ) const;

    /** Given an attribute name, IntAttribute() returns the value
    	of the attribute interpreted as an integer. 0 will be
    	returned if there is an error. For a method with error
    	checking, see QueryIntAttribute()
    */
    int		 IntAttribute( const char* name ) const		{
        int i=0;
        QueryIntAttribute( name, &i );
        return i;
    }
    /// See IntAttribute()
    unsigned UnsignedAttribute( const char* name ) const {
        unsigned i=0;
        QueryUnsignedAttribute( name, &i );
        return i;
    }
    /// See IntAttribute()
    bool	 BoolAttribute( const char* name ) const	{
        bool b=false;
        QueryBoolAttribute( name, &b );
        return b;
    }
    /// See IntAttribute()
    double 	 DoubleAttribute( const char* name ) const	{
        double d=0;
        QueryDoubleAttribute( name, &d );
        return d;
    }
    /// See IntAttribute()
    float	 FloatAttribute( const char* name ) const	{
        float f=0;
        QueryFloatAttribute( name, &f );
        return f;
    }

    /** Given an attribute name, QueryIntAttribute() returns
    	XML_NO_ERROR, XML_WRONG_ATTRIBUTE_TYPE if the conversion
    	can't be performed, or XML_NO_ATTRIBUTE if the attribute
    	doesn't exist. If successful, the result of the conversion
    	will be written to 'value'. If not successful, nothing will
    	be written to 'value'. This allows you to provide default
    	value:

    	@verbatim
    	int value = 10;
    	QueryIntAttribute( "foo", &value );		// if "foo" isn't found, value will still be 10
    	@endverbatim
    */
    XMLError QueryIntAttribute( const char* name, int* value ) const				{
        const XMLAttribute* a = FindAttribute( name );
        if ( !a ) {
            return XML_NO_ATTRIBUTE;
        }
        return a->QueryIntValue( value );
    }
    /// See QueryIntAttribute()
    XMLError QueryUnsignedAttribute( const char* name, unsigned int* value ) const	{
        const XMLAttribute* a = FindAttribute( name );
        if ( !a ) {
            return XML_NO_ATTRIBUTE;
        }
        return a->QueryUnsignedValue( value );
    }
    /// See QueryIntAttribute()
    XMLError QueryBoolAttribute( const char* name, bool* value ) const				{
        const XMLAttribute* a = FindAttribute( name );
        if ( !a ) {
            return XML_NO_ATTRIBUTE;
        }
        return a->QueryBoolValue( value );
    }
    /// See QueryIntAttribute()
    XMLError QueryDoubleAttribute( const char* name, double* value ) const			{
        const XMLAttribute* a = FindAttribute( name );
        if ( !a ) {
            return XML_NO_ATTRIBUTE;
        }
        return a->QueryDoubleValue( value );
    }
    /// See QueryIntAttribute()
    XMLError QueryFloatAttribute( const char* name, float* value ) const			{
        const XMLAttribute* a = FindAttribute( name );
        if ( !a ) {
            return XML_NO_ATTRIBUTE;
        }
        return a->QueryFloatValue( value );
    }

    /** Given an attribute name, QueryAttribute() returns
    	XML_NO_ERROR, XML_WRONG_ATTRIBUTE_TYPE if the conversion
    	can't be performed, or XML_NO_ATTRIBUTE if the attribute
    	doesn't exist. It is overloaded for the primitive types,
		and is a generally more convenient replacement of
		QueryIntAttribute() and related functions.

		If successful, the result of the conversion
    	will be written to 'value'. If not successful, nothing will
    	be written to 'value'. This allows you to provide default
    	value:

    	@verbatim
    	int value = 10;
    	QueryAttribute( "foo", &value );		// if "foo" isn't found, value will still be 10
    	@endverbatim
    */
	int QueryAttribute( const char* name, int* value ) const {
		return QueryIntAttribute( name, value );
	}

	int QueryAttribute( const char* name, unsigned int* value ) const {
		return QueryUnsignedAttribute( name, value );
	}

	int QueryAttribute( const char* name, bool* value ) const {
		return QueryBoolAttribute( name, value );
	}

	int QueryAttribute( const char* name, double* value ) const {
		return QueryDoubleAttribute( name, value );
	}

	int QueryAttribute( const char* name, float* value ) const {
		return QueryFloatAttribute( name, value );
	}

	/// Sets the named attribute to value.
    void SetAttribute( const char* name, const char* value )	{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }
    /// Sets the named attribute to value.
    void SetAttribute( const char* name, int value )			{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }
    /// Sets the named attribute to value.
    void SetAttribute( const char* name, unsigned value )		{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }
    /// Sets the named attribute to value.
    void SetAttribute( const char* name, bool value )			{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }
    /// Sets the named attribute to value.
    void SetAttribute( const char* name, double value )		{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }
    /// Sets the named attribute to value.
    void SetAttribute( const char* name, float value )		{
        XMLAttribute* a = FindOrCreateAttribute( name );
        a->SetAttribute( value );
    }

    /**
    	Delete an attribute.
    */
    void DeleteAttribute( const char* name );

    /// Return the first attribute in the list.
    const XMLAttribute* FirstAttribute() const {
        return _rootAttribute;
    }
    /// Query a specific attribute in the list.
    const XMLAttribute* FindAttribute( const char* name ) const;

    /** Convenience function for easy access to the text inside an element. Although easy
    	and concise, GetText() is limited compared to getting the XMLText child
    	and accessing it directly.

    	If the first child of 'this' is a XMLText, the GetText()
    	returns the character string of the Text node, else null is returned.

    	This is a convenient method for getting the text of simple contained text:
    	@verbatim
    	<foo>This is text</foo>
    		const char* str = fooElement->GetText();
    	@endverbatim

    	'str' will be a pointer to "This is text".

    	Note that this function can be misleading. If the element foo was created from
    	this XML:
    	@verbatim
    		<foo><b>This is text</b></foo>
    	@endverbatim

    	then the value of str would be null. The first child node isn't a text node, it is
    	another element. From this XML:
    	@verbatim
    		<foo>This is <b>text</b></foo>
    	@endverbatim
    	GetText() will return "This is ".
    */
    const char* GetText() const;

    /** Convenience function for easy access to the text inside an element. Although easy
    	and concise, SetText() is limited compared to creating an XMLText child
    	and mutating it directly.

    	If the first child of 'this' is a XMLText, SetText() sets its value to
		the given string, otherwise it will create a first child that is an XMLText.

    	This is a convenient method for setting the text of simple contained text:
    	@verbatim
    	<foo>This is text</foo>
    		fooElement->SetText( "Hullaballoo!" );
     	<foo>Hullaballoo!</foo>
		@endverbatim

    	Note that this function can be misleading. If the element foo was created from
    	this XML:
    	@verbatim
    		<foo><b>This is text</b></foo>
    	@endverbatim

    	then it will not change "This is text", but rather prefix it with a text element:
    	@verbatim
    		<foo>Hullaballoo!<b>This is text</b></foo>
    	@endverbatim

		For this XML:
    	@verbatim
    		<foo />
    	@endverbatim
    	SetText() will generate
    	@verbatim
    		<foo>Hullaballoo!</foo>
    	@endverbatim
    */
	void SetText( const char* inText );
    /// Convenience method for setting text inside and element. See SetText() for important limitations.
    void SetText( int value );
    /// Convenience method for setting text inside and element. See SetText() for important limitations.
    void SetText( unsigned value );
    /// Convenience method for setting text inside and element. See SetText() for important limitations.
    void SetText( bool value );
    /// Convenience method for setting text inside and element. See SetText() for important limitations.
    void SetText( double value );
    /// Convenience method for setting text inside and element. See SetText() for important limitations.
    void SetText( float value );

    /**
    	Convenience method to query the value of a child text node. This is probably best
    	shown by example. Given you have a document is this form:
    	@verbatim
    		<point>
    			<x>1</x>
    			<y>1.4</y>
    		</point>
    	@endverbatim

    	The QueryIntText() and similar functions provide a safe and easier way to get to the
    	"value" of x and y.

