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genTree.cpp
#include "genTree.hpp" #include "Evenement.hpp" #include <fstream> #include <iostream> #include <unistd.h> void genTree::generatePoint(n_data data) { Evenement new_point; // * Set The Position with the given longitude and latitude // * longitude + Latitude new_point.m_shape_Evenement.setPosition({1000 * data.longitude / 180, 530 * data.latitude / -90}); new_point.m_shape_Evenement.setRadius(3); new_point.m_data = data; // * Change the color according to the type of event if (data.type == m_Evenement_type::BIRTH) new_point.m_shape_Evenement.setFillColor(sf::Color::Red); else if (data.type == m_Evenement_type::DEATH) new_point.m_shape_Evenement.setFillColor(sf::Color::Black); else if (data.type == m_Evenement_type::WEDDING) new_point.m_shape_Evenement.setFillColor(sf::Color::Magenta); m_point.push_back(new_point); } /* * Scale the size of the point according to the current zoom * of the view */ void genTree::scalePoint(sf::Vector2f actualSize) { auto radius = m_point[0].m_shape_Evenement.getRadius(); static float oldRatio = 2000; // * Iteration on all the points for (auto &i : m_point) { if (actualSize.x/oldRatio > 1) i.m_shape_Evenement.setRadius(radius * 1.02); else if (actualSize.x / oldRatio < 1) i.m_shape_Evenement.setRadius(radius * 0.98); } oldRatio = actualSize.x; } /* * Event Handling * W/S Zoom in/out * Key arrow to move the View */ void genTree::event() { sf::Event event; while (m_window.pollEvent(event)) { if (event.type == sf::Event::Resized) { sf::FloatRect visibleArea(0, 0, event.size.width, event.size.height); m_window.setView(sf::View(visibleArea)); } else if (event.type == sf::Event::Closed) m_window.close(); if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { sf::View view = m_window.getView(); view.zoom(0.99); m_window.setView(view); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { sf::View view = m_window.getView(); view.zoom(1.01); m_window.setView(view); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { sf::View view = m_window.getView(); view.move(-20, 0); m_window.setView(view); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { sf::View view = m_window.getView(); view.move(20, 0); m_window.setView(view); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { sf::View view = m_window.getView(); view.move(0, -20); m_window.setView(view); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { sf::View view = m_window.getView(); view.move(0, 20); m_window.setView(view); } } } void genTree::changeLifeSpawn() { for (auto &i : m_point) { if (m_year == i.m_data.intDate[0] && m_month == i.m_data.intDate[1]) i.initLifeSpawn(); else if (m_year > i.m_data.intDate[0] || m_year == i.m_data.intDate[0] && m_month < i.m_data.intDate[1]) { i.decreaseLifeSpawn(); } } } void genTree::run() { sf::Clock clock; while (m_window.isOpen()) { // * Init the View if (m_year == 1000) { sf::View view = m_window.getView(); view.setCenter(0, 0); m_window.setView(view); } event(); sf::Time elapsed1 = clock.getElapsedTime(); if (elapsed1.asMilliseconds() >= 50) { std::cout << "Year " << m_year << " Month " << m_month << std::endl; m_year = (m_month == 12) ? m_year + 1 : m_year; m_month = (m_month != 12) ? m_month + 1 : 1; clock.restart(); } m_window.draw(m_background); changeLifeSpawn(); for (auto &i : m_point) { if (i.isAlive() == true) m_window.draw(i.getShape()); } m_window.display(); m_window.clear(); scalePoint(m_window.getView().getSize()); } } void genTree::init() { for (int i = 0; i < m_data.size(); i++) generatePoint(m_data[i]); }
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/Rototo/Sources/GUIManager.cpp
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DomDumont/trp
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GUIManager.cpp
/* ============================================================================== This file is part of the T.R.P. Engine Copyright (c) 2015 - Dominique Dumont Permission is granted to use this software under the terms of either: a) the GPL v3 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses T.R.P. is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ----------------------------------------------------------------------------- To release a closed-source product which uses T.R.P., commercial licenses are available: visit veed.fr for more information. ============================================================================== */ #include "Global.h" #include "GUIManager.h" #include "Application.h" #include "Utils.h" #include "pugixml.hpp" #include "Font.h" #include "Sprite.h" #include "Atlas.h" #include "Event_p.h" #include "Event.h" #include "binding/aswrappedcall.h" #include "ScriptManager.h" #include "ResourceManager.h" #include "SDL.h" /*----------------------------------------------------------------------------*/ GUIManager& GUIManager::Get() { static GUIManager foo; return foo; } /*----------------------------------------------------------------------------*/ void GUI_LoadTheme(const std::string& _file) { GUIManager::Get().LoadTheme(_file); } /*----------------------------------------------------------------------------*/ void GUI_UnLoadTheme() { GUIManager::Get().UnLoadTheme(); } /*----------------------------------------------------------------------------*/ void GUI_AddWidget(Widget *_widget) { GUIManager::Get().AddWidget(_widget); } /*----------------------------------------------------------------------------*/ void GUI_RemoveWidget(Widget *_widget) { GUIManager::Get().RemoveWidget(_widget); } /*----------------------------------------------------------------------------*/ GUIManager::GUIManager(): font(NULL), atlas(NULL), button_up(NULL),button_down(NULL), button_disable(NULL), list_normal_item(NULL),list_selected_item(NULL),checkbox_up(NULL),checkbox_down(NULL),checkbox_disable(NULL), radiobox_up(NULL),radiobox_down(NULL),radiobox_disable(NULL) { SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION,"CGUIManager Constructor\n"); this->primary_text_color.r = 0; this->primary_text_color.g = 0; this->primary_text_color.b = 0; this->primary_text_color.a = 255; this->disable_text_color.r = 0; this->disable_text_color.g = 0; this->disable_text_color.b = 0; this->disable_text_color.a = 255; this->background_color.r = 0; this->background_color.g = 0; this->background_color.b = 0; this->background_color.a = 255; } /*----------------------------------------------------------------------------*/ GUIManager::~GUIManager() { UnLoadTheme(); //TODO Check this. Just in case ???? } /*----------------------------------------------------------------------------*/ void GUIManager::Init() { SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION,"CGUIManager::Init\n"); } /*----------------------------------------------------------------------------*/ void GUIManager::Shutdown() { SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION,"CGUIManager::Shutdown\n"); widgets.clear(); //TODO perhaps release also the widgets, to check. } /*----------------------------------------------------------------------------*/ void GUIManager::HandleEvent( Event * event) { switch (event->event_p->evt.type) { case SDL_MOUSEBUTTONDOWN: SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION,"Nb Widgets = %d\n",widgets.size()); for (widgetsIT = widgets.begin(); widgetsIT != widgets.end(); ++widgetsIT ) { SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION,"Pouet Pouet %d\n",widgets.size()); Widget *pTemp; pTemp = *widgetsIT; if (pTemp->Touched(event->event_p->evt.button.x, event->event_p->evt.button.y)) { if (pTemp->OnMouseButtonDown(event) != 0) break; } } break; case SDL_MOUSEBUTTONUP: for (widgetsIT = widgets.begin(); widgetsIT != widgets.end(); ++widgetsIT ) { Widget *pTemp; pTemp = *widgetsIT; if (pTemp->OnMouseButtonUp(event) != 0) break; /* if (pTemp->Touched(event->button.x,event->button.y)) { } */ } break; case SDL_MOUSEMOTION: for (widgetsIT = widgets.begin(); widgetsIT != widgets.end(); ++widgetsIT ) { Widget *pTemp; pTemp = *widgetsIT; pTemp->OnMouseMotion(event); /* if (pTemp->Touched(event->button.x,event->button.y)) { } */ } break; case SDL_KEYUP: for (widgetsIT = widgets.begin(); widgetsIT != widgets.end(); ++widgetsIT ) { Widget *pTemp; pTemp = *widgetsIT; pTemp->OnKeyUp(event); } break; } } /*----------------------------------------------------------------------------*/ void GUIManager::AddWidget(Widget *_widget) { if( _widget ) { widgets.push_back(_widget); _widget->AddRef(); } } /*----------------------------------------------------------------------------*/ void GUIManager::RemoveWidget(Widget *_widget) { if( _widget ) { int total_widgets = (int) widgets.size(); widgetsIT = widgets.begin(); for (int i=0; i < total_widgets; i++,widgetsIT++) { if (_widget == (*widgetsIT)) { //param->Release(); _widget->Release(); widgets.erase(widgetsIT); break; } } //_widget->Release(); } } /*----------------------------------------------------------------------------*/ Sprite * GUIManager::LoadSprite(void* _elem) { pugi::xml_node * el = (pugi::xml_node *) _elem; Sprite * temp_sprite; temp_sprite= new Sprite(); temp_sprite->Load(this->atlas,el->attribute("name").as_string()); if (strcmp(el->attribute("nine").as_string(),"yes")== 0) { temp_sprite->SetNinePatch(true); temp_sprite->SetNinePatchRect(atoi(el->attribute("x").as_string()), atoi(el->attribute("y").as_string()), atoi(el->attribute("w").as_string()), atoi(el->attribute("h").as_string())); } else { temp_sprite->SetNinePatch(false); } this->atlas->AddRef(); // Load is not done through script so add the reference manually return temp_sprite; } /*----------------------------------------------------------------------------*/ /* */ /*----------------------------------------------------------------------------*/ void GUIManager::LoadTheme(const std::string& _file) { std::string fullPath; std::string loadedString; //First load Atlas MY_SAFE_RELEASE(this->atlas); fullPath = "themes//"+_file+"//images//"+_file; this->atlas = new Atlas(); this->atlas->Load(fullPath,FULLPATH|BOTH); //Then load the theme xml fullPath = "themes//"+_file+"//"+_file+".xml"; loadedString = LoadTextFile(fullPath,FULLPATH|BOTH); if (loadedString.empty()) { SDL_Log("cannot find xml definition for theme %s",_file.c_str()); return; } pugi::xml_document doc; pugi::xml_parse_result result = doc.load_string(loadedString.c_str()); if (result.status != pugi::status_ok) { SDL_Log("cannot find parse xml for theme %s",fullPath.c_str()); } pugi::xml_node root = doc.first_child(); for (pugi::xml_node elem = root.first_child(); elem != NULL; elem = elem.next_sibling()) { SDL_Log(elem.name()); if (strcmp(elem.name(), "font") == 0) { std::string tempFontName; tempFontName = "themes//"+_file+"//fonts//" + elem.attribute("name").as_string(); int tempSize = atoi(elem.attribute("size").as_string()); SDL_assert(this->font == NULL); this->font = new Font(); this->font->Load(tempFontName,tempSize,FULLPATH|BOTH); } else if (strcmp(elem.name(), "button_up") == 0) { MY_SAFE_RELEASE(this->button_up); this->button_up = LoadSprite(&elem); } else if (strcmp(elem.name(), "button_down") == 0) { MY_SAFE_RELEASE(this->button_down); this->button_down = LoadSprite(&elem); } else if (strcmp(elem.name(), "button_disabled") == 0) { MY_SAFE_RELEASE(this->button_disable); this->button_disable = LoadSprite(&elem); } else if (strcmp(elem.name(), "list_normal") == 0) { MY_SAFE_RELEASE(this->list_normal_item); this->list_normal_item = LoadSprite(&elem); } else if (strcmp(elem.name(), "list_selected") == 0) { MY_SAFE_RELEASE(this->list_selected_item); this->list_selected_item = LoadSprite(&elem); } else if (strcmp(elem.name(), "checkbox_up") == 0) { MY_SAFE_RELEASE(this->checkbox_up); this->checkbox_up = LoadSprite(&elem); } else if (strcmp(elem.name(), "checkbox_down") == 0) { MY_SAFE_RELEASE(this->checkbox_down); this->checkbox_down = LoadSprite(&elem); } else if (strcmp(elem.name(), "checkbox_disabled") == 0) { MY_SAFE_RELEASE(this->checkbox_disable); this->checkbox_disable = LoadSprite(&elem); } else if (strcmp(elem.name(), "radiobox_up") == 0) { MY_SAFE_RELEASE(this->radiobox_up); this->radiobox_up = LoadSprite(&elem); } else if (strcmp(elem.name(), "radiobox_down") == 0) { MY_SAFE_RELEASE(this->radiobox_down); this->radiobox_down = LoadSprite(&elem); } else if (strcmp(elem.name(), "radiobox_disabled") == 0) { MY_SAFE_RELEASE(this->radiobox_disable); this->radiobox_disable = LoadSprite(&elem); } else if (strcmp(elem.name(), "primary_text_color") == 0) { primary_text_color.r = atoi(elem.attribute("r").as_string()); primary_text_color.g = atoi(elem.attribute("g").as_string()); primary_text_color.b = atoi(elem.attribute("b").as_string()); primary_text_color.a = atoi(elem.attribute("a").as_string()); } else if (strcmp(elem.name(), "disable_text_color") == 0) { disable_text_color.r = atoi(elem.attribute("r").as_string()); disable_text_color.g = atoi(elem.attribute("g").as_string()); disable_text_color.b = atoi(elem.attribute("b").as_string()); disable_text_color.a = atoi(elem.attribute("a").as_string()); } else if (strcmp(elem.name(), "background_color") == 0) { background_color.r = atoi(elem.attribute("r").as_string()); background_color.g = atoi(elem.attribute("g").as_string()); background_color.b = atoi(elem.attribute("b").as_string()); background_color.a = atoi(elem.attribute("a").as_string()); } } } /*----------------------------------------------------------------------------*/ /* */ /*----------------------------------------------------------------------------*/ void GUIManager::UnLoadTheme() { MY_SAFE_RELEASE(this->font); MY_SAFE_RELEASE(this->atlas); MY_SAFE_RELEASE(this->button_up); MY_SAFE_RELEASE(this->button_down); MY_SAFE_RELEASE(this->button_disable); MY_SAFE_RELEASE(this->list_normal_item); MY_SAFE_RELEASE(this->list_selected_item); MY_SAFE_RELEASE(this->checkbox_up); MY_SAFE_RELEASE(this->checkbox_down); MY_SAFE_RELEASE(this->checkbox_disable); MY_SAFE_RELEASE(this->radiobox_up); MY_SAFE_RELEASE(this->radiobox_down); MY_SAFE_RELEASE(this->radiobox_disable); } /*----------------------------------------------------------------------------*/ /* */ /*----------------------------------------------------------------------------*/ void RegisterGUI() { if (strstr(asGetLibraryOptions(), "AS_MAX_PORTABILITY") == 0) { ///sect:GUI ///glob:void GUI_AddWidget(Widget @) ScriptManager::Get().RegisterGlobalFunction("void GUI_AddWidget(Widget @)", asFUNCTION(GUI_AddWidget), asCALL_CDECL); ///glob:void GUI_RemoveWidget(Widget @) ScriptManager::Get().RegisterGlobalFunction("void GUI_RemoveWidget(Widget @)", asFUNCTION(GUI_RemoveWidget), asCALL_CDECL); ///glob:void GUI_LoadTheme(string &in file) ScriptManager::Get().RegisterGlobalFunction("void GUI_LoadTheme(string &in _file)", asFUNCTION(GUI_LoadTheme), asCALL_CDECL); ///glob:void GUI_UnLoadTheme() ScriptManager::Get().RegisterGlobalFunction("void GUI_UnLoadTheme()", asFUNCTION(GUI_UnLoadTheme), asCALL_CDECL); } else { ScriptManager::Get().RegisterGlobalFunction("void GUI_AddWidget(Widget @)", WRAP_FN(GUI_AddWidget), asCALL_GENERIC); ScriptManager::Get().RegisterGlobalFunction("void GUI_RemoveWidget(Widget @)", WRAP_FN(GUI_RemoveWidget), asCALL_GENERIC); ScriptManager::Get().RegisterGlobalFunction("void GUI_LoadTheme(string &in _file)", WRAP_FN(GUI_LoadTheme), asCALL_GENERIC); ScriptManager::Get().RegisterGlobalFunction("void GUI_UnLoadTheme()", WRAP_FN(GUI_UnLoadTheme), asCALL_GENERIC); } }
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animation.h
#ifndef ANIMATION_H #define ANIMATION_H #include <string> #include <vector> #include "animationsampler.h" #include "channel.h" namespace Boiler { class Animation { std::string name; std::vector<Channel> channels; public: Animation(const std::string &name) { this->name = name; } const std::string &getName() const { return name; } void addChannel(const Channel &channel) { channels.push_back(channel); } const std::vector<Channel> &getChannels() const { return channels; } }; } #endif /* ANIMATION_H */
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/Darkness of Planet/Darkness of Planet/Darkness of Planet/cObjectNode.cpp
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ggondols/TeamOfEalryAccess
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cObjectNode.cpp
#include "stdafx.h" #include "cObjectNode.h" cSpatial::cSpatial() { m_position = D3DXVECTOR3(0.0f, 0.0f, 0.0f); D3DXQuaternionIdentity(&m_orientation); m_scalling = D3DXVECTOR3(1.0f, 1.0f, 1.0f); } cSpatial::~cSpatial() { } void cSpatial::RotateBy(float fX, float fY, float fZ) { fX = D3DXToRadian(fX); fY = D3DXToRadian(fY); fZ = D3DXToRadian(fZ); D3DXQUATERNION rotQuat, rotResult; D3DXQuaternionRotationYawPitchRoll(&rotQuat, fY, fX, fZ); D3DXQuaternionMultiply(&rotResult, &m_orientation, &rotQuat); m_orientation = rotResult; } ////////////////////////////////////////////////////////////////////////// // Rotates node by a quaternion // In: Quaternion to rotate by // Out: void ////////////////////////////////////////////////////////////////////////// void cSpatial::RotateBy(const D3DXQUATERNION & rotBy) { D3DXQUATERNION quatResult; D3DXQuaternionMultiply(&quatResult, &m_orientation, &rotBy); m_orientation = quatResult; } // DEGREES void cSpatial::SetOrientation(float pitch, float roll, float yaw) { pitch = D3DXToRadian(pitch); roll = D3DXToRadian(roll); yaw = D3DXToRadian(yaw); D3DXQUATERNION newRot; D3DXQuaternionRotationYawPitchRoll(&newRot, yaw, pitch, roll); m_orientation = newRot; } D3DXMATRIX * cSpatial::GetWorldMatrix(D3DXMATRIX * pOut) { assert(pOut); D3DXMatrixRotationQuaternion(pOut, &m_orientation); pOut->_41 = m_position.x; pOut->_42 = m_position.y; pOut->_43 = m_position.z; *pOut = m_matScale * *pOut; return pOut; } void cSpatial::Update(float fTimeDelta) { } void cSpatial::SetSclling(float x, float y, float z) { m_scalling.x = x; m_scalling.y = y; m_scalling.z = z; D3DXMatrixScaling(&m_matScale, x, y, z); } cObjectNode::~cObjectNode() { } void cObjectNode::Update(float fTimeDelta) { // Since bounding spheres don't necessarily originate at the origin of the node's object space (e.g. a mesh may be in a certain position // to make pivoting more intuitive, so that it starts at 0,0,0 and ends at 128,0,0. The bounding sphere centre will be at ~64,0,0 ) // we must transform the bounding sphere's object space centre point by the node's world matrix to get the correct position. D3DXMATRIX nodeWorld; GetWorldMatrix(&nodeWorld); /*D3DXVec3TransformCoord(&m_BoundingSphere.m_Position, &m_pModel->m_ObjectSpaceBS.m_Position, &nodeWorld); m_BoundingSphere.m_radius = m_pModel->m_ObjectSpaceBS.m_radius; */ // sort out the bounding boxes vector< D3DXVECTOR3 > WorldOBBVertices; WorldOBBVertices.resize(8); // Transform the node's object space bounding box vertices into world space //for (UINT i = 0; i < 8; i++) //{ // D3DXVECTOR3 worldCoord; // D3DXVec3TransformCoord((D3DXVECTOR3*)&WorldOBBVertices[i], (D3DXVECTOR3*)&m_pModel->m_BoundingBoxVertices[i], &nodeWorld); //} D3DXVECTOR3 min, max; // then create a new AABB that bounds the extremities min.x = max.x = WorldOBBVertices[0].x; min.y = max.y = WorldOBBVertices[0].y; min.z = max.z = WorldOBBVertices[0].z; for (UINT i = 1; i < 8; i++) { if (WorldOBBVertices[i].x < min.x) min.x = WorldOBBVertices[i].x; if (WorldOBBVertices[i].x > max.x) max.x = WorldOBBVertices[i].x; if (WorldOBBVertices[i].y < min.y) min.y = WorldOBBVertices[i].y; if (WorldOBBVertices[i].y > max.y) max.y = WorldOBBVertices[i].y; if (WorldOBBVertices[i].z < min.z) min.z = WorldOBBVertices[i].z; if (WorldOBBVertices[i].z > max.z) max.z = WorldOBBVertices[i].z; } //m_BoundingBox.m_min = min; //m_BoundingBox.m_max = max; }
