/************************************************* * Library Internal/Global State Header File * * (C) 1999-2007 The Botan Project * *************************************************/ #ifndef BOTAN_LIB_STATE_H__ #define BOTAN_LIB_STATE_H__ #include #include #include #include #include #include namespace Botan { /************************************************* * Global State Container Base * *************************************************/ class Library_State { public: class Engine_Iterator { public: class Engine* next(); Engine_Iterator(const Library_State& l) : lib(l) { n = 0; } private: const Library_State& lib; u32bit n; }; friend class Engine_Iterator; class UI { public: virtual void pulse(Pulse_Type) {} virtual ~UI() {} }; Allocator* get_allocator(const std::string& = "") const; void add_allocator(Allocator*); void set_default_allocator(const std::string&) const; bool rng_is_seeded() const { return rng->is_seeded(); } void randomize(byte[], u32bit); void set_prng(RandomNumberGenerator*); void add_entropy_source(EntropySource*, bool = true); void add_entropy(const byte[], u32bit); void add_entropy(EntropySource&, bool); u32bit seed_prng(bool, u32bit); void load(class Modules&); void set_timer(class Timer*); u64bit system_clock() const; class Config& config() const; void add_engine(class Engine*); class Mutex* get_mutex() const; class Mutex* get_named_mutex(const std::string&); void set_x509_state(class X509_GlobalState*); class X509_GlobalState& x509_state(); void pulse(Pulse_Type) const; void set_ui(UI*); void set_transcoder(class Charset_Transcoder*); std::string transcode(const std::string, Character_Set, Character_Set) const; Library_State(class Mutex_Factory*); ~Library_State(); private: Library_State(const Library_State&) {} Library_State& operator=(const Library_State&) { return (*this); } class Engine* get_engine_n(u32bit) const; class Mutex_Factory* mutex_factory; class Timer* timer; class Config* config_obj; class X509_GlobalState* x509_state_obj; std::map locks; std::map alloc_factory; mutable Allocator* cached_default_allocator; UI* ui; class Charset_Transcoder* transcoder; RandomNumberGenerator* rng; std::vector allocators; std::vector entropy_sources; std::vector engines; }; /************************************************* * Global State * *************************************************/ Library_State& global_state(); void set_global_state(Library_State*); Library_State* swap_global_state(Library_State*); } #endif