    	@verbatim
    		int x = 0;
    		float y = 0;	// types of x and y are contrived for example
    		const XMLElement* xElement = pointElement->FirstChildElement( "x" );
    		const XMLElement* yElement = pointElement->FirstChildElement( "y" );
    		xElement->QueryIntText( &x );
    		yElement->QueryFloatText( &y );
    	@endverbatim

    	@returns XML_SUCCESS (0) on success, XML_CAN_NOT_CONVERT_TEXT if the text cannot be converted
    			 to the requested type, and XML_NO_TEXT_NODE if there is no child text to query.

    */
    XMLError QueryIntText( int* ival ) const;
    /// See QueryIntText()
    XMLError QueryUnsignedText( unsigned* uval ) const;
    /// See QueryIntText()
    XMLError QueryBoolText( bool* bval ) const;
    /// See QueryIntText()
    XMLError QueryDoubleText( double* dval ) const;
    /// See QueryIntText()
    XMLError QueryFloatText( float* fval ) const;

    // internal:
    enum {
        OPEN,		// <foo>
        CLOSED,		// <foo/>
        CLOSING		// </foo>
    };
    int ClosingType() const {
        return _closingType;
    }
    virtual XMLNode* ShallowClone( XMLDocument* document ) const;
    virtual bool ShallowEqual( const XMLNode* compare ) const;

protected:
    char* ParseDeep( char* p, StrPair* endTag );

private:
    XMLElement( XMLDocument* doc );
    virtual ~XMLElement();
    XMLElement( const XMLElement& );	// not supported
    void operator=( const XMLElement& );	// not supported

    XMLAttribute* FindAttribute( const char* name ) {
        return const_cast<XMLAttribute*>(const_cast<const XMLElement*>(this)->FindAttribute( name ));
    }
    XMLAttribute* FindOrCreateAttribute( const char* name );
    //void LinkAttribute( XMLAttribute* attrib );
    char* ParseAttributes( char* p );
    static void DeleteAttribute( XMLAttribute* attribute );

    enum { BUF_SIZE = 200 };
    int _closingType;
    // The attribute list is ordered; there is no 'lastAttribute'
    // because the list needs to be scanned for dupes before adding
    // a new attribute.
    XMLAttribute* _rootAttribute;
};

enum Whitespace {
    PRESERVE_WHITESPACE,
    COLLAPSE_WHITESPACE
};

/** A Document binds together all the functionality.
	It can be saved, loaded, and printed to the screen.
	All Nodes are connected and allocated to a Document.
	If the Document is deleted, all its Nodes are also deleted.
*/
class TINYXML2_LIB XMLDocument : public XMLNode
{
    friend class XMLElement;
public:
    /// constructor
    XMLDocument( bool processEntities = true, Whitespace = PRESERVE_WHITESPACE );
    ~XMLDocument();

    virtual XMLDocument* ToDocument()				{
        TIXMLASSERT( this == _document );
        return this;
    }
    virtual const XMLDocument* ToDocument() const	{
        TIXMLASSERT( this == _document );
        return this;
    }

    /**
    	Parse an XML file from a character string.
    	Returns XML_NO_ERROR (0) on success, or
    	an errorID.

    	You may optionally pass in the 'nBytes', which is
    	the number of bytes which will be parsed. If not
    	specified, TinyXML-2 will assume 'xml' points to a
    	null terminated string.
    */
    XMLError Parse( const char* xml, size_t nBytes=(size_t)(-1) );

    /**
    	Load an XML file from disk.
    	Returns XML_NO_ERROR (0) on success, or
    	an errorID.
    */
    XMLError LoadFile( const char* filename );

    /**
    	Load an XML file from disk. You are responsible
    	for providing and closing the FILE*.

        NOTE: The file should be opened as binary ("rb")
        not text in order for TinyXML-2 to correctly
        do newline normalization.

    	Returns XML_NO_ERROR (0) on success, or
    	an errorID.
    */
    XMLError LoadFile( FILE* );

    /**
    	Save the XML file to disk.
    	Returns XML_NO_ERROR (0) on success, or
    	an errorID.
    */
    XMLError SaveFile( const char* filename, bool compact = false );

    /**
    	Save the XML file to disk. You are responsible
    	for providing and closing the FILE*.

    	Returns XML_NO_ERROR (0) on success, or
    	an errorID.
    */
    XMLError SaveFile( FILE* fp, bool compact = false );

    bool ProcessEntities() const		{
        return _processEntities;
    }
    Whitespace WhitespaceMode() const	{
        return _whitespace;
    }

    /**
    	Returns true if this document has a leading Byte Order Mark of UTF8.
    */
    bool HasBOM() const {
        return _writeBOM;
    }
    /** Sets whether to write the BOM when writing the file.
    */
    void SetBOM( bool useBOM ) {
        _writeBOM = useBOM;
    }

    /** Return the root element of DOM. Equivalent to FirstChildElement().
        To get the first node, use FirstChild().
    */
    XMLElement* RootElement()				{
        return FirstChildElement();
    }
    const XMLElement* RootElement() const	{
        return FirstChildElement();
    }

    /** Print the Document. If the Printer is not provided, it will
        print to stdout. If you provide Printer, this can print to a file:
    	@verbatim
    	XMLPrinter printer( fp );
    	doc.Print( &printer );
    	@endverbatim

    	Or you can use a printer to print to memory:
    	@verbatim
    	XMLPrinter printer;
    	doc.Print( &printer );
    	// printer.CStr() has a const char* to the XML
    	@endverbatim
    */
    void Print( XMLPrinter* streamer=0 ) const;
    virtual bool Accept( XMLVisitor* visitor ) const;

    /**
    	Create a new Element associated with
    	this Document. The memory for the Element
    	is managed by the Document.
    */
    XMLElement* NewElement( const char* name );
    /**
    	Create a new Comment associated with
    	this Document. The memory for the Comment
    	is managed by the Document.
    */
    XMLComment* NewComment( const char* comment );
    /**
    	Create a new Text associated with
    	this Document. The memory for the Text
    	is managed by the Document.
    */
    XMLText* NewText( const char* text );
    /**
    	Create a new Declaration associated with
    	this Document. The memory for the object
    	is managed by the Document.

    	If the 'text' param is null, the standard
    	declaration is used.:
    	@verbatim
    		<?xml version="1.0" encoding="UTF-8"?>
    	@endverbatim
    */
    XMLDeclaration* NewDeclaration( const char* text=0 );
    /**
    	Create a new Unknown associated with
    	this Document. The memory for the object
    	is managed by the Document.
    */
    XMLUnknown* NewUnknown( const char* text );

    /**
    	Delete a node associated with this document.
    	It will be unlinked from the DOM.
    */
    void DeleteNode( XMLNode* node );

    void SetError( XMLError error, const char* str1, const char* str2 );

    /// Return true if there was an error parsing the document.
    bool Error() const {
        return _errorID != XML_NO_ERROR;
    }
    /// Return the errorID.
    XMLError  ErrorID() const {
        return _errorID;
    }
	const char* ErrorName() const;

    /// Return a possibly helpful diagnostic location or string.
    const char* GetErrorStr1() const {
        return _errorStr1;
    }
    /// Return a possibly helpful secondary diagnostic location or string.
    const char* GetErrorStr2() const {
        return _errorStr2;
    }
    /// If there is an error, print it to stdout.
    void PrintError() const;

    /// Clear the document, resetting it to the initial state.
    void Clear();

    // internal
    char* Identify( char* p, XMLNode** node );

    virtual XMLNode* ShallowClone( XMLDocument* /*document*/ ) const	{
        return 0;
    }
    virtual bool ShallowEqual( const XMLNode* /*compare*/ ) const	{
        return false;
    }

private:
    XMLDocument( const XMLDocument& );	// not supported
    void operator=( const XMLDocument& );	// not supported

    bool        _writeBOM;
    bool        _processEntities;
    XMLError    _errorID;
    Whitespace  _whitespace;
    const char* _errorStr1;
    const char* _errorStr2;
    char*       _charBuffer;

    MemPoolT< sizeof(XMLElement) >	 _elementPool;
    MemPoolT< sizeof(XMLAttribute) > _attributePool;
    MemPoolT< sizeof(XMLText) >		 _textPool;
    MemPoolT< sizeof(XMLComment) >	 _commentPool;

	static const char* _errorNames[XML_ERROR_COUNT];

    void Parse();
};

/**
	A XMLHandle is a class that wraps a node pointer with null checks; this is
	an incredibly useful thing. Note that XMLHandle is not part of the TinyXML-2
	DOM structure. It is a separate utility class.