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Sum of Digits.cpp
#include<bits/stdc++.h> using namespace std; int main() { int tc; cin >> tc; cin.ignore(); while(tc--) { string s; getline(cin,s); long long sum=0; for(int i=0;i<s.size();i++) { sum+=(s[i]-48); } cout << sum << endl; } }
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copydev/CodeForces
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#include <bits/stdc++.h> using namespace std; #define ll long long #define REP(i,n) for(ll i = 0;i<n;++i) int main() { int n; cin>> n; int arr[n]; ll odd = 0; ll even = 0; ll oddleft, evenleft; REP(i,n){ cin>>arr[i]; if(arr[i]%2 == 0){ even++; } else{ odd++; } } if(n%2 == 0){ oddleft = n/2 - odd; evenleft = n/2 - even; } else{ oddleft = n/2 + 1 - odd; evenleft = n/2 - even; } vector<ll> odd_odd , even_even; ll beginseg = 0; ll beginpar = -1; ll endsef ll odd_even = 0; ll size = 0; ll before = -1; // 0 is odd 1 is even REP(i,n){ if(arr[i] == 0){ size++; } else{ //If consecutive if(size == 0){ if(arr[i]%2 == 0){ before =1; } else{ before =0; } continue; } //if range if(arr[i]%2 == 0){ if(before == -1 || before == 1){ even_even.push_back(size); } else{ odd_even += size; } before = 1; } else{ if(before == -1 || before == 0){ odd_odd.push_back(size); } else{ odd_even+= size; } before = 0; } size = 0; } } //Check size and before to add the last if(size != 0 && before != -1){ if(before == 0){ odd_odd.push_back(size); } else{ even_even.push_back(size); } } ll ans = odd_even; sort(odd_odd.begin(),odd_odd.end()); sort(even_even.begin(),even_even.end()); REP(i,odd_odd.size()){ if(oddleft < odd_odd[i]){ ans += } else{ oddleft -= odd_odd[i]; } } return 0; }
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/naudio/third_party/JUCE/extras/Projucer/Source/Application/jucer_Main.cpp
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eliot-akira/audiom
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refs/heads/master
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jucer_Main.cpp
/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2017 - ROLI Ltd. JUCE is an open source library subject to commercial or open-source licensing. By using JUCE, you agree to the terms of both the JUCE 5 End-User License Agreement and JUCE 5 Privacy Policy (both updated and effective as of the 27th April 2017). End User License Agreement: www.juce.com/juce-5-licence Privacy Policy: www.juce.com/juce-5-privacy-policy Or: You may also use this code under the terms of the GPL v3 (see www.gnu.org/licenses). JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ #include "../jucer_Headers.h" #include "jucer_Application.h" #include "jucer_OpenDocumentManager.h" #include "../Code Editor/jucer_SourceCodeEditor.h" #include "../Utility/jucer_FilePathPropertyComponent.h" #include "../Project/jucer_TreeItemTypes.h" #include "../Utility/jucer_UTF8Component.h" #include "../Utility/jucer_SVGPathDataComponent.h" #include "../Utility/jucer_AboutWindowComponent.h" #include "../Utility/jucer_ApplicationUsageDataWindowComponent.h" #include "../Utility/jucer_EditorColourSchemeWindowComponent.h" #include "../Utility/jucer_GlobalSearchPathsWindowComponent.h" #include "../Utility/jucer_FloatingToolWindow.h" #include "../LiveBuildEngine/projucer_MessageIDs.h" #include "../LiveBuildEngine/projucer_CppHelpers.h" #include "../LiveBuildEngine/projucer_SourceCodeRange.h" #include "../LiveBuildEngine/projucer_ClassDatabase.h" #include "../LiveBuildEngine/projucer_DiagnosticMessage.h" #include "../LiveBuildEngine/projucer_CompileEngineDLL.h" #include "../LiveBuildEngine/projucer_CompileEngineClient.h" #include "../LiveBuildEngine/projucer_ActivityListComponent.h" #include "../LiveBuildEngine/projucer_BuildTabStatusComp.h" #include "../LiveBuildEngine/projucer_ComponentListComp.h" #include "../LiveBuildEngine/projucer_CompileEngineServer.h" juce_ImplementSingleton (CompileEngineDLL); struct ProjucerAppClasses { #include "../Code Editor/jucer_LiveBuildCodeEditor.h" #include "../LiveBuildEngine/projucer_ErrorListComponent.h" }; #include "jucer_CommandLine.h" #include "../Project/jucer_ProjectContentComponent.cpp" #include "jucer_Application.cpp" START_JUCE_APPLICATION (ProjucerApplication)
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/Library/Maths/LinearAlgebra/gauss_xor.cpp
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[]
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Mohammad-Yasser/CompetitiveProgramming
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2023-04-09T02:48:27.066875
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gauss_xor.cpp
bool isSet(int n, int b) { return (n >> b) & 1; } int getRank(const vector<int>& mat) { vector<int> res = mat; int rank = 0; for (int row = 0, col = 0; row < res.size() && col < 20; ++col) { for (int i = row; i < res.size(); ++i) { if (isSet(res[i], col)) { swap(res[row], res[i]); break; } } if (!isSet(res[row], col)) continue; ++rank; for (int i = 0; i < res.size(); ++i) { if (i == row) continue; if (isSet(res[i], col)) { res[i] ^= res[row]; } } ++row; } return rank; } // Another one, with Longs and iterating from MSB to LSB instead of vice versa. bool isSet(Long n, int b) { return (n >> b) & 1LL; } void printRow(int x) { cout << bitset<5>(x).to_string() << endl; } void printMat(const vector<Long>& mat) { for (auto& x : mat) { printRow(x); } } vector<Long> getRREF(const vector<Long>& mat) { vector<Long> res = mat; int rank = 0; for (int row = 0, col = 63; row < res.size() && col >= 0; --col) { for (int i = row; i < res.size(); ++i) { if (isSet(res[i], col)) { swap(res[row], res[i]); break; } } if (!isSet(res[row], col)) continue; ++rank; for (int i = 0; i < res.size(); ++i) { if (i == row) continue; if (isSet(res[i], col)) { res[i] ^= res[row]; } } ++row; } return res; } int getRank(const vector<Long>& mat) { int res = 0; for (auto& x : mat) { res += (x != 0); } return res; }
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/contrib/CFramework/System/Resource/ResourceManager.cpp
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Luiz-Monad/Irrlicht-Vulcan
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refs/heads/master
2022-01-20T07:58:18.909722
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ResourceManager.cpp
/* * Copyright (C) 2017-2018 Tauri JayD <https://www.> * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "ResourceManager.h" #include <regex> using namespace System::Resource; System::Resource::ResourceManager* System::Resource::ResourceManager::Instance() { static System::Resource::ResourceManager _instance; return &_instance; } void System::Resource::ResourceManager::Initialize() { //std::list<ResourceDatabase*> moduls; //while (!InitResourceModule.empty()) //{ // moduls.push_back(InitResourceModule.front()); // InitResourceModule.pop(); //} // //for (auto const& modul : moduls) //{ // modul->CreateResourceDescriptor(); //} // //for (auto const& modul : moduls) //{ // modul->Initialize(); //} } std::vector<std::string> System::Resource::ResourceManager::GetFileList(std::string const& pattern, std::string const& modulRef) const { std::vector<std::string> list; const char* patternStr = pattern[0] == '/' ? &pattern[1] : pattern.c_str(); std::regex re(patternStr); std::cmatch m; if (!modulRef.empty()) { const char* modulStr = modulRef[0] == '/' ? &modulRef[1] : modulRef.c_str(); ResourceDatabase* modul = GetResourceModul(modulStr); if (modul) { for (const auto& path : modul->GetResourceMap()) { if (pattern.empty()) { list.push_back(System::String::format("%s;/%s", modulStr, path.first.c_str())); continue; } if (std::regex_search(path.first.c_str(), m, re)) list.push_back(System::String::format("%s;/%s", modulStr, path.first.c_str())); } } return list; } for (const auto& modul : mResourceModules) { for (const auto& path : modul.second->GetResourceMap()) { if (pattern.empty()) { list.push_back(System::String::format("%s;/%s", modul.first.c_str(), path.first.c_str())); continue; } if (std::regex_search(path.first.c_str(), m, re)) list.push_back(System::String::format("%s;/%s", modul.first.c_str(), path.first.c_str())); } } return list; } ResourceDatabase * System::Resource::ResourceManager::GetResourceModul(std::string const& name) const { auto modul = mResourceModules.find(name); return modul != mResourceModules.end() ? modul->second.get() : nullptr; } void System::Resource::ResourceManager::LoadResources(const char* resourceRoot) { std::regex filter(R"(.