	Take an example:
	@verbatim
	<Document>
		<Element attributeA = "valueA">
			<Child attributeB = "value1" />
			<Child attributeB = "value2" />
		</Element>
	</Document>
	@endverbatim

	Assuming you want the value of "attributeB" in the 2nd "Child" element, it's very
	easy to write a *lot* of code that looks like:

	@verbatim
	XMLElement* root = document.FirstChildElement( "Document" );
	if ( root )
	{
		XMLElement* element = root->FirstChildElement( "Element" );
		if ( element )
		{
			XMLElement* child = element->FirstChildElement( "Child" );
			if ( child )
			{
				XMLElement* child2 = child->NextSiblingElement( "Child" );
				if ( child2 )
				{
					// Finally do something useful.
	@endverbatim

	And that doesn't even cover "else" cases. XMLHandle addresses the verbosity
	of such code. A XMLHandle checks for null pointers so it is perfectly safe
	and correct to use:

	@verbatim
	XMLHandle docHandle( &document );
	XMLElement* child2 = docHandle.FirstChildElement( "Document" ).FirstChildElement( "Element" ).FirstChildElement().NextSiblingElement();
	if ( child2 )
	{
		// do something useful
	@endverbatim

	Which is MUCH more concise and useful.

	It is also safe to copy handles - internally they are nothing more than node pointers.
	@verbatim
	XMLHandle handleCopy = handle;
	@endverbatim

	See also XMLConstHandle, which is the same as XMLHandle, but operates on const objects.
*/
class TINYXML2_LIB XMLHandle
{
public:
    /// Create a handle from any node (at any depth of the tree.) This can be a null pointer.
    XMLHandle( XMLNode* node )												{
        _node = node;
    }
    /// Create a handle from a node.
    XMLHandle( XMLNode& node )												{
        _node = &node;
    }
    /// Copy constructor
    XMLHandle( const XMLHandle& ref )										{
        _node = ref._node;
    }
    /// Assignment
    XMLHandle& operator=( const XMLHandle& ref )							{
        _node = ref._node;
        return *this;
    }

    /// Get the first child of this handle.
    XMLHandle FirstChild() 													{
        return XMLHandle( _node ? _node->FirstChild() : 0 );
    }
    /// Get the first child element of this handle.
    XMLHandle FirstChildElement( const char* name = 0 )						{
        return XMLHandle( _node ? _node->FirstChildElement( name ) : 0 );
    }
    /// Get the last child of this handle.
    XMLHandle LastChild()													{
        return XMLHandle( _node ? _node->LastChild() : 0 );
    }
    /// Get the last child element of this handle.
    XMLHandle LastChildElement( const char* name = 0 )						{
        return XMLHandle( _node ? _node->LastChildElement( name ) : 0 );
    }
    /// Get the previous sibling of this handle.
    XMLHandle PreviousSibling()												{
        return XMLHandle( _node ? _node->PreviousSibling() : 0 );
    }
    /// Get the previous sibling element of this handle.
    XMLHandle PreviousSiblingElement( const char* name = 0 )				{
        return XMLHandle( _node ? _node->PreviousSiblingElement( name ) : 0 );
    }
    /// Get the next sibling of this handle.
    XMLHandle NextSibling()													{
        return XMLHandle( _node ? _node->NextSibling() : 0 );
    }
    /// Get the next sibling element of this handle.
    XMLHandle NextSiblingElement( const char* name = 0 )					{
        return XMLHandle( _node ? _node->NextSiblingElement( name ) : 0 );
    }

    /// Safe cast to XMLNode. This can return null.
    XMLNode* ToNode()							{
        return _node;
    }
    /// Safe cast to XMLElement. This can return null.
    XMLElement* ToElement() 					{
        return ( ( _node == 0 ) ? 0 : _node->ToElement() );
    }
    /// Safe cast to XMLText. This can return null.
    XMLText* ToText() 							{
        return ( ( _node == 0 ) ? 0 : _node->ToText() );
    }
    /// Safe cast to XMLUnknown. This can return null.
    XMLUnknown* ToUnknown() 					{
        return ( ( _node == 0 ) ? 0 : _node->ToUnknown() );
    }
    /// Safe cast to XMLDeclaration. This can return null.
    XMLDeclaration* ToDeclaration() 			{
        return ( ( _node == 0 ) ? 0 : _node->ToDeclaration() );
    }

private:
    XMLNode* _node;
};

/**
	A variant of the XMLHandle class for working with const XMLNodes and Documents. It is the
	same in all regards, except for the 'const' qualifiers. See XMLHandle for API.
*/
class TINYXML2_LIB XMLConstHandle
{
public:
    XMLConstHandle( const XMLNode* node )											{
        _node = node;
    }
    XMLConstHandle( const XMLNode& node )											{
        _node = &node;
    }
    XMLConstHandle( const XMLConstHandle& ref )										{
        _node = ref._node;
    }

    XMLConstHandle& operator=( const XMLConstHandle& ref )							{
        _node = ref._node;
        return *this;
    }

    const XMLConstHandle FirstChild() const											{
        return XMLConstHandle( _node ? _node->FirstChild() : 0 );
    }
    const XMLConstHandle FirstChildElement( const char* name = 0 ) const				{
        return XMLConstHandle( _node ? _node->FirstChildElement( name ) : 0 );
    }
    const XMLConstHandle LastChild()	const										{
        return XMLConstHandle( _node ? _node->LastChild() : 0 );
    }
    const XMLConstHandle LastChildElement( const char* name = 0 ) const				{
        return XMLConstHandle( _node ? _node->LastChildElement( name ) : 0 );
    }
    const XMLConstHandle PreviousSibling() const									{
        return XMLConstHandle( _node ? _node->PreviousSibling() : 0 );
    }
    const XMLConstHandle PreviousSiblingElement( const char* name = 0 ) const		{
        return XMLConstHandle( _node ? _node->PreviousSiblingElement( name ) : 0 );
    }
    const XMLConstHandle NextSibling() const										{
        return XMLConstHandle( _node ? _node->NextSibling() : 0 );
    }
    const XMLConstHandle NextSiblingElement( const char* name = 0 ) const			{
        return XMLConstHandle( _node ? _node->NextSiblingElement( name ) : 0 );
    }

    const XMLNode* ToNode() const				{
        return _node;
    }
    const XMLElement* ToElement() const			{
        return ( ( _node == 0 ) ? 0 : _node->ToElement() );
    }
    const XMLText* ToText() const				{
        return ( ( _node == 0 ) ? 0 : _node->ToText() );
    }
    const XMLUnknown* ToUnknown() const			{
        return ( ( _node == 0 ) ? 0 : _node->ToUnknown() );
    }
    const XMLDeclaration* ToDeclaration() const	{
        return ( ( _node == 0 ) ? 0 : _node->ToDeclaration() );
    }

private:
    const XMLNode* _node;
};

/**
	Printing functionality. The XMLPrinter gives you more
	options than the XMLDocument::Print() method.

	It can:
	-# Print to memory.
	-# Print to a file you provide.
	-# Print XML without a XMLDocument.

	Print to Memory

	@verbatim
	XMLPrinter printer;
	doc.Print( &printer );
	SomeFunction( printer.CStr() );
	@endverbatim

	Print to a File

	You provide the file pointer.
	@verbatim
	XMLPrinter printer( fp );
	doc.Print( &printer );
	@endverbatim

	Print without a XMLDocument

	When loading, an XML parser is very useful. However, sometimes
	when saving, it just gets in the way. The code is often set up
	for streaming, and constructing the DOM is just overhead.

	The Printer supports the streaming case. The following code
	prints out a trivially simple XML file without ever creating
	an XML document.