*\.resx)"); System::FileSystem::TFileList flist; System::FileSystem::GetFileList(resourceRoot, flist, false, &filter); for (auto file : flist) { ResxFile resx; LoadResxFile(file.string().c_str(), &resx); uint32_t mid = 0; for (auto& modul : resx.ModulList) { if (!strlen(modul.ModulEntry.ModulName)) continue; ResourceDatabase* db = GetResourceModul(modul.ModulEntry.ModulName); if (!db) { db = mResourceModulesById[modul.ModulEntry.ModulId] = (mResourceModules[modul.ModulEntry.ModulName] = std::make_shared<ResourceDatabase>(modul.ModulEntry.ModulName, modul.ModulEntry.ModulId)).get(); } db->ParseResx(resx, mid++); } } } void System::Resource::ResourceManager::LoadResxFile(const char* file, ResxFile* fileData) { ResxFile _cache; if (!fileData) fileData = &_cache; System::IO::StandardDataSource fileMgr; fileData->File = fileMgr.OpenFile(file); if (!fileData->File) return; ResxHeader * modulHeader; do { fileData->ModulList.emplace_back(); auto& modul = fileData->ModulList.back(); memset(&modul.ModulEntry, 0, sizeof(modul.ModulEntry)); modulHeader = &modul.ModulEntry; *fileData->File >> *modulHeader; if (modulHeader->Signature != 'RSXA') break; if (!modulHeader->FileListTable) break; fileData->File->Seek(modulHeader->FileListTable, false); size_t nextHEAD = fileData->File->Position() + modulHeader->NextHeader; ResxFileListEntry* fileEntry; do { modul.FileList.emplace_back(); fileEntry = &modul.FileList.back(); memset(fileEntry, 0, sizeof(fileEntry)); *fileData->File >> *fileEntry; fileData->File->Seek(fileEntry->NextFileHeader, false); } while (fileEntry->NextFileHeader); fileData->File->Seek(nextHEAD, false); } while (modulHeader->NextHeader); } ResourceObject * System::Resource::ResourceManager::_findResource(System::URI const& uri, uint64_t modulID) const { if (uri.GetDescriptor().m_scheme != "pack") return nullptr; const char* resourceRef = uri.GetDescriptor().m_path.LocalPath[0] == '/' ? &uri.GetDescriptor().m_path.LocalPath[1] : uri.GetDescriptor().m_path.LocalPath.c_str(); ResourceDatabase * modul = nullptr; if (!uri.GetDescriptor().m_path.Assembly.empty()) { const char* modulRef = uri.GetDescriptor().m_path.Assembly[0] == '/' ? &uri.GetDescriptor().m_path.Assembly[1] : uri.GetDescriptor().m_path.Assembly.c_str(); modul = GetResourceModul(modulRef); if (!modul) return nullptr; auto resource = modul->GetResource(resourceRef); if (!resource) return nullptr; return resource; } auto iModul = mResourceModulesById.find(modulID); if (iModul != mResourceModulesById.end()) { ResourceObject* resource = iModul->second->GetResource(resourceRef); if (resource) return resource; } for (auto db : mResourceModules) { ResourceObject* resource = db.second->GetResource(resourceRef); if (resource) return resource; } return nullptr; }
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/SuperOverflow/MainPage.xaml.cpp
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kiewic/WindowsStoreApps
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MainPage.xaml.cpp
// // MainPage.xaml.cpp // Implementation of the MainPage class. // #include "pch.h" #include "MainPage.xaml.h" #include "SuperHttpRequestCallback.h" using namespace SuperOverflow; using namespace Concurrency; using namespace Microsoft::WRL; using namespace Microsoft::WRL::Details; // Make using namespace Platform; using namespace Windows::Foundation; using namespace Windows::Foundation::Collections; using namespace Windows::Security::Authentication::Web; using namespace Windows::UI::Xaml; using namespace Windows::UI::Xaml::Controls; using namespace Windows::UI::Xaml::Controls::Primitives; using namespace Windows::UI::Xaml::Data; using namespace Windows::UI::Xaml::Input; using namespace Windows::UI::Xaml::Media; using namespace Windows::UI::Xaml::Navigation; MainPage::MainPage() { InitializeComponent(); } /// <summary> /// Invoked when this page is about to be displayed in a Frame. /// </summary> /// <param name="e">Event data that describes how this page was reached. The Parameter /// property is typically used to configure the page.</param> void MainPage::OnNavigatedTo(NavigationEventArgs^ e) { (void) e; // Unused parameter ComPtr<IXMLHTTPRequest2> xhr; CheckHResult(CoCreateInstance(CLSID_XmlHttpRequest, nullptr, CLSCTX_INPROC, IID_PPV_ARGS(&xhr))); cancellation_token cancellationToken = cancellation_token::none(); // Create the callback. ComPtr<SuperHttpRequestCallback> superCallback = Make<SuperHttpRequestCallback>(xhr.Get(), cancellationToken); CheckHResult(superCallback ? S_OK : E_OUTOFMEMORY); // Create a request. CheckHResult(xhr->Open(L"GET", L"http://kiewic.com", superCallback.Get(), nullptr, nullptr, nullptr, nullptr)); CheckHResult(xhr->Send(nullptr, 0)); } void MainPage::DoAuthentication() { String^ clientId = "1481"; String^ redirectUri = "https://stackexchange.com/oauth/login_success"; String^ scope = "read_inbox,no_expiry "; String^ authUri = "https://stackexchange.com/oauth"; authUri += "?client_id=" + clientId + "&redirect_uri=" + redirectUri + "&scope=" + scope + "&display=popup&response_type=token"; Uri^ startURI = ref new Uri(authUri); Uri^ endURI = ref new Uri(redirectUri); try { create_task(WebAuthenticationBroker::AuthenticateAsync(WebAuthenticationOptions::None, startURI, endURI)).then([=](WebAuthenticationResult^ result) { Uri^ responseUri; switch (result->ResponseStatus) { case WebAuthenticationStatus::ErrorHttp: OutputDebugString(("ErrorHttp: " + result->ResponseErrorDetail + "\r\n")->Data()); break; case WebAuthenticationStatus::Success: OutputDebugString(L"Success\r\n"); OutputDebugString((result->ResponseData + "\r\n")->Data()); responseUri = ref new Uri(result->ResponseData); break; case WebAuthenticationStatus::UserCancel: OutputDebugString(L"UserCancel\r\n"); break; } }); } catch (Exception^ ex) { OutputDebugString(("Error launching WebAuth " + ex->Message)->Data()); } }
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/Grade 10-12/2018 autumn/NOIP/NOIP2018提高组Day2程序包/answers/GD-0576/game/game.cpp
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#include <bits/stdc++.h> using namespace std; int m,n; int ma[22][22]; int main() { freopen("game.in","r",stdin); freopen("game.out","w",stdout); cin>>n>>m; long long sum=0; if(n<m){ int c=n; n=m; m=c; } if(m==2){ sum+=(pow(2,n-1)-1)*4; sum+=pow(2,n+1); } cout<<sum; return 0; }
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GabeOchieng/ggnn.tensorflow
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int main() { int m,n,i,j,k=0,t=0,p=0,q,a,b,c=0,d=0; int x[100]; scanf("%d %d",&m,&n); for(i=m;i<=n;i++) {for(j=1;j<=i;j++) {if(i%j==0) t++;} if(t==2) {b=i; for(a=log10(b);a>=0;a--) {x[k]=b/(pow(10,a));b=b-x[k]*pow(10,a);k++;} q=log10(i); for(j=0;j<=q;j++) {if(x[j]!=x[q-j]) {p=1;}} if(p==0&&d==1){printf(",%d",i);} if(p==0&&d==0){printf("%d",i);c=1;d=1;} } t=0;p=0;k=0;} if(c==0) {printf("no");} }
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deanlee-practice/Sprint4---C-Programing
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Point.cpp
/* 평면 위의 한 점을 객체화하는 클래스 Point를 일반화하는 템플릿으로 구현하시오. */ #include <iostream> using namespace std; template <typename T> // 여러 개를 쓸 땐 추가 나열 ', typename Q>' class Point { T x, y; public: Point(T x, T y); void setX(T x); void setY(T y); T getX(); T getY(); }; template <typename T> Point<T>::Point(T x, T y) : x(x), y(y) {} template <typename T> void Point<T>::setX(T x) { this->x = x; } template <typename T> void Point<T>::setY(T y) { this->y = y; } template <typename T> T Point<T>::getX() { return x; } template <typename T> T Point<T>::getY() { return y; } int main() { Point<double> pos1(1.5, 2.4); cout << "x = " << pos1.getX() << endl; cout << "y = " << pos1.getY() << endl; return 0; }
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/SnakeProject/include/Food.h
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NgocBich2012/game
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Food.h
#ifndef FOOD_H #define FOOD_H #include "Frame.h" #include "PublicFunction.h" #define WIDTH_FOOD 1 #define HEIGHT_FOOD 1 class Food { public: Food(); ~Food(); void setX(const int &x) {x_ = x;} int getX() const {return x_;} void setY(const int &y) {y_ = y;} int getY() const {return y_;} void setCFood(const char& c_food) {c_food_ = c_food;} char getCFood() const {return c_food_;} void setIndexColor(const int& index) {index_color_ = index;} int getIndexColor() const {return index_color_;} void setWidth(const int& width){width_ = width;} int getWidth() const {return width_;} void setHeight(const int& height) {height_ = height;} int getHeight() const {return height_;} void displayFood(); void update(); private: int x_; // tọa độ x của thức ăn int y_; // tọa độ y của thức ăn int width_; int height_; char c_food_; // kí tự thức ăn int index_color_; // màu thức ăn }; #endif // FOOD_H
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/Source/Visualiser.cpp
ba17cf1b2f695101f24b0ad1f1484bb2bc36b032
[]
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JacobMills22/Spectrum
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cpp
Visualiser.cpp
//#pragma once #include "Visualiser.h" AudioVisualiser::AudioVisualiser(int bands) : cube(bands, spectralCubeID), droplet(bands, dropletID) { // OpenGL Initialisation. openGLContext.setRenderer(this); openGLContext.attachTo(*this); openGLContext.setContinuousRepainting(true); // Set Rotation Position. rotation[xAxis].value = 0.0; rotation[xAxis].min = 0.0; rotation[xAxis].max = 0.0; rotation[yAxis].value = 0.0; rotation[yAxis].min = 0.0; rotation[yAxis].max = 0.0; // Set Number of bands for the cube to render. cube.setNumOfBands(bands); droplet.setNumOfBands(bands); // Start timer at a rate of 50ms. startTimer(50); } AudioVisualiser::~AudioVisualiser() { // Stop OpenGL from painting and stop timer. openGLContext.setContinuousRepainting(false); stopTimer(); } void AudioVisualiser::newOpenGLContextCreated() { glViewport(0.0f, 0.0f, width, height); // Set the Position, Width and Height of the Window for OpenGL to render in. glMatrixMode(GL_PROJECTION); // Set matrix mode to Projection, so that the camera properties can be modified. glLoadIdentity(); // Reset Matrix to Default state (Just in case any rotation or transalation takes place). glOrtho(0.0, width, 0, height, 0.0, 1000.0); // Set the space for the coordinate system. glMatrixMode(GL_MODELVIEW); // Set Matrix mode back to standar Modelview so that transform properties such as rotation can be modified. glLoadIdentity(); // Reset Matrix to Default state (Just in case any rotation or transalation takes place). } void