	@verbatim
	XMLPrinter printer( fp );
	printer.OpenElement( "foo" );
	printer.PushAttribute( "foo", "bar" );
	printer.CloseElement();
	@endverbatim
*/
class TINYXML2_LIB XMLPrinter : public XMLVisitor
{
public:
    /** Construct the printer. If the FILE* is specified,
    	this will print to the FILE. Else it will print
    	to memory, and the result is available in CStr().
    	If 'compact' is set to true, then output is created
    	with only required whitespace and newlines.
    */
    XMLPrinter( FILE* file=0, bool compact = false, int depth = 0 );
    virtual ~XMLPrinter()	{}

    /** If streaming, write the BOM and declaration. */
    void PushHeader( bool writeBOM, bool writeDeclaration );
    /** If streaming, start writing an element.
        The element must be closed with CloseElement()
    */
    void OpenElement( const char* name, bool compactMode=false );
    /// If streaming, add an attribute to an open element.
    void PushAttribute( const char* name, const char* value );
    void PushAttribute( const char* name, int value );
    void PushAttribute( const char* name, unsigned value );
    void PushAttribute( const char* name, bool value );
    void PushAttribute( const char* name, double value );
    /// If streaming, close the Element.
    virtual void CloseElement( bool compactMode=false );

    /// Add a text node.
    void PushText( const char* text, bool cdata=false );
    /// Add a text node from an integer.
    void PushText( int value );
    /// Add a text node from an unsigned.
    void PushText( unsigned value );
    /// Add a text node from a bool.
    void PushText( bool value );
    /// Add a text node from a float.
    void PushText( float value );
    /// Add a text node from a double.
    void PushText( double value );

    /// Add a comment
    void PushComment( const char* comment );

    void PushDeclaration( const char* value );
    void PushUnknown( const char* value );

    virtual bool VisitEnter( const XMLDocument& /*doc*/ );
    virtual bool VisitExit( const XMLDocument& /*doc*/ )			{
        return true;
    }

    virtual bool VisitEnter( const XMLElement& element, const XMLAttribute* attribute );
    virtual bool VisitExit( const XMLElement& element );

    virtual bool Visit( const XMLText& text );
    virtual bool Visit( const XMLComment& comment );
    virtual bool Visit( const XMLDeclaration& declaration );
    virtual bool Visit( const XMLUnknown& unknown );

    /**
    	If in print to memory mode, return a pointer to
    	the XML file in memory.
    */
    const char* CStr() const {
        return _buffer.Mem();
    }
    /**
    	If in print to memory mode, return the size
    	of the XML file in memory. (Note the size returned
    	includes the terminating null.)
    */
    int CStrSize() const {
        return _buffer.Size();
    }
    /**
    	If in print to memory mode, reset the buffer to the
    	beginning.
    */
    void ClearBuffer() {
        _buffer.Clear();
        _buffer.Push(0);
    }

protected:
	virtual bool CompactMode( const XMLElement& )	{ return _compactMode; }

	/** Prints out the space before an element. You may override to change
	    the space and tabs used. A PrintSpace() override should call Print().
	*/
    virtual void PrintSpace( int depth );
    void Print( const char* format, ... );

    void SealElementIfJustOpened();
    bool _elementJustOpened;
    DynArray< const char*, 10 > _stack;

private:
    void PrintString( const char*, bool restrictedEntitySet );	// prints out, after detecting entities.

    bool _firstElement;
    FILE* _fp;
    int _depth;
    int _textDepth;
    bool _processEntities;
	bool _compactMode;

    enum {
        ENTITY_RANGE = 64,
        BUF_SIZE = 200
    };
    bool _entityFlag[ENTITY_RANGE];
    bool _restrictedEntityFlag[ENTITY_RANGE];

    DynArray< char, 20 > _buffer;
};

}	// tinyxml2

#if defined(_MSC_VER)
#   pragma warning(pop)
#endif

#endif // TINYXML2_INCLUDED


code:
#include "KeyboardApplet.hpp"

namespace {

SwkbdCallbackResult callbackUrl(void* user, const char** ppMessage, const char* text, size_t textlen)
{
	cpp3ds::String strError;
	auto kb = reinterpret_cast<Template::KeyboardApplet*>(user);

	// TODO: Add verification
	return SWKBD_CALLBACK_OK;

	/*kb->error = strError.toUtf8();
	*ppMessage = reinterpret_cast<const char*>(kb->error.c_str());

	return SWKBD_CALLBACK_CONTINUE;*/
}

}

namespace Template {

KeyboardApplet::KeyboardApplet(InputType type, int maxTextLength)
	: m_type(type)
	, m_button(SWKBD_BUTTON_NONE)
	, m_swkbdLearning(nullptr)
{
	switch (type)
	{
		case URL:
			swkbdInit(&m_swkbdState, SWKBD_TYPE_NORMAL, 2, maxTextLength);
			swkbdSetHintText(&m_swkbdState, "https://");
			swkbdSetValidation(&m_swkbdState, SWKBD_NOTBLANK_NOTEMPTY, 0, 0);
			swkbdSetFilterCallback(&m_swkbdState, callbackUrl, this);
			swkbdSetFeatures(&m_swkbdState, SWKBD_PREDICTIVE_INPUT);
			break;
		case Number:
			swkbdInit(&m_swkbdState, SWKBD_TYPE_NUMPAD, 2, maxTextLength);
			swkbdSetValidation(&m_swkbdState, SWKBD_ANYTHING, 0, 0);
			swkbdSetFeatures(&m_swkbdState, SWKBD_PREDICTIVE_INPUT);
			break;
		case Text:
			// Fall through
		default:
			swkbdInit(&m_swkbdState, SWKBD_TYPE_NORMAL, 2, maxTextLength);
			swkbdSetValidation(&m_swkbdState, SWKBD_ANYTHING, 0, 0);
			swkbdSetFeatures(&m_swkbdState, SWKBD_PREDICTIVE_INPUT);
	}
//	swkbdSetPasswordMode(&m_swkbdState, SWKBD_PASSWORD_HIDE_DELAY);
//	swkbdSetFeatures(&m_swkbdState, SWKBD_FIXED_WIDTH);
//	swkbdSetNumpadKeys(&m_swkbdState, L'ツ', L'益');
}

KeyboardApplet::~KeyboardApplet()
{
	delete m_swkbdLearning;
}

KeyboardApplet::operator SwkbdState*()
{
	return &m_swkbdState;
}

cpp3ds::String KeyboardApplet::getInput()
{
	if (!m_dictWords.empty())
		swkbdSetDictionary(&m_swkbdState, &m_dictWords[0], m_dictWords.size());

	char inputBuf[255];
	m_button = swkbdInputText(&m_swkbdState, inputBuf, sizeof(inputBuf));
	if (m_button == SWKBD_BUTTON_CONFIRM)
	{
		std::string str(inputBuf);
		return cpp3ds::String::fromUtf8(str.begin(), str.end());
	}
	else
		return cpp3ds::String();
}

void KeyboardApplet::addDictWord(const std::string &typedWord, const std::string &resultWord)
{
	SwkbdDictWord dictWord;
	swkbdSetDictWord(&dictWord, typedWord.c_str(), resultWord.c_str());
	m_dictWords.push_back(dictWord);
}

} // namespace Template

license: unknown


code:
#ifndef TEMPLATE_KEYBOARDAPPLET_HPP
#define TEMPLATE_KEYBOARDAPPLET_HPP

#include <3ds.h>
#include <cpp3ds/System/String.hpp>
#include <vector>

namespace Template {

class KeyboardApplet {
public:
	enum InputType {
		Text,
		Number,
		URL,
	};

	KeyboardApplet(InputType type = Text, int maxTextLength = -1);
	~KeyboardApplet();
	operator SwkbdState*();

	void addDictWord(const std::string &typedWord, const std::string &resultWord);

	cpp3ds::String getInput();
	SwkbdButton getButton() { return m_button; }

	std::basic_string<cpp3ds::Uint8> error;

private:
	InputType m_type;

	SwkbdState        m_swkbdState;
	SwkbdStatusData   m_swkbdStatus;
	SwkbdLearningData *m_swkbdLearning;
	SwkbdButton       m_button;
	std::vector<SwkbdDictWord> m_dictWords;
};

} // namespace Template

#endif //TEMPLATE_KEYBOARDAPPLET_HPP


code:
#include <iostream>
#include <cpp3ds/System/I18n.hpp>
#include <cpp3ds/System/FileInputStream.hpp>
#include <cpp3ds/System/Sleep.hpp>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <cpp3ds/Window.hpp>
#include "MusicBCSTM.hpp"

namespace Template {

MusicBCSTM::MusicBCSTM()
: m_thread(&MusicBCSTM::streamData, this)
, m_isStreaming (false)
, m_isPaused    (false)
, m_channelCount(0)
{
	m_thread.setPriority(0x1A);
}