AudioVisualiser::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Colour and Depth Buffers. glEnable(GL_DEPTH_TEST); // Enable and set depth range, This allows the OpenGL glDepthFunc(GL_LESS); // Context to use its depth buffer. Without this OpenGL will glDepthRange(0.0, 2000.0); // not be able to render 3D shapes correctly. // Center rendering to the center of the window and rotate if needed. glPushMatrix(); // Sets the current Matrix to apply transformations. glTranslatef(width * 0.5, height * 0.5, -500); glRotatef(rotation[xAxis].value, 1, 0, 0); glRotatef(rotation[yAxis].value, 0, 1, 0); glRotatef(0, 0, 0, 1); glTranslatef(-width * 0.5, -height * 0.5, 500); if (cube.getDrawingState() == true) { cube.renderVisualisation(width * 0.5, height * 0.5, -500, 300); } // Draw Cube. else if (droplet.getDrawingState() == true) {droplet.renderVisualisation(width * 0.5, height * 0.5, -500, 300); } // Draw Droplet. glPopMatrix(); // Load the transformed matrix data. } void AudioVisualiser::openGLContextClosing() { } void AudioVisualiser::timerCallback() { if (rotationState[xAxis] == true) { rotateVisualiser(xAxis); } // Rotate if required. if (rotationState[yAxis] == true) { rotateVisualiser(yAxis); } // Rotate if required. } void AudioVisualiser::setSpectrumData(int index, float value) { if (cube.getDrawingState() == true) { cube.setSpectrumData(index, value, bandDecay); } // Set current spectrum data if cube is being drawn if (droplet.getDrawingState() == true) { droplet.setSpectrumData(index, value, bandDecay); } // Set current spectrum data if droplet is being drawn } void AudioVisualiser::rotateVisualiser(int axis) { // Rotate visualiser with a "Ping-Pong" style. if (rotation[axis].invertRotation == true) // if visualiser should be rotating backwards { rotation[axis].value -= getRotationSpeed(); // Decrement the rotation value by the current speed of rotation. if (rotation[axis].value <= rotation[axis].min) { rotation[axis].invertRotation = false; } // Once the value reaches the minimum } // set the visualiser to rotate forwards. if (rotation[axis].invertRotation == false) // if visualiser should be rotating forwards { rotation[axis].value += getRotationSpeed(); // Increment the rotation value by the current speed of rotation. if (rotation[axis].value >= rotation[axis].max) { rotation[axis].invertRotation = true; } // Once the value reaches the maximum } // set the visualiser to rotate backwards. } void AudioVisualiser::setSize(int Width, int Height) { width = Width; height = Height; } void AudioVisualiser::setVisualisationToDraw(int index) { cube.setDrawingState(false); droplet.setDrawingState(false); if (index == spectralCubeID) { cube.setDrawingState(true); } else if (index == dropletID) { droplet.setDrawingState(true); } } void AudioVisualiser::setHorizontalRotationMin(float value) { rotation[xAxis].min = value; rotation[xAxis].value = value; } void AudioVisualiser::setHorizontalRotationMax(float value) { rotation[xAxis].max = value; rotation[xAxis].value = value; } void AudioVisualiser::setVerticleRotationMin(float value) { rotation[yAxis].min = value; rotation[yAxis].value = value; } void AudioVisualiser::setVerticleRotationMax(float value) { rotation[yAxis].max = value; rotation[yAxis].value = value; } void AudioVisualiser::setRotatingXState(bool state) { rotationState[xAxis] = state; } void AudioVisualiser::setRotatingYState(bool state) { rotationState[yAxis] = state; } void AudioVisualiser::setRotationSpeed(float value) { rotationSpeed = value; } float AudioVisualiser::getRotationSpeed() { return rotationSpeed; } void AudioVisualiser::setNumOfBandsToRender(int bands) { numOfBands = bands; cube.setNumOfBands(bands); droplet.setNumOfBands(bands); } int AudioVisualiser::getNumOfBandsToRender() { return numOfBands; } void AudioVisualiser::setBandDecay(int value) { bandDecay = value; } void AudioVisualiser::setRenderColour(int index, float red, float green, float blue) { cube.setRenderColour(index, red, green, blue); droplet.setRenderColour(index, red, green, blue); }
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/matrices/matrices.cpp
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matrices.cpp
#include <iostream> using namespace std; void testmatrices() { const int MAX = 100; int a[MAX][MAX], m, n; cout << "m = ";cin >> m; cout << "n = ";cin >> n; for(int i = 0; i < m; i++) for(int j = 0; j < n; j++) { cout << "a[" << i << "][" << j << "] = "; cin >> a[i][j]; } for(int i = 0; i < m; i++) { for(int j = 0; j < n; j++) cout << a[i][j] << '\t'; cout << endl; } int sums[MAX] = {0}; for(int j = 0; j < n; j++) for(int i = 0; i < m; i++) sums[j] += a[i][j]; cout << "Суми по колони:\n"; for(int j = 0; j < n; j++) cout << "sums[" << j << "] = " << sums[j] << endl; int x; cout << "x = ";cin >> x; for(int i = 0; i < m; i++) { int j = 0; while (j < n && a[i][j] != x) j++; if (j < n) cout << x << " се среща в ред " << i << endl; } int j = 0, min = 1; while (j < n && min % 2 != 0) { // намираме min = минималният елемент на колоната j min = a[0][j]; for(int i = 1; i < m; i++) if (a[i][j] < min) min = a[i][j]; j++; } // j == n || min % 2 == 0 // min % 2 == 0 <-> min(a[0][j], a[1][j],..., a[m-1][j]) % 2 == 0 if (min % 2 == 0) cout << "Колоната " << j-1 << " изпълнява условието\n"; else cout << "Няма колона, която да изпълнява услоивието\n"; // transpose magic for(int i = 0; i < m || i < n; i++) for(int j = 0; j < i; j++) { int tmp = a[i][j]; a[i][j] = a[j][i]; a[j][i] = tmp; } // !!! не работи правилно за матрица 3 x 4 !!! for(int i = 0; i < n; i++) { for(int j = 0; j < m; j++) cout << a[i][j] << '\t'; cout << endl; } return; } int main() { // testmatrices() const int MAX = 10; int a[MAX][MAX] = {0}; int n; cout << "n = ";cin >> n; int count = 1; for(int i = 0; i < n; i++) for(int j = 0; j < n; j++) a[i][j] = count++; for(int i = 0; i < n; i++) { for(int j = 0; j < n; j++) cout << a[i][j] << '\t'; cout << endl; } // първо над главния диагонал // k := j - i e "номер" на диагонал // диагоналът с номер k започва от (0, k) и завършва на (n - 1 - k, n - 1) for(int k = 0; k < n; k++) { for(int j = k; j < n; j++) cout << a[j-k][j] << ' '; cout << endl; } // сега под главния диагонал // k := i - j e "номер" на диагонал // диагоналът с номер k започва от (k, 0) и завършва на (n - 1, n - 1 - k) for(int k = 1; k < n; k++) { for(int i = k; i < n; i++) cout << a[i][i-k] << ' '; cout << endl; } }
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/armbot/wrist.cpp
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wrist.cpp
#include "wrist.h" #include "util.h" #include "servomgr.h" #include <Wire.h> Wrist::Wrist() { } Wrist::~Wrist() { } void Wrist::attach() { I2C_setByte(0x06,29,0x68); I2C_setByte(0x06,26,0x68); I2C_setByte(0x10,27,0x68); I2C_setByte(0x08,28,0x68); I2C_setByte(0x02,0x37,0x68); I2C_setByte(0x16,0x0A,0x0C); } void Wrist::test() { Serial.println("hi"); ServoMgr::write(1, 0); delay(2000); ServoMgr::write(1, 180); Serial.println("lo"); delay(2000); } void Wrist::drive() { Serial.print("poll: "); uint8_t buf[20]; I2C_read(buf,0x3B,14,0x68); int16_t ax = -(buf[0] << 8 | buf[1]); int16_t ay = -(buf[2] << 8 | buf[3]); int16_t az = (buf[4] << 8 | buf[5]); int16_t gx = -(buf[8] << 8 | buf[9]); int16_t gy = -(buf[10] << 8 | buf[11]); int16_t gz = (buf[12] << 8 | buf[13]); //Serial.print("ax: "); //Serial.print(ax); //Serial.print("\tay: "); //Serial.print(ay); //Serial.print("\taz: "); //Serial.print(az); //Serial.print("\t\tgx: "); //Serial.print(gx); //Serial.print("\t\tgy: "); //Serial.print(gy); //Serial.print("\t\tgz: "); //Serial.print(gz); pitch = map(gx, GYRO_MIN, GYRO_MAX, 0, 180); roll = map(gy, GYRO_MIN, GYRO_MAX, 0, 180); //Serial.println(); delay(10); ServoMgr::write(PITCH_SERVO, pitch); ServoMgr::write(YAW_SERVO, roll); }
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/src/core/g_palPlatformSettings.h
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g_palPlatformSettings.h
/* *********************************************************************************************************************** * * Copyright (c) 2018-2020 Advanced Micro Devices, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************************************************************************/ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! // // This code has been generated automatically. Do not hand-modify this code. // // When changes are needed, modify the tools generating this module in the tools\generate directory OR the // appropriate settings_*.json file // // WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** *************************************************************************************************** * @file g_palPlatformSettings.h * @brief auto-generated file. * Contains the definition for the PAL settings struct and enums for initialization. *************************************************************************************************** */ #pragma once #include "pal.h" #include "palSettingsLoader.h" namespace Pal { enum DebugOverlayLocation : uint32 { DebugOverlayUpperLeft = 0, DebugOverlayUpperRight = 1, DebugOverlayLowerRight = 2, DebugOverlayLowerLeft = 3, DebugOverlayCount = 4 }; enum TimeGraphColor : uint32 { BlackColor = 0, RedColor = 1, GreenColor = 2, BlueColor = 3, YellowColor = 4, CyanColor = 5, MagentaColor = 6, WhiteColor = 7 }; enum GpuProfilerTraceModeFlags : uint32 { GpuProfilerTraceDisabled = 0, GpuProfilerTraceSpm = 1, GpuProfilerTraceSqtt = 2 }; enum GpuProfilerGranularity : uint32 { GpuProfilerGranularityDraw = 0, GpuProfilerGranularityCmdBuf = 1, GpuProfilerGranularityFrame = 2 }; enum Pm4InstrumentorDumpMode : uint32 { Pm4InstrumentorDumpQueueDestroy = 0, Pm4InstrumentorDumpQueueSubmit = 1 }; /// Pal auto-generated settings struct struct PalPlatformSettings : public Pal::DriverSettings { #if PAL_ENABLE_PRINTS_ASSERTS struct { bool infoEnabled; bool warningEnabled; bool errorEnabled; bool ScEnabled; bool eventPrintEnabled; bool eventPrintCbEnabled; } dbgPrintConfig; #endif #if PAL_ENABLE_PRINTS_ASSERTS bool assertsEnabled; #endif #if PAL_ENABLE_PRINTS_ASSERTS bool alertsEnabled; #endif bool enableEventLogFile; char eventLogDirectory[MaxPathStrLen]; char eventLogFilename[MaxPathStrLen]; bool debugOverlayEnabled; struct { bool visualConfirmEnabled; bool timeGraphEnabled; DebugOverlayLocation overlayLocation; char renderedByString[MaxMiscStrLen]; char miscellaneousDebugString[MaxMiscStrLen]; bool printFrameNumber; bool useDebugOverlayOnColorSpaceConversionCopy; } debugOverlayConfig; struct { TimeGraphColor gridLineColor; TimeGraphColor cpuLineColor; TimeGraphColor gpuLineColor; } timeGraphConfig; struct { uint32 maxBenchmarkTime; bool usageLogEnable; char usageLogDirectory[MaxPathStrLen]; char usageLogFilename[MaxPathStrLen]; bool logFrameStats; char frameStatsLogDirectory[MaxPathStrLen]; uint32 maxLoggedFrames; } overlayBenchmarkConfig; struct { bool combineNonLocal; bool reportCmdAllocator; bool reportExternal; bool reportInternal; bool displayPeakMemUsage; } overlayMemoryInfoConfig; GpuProfilerMode gpuProfilerMode; size_t gpuProfilerTokenAllocatorSize; struct { char logDirectory[MaxPathStrLen]; uint32 startFrame; uint32 frameCount; bool recordPipelineStats; bool breakSubmitBatches; bool useFullPipelineHash; uint32 traceModeMask; } gpuProfilerConfig; struct { char globalPerfCounterConfigFile[MaxFileNameStrLen]; bool cacheFlushOnCounterCollection; GpuProfilerGranularity granularity; } gpuProfilerPerfCounterConfig; struct { uint32 tokenMask; uint32 seMask; uint64 pipelineHash; bool pipelineHashAsApiPsoHash; uint64 tsHashHi; uint64 tsHashLo; uint64 vsHashHi; uint64 vsHashLo; uint64 hsHashHi; uint64 hsHashLo; uint64 dsHashHi; uint64 dsHashLo; uint64 gsHashHi; uint64 gsHashLo; uint64 msHashHi; uint64 msHashLo; uint64 psHashHi; uint64 psHashLo; uint64 csHashHi; uint64 csHashLo; uint32 maxDraws; bool addTtvHashes; size_t bufferSize; GpuProfilerStallMode stallBehavior; } gpuProfilerSqttConfig; struct { char spmPerfCounterConfigFile[MaxFileNameStrLen]; uint32 spmTraceInterval; size_t spmBufferSize; } gpuProfilerSpmConfig; bool cmdBufferLoggerEnabled; struct { uint32 cmdBufferLoggerAnnotations; uint32 cmdBufferLoggerSingleStep; bool embedDrawDispatchInfo; } cmdBufferLoggerConfig; bool pm4InstrumentorEnabled; struct { char logDirectory[MaxPathStrLen]; char filenameSuffix[MaxPathStrLen]; Pm4InstrumentorDumpMode dumpMode; uint32 dumpInterval; } pm4InstrumentorConfig; bool interfaceLoggerEnabled; struct { char logDirectory[MaxPathStrLen]; bool multithreaded; uint32 basePreset; uint32 elevatedPreset; } interfaceLoggerConfig; }; #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_InfoEnabledStr = "#87264462"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_WarningEnabledStr = "#3111217572"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_ErrorEnabledStr = "#1058771018"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_ScEnabledStr = "#2827996440"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_EventPrintEnabledStr = "#4283850211"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pDbgPrintConfig_EventPrintCbEnabledStr = "#74653004"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pAssertsEnabledStr = "#1110605001"; #endif #if PAL_ENABLE_PRINTS_ASSERTS static const char* pAlertsEnabledStr = "#3333004859"; #endif static const char* pEnableEventLogFileStr = "#3288205286"; static const char* pDebugOverlayEnabledStr = "#3362163801"; static const char* pDebugOverlayConfig_VisualConfirmEnabledStr = "#1802476957"; static const char* pDebugOverlayConfig_TimeGraphEnabledStr = "#2933558408"; static const char* pDebugOverlayConfig_DebugOverlayLocationStr = "#3045745206"; static const char* pDebugOverlayConfig_RenderedByStringStr = "#3912270641"; static const char* pDebugOverlayConfig_MiscellaneousDebugStringStr = "#1196026490"; static const char* pDebugOverlayConfig_PrintFrameNumberStr = "#2763643877"; static const char* pDebugOverlayConfig_UseDebugOverlayOnColorSpaceConversionCopyStr = "#1533629425"; static const char* pTimeGraphConfig_GridLineColorStr = "#3989097989"; static const char* pTimeGraphConfig_CpuLineColorStr = "#689918007"; static const char* pTimeGraphConfig_GpuLineColorStr = "#2929386323"; static const char* pOverlayBenchmarkConfig_MaxBenchmarkTimeStr = "#480313510"; static const char* pOverlayBenchmarkConfig_UsageLogEnableStr = "#3176801238"; static const char* pOverlayBenchmarkConfig_UsageLogDirectoryStr = "#219820144"; static const char* pOverlayBenchmarkConfig_UsageLogFilenameStr = "#2551463600"; static const char* pOverlayBenchmarkConfig_LogFrameStatsStr = "#266798632"; static const char* pOverlayBenchmarkConfig_FrameStatsLogDirectoryStr = "#3945706803"; static const char* pOverlayBenchmarkConfig_MaxLoggedFramesStr = "#3387883484"; static const char* pOverlayMemoryInfoConfig_CombineNonLocalStr = "#452099995"; static const char* pOverlayMemoryInfoConfig_ReportCmdAllocatorStr = "#2545297707"; static const char* pOverlayMemoryInfoConfig_ReportExternalStr = "#1692103889"; static const char* pOverlayMemoryInfoConfig_ReportInternalStr = "#1276999751"; static const char* pOverlayMemoryInfoConfig_DisplayPeakMemUsageStr = "#2059768529"; static const char* pGpuProfilerModeStr = "#3490085415"; static const char* pGpuProfilerTokenAllocatorSizeStr = "#2716183183"; static const char* pGpuProfilerConfig_LogDirectoryStr = "#602986973"; static const char* pGpuProfilerConfig_StartFrameStr = "#17496565"; static const char* pGpuProfilerConfig_FrameCountStr = "#3630548216"; static const char* pGpuProfilerConfig_RecordPipelineStatsStr = "#1092484338"; static const char* pGpuProfilerConfig_BreakSubmitBatchesStr = "#2743656777"; static const char* pGpuProfilerConfig_UseFullPipelineHashStr = "#3204367348"; static const char* pGpuProfilerConfig_TraceModeMaskStr = "#2717664970"; static const char* pGpuProfilerPerfCounterConfig_GlobalPerfCounterConfigFileStr = "#1666123781"; static const char* pGpuProfilerPerfCounterConfig_CacheFlushOnCounterCollectionStr = "#3543519762"; static const char* pGpuProfilerPerfCounterConfig_GranularityStr = "#3380953453"; static const char* pGpuProfilerSqttConfig_TokenMaskStr = "#258959117"; static const char* pGpuProfilerSqttConfig_SEMaskStr = "#113814584"; static const char* pGpuProfilerSqttConfig_PipelineHashStr = "#562315366"; static const char* pGpuProfilerSqttConfig_PipelineHashAsApiPsoHashStr = "#1180115076"; static const char* pGpuProfilerSqttConfig_TsHashHiStr = "#3100319562"; static const char* pGpuProfilerSqttConfig_TsHashLoStr = "#3535846108"; static const char* pGpuProfilerSqttConfig_VsHashHiStr = "#3546147188"; static const char* pGpuProfilerSqttConfig_VsHashLoStr = "#2975119762"; static const char* pGpuProfilerSqttConfig_HsHashHiStr = "#3728558198"; static const char* pGpuProfilerSqttConfig_HsHashLoStr = "#3225818008"; static const char* pGpuProfilerSqttConfig_DsHashHiStr = "#2656705114"; static const char* pGpuProfilerSqttConfig_DsHashLoStr = "#2018464044"; static const char* pGpuProfilerSqttConfig_GsHashHiStr = "#4196229765"; static const char* pGpuProfilerSqttConfig_GsHashLoStr = "#338172111"; static const char* pGpuProfilerSqttConfig_MsHashHiStr = "#2228026635"; static const char* pGpuProfilerSqttConfig_MsHashLoStr = "#2329383897"; static const char* pGpuProfilerSqttConfig_PsHashHiStr = "#1306425790"; static const char* pGpuProfilerSqttConfig_PsHashLoStr = "#1340672576"; static const char* pGpuProfilerSqttConfig_CsHashHiStr = "#2590676505"; static const char* pGpuProfilerSqttConfig_CsHashLoStr = "#3160424003"; static const char* pGpuProfilerSqttConfig_MaxDrawsStr = "#2938324269"; static const char* pGpuProfilerSqttConfig_AddTtvHashesStr = "#121855179"; static const char* pGpuProfilerSqttConfig_BufferSizeStr = "#3633385103"; static const char* pGpuProfilerSqttConfig_StallBehaviorStr = "#1808881616"; static const char* pGpuProfilerSpmConfig_SpmPerfCounterConfigFileStr = "#1162192613"; static const char* pGpuProfilerSpmConfig_SpmTraceIntervalStr = "#3291932008"; static const char* pGpuProfilerSpmConfig_SpmBufferSizeStr = "#1857600927"; static const char* pCmdBufferLoggerEnabledStr = "#1206982834"; static const char* pCmdBufferLoggerConfig_CmdBufferLoggerAnnotationsStr = "#462141291"; static const char* pCmdBufferLoggerConfig_CmdBufferLoggerSingleStepStr = "#2784236609"; static const char* pCmdBufferLoggerConfig_EmbedDrawDispatchInfoStr = "#1801313176"; static const char* pPm4InstrumentorEnabledStr = "#817764955"; static const char* pPm4InstrumentorConfig_LogDirectoryStr = "#2823822363"; static const char* pPm4InstrumentorConfig_FilenameSuffixStr = "#1848754234"; static const char* pPm4InstrumentorConfig_DumpModeStr = "#1873500379"; static const char* pPm4InstrumentorConfig_DumpIntervalStr = "#1471065745"; static const char* pInterfaceLoggerEnabledStr = "#2678054117"; static const char* pInterfaceLoggerConfig_LogDirectoryStr = "#3997041373"; static const char* pInterfaceLoggerConfig_MultithreadedStr = "#4177532476"; static const char* pInterfaceLoggerConfig_BasePresetStr = "#3886684530"; static const char* pInterfaceLoggerConfig_ElevatedPresetStr = "#3991423149"; static const uint32 g_palPlatformNumSettings = 94; static const SettingNameHash g_palPlatformSettingHashList[] = { #if PAL_ENABLE_PRINTS_ASSERTS 87264462, #endif #if PAL_ENABLE_PRINTS_ASSERTS 3111217572, #endif #if PAL_ENABLE_PRINTS_ASSERTS 1058771018, #endif #if