MusicBCSTM::~MusicBCSTM()
{
	stop();
}

bool MusicBCSTM::openFromFile(const std::string &filename)
{
	if (!cpp3ds::Service::isEnabled(cpp3ds::Audio))
		return false;

	stop();

	if (!m_file.open(filename))
		return false;

	m_isLittleEndian = true; // Default to true so initial reads are not swapped

	// Verify header magic value and get endianness
	cpp3ds::Uint32 magic = read32();
	if (!(m_isLittleEndian = (read16() == 0xFEFF)))
		magic = htonl(magic);
	if (magic != 0x4D545343) // "CSTM"
		return false;

	//
	m_file.seek(0x10);
	uint16_t sectionBlockCount = read16();

	read16();

	m_dataOffset = 0;
	m_infoOffset = 0;

	for (int i = 0; i < sectionBlockCount; i++)
	{
		int sec = read16();
		read16(); // padding
		uint32_t off = read32();
		read32(); // size

		if (sec == InfoBlock)
			m_infoOffset = off;
		else if (sec == DataBlock)
			m_dataOffset = off;
	}

	if (!m_infoOffset || !m_dataOffset)
		return false;

	m_file.seek(m_infoOffset + 0x20);
	if (read8() != 2)
	{
		cpp3ds::err() << "Encoding isn't DSP ADPCM: " << filename << std::endl;
		return false;
	}

	m_looping = read8();
	m_channelCount = read8();
	if (m_channelCount > 2)
	{
		cpp3ds::err() << "Channel count (" << m_channelCount << ") isn't supported: " << filename << std::endl;
		return false;
	}

	m_file.seek(m_infoOffset + 0x24);
	m_sampleRate = read32();
	uint32_t loopPos = read32();
	uint32_t loopEnd = read32();
	m_blockCount = read32();
	m_blockSize = read32();
	m_blockSampleCount = read32();
	read32(); // last block used bytes
	m_lastBlockSampleCount = read32();
	m_lastBlockSize = read32();

	m_blockLoopStart = loopPos / m_blockSampleCount;
	m_blockLoopEnd = (loopEnd % m_blockSampleCount ? m_blockCount : loopEnd / m_blockSampleCount);

	while (read32() != ChannelInfo);
	fileAdvance(read32() + m_channelCount*8 - 12);

#ifdef _3DS
	// Get ADPCM data
	for (int i = 0; i < m_channelCount; i++)
	{
		m_file.read(m_adpcmCoefs[i], sizeof(uint16_t) * 16);
		m_file.read(&m_adpcmData[i][0], sizeof(ndspAdpcmData)); // Beginning Context
		m_file.read(&m_adpcmData[i][1], sizeof(ndspAdpcmData)); // Loop context
		read16(); // skip padding
	}
#endif

	m_currentBlock = 0;
	m_file.seek(m_dataOffset + 0x20);

	return true;
}

void MusicBCSTM::play()
{
	if (m_isPaused)
	{
#ifdef _3DS
		for (int i = 0; i < m_channelCount; ++i)
			ndspChnSetPaused(m_channel[i], false);
#endif
		m_isPaused = false;
		return;
	}

	if (m_isStreaming)
		stop();

#ifdef _3DS
	for (int i = 0; i < m_channelCount; ++i)
	{
		{
			cpp3ds::Lock lock(cpp3ds::g_activeNdspChannelsMutex);
			m_channel[i] = 0;
			while (m_channel[i] < 24 && ((cpp3ds::g_activeNdspChannels >> m_channel[i]) & 1))
				m_channel[i]++;
			if (m_channel[i] == 24)
			{
				cpp3ds::err() << "Failed to play audio stream: all channels are in use." << std::endl;
				return;
			}
			cpp3ds::g_activeNdspChannels |= 1 << m_channel[i];
			ndspChnWaveBufClear(m_channel[i]);
		}

		static float mix[16];
		ndspChnSetFormat(m_channel[i], NDSP_FORMAT_ADPCM | NDSP_3D_SURROUND_PREPROCESSED);
		ndspChnSetRate(m_channel[i], m_sampleRate);

		if (m_channelCount == 1)
			mix[0] = mix[1] = 0.5f;
		else if (m_channelCount == 2)
		{
			if (i == 0)
			{
				mix[0] = 0.8f;
				mix[1] = 0.0f;
				mix[2] = 0.2f;
				mix[3] = 0.0f;
			} else
			{
				mix[0] = 0.0f;
				mix[1] = 0.8f;
				mix[2] = 0.0f;
				mix[3] = 0.2f;
			}
		}
		ndspChnSetMix(m_channel[i], mix);
		ndspChnSetAdpcmCoefs(m_channel[i], m_adpcmCoefs[i]);

		for (int j = 0; j < BufferCount; j ++)
		{
			memset(&m_waveBuf[i][j], 0, sizeof(ndspWaveBuf));
			m_waveBuf[i][j].status = NDSP_WBUF_DONE;

			m_bufferData[i][j].resize(m_blockSize);
		}
	}
#endif

	m_isStreaming = true;

	m_thread.launch();
}

void MusicBCSTM::pause()
{
	cpp3ds::Lock lock(m_mutex);
	if (!m_isStreaming)
		return;
	m_isPaused = true;

#ifdef _3DS
	for (int i = 0; i < m_channelCount; ++i)
		ndspChnSetPaused(m_channel[i], true);
#endif
}

void MusicBCSTM::stop()
{
	if (!m_isStreaming)
		return;

	{
		cpp3ds::Lock lock(m_mutex);
		m_isStreaming = false;
	}

	m_thread.wait();

#ifdef _3DS
	cpp3ds::Lock lock(cpp3ds::g_activeNdspChannelsMutex);
	for (int i = 0; i < m_channelCount; ++i)
	{
		ndspChnWaveBufClear(m_channel[i]);
		cpp3ds::g_activeNdspChannels &= ~(1 << m_channel[i]);
	}
#endif
}

void MusicBCSTM::streamData()
{
	bool isPaused = false;

	while (1)
	{
		{
			cpp3ds::Lock lock(m_mutex);
			isPaused = m_isPaused;
			if (!m_isStreaming)
				break;
		}

		if (!isPaused)
		{
			fillBuffers();
		}

		cpp3ds::sleep(cpp3ds::milliseconds(100));
	}
}

uint32_t MusicBCSTM::read32()
{
	uint32_t v;
	m_file.read(&v, sizeof(v));
	return (m_isLittleEndian ? v : htonl(v));
}

uint16_t MusicBCSTM::read16()
{
	uint16_t v;
	m_file.read(&v, sizeof(v));
	return (m_isLittleEndian ? v : htons(v));
}

uint8_t MusicBCSTM::read8()
{
	uint8_t v;
	m_file.read(&v, sizeof(v));
	return v;
}

void MusicBCSTM::fillBuffers()
{
#ifdef _3DS
	for (int bufIndex = 0; bufIndex < BufferCount; ++bufIndex)
	{
		if (m_waveBuf[0][bufIndex].status != NDSP_WBUF_DONE)
			continue;
		if (m_channelCount == 2 && m_waveBuf[1][bufIndex].status != NDSP_WBUF_DONE)
			continue;

		if (m_currentBlock == m_blockLoopEnd)
		{
			m_currentBlock = m_blockLoopStart;
			m_file.seek(m_dataOffset + 0x20 + m_blockSize*m_channelCount*m_blockLoopStart);
		}

		for (int channelIndex = 0; channelIndex < m_channelCount; ++channelIndex)
		{
			ndspWaveBuf *buf = &m_waveBuf[channelIndex][bufIndex];

			memset(buf, 0, sizeof(ndspWaveBuf));
			buf->data_adpcm = m_bufferData[channelIndex][bufIndex].data();

			m_file.read(buf->data_adpcm, (m_currentBlock == m_blockCount-1) ? m_lastBlockSize : m_blockSize);
			DSP_FlushDataCache(buf->data_adpcm, m_blockSize);

			if (m_currentBlock == 0)
				buf->adpcm_data = &m_adpcmData[channelIndex][0];
			else if (m_currentBlock == m_blockLoopStart)
				buf->adpcm_data = &m_adpcmData[channelIndex][1];

			if (m_currentBlock == m_blockCount-1)
				buf->nsamples = m_lastBlockSampleCount;
			else
				buf->nsamples = m_blockSampleCount;

			ndspChnWaveBufAdd(m_channel[channelIndex], buf);
		}

		m_currentBlock++;
	}
#endif
}

bool MusicBCSTM::fileAdvance(uint64_t byteSize)
{
	uint64_t seekPosition = m_file.tell() + byteSize;
	return (m_file.seek(seekPosition) == seekPosition);
}

} // namespace Template


code:
#ifndef TEMPLATE_MUISCBCSTM_HPP
#define TEMPLATE_MUISCBCSTM_HPP

#include <string>
#include <vector>
#include <cpp3ds/Config.hpp>
#include <cpp3ds/Audio/AlResource.hpp>
#include <cpp3ds/System/Lock.hpp>
#include <cpp3ds/System/Mutex.hpp>
#include <cpp3ds/System/Thread.hpp>
#include <cpp3ds/System/FileInputStream.hpp>

#ifdef _3DS
#include <3ds.h>
#endif

namespace Template {

class MusicBCSTM {
public:
	MusicBCSTM();
	~MusicBCSTM();

	bool openFromFile(const std::string &filename);

	void play();
	void pause();
	void stop();

protected:
	void streamData();

	uint8_t read8();
	uint16_t read16();
	uint32_t read32();
	bool fileAdvance(uint64_t byteSize);

	void fillBuffers();

private:
	enum RefType: uint16_t {
		ByteTable      = 0x0100,
		ReferenceTable = 0x0101,
		SampleData     = 0x1F00,
		DSPADPCMInfo   = 0x0300,
		InfoBlock      = 0x4000,
		SeekBlock      = 0x4001,
		DataBlock      = 0x4002,
		StreamInfo     = 0x4100,
		TrackInfo      = 0x4101,
		ChannelInfo    = 0x4102,
	};

	enum {
		BufferCount = 20,
	};

	bool m_isLittleEndian;
	bool m_isStreaming;
	bool m_isPaused;
	cpp3ds::Thread m_thread;
	cpp3ds::Mutex m_mutex;

	cpp3ds::FileInputStream m_file;

	bool m_looping;
	uint32_t m_channelCount;
	uint32_t m_sampleRate;

	uint32_t m_blockLoopStart;
	uint32_t m_blockLoopEnd;
	uint32_t m_blockCount;
	uint32_t m_blockSize;
	uint32_t m_blockSampleCount;
	uint32_t m_lastBlockSize;
	uint32_t m_lastBlockSampleCount;
	uint16_t m_adpcmCoefs[2][16];

	uint32_t m_currentBlock;
	uint32_t m_infoOffset;
	uint32_t m_dataOffset;

#ifdef _3DS
	u16 m_channel[2];
	ndspWaveBuf m_waveBuf[2][BufferCount];
	ndspAdpcmData m_adpcmData[2][2];
	std::vector<u8, cpp3ds::LinearAllocator<u8>> m_bufferData[2][BufferCount];
#endif
};

} // namespace Template

#endif // TEMPLATE_MUISCBCSTM_HPP


code:
#include <TweenEngine/Tween.h>
#include <cmath>
#include "Notification.hpp"
#ifndef EMULATION
#include <3ds.h>
#endif

namespace Template {

// Static members
cpp3ds::Texture Notification::m_texture;
float Notification::m_spawnPositionY = 240.f;
std::vector<std::unique_ptr<Notification>> Notification::notifications;

Notification::Notification()
: m_markForDelete(false)
{
	if (m_texture.getSize().x == 0) {
		m_texture.loadFromFile("images/notification.9.png");
	}

	setTexture(&m_texture);
	getText().setCharacterSize(12);
}

Notification::~Notification()
{
	m_tweenManager.killAll();
}

void Notification::update(float delta)
{
	for (auto i = notifications.begin(); i != notifications.end();) {
		if ((*i)->m_markForDelete) {
			float offsetY = (*i)->getSize().y + NOTIFICATION_SPACING;
			m_spawnPositionY += offsetY;
			for (auto j = i+1; j != notifications.end(); j++) {
				auto notification = j->get();
				notification->m_destinationY += offsetY;
				TweenEngine::Tween::to(*notification, POSITION_Y, 0.3f)
					.target(notification->m_destinationY)
					.start(notification->m_tweenManager);
			}
			notifications.erase(i);
		} else {
			++i;
		}
	}
	for (auto& notification : notifications)
		notification->m_tweenManager.update(delta);
}

void Notification::spawn(cpp3ds::String message)
{
	std::unique_ptr<Notification> notification(new Notification());
	notification->setString(message);
	notification->setPosition(std::round(200.f - notification->getSize().x / 2.f),
	                          std::round(m_spawnPositionY - notification->getSize().y - 4.f));
	m_spawnPositionY -= NOTIFICATION_SPACING + notification->getSize().y;
	notification->animate();
	notifications.emplace_back(std::move(notification));
}

void Notification::animate()
{
	setColor(cpp3ds::Color(255, 255, 255, 0));
	setTextColor(cpp3ds::Color(60, 60, 60, 0));
	m_destinationY = getPosition().y;
	move(0, -10.f);
	TweenEngine::Tween::to(*this, POSITION_Y, 0.5f).target(m_destinationY).start(m_tweenManager);
	TweenEngine::Tween::to(*this, COLOR_ALPHA, 0.5f).target(225.f).start(m_tweenManager);
	TweenEngine::Tween::to(*this, TEXTCOLOR_ALPHA, 0.5f).target(255.f).start(m_tweenManager);

	// Fade out and mark notification for deletion in update()
	TweenEngine::Tween::to(*this, COLOR_ALPHA, 0.5f).target(0.f).delay(NOTIFICATION_DURATION).start(m_tweenManager);
	TweenEngine::Tween::to(*this, TEXTCOLOR_ALPHA, 0.5f)
		.target(0.f)
		.setCallback(TweenEngine::TweenCallback::COMPLETE, [this](TweenEngine::BaseTween* source) {
			m_markForDelete = true;
		})
		.delay(NOTIFICATION_DURATION).start(m_tweenManager);
}

void Notification::sendNews(cpp3ds::String title, cpp3ds::String message)
{
#ifndef EMULATION
	// Check if the title is too long
	if (title.getSize() >= 32) {
		title = title.substring(0, 28);
		title.insert(title.getSize(), "...");
	}

	// Calculate word-wrapping
	int startPos = 0;
	int lastSpace = 0;
	auto s = message.toUtf16();
	cpp3ds::Text tmpText;
	tmpText.useSystemFont();
	tmpText.setCharacterSize(14);
	for (int i = 0; i < s.size(); ++i)
	{
		if (s[i] == ' ')
			lastSpace = i;
		tmpText.setString(cpp3ds::String::fromUtf16(s.begin() + startPos, s.begin() + i));
		if (tmpText.getLocalBounds().width > 254)
		{
			if (lastSpace != 0)
			{
				s[lastSpace] = '\n';
				i = startPos = lastSpace + 1;
				lastSpace = 0;
			}
			else
			{
				s.insert(s.begin() + i, '\n');
				startPos = ++i;
			}
		}
	}

	message = cpp3ds::String::fromUtf16(s.begin(), s.end());

	auto utfTitle = title.toUtf16();
	auto utfMessage = message.toUtf16();

	NEWS_AddNotification(utfTitle.c_str(), title.getSize(), utfMessage.c_str(), message.getSize(), NULL, 0, false);
#endif
}

} // namespace Template


code:
#ifndef TEMPLATE_NOTIFICATION_HPP
#define TEMPLATE_NOTIFICATION_HPP

#include <TweenEngine/TweenManager.h>
#include "GUI/Button.hpp"

#define NOTIFICATION_SPACING 0.f
#define NOTIFICATION_DURATION 5.f

namespace Template {

class Notification: public gui3ds::Button {
public:
	Notification();
	~Notification();

	void animate();

	static void update(float delta);
	static void spawn(cpp3ds::String message);

	static std::vector<std::unique_ptr<Notification>> notifications;

	static void sendNews(cpp3ds::String title, cpp3ds::String message);

private:
	static cpp3ds::Texture m_texture;
	static float m_spawnPositionY;

	bool m_markForDelete;
	TweenEngine::TweenManager m_tweenManager;
	float m_destinationY;
};