PAL_ENABLE_PRINTS_ASSERTS 2827996440, #endif #if PAL_ENABLE_PRINTS_ASSERTS 4283850211, #endif #if PAL_ENABLE_PRINTS_ASSERTS 74653004, #endif #if PAL_ENABLE_PRINTS_ASSERTS 1110605001, #endif #if PAL_ENABLE_PRINTS_ASSERTS 3333004859, #endif 3288205286, 3789517094, 3387502554, 3362163801, 1802476957, 2933558408, 3045745206, 3912270641, 1196026490, 2763643877, 1533629425, 3989097989, 689918007, 2929386323, 480313510, 3176801238, 219820144, 2551463600, 266798632, 3945706803, 3387883484, 452099995, 2545297707, 1692103889, 1276999751, 2059768529, 3490085415, 2716183183, 602986973, 17496565, 3630548216, 1092484338, 2743656777, 3204367348, 2717664970, 1666123781, 3543519762, 3380953453, 258959117, 113814584, 562315366, 1180115076, 3100319562, 3535846108, 3546147188, 2975119762, 3728558198, 3225818008, 2656705114, 2018464044, 4196229765, 338172111, 2228026635, 2329383897, 1306425790, 1340672576, 2590676505, 3160424003, 2938324269, 121855179, 3633385103, 1808881616, 1162192613, 3291932008, 1857600927, 1206982834, 462141291, 2784236609, 1801313176, 817764955, 2823822363, 1848754234, 1873500379, 1471065745, 2678054117, 3997041373, 4177532476, 3886684530, 3991423149, }; static const uint8 g_palPlatformJsonData[] = { 26, 250, 84, 220, 1, 92, 96, 106, 146, 207, 33, 32, 160, 3, 90, 155, 144, 218, 198, 78, 114, 176, 126, 93, 73, 14, 35, 100, 246, 56, 59, 44, 57, 20, 138, 53, 137, 42, 27, 8, 229, 59, 94, 194, 49, 22, 213, 135, 171, 196, 161, 14, 45, 34, 34, 61, 232, 36, 103, 94, 214, 160, 197, 1, 129, 99, 2, 145, 103, 102, 239, 97, 44, 11, 73, 81, 247, 220, 133, 159, 17, 255, 228, 97, 133, 114, 168, 191, 166, 31, 92, 208, 45, 88, 235, 91, 0, 25, 151, 155, 250, 5, 63, 105, 254, 118, 226, 87, 172, 48, 155, 152, 68, 133, 97, 242, 104, 165, 225, 113, 176, 135, 164, 117, 137, 80, 213, 220, 44, 139, 84, 68, 195, 210, 90, 199, 153, 238, 27, 151, 247, 237, 247, 194, 217, 56, 78, 63, 222, 3, 91, 190, 142, 205, 230, 244, 200, 45, 47, 197, 128, 13, 181, 224, 177, 89, 174, 112, 114, 210, 146, 100, 221, 59, 60, 87, 192, 144, 176, 157, 68, 18, 157, 212, 164, 34, 162, 223, 253, 212, 193, 6, 160, 214, 192, 44, 239, 33, 27, 219, 99, 161, 152, 203, 191, 212, 151, 234, 240, 74, 160, 254, 143, 58, 49, 243, 109, 209, 122, 179, 88, 195, 240, 226, 107, 16, 61, 209, 58, 225, 73, 229, 92, 103, 12, 61, 144, 62, 206, 129, 50, 204, 116, 14, 91, 60, 76, 66, 255, 2, 134, 233, 241, 63, 240, 235, 218, 207, 27, 4, 167, 191, 155, 138, 164, 241, 10, 27, 140, 158, 25, 87, 161, 186, 69, 116, 158, 133, 0, 46, 7, 23, 65, 233, 43, 26, 163, 74, 120, 100, 65, 130, 196, 48, 177, 11, 34, 145, 37, 170, 142, 4, 210, 145, 13, 43, 105, 121, 63, 90, 249, 101, 123, 171, 216, 91, 0, 85, 20, 86, 20, 22, 194, 177, 177, 226, 131, 208, 217, 27, 87, 195, 139, 172, 17, 249, 54, 9, 160, 92, 248, 237, 201, 71, 12, 68, 141, 194, 71, 158, 46, 46, 20, 217, 153, 220, 105, 45, 64, 31, 13, 166, 246, 90, 9, 49, 125, 249, 168, 117, 97, 169, 72, 130, 154, 154, 114, 1, 80, 126, 16, 83, 169, 101, 0, 152, 241, 101, 35, 215, 14, 135, 213, 250, 249, 26, 205, 154, 96, 97, 181, 7, 227, 111, 81, 106, 161, 84, 53, 80, 50, 111, 211, 72, 187, 157, 221, 35, 220, 235, 11, 114, 54, 93, 126, 114, 92, 191, 98, 225, 18, 8, 208, 95, 227, 196, 241, 15, 229, 221, 190, 252, 14, 195, 150, 7, 203, 61, 242, 61, 104, 139, 101, 33, 13, 234, 60, 213, 27, 87, 149, 220, 190, 115, 197, 250, 196, 67, 159, 226, 206, 240, 196, 245, 55, 31, 139, 120, 213, 6, 177, 151, 238, 184, 203, 165, 67, 6, 15, 58, 112, 81, 216, 159, 237, 5, 224, 34, 89, 33, 105, 29, 254, 14, 70, 42, 151, 207, 83, 55, 182, 186, 131, 210, 180, 90, 106, 210, 55, 219, 137, 203, 183, 55, 179, 201, 28, 21, 34, 189, 130, 145, 121, 9, 13, 5, 209, 147, 171, 1, 172, 144, 217, 148, 96, 37, 165, 103, 171, 112, 232, 240, 38, 165, 109, 169, 187, 72, 145, 185, 249, 26, 47, 49, 82, 144, 123, 90, 62, 166, 104, 223, 203, 137, 6, 215, 159, 114, 171, 35, 82, 70, 199, 170, 106, 113, 16, 66, 134, 208, 244, 141, 74, 255, 80, 107, 237, 50, 162, 113, 202, 76, 218, 56, 1, 79, 118, 35, 59, 76, 38, 22, 248, 71, 242, 42, 76, 76, 226, 125, 51, 29, 73, 126, 209, 232, 215, 64, 232, 166, 171, 210, 188, 251, 80, 49, 251, 92, 253, 132, 142, 150, 114, 5, 178, 29, 107, 135, 113, 234, 2, 209, 18, 74, 22, 179, 46, 197, 164, 24, 66, 103, 156, 161, 39, 41, 221, 148, 130, 119, 162, 111, 241, 0, 145, 249, 92, 180, 98, 106, 40, 156, 79, 85, 146, 39, 184, 156, 177, 241, 185, 227, 175, 129, 174, 178, 135, 15, 95, 9, 22, 33, 137, 226, 153, 95, 17, 23, 14, 177, 79, 4, 247, 169, 112, 66, 45, 217, 10, 235, 183, 216, 58, 45, 235, 252, 217, 166, 225, 105, 224, 168, 199, 106, 91, 150, 166, 156, 71, 62, 209, 106, 182, 228, 63, 221, 53, 252, 129, 128, 231, 242, 106, 218, 176, 76, 127, 58, 10, 169, 48, 142, 57, 148, 66, 58, 230, 12, 176, 120, 64, 74, 210, 124, 166, 184, 135, 179, 250, 141, 198, 220, 46, 24, 91, 239, 114, 252, 58, 29, 53, 47, 160, 212, 186, 20, 142, 149, 163, 24, 30, 31, 166, 181, 222, 155, 54, 130, 205, 205, 45, 77, 165, 61, 186, 79, 158, 55, 181, 122, 131, 236, 43, 91, 159, 3, 238, 69, 149, 204, 192, 70, 35, 43, 93, 16, 99, 71, 4, 128, 145, 45, 0, 98, 12, 54, 153, 143, 182, 68, 68, 203, 144, 147, 206, 41, 185, 10, 116, 11, 166, 92, 211, 9, 243, 2, 116, 72, 125, 99, 142, 192, 91, 188, 167, 48, 152, 82, 107, 206, 3, 199, 9, 247, 94, 125, 255, 18, 200, 67, 5, 174, 204, 148, 210, 220, 65, 120, 131, 249, 126, 110, 225, 98, 57, 86, 251, 239, 125, 213, 181, 165, 83, 5, 85, 49, 247, 8, 126, 54, 48, 140, 221, 79, 89, 74, 50, 72, 145, 168, 211, 59, 240, 25, 1, 249, 72, 93, 206, 67, 254, 23, 18, 227, 166, 254, 142, 29, 205, 129, 109, 140, 217, 162, 227, 240, 174, 137, 214, 132, 210, 111, 66, 243, 49, 112, 230, 171, 2, 183, 34, 38, 24, 31, 98, 181, 226, 133, 244, 173, 120, 26, 17, 182, 86, 238, 164, 207, 198, 145, 249, 152, 155, 244, 214, 67, 104, 150, 146, 152, 239, 231, 201, 173, 47, 62, 243, 12, 200, 89, 235, 80, 165, 244, 157, 59, 106, 251, 98, 149, 215, 135, 207, 40, 72, 122, 213, 232, 199, 34, 251, 157, 235, 78, 126, 190, 100, 196, 71, 53, 11, 5, 127, 162, 62, 146, 103, 148, 156, 84, 57, 162, 29, 110, 182, 240, 146, 113, 200, 70, 233, 57, 1, 147, 158, 71, 47, 232, 190, 196, 12, 22, 5, 25, 46, 195, 2, 252, 0, 106, 251, 135, 15, 84, 168, 35, 12, 89, 92, 218, 193, 86, 190, 167, 22, 102, 161, 98, 132, 167, 251, 219, 176, 167, 46, 235, 93, 28, 173, 17, 165, 199, 143, 112, 203, 125, 213, 39, 178, 242, 29, 143, 161, 83, 38, 154, 247, 29, 37, 169, 59, 34, 176, 45, 68, 232, 77, 178, 168, 233, 221, 226, 34, 63, 78, 174, 206, 97, 90, 239, 199, 244, 216, 63, 34, 53, 11, 91, 31, 59, 239, 14, 205, 155, 171, 206, 231, 126, 202, 212, 98, 204, 146, 221, 37, 155, 196, 34, 11, 85, 73, 14, 177, 131, 15, 2, 222, 214, 25, 239, 2, 153, 231, 239, 52, 39, 14, 192, 132, 170, 20, 189, 29, 30, 155, 98, 42, 11, 45, 45, 235, 25, 28, 18, 161, 151, 210, 248, 212, 223, 74, 154, 157, 106, 32, 109, 82, 148, 205, 44, 243, 111, 105, 78, 110, 187, 32, 180, 92, 173, 12, 164, 188, 86, 15, 202, 19, 42, 241, 200, 87, 50, 253, 31, 4, 164, 250, 183, 14, 214, 71, 247, 232, 223, 211, 222, 228, 55, 181, 114, 120, 82, 143, 217, 168, 166, 232, 139, 156, 38, 150, 247, 201, 146, 170, 86, 23, 7, 78, 53, 223, 77, 63, 20, 210, 241, 125, 171, 227, 210, 146, 12, 41, 104, 211, 225, 184, 197, 243, 230, 202, 129, 192, 240, 234, 120, 119, 213, 219, 249, 113, 246, 111, 151, 200, 114, 77, 166, 15, 64, 19, 36, 9, 118, 202, 189, 14, 21, 91, 133, 77, 124, 75, 159, 46, 177, 103, 236, 99, 90, 152, 95, 102, 36, 190, 180, 91, 20, 215, 112, 19, 101, 218, 135, 1, 29, 130, 229, 76, 77, 72, 227, 117, 179, 250, 2, 73, 62, 251, 234, 174, 198, 252, 40, 210, 98, 91, 46, 156, 136, 220, 187, 86, 251, 53, 116, 97, 143, 139, 208, 166, 225, 51, 56, 50, 176, 172, 145, 139, 198, 230, 56, 103, 227, 29, 66, 158, 234, 85, 8, 218, 62, 1, 18, 219, 242, 122, 207, 91, 151, 216, 186, 232, 196, 186, 246, 63, 2, 90, 28, 207, 75, 20, 6, 152, 42, 246, 156, 20, 189, 38, 165, 179, 82, 102, 120, 40, 195, 14, 164, 211, 245, 82, 180, 179, 224, 86, 36, 51, 155, 87, 74, 242, 231, 77, 20, 14, 55, 250, 205, 13, 21, 188, 185, 216, 136, 8, 142, 130, 19, 197, 149, 204, 171, 64, 88, 18, 146, 30, 0, 137, 217, 44, 74, 142, 32, 122, 5, 84, 193, 132, 203, 204, 246, 203, 68, 11, 67, 204, 4, 151, 72, 38, 173, 235, 129, 140, 247, 18, 185, 214, 82, 154, 87, 132, 143, 222, 77, 162, 149, 172, 36, 91, 246, 9, 185, 224, 3, 238, 158, 162, 183, 181, 85, 106, 128, 121, 117, 41, 86, 196, 35, 131, 246, 30, 38, 215, 159, 2, 247, 68, 179, 231, 151, 248, 160, 56, 227, 148, 98, 197, 73, 113, 48, 217, 252, 76, 180, 230, 229, 157, 222, 91, 177, 234, 36, 101, 67, 174, 97, 144, 252, 24, 51, 223, 38, 136, 36, 27, 45, 3, 214, 197, 28, 28, 114, 55, 157, 37, 215, 65, 219, 167, 97, 147, 27, 190, 124, 192, 65, 10, 167, 223, 25, 97, 33, 70, 44, 9, 145, 41, 70, 217, 23, 17, 23, 35, 179, 196, 230, 133, 120, 209, 253, 113, 21, 244, 238, 41, 147, 74, 100, 111, 204, 248, 77, 162, 239, 210, 35, 149, 72, 224, 190, 123, 80, 140, 219, 117, 45, 143, 183, 73, 94, 28, 154, 232, 113, 93, 159, 224, 170, 230, 120, 25, 107, 13, 99, 78, 212, 203, 111, 214, 125, 34, 245, 119, 134, 66, 101, 82, 179, 18, 111, 28, 111, 198, 254, 80, 56, 58, 53, 162, 6, 88, 228, 160, 78, 137, 192, 151, 32, 30, 77, 220, 89, 246, 206, 68, 138, 3, 235, 213, 144, 169, 220, 78, 245, 20, 158, 96, 157, 16, 4, 53, 44, 114, 140, 37, 170, 135, 161, 24, 9, 73, 248, 213, 23, 2, 102, 247, 46, 106, 243, 114, 5, 154, 11, 91, 145, 90, 177, 204, 12, 247, 147, 240, 238, 185, 30, 133, 146, 236, 171, 110, 51, 112, 71, 31, 204, 192, 145, 213, 21, 106, 140, 207, 22, 106, 127, 254, 85, 43, 40, 183, 204, 83, 67, 97, 125, 6, 35, 184, 240, 19, 22, 241, 102, 104, 129, 254, 191, 156, 224, 84, 109, 196, 126, 71, 82, 111, 85, 74, 71, 134, 218, 114, 87, 66, 254, 197, 197, 200, 90, 20, 52, 215, 