} // namespace Template

#endif // TEMPLATE_NOTIFICATION_HPP


code:
#include "DefaultState.hpp"
#include "../Notification.hpp"
#include <TweenEngine/Tween.h>
#include <cpp3ds/System/I18n.hpp>
#include <cpp3ds/Window/Window.hpp>

namespace Template {

DefaultState *g_defaultState = nullptr;

DefaultState::DefaultState(StateStack& stack, Context& context, StateCallback callback)
: State(stack, context, callback)
{
	// State constructor, initialize everything here
	g_defaultState = this;

	// Let's setup a text, set a string to the text like that
	m_helloWorldText.setString("Hello world!");
	// The text that it will be using the system font
	m_helloWorldText.useSystemFont();
	// The text will have a character size of 24
	m_helloWorldText.setCharacterSize(24);
	// You can set the fill color of a text, as well as it's outline color using a cpp3ds::Color
	m_helloWorldText.setFillColor(cpp3ds::Color(80, 80, 80, 255));
	// Just position the text so it is on the middle of the screen
	m_helloWorldText.setPosition(200.f, 120.f);
	// And set the origin of the text to the center of the text, this origin will be the reference for translations / rescalings...
	m_helloWorldText.setOrigin(m_helloWorldText.getLocalBounds().width / 2, m_helloWorldText.getLocalBounds().height / 2);

	// Using the tween engine, apply a rescaling animation to the text that will be repeated indefinitly
	TweenEngine::Tween::to(m_helloWorldText, m_helloWorldText.SCALE_XY, 4.f)
		.target(0.9f, 0.9f)
		.repeatYoyo(-1, 0.f)
		.start(m_tweenManager);

	// Let's setup another text that will be drawn on the bottom screen
	m_complexText.setPosition(5.f, 5.f);
	m_complexText.setCharacterSize(12);
	// cpp3ds::Color has presets, like cpp3ds::Color::Red, ::Green, ::Blue, ::Black, ::White and ::Transparent
	m_complexText.setFillColor(cpp3ds::Color::Green);
	// Setup an outline for the text, you need to supply the outline's color and thickness
	m_complexText.setOutlineColor(cpp3ds::Color::Red);
	m_complexText.setOutlineThickness(5);
	// You can use the _() function for the I18n manager and to format a string like a printf !
	m_complexText.setString(_("This string is from the _() function\nThis is a number: %i", 2));
	// You can apply a style to your text and even combine them, here's an example:
	m_complexText.setStyle(cpp3ds::Text::Italic | cpp3ds::Text::Underlined);
}

DefaultState::~DefaultState()
{

}

void DefaultState::renderTopScreen(cpp3ds::Window& window)
{
	// This will draw the text "Hello world!" previously setupped on the top screen
	window.draw(m_helloWorldText);
}

void DefaultState::renderBottomScreen(cpp3ds::Window& window)
{
	// We are drawing the complex text on the bottom screen, simple !
	window.draw(m_complexText);
}

bool DefaultState::update(float delta)
{
	// Always update the tween manager if you have one in your class
	m_tweenManager.update(delta);

	return true;
}

bool DefaultState::processEvent(const cpp3ds::Event& event)
{
	// In this section, you can a lot of event, let's see how this can be done

	// First of all, you have to check your event type
	if (event.type == cpp3ds::Event::KeyPressed) {
		// Here, we can handle an event when a key is pressed, you can do a switch() to do an action according to the key pressed
		switch (event.key.code) {
			case cpp3ds::Keyboard::Start: {
				// Exit the app if the user pressed the Start button
				requestStackClear();
				return true;
			}
			case cpp3ds::Keyboard::A: {
				// For example, when the user press the A button, you can change a text
				/* Here, we are changing the text style:
				Using an AND operation, we are checking if the text has the Italic style
				If it has the Italic style, we remove it by getting the style and XOR it with cpp3ds::Text::Italic
				If it has NOT the Italic style, we add it by getting the style and OR it with cpp3ds::Text::Italic*/
				if (m_complexText.getStyle() & cpp3ds::Text::Italic)
					// Here, the Italic style is removed
					m_complexText.setStyle(m_complexText.getStyle() ^ cpp3ds::Text::Italic);
				else
					// Here, the Italic style is added
					m_complexText.setStyle(m_complexText.getStyle() | cpp3ds::Text::Italic);
			}
		}
	} else if (event.type == cpp3ds::Event::TouchBegan) {
		// Here, we can handle an event from the touch screen, we can acces the coordinate of the touch with event.touch.x and event.touch.y

		// A notification is just sent with the Notification.cpp file included in this pack, we can see again the utility of _() to format a string
		Notification::spawn(_("Touch event @ x:%i, y:%i", event.touch.x, event.touch.y));
	}

	return true;
}

} // namespace Template


code:
#ifndef TEMPLATE_DEFAULTSTATE_HPP
#define TEMPLATE_DEFAULTSTATE_HPP

#include "State.hpp"
#include "../TweenObjects.hpp"
#include <cpp3ds/Graphics/Sprite.hpp>
#include <cpp3ds/Graphics/Texture.hpp>
#include <cpp3ds/System/Clock.hpp>
#include <cpp3ds/Graphics/RectangleShape.hpp>
#include <TweenEngine/TweenManager.h>
#include <cpp3ds/Audio/SoundBuffer.hpp>
#include <cpp3ds/Audio/Sound.hpp>
#include <cpp3ds/Audio/Music.hpp>

namespace Template {

class DefaultState : public State
{
public:
	DefaultState(StateStack& stack, Context& context, StateCallback callback);
	~DefaultState();

	virtual void renderTopScreen(cpp3ds::Window& window);
	virtual void renderBottomScreen(cpp3ds::Window& window);
	virtual bool update(float delta);
	virtual bool processEvent(const cpp3ds::Event& event);

private:
	util3ds::TweenText m_helloWorldText;
	cpp3ds::Text m_complexText;

	TweenEngine::TweenManager m_tweenManager;
};

extern DefaultState *g_defaultState;

} // namespace Template

#endif // TEMPLATE_DEFAULTSTATE_HPP


code:
#include "State.hpp"
#include "StateStack.hpp"

namespace Template {

State::Context::Context(cpp3ds::String& text, std::vector<char*>& data)
: text(text)
, data(data)
{
	//
}

State::State(StateStack& stack, Context& context, StateCallback callback)
: m_stack(&stack)
, m_context(context)
, m_callback(callback)
{
}

State::~State()
{
}

void State::requestStackPush(States::ID stateID, bool renderAlone, StateCallback callback)
{
	m_stack->pushState(stateID, renderAlone, callback);
}

void State::requestStackPop()
{
	m_stack->popState();
}

void State::requestStackClear()
{
	m_stack->clearStates();
}

void State::requestStackClearUnder()
{
	m_stack->clearStatesUnder();
}

bool State::runCallback(void *data)
{
	if (m_callback)
		return m_callback(data);
	return false;
}

State::Context State::getContext() const
{
	return m_context;
}

} // namespace Template


code:
#ifndef TEMPLATE_STATE_HPP
#define TEMPLATE_STATE_HPP

#include <functional>
#include "StateIdentifiers.hpp"
#include <cpp3ds/System/Time.hpp>
#include <cpp3ds/Window/Event.hpp>
#include <memory>
#include <vector>
#include <cpp3ds/Graphics/Color.hpp>
#include <cpp3ds/System/String.hpp>

namespace cpp3ds
{
	class Window;
	class TcpSocket;
}

namespace Template {

class StateStack;
class Player;

typedef std::function<bool(void*)> StateCallback;

class State
{
public:
	typedef std::unique_ptr<State> Ptr;

	struct Context
	{
		Context(cpp3ds::String& text, std::vector<char*>& data);
		cpp3ds::String& text;
		std::vector<char*>& data;
	};

	State(StateStack& stack, Context& context, StateCallback callback);
	virtual ~State();

	virtual void renderTopScreen(cpp3ds::Window& window) = 0;
	virtual void renderBottomScreen(cpp3ds::Window& window) = 0;
	virtual bool update(float delta) = 0;
	virtual bool processEvent(const cpp3ds::Event& event) = 0;

	void requestStackPush(States::ID stateID, bool renderAlone = false, StateCallback callback = nullptr);
	void requestStackPop();
	void requestStackClear();
	void requestStackClearUnder();
	bool runCallback(void *data);

	Context getContext() const;

private:
	StateStack*  m_stack;
	Context      m_context;
	StateCallback m_callback;
};

} // namespace Template

#endif // TEMPLATE_STATE_HPP


code:
#ifndef TEMPLATE_STATEIDENTIFIERS_HPP
#define TEMPLATE_STATEIDENTIFIERS_HPP

namespace Template {
	namespace States {
		enum ID {
			None,
			Default,
		};
	}
}

#endif // TEMPLATE_STATEIDENTIFIERS_HPP


code:
#include "StateStack.hpp"
#include <cassert>

namespace Template {

StateStack::StateStack(State::Context context)
: m_stack()
, m_pendingList()
, m_context(context)
, m_factories()
{
}

void StateStack::update(float delta)
{
	// Iterate from top to bottom, stop as soon as update() returns false
	for (auto itr = m_stack.rbegin(); itr != m_stack.rend(); ++itr)
	{
		if (!itr->pointer->update(delta))
			break;
	}

	applyPendingChanges();
}

void StateStack::renderTopScreen(cpp3ds::Window &window)
{
	// Draw all active states from bottom to top
	for(const StateStackItem& state : m_stack)
		if (state.renderEnabled)
			state.pointer->renderTopScreen(window);
}

void StateStack::renderBottomScreen(cpp3ds::Window &window)
{
	// Draw all active states from bottom to top
	for(const StateStackItem& state : m_stack)
		if (state.renderEnabled)
			state.pointer->renderBottomScreen(window);
}

void StateStack::processEvent(const cpp3ds::Event& event)
{
	// Iterate from top to bottom, stop as soon as handleEvent() returns false
	for (auto itr = m_stack.rbegin(); itr != m_stack.rend(); ++itr)
	{
		if (!itr->pointer->processEvent(event))
			break;
	}

	applyPendingChanges();
}

void StateStack::pushState(States::ID stateID, bool renderAlone, StateCallback callback)
{
	m_pendingList.push_back(PendingChange(Push, stateID, renderAlone, callback));
}

void StateStack::popState()
{
	m_pendingList.push_back(PendingChange(Pop));
}

void StateStack::clearStates()
{
	m_pendingList.push_back(PendingChange(Clear));
}

void StateStack::clearStatesUnder()
{
	m_pendingList.push_back(PendingChange(ClearUnder));
}

bool StateStack::isEmpty() const
{
	return m_stack.empty();
}

State::Ptr StateStack::createState(States::ID stateID, StateCallback callback)
{
	auto found = m_factories.find(stateID);
	assert(found != m_factories.end());

	return found->second(callback);
}

void StateStack::applyPendingChanges()
{
	for(const PendingChange& change : m_pendingList)
	{
		switch (change.action)
		{
			case Push:
				m_stack.push_back({change.stateID, createState(change.stateID, change.callback), change.renderAlone, true});
				updateRenderConfig();
				break;

			case Pop:
				m_stack.pop_back();
				updateRenderConfig();
				break;

			case Clear:
				m_stack.clear();
				break;

			case ClearUnder:
				if (m_stack.size() > 1)
					m_stack.erase(m_stack.begin(), m_stack.end() - 1);
				break;
		}
	}

	m_pendingList.clear();
}

void StateStack::updateRenderConfig()
{
	bool renderEnabled = true;
	for (auto itr = m_stack.rbegin(); itr != m_stack.rend(); ++itr)
	{
		itr->renderEnabled = renderEnabled;
		if (itr->renderAlone)
			renderEnabled = false;
	}
}

	StateStack::PendingChange::PendingChange(Action action, States::ID stateID, bool renderAlone, StateCallback callback)
: action(action)
, stateID(stateID)
, renderAlone(renderAlone)
, callback(callback)
{
}

} // namespace Template


code:
#ifndef TEMPLATE_STATESTACK_HPP
#define TEMPLATE_STATESTACK_HPP

#include "State.hpp"
#include "StateIdentifiers.hpp"
#include <cpp3ds/System/NonCopyable.hpp>
#include <cpp3ds/System/Time.hpp>
#include <vector>
#include <utility>
#include <functional>
#include <map>

namespace Template {

class StateStack : private cpp3ds::NonCopyable
{
public:
	enum Action {
		Push,
		Pop,
		Clear,
		ClearUnder,
	};

public:
	explicit StateStack(State::Context context);

	template <typename T>
	void registerState(States::ID stateID);

	void update(float delta);
	void renderTopScreen(cpp3ds::Window& window);
	void renderBottomScreen(cpp3ds::Window& window);
	void processEvent(const cpp3ds::Event& event);

	void pushState(States::ID stateID, bool renderAlone = false, StateCallback callback = nullptr);
	void popState();
	void clearStates();
	void clearStatesUnder();

	bool isEmpty() const;

private:
	State::Ptr createState(States::ID stateID, StateCallback callback);
	void       applyPendingChanges();

private:
	struct PendingChange
	{
		explicit PendingChange(Action action, States::ID stateID = States::None, bool renderAlone = false, StateCallback = nullptr);

		Action     action;
		States::ID stateID;
		bool renderAlone;
		StateCallback callback;
	};

	struct StateStackItem
	{
		States::ID id;
		State::Ptr pointer;
		bool renderAlone;
		bool renderEnabled;
	};

	void updateRenderConfig();

private:
	std::vector<StateStackItem>    m_stack;
	std::vector<PendingChange> m_pendingList;

	State::Context m_context;
	std::map<States::ID, std::function<State::Ptr(StateCallback)>> m_factories;
};

template <typename T>
void StateStack::registerState(States::ID stateID)
{
	m_factories[stateID] = [this] (StateCallback callback)
	{
		return State::Ptr(new T(*this, m_context, callback));
	};
}

} // namespace Template

#endif // TEMPLATE_STATESTACK_HPP


code:
#include <sys/stat.h>
#include "Template.hpp"
#include "Notification.hpp"
#include "States/DefaultState.hpp"
#ifndef EMULATION
#include <3ds.h>
#endif

using namespace cpp3ds;
using namespace TweenEngine;

namespace Template {

Template::Template()
: Game(0x100000)
{
	m_stateStack = new StateStack(State::Context(m_text, m_data));
	m_stateStack->registerState<DefaultState>(States::Default);

	m_stateStack->pushState(States::Default);

	textFPS.setFillColor(cpp3ds::Color::Red);
	textFPS.setCharacterSize(20);
}

Template::~Template()
{
	delete m_stateStack;
}

void Template::update(float delta)
{
	// Need to update before checking if empty
	m_stateStack->update(delta);
	if (m_stateStack->isEmpty()) {
		exit();
	}

	Notification::update(delta);

#ifndef NDEBUG
	static int i;
	if (i++ % 10 == 0) {
		textFPS.setString(_("%.1f fps", 1.f / delta));
		textFPS.setPosition(395 - textFPS.getGlobalBounds().width, 2.f);
	}
#endif
}

void Template::processEvent(Event& event)
{
	m_stateStack->processEvent(event);
}

void Template::renderTopScreen(Window& window)
{
	window.clear(Color::White);

	m_stateStack->renderTopScreen(window);
	for (auto& notification : Notification::notifications)
		window.draw(*notification);

#ifndef NDEBUG
	window.draw(textFPS);
#endif
}

void Template::renderBottomScreen(Window& window)
{
	window.clear(Color::White);

	m_stateStack->renderBottomScreen(window);
}

} // namespace Template


code:
#ifndef TEMPLATE_TEMPLATE_HPP
#define TEMPLATE_TEMPLATE_HPP

#include <TweenEngine/TweenManager.h>
#include <cpp3ds/Graphics.hpp>
#include <cpp3ds/Network.hpp>
#include "States/StateStack.hpp"
#include "GUI/NinePatch.hpp"
#include "AssetManager.hpp"

namespace Template {

class Template: public cpp3ds::Game {
public:
	Template();
	~Template();
	void update(float delta);
	void processEvent(cpp3ds::Event& event);
	void renderTopScreen(cpp3ds::Window& window);
	void renderBottomScreen(cpp3ds::Window& window);

private:
	StateStack *m_stateStack;
	cpp3ds::Text textFPS;

	// Shared State context variables
	std::vector<char*> m_data;
	cpp3ds::String m_text;
};

}

#endif // TEMPLATE_TEMPLATE_HPP