76, 14, 37, 235, 158, 192, 145, 234, 53, 57, 36, 185, 17, 126, 20, 169, 13, 125, 127, 127, 184, 209, 99, 178, 191, 103, 46, 170, 177, 14, 13, 79, 15, 252, 76, 95, 145, 1, 61, 133, 123, 214, 151, 217, 241, 250, 232, 214, 130, 124, 56, 221, 9, 83, 151, 25, 32, 55, 68, 15, 12, 55, 169, 98, 234, 39, 156, 15, 253, 248, 132, 197, 36, 151, 64, 183, 211, 163, 19, 132, 122, 123, 74, 36, 140, 167, 2, 138, 203, 206, 79, 230, 112, 80, 41, 11, 66, 175, 19, 216, 47, 27, 97, 53, 135, 28, 246, 34, 176, 144, 71, 75, 119, 48, 68, 86, 233, 39, 152, 206, 5, 54, 20, 133, 92, 101, 235, 41, 139, 87, 135, 132, 204, 231, 17, 251, 95, 234, 151, 2, 232, 182, 191, 232, 39, 159, 206, 188, 15, 126, 69, 150, 57, 215, 108, 41, 105, 241, 127, 74, 42, 132, 189, 92, 241, 196, 11, 147, 175, 65, 8, 80, 34, 109, 1, 226, 189, 228, 167, 138, 146, 231, 121, 193, 225, 97, 213, 10, 185, 102, 97, 206, 127, 1, 136, 253, 106, 99, 27, 45, 15, 90, 228, 198, 171, 148, 86, 89, 56, 186, 123, 235, 171, 211, 26, 40, 139, 227, 65, 119, 148, 154, 208, 6, 100, 29, 74, 101, 156, 180, 121, 101, 236, 237, 32, 2, 193, 165, 23, 110, 247, 167, 101, 123, 119, 138, 232, 100, 249, 69, 45, 127, 113, 39, 123, 61, 100, 244, 199, 204, 235, 60, 46, 218, 253, 74, 246, 143, 131, 140, 191, 9, 78, 241, 230, 119, 127, 96, 121, 109, 161, 119, 134, 56, 34, 240, 234, 34, 64, 15, 135, 79, 1, 51, 218, 60, 148, 14, 238, 98, 147, 137, 185, 123, 174, 11, 48, 86, 133, 60, 18, 105, 204, 176, 22, 247, 163, 42, 245, 144, 230, 165, 54, 51, 204, 152, 112, 81, 178, 252, 41, 144, 80, 209, 208, 159, 246, 115, 8, 214, 251, 76, 116, 175, 134, 57, 170, 33, 83, 62, 97, 14, 51, 173, 101, 82, 95, 154, 224, 115, 146, 187, 86, 61, 12, 239, 84, 206, 70, 209, 40, 151, 31, 243, 176, 170, 5, 136, 103, 192, 112, 68, 7, 110, 71, 221, 144, 19, 197, 10, 219, 253, 66, 8, 112, 45, 79, 116, 213, 189, 121, 247, 68, 53, 133, 227, 45, 122, 16, 184, 69, 228, 157, 204, 253, 20, 98, 165, 244, 49, 168, 241, 7, 62, 46, 66, 114, 217, 192, 121, 133, 105, 175, 94, 155, 140, 152, 196, 107, 32, 122, 246, 139, 53, 22, 253, 205, 208, 247, 12, 103, 191, 27, 105, 61, 249, 192, 139, 241, 113, 30, 233, 191, 78, 128, 215, 178, 133, 3, 65, 132, 18, 6, 18, 185, 221, 234, 102, 246, 22, 223, 111, 201, 86, 6, 160, 233, 196, 117, 104, 61, 243, 203, 201, 71, 91, 115, 8, 116, 193, 50, 81, 12, 116, 154, 87, 22, 15, 240, 135, 113, 38, 194, 115, 85, 218, 64, 199, 165, 37, 91, 208, 70, 63, 71, 17, 110, 16, 65, 234, 149, 81, 102, 198, 66, 31, 51, 37, 194, 146, 57, 255, 166, 8, 14, 163, 246, 152, 106, 44, 158, 1, 123, 114, 71, 179, 152, 8, 32, 208, 135, 166, 8, 213, 243, 166, 198, 47, 164, 118, 79, 13, 154, 114, 28, 8, 209, 195, 125, 230, 53, 174, 244, 81, 29, 122, 253, 180, 113, 119, 194, 172, 192, 221, 102, 141, 65, 49, 37, 156, 206, 20, 58, 41, 175, 92, 198, 72, 165, 71, 38, 45, 25, 23, 28, 104, 165, 139, 245, 48, 17, 164, 169, 129, 206, 137, 136, 213, 14, 163, 65, 27, 197, 21, 141, 196, 109, 246, 73, 171, 135, 5, 197, 102, 157, 138, 147, 60, 129, 174, 103, 0, 109, 28, 240, 218, 250, 34, 26, 23, 0, 221, 228, 78, 71, 221, 120, 53, 51, 2, 84, 232, 91, 41, 135, 237, 227, 0, 240, 239, 67, 61, 163, 104, 135, 99, 135, 134, 61, 145, 238, 175, 192, 247, 131, 208, 84, 215, 83, 236, 247, 122, 142, 20, 227, 193, 202, 203, 249, 251, 79, 160, 132, 95, 104, 170, 152, 147, 69, 55, 56, 87, 202, 163, 26, 118, 241, 94, 125, 102, 148, 85, 126, 46, 186, 68, 114, 48, 1, 161, 15, 26, 188, 56, 29, 225, 161, 117, 18, 16, 28, 150, 212, 28, 218, 179, 73, 47, 246, 131, 7, 210, 6, 132, 100, 68, 32, 145, 168, 20, 72, 188, 38, 162, 224, 12, 50, 135, 47, 192, 162, 47, 180, 64, 8, 121, 87, 39, 224, 218, 107, 60, 236, 71, 37, 210, 139, 178, 153, 102, 176, 171, 27, 83, 27, 251, 19, 238, 12, 108, 32, 76, 248, 174, 235, 120, 199, 70, 180, 9, 92, 185, 247, 3, 113, 17, 178, 49, 24, 221, 162, 57, 44, 209, 98, 75, 117, 87, 226, 205, 74, 196, 94, 222, 233, 85, 83, 23, 87, 140, 94, 26, 41, 223, 236, 212, 104, 157, 205, 90, 77, 108, 75, 232, 168, 228, 17, 18, 27, 188, 59, 249, 181, 141, 150, 152, 91, 91, 118, 11, 216, 128, 15, 152, 51, 60, 152, 253, 29, 248, 52, 212, 190, 204, 237, 63, 4, 111, 40, 122, 108, 72, 151, 36, 94, 140, 99, 236, 133, 27, 29, 173, 63, 179, 151, 236, 194, 8, 192, 98, 212, 139, 216, 79, 71, 6, 118, 155, 165, 193, 101, 109, 195, 20, 26, 163, 91, 4, 56, 72, 106, 224, 241, 73, 169, 200, 131, 107, 58, 160, 108, 100, 226, 232, 124, 199, 32, 90, 153, 242, 241, 188, 123, 147, 221, 145, 190, 51, 18, 80, 52, 25, 186, 59, 156, 141, 13, 231, 108, 227, 227, 94, 54, 33, 144, 121, 187, 50, 14, 2, 69, 195, 55, 10, 54, 13, 25, 62, 174, 180, 116, 65, 149, 17, 24, 192, 243, 9, 12, 163, 103, 24, 221, 128, 199, 0, 27, 145, 14, 194, 204, 2, 181, 35, 0, 0, 95, 152, 125, 80, 116, 35, 190, 217, 206, 6, 237, 108, 168, 169, 117, 177, 214, 255, 255, 198, 223, 151, 232, 99, 96, 112, 62, 179, 35, 13, 66, 58, 116, 178, 106, 117, 153, 51, 120, 97, 91, 232, 204, 116, 111, 49, 233, 207, 213, 247, 102, 114, 46, 130, 213, 139, 9, 40, 185, 121, 176, 7, 17, 72, 69, 102, 113, 159, 169, 11, 22, 130, 235, 235, 15, 154, 247, 177, 248, 211, 94, 91, 163, 138, 175, 109, 168, 22, 45, 252, 156, 227, 74, 222, 177, 208, 18, 125, 245, 146, 211, 215, 101, 193, 57, 44, 131, 39, 187, 20, 176, 168, 166, 225, 207, 42, 127, 0, 96, 204, 156, 139, 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52, 35, 141, 157, 55, 163, 0, 123, 81, 176, 214, 183, 126, 88, 84, 132, 36, 91, 50, 193, 144, 188, 236, 229, 2, 26, 246, 238, 234, 103, 138, 237, 88, 91, 194, 39, 25, 211, 56, 208, 225, 172, 220, 89, 129, 242, 209, 3, 7, 47, 130, 139, 153, 197, 130, 151, 36, 117, 124, 251, 121, 115, 42, 57, 49, 108, 240, 100, 125, 209, 234, 176, 212, 13, 9, 105, 180, 23, 175, 95, 93, 7, 39, 146, 116, 47, 45, 190, 67, 82, 241, 202, 21, 149, 144, 212, 148, 59, 222, 171, 136, 230, 101, 13, 89, 201, 133, 211, 215, 235, 121, 9, 8, 148, 232, 195, 91, 2, 142, 108, 68, 100, 48, 44, 169, 84, 22, 35, 34, 255, 250, 164, 169, 28, 127, 60, 188, 135, 192, 210, 89, 108, 16, 74, 29, 41, 2, 248, 86, 134, 41, 109, 234, 112, 221, 17, 112, 55, 125, 100, 76, 12, 171, 153, 168, 210, 129, 255, 90, 108, 49, 26, 166, 250, 249, 101, 10, 16, 146, 197, 187, 179, 208, 97, 116, 254, 68, 162, 119, 191, 169, 251, 43, 175, 187, 225, 248, 142, 41, 117, 59, 123, 90, 167, 16, 66, 136, 43, 219, 222, 26, 111, 84, 173, 246, 1, 23, 7, 196, 41, 188, 135, 185, 220, 27, 160, 95, 196, 218, 42, 139, 58, 16, 249, 40, 200, 40, 133, 251, 121, 83, 194, 115, 49, 75, 194, 10, 158, 73, 135, 114, 156, 180, 172, 150, 189, 87, 203, 80, 32, 94, 89, 30, 222, 171, 23, 141, 11, 20, 205, 73, 140, 105, 10, 241, 15, 61, 171, 176, 217, 127, 220, 224, 99, 98, 47, 13, 148, 208, 101, 47, 82, 255, 52, 28, 174, 91, 49, 94, 93, 73, 124, 210, 161, 143, 62, 26, 0, 193, 188, 139, 159, 18, 22, 234, 141, 66, 141, 207, 142, 176, 215, 155, 14, 137, 156, 203, 76, 17, 68, 130, 10, 30, 31, 155, 119 }; // g_palPlatformJsonData[] } // Pal
52337fecd3334c83c72a4f8ed195035cc306141f
471f7992e0d610137dcc3addbec15fec1269d22e
/AshaEngine/AppSysClass.cpp
084aff8b19eb6bb14e979f63eb1fce5480a01943
[]
no_license
lazyrohan/Asha
12bf4d9dff56e062239efb6a7ea7730e0b59151d
d0cba37dccca9ddde9de73cc864855c6a0deb9fd
refs/heads/master
2021-01-10T19:00:30.565889
2014-03-30T14:21:05
2014-03-30T14:21:05
null
0
0
null
null
null
null
UTF-8
C++
false
false
2,445
cpp
AppSysClass.cpp
//AppSysClas.cpp #include "AppSysClass.h" AppSysClass::AppSysClass(): m_hInstance(NULL), m_hWnd(NULL), m_msg(NULL), m_pAppGraph(NULL) { //Initialize globe variations } AppSysClass::~AppSysClass() { } bool AppSysClass::Initialize(HINSTANCE hInstance,int nCmdShow,LPCSTR AppName,HCURSOR hCursor,HICON hIcon,RECT rc) { bool hr=true; //Initialize windows m_AppName=AppName; m_hCursor=hCursor; m_hIcon=hIcon; m_rc=rc; hr=InitializeWindows(hInstance,nCmdShow); if(!hr) { return false; } //Initialize App graphic class m_pAppGraph=new AshaGraphClass; m_pAppGraph->Initialize(m_hWnd); if (!hr) { return false; } return true; } bool AppSysClass::InitializeWindows(HINSTANCE hInstance,int nCmdShow) { //Initialize wnd class structure WNDCLASSEX wcex; wcex.cbSize=sizeof(WNDCLASSEX); wcex.style=CS_HREDRAW|CS_VREDRAW; wcex.lpfnWndProc=WndProc; wcex.cbClsExtra=NULL; wcex.cbWndExtra=NULL; wcex.hInstance=m_hInstance=hInstance; wcex.hIcon=m_hIcon; wcex.hCursor=m_hCursor; wcex.hbrBackground=(HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName=NULL; wcex.lpszClassName=m_AppName; wcex.hIconSm=NULL; //Registe wnd class if(!RegisterClassEx(&wcex)) return false; //Create window AdjustWindowRect(&m_rc,WS_OVERLAPPEDWINDOW,false); m_hWnd=CreateWindow(m_AppName,m_AppName,WS_TILEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,m_rc.right-m_rc.left, m_rc.bottom-m_rc.top,NULL,NULL,hInstance,NULL); if(!m_hWnd) return false; //show window ShowWindow(m_hWnd,nCmdShow); return true; } void AppSysClass::Run() { bool done=true; //Main message loop m_msg=new MSG; while(done) { if(PeekMessageA(m_msg,NULL,0,0,PM_REMOVE)) { TranslateMessage(m_msg); DispatchMessage(m_msg); } if(m_msg->message==WM_QUIT) done=false; else { done=true; m_pAppGraph->Render(); } } return; } int AppSysClass::Exit() { //Release app graphic class m_pAppGraph->Release(); delete m_pAppGraph; m_pAppGraph=NULL; //Destroy window DestroyWindow(m_hWnd); return ( int )m_msg->wParam; } LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) { /* PAINTSTRUCT ps; HDC hdc; */ switch(message) { /* case WM_PAINT: { hdc=BeginPaint(hWnd,&ps); TextOutW(hdc,0,0,L"Test",4); EndPaint(hWnd,&ps); break; } */ case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd,message,wParam,lParam); } return 0; }
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/valid_anagram.cpp
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[]
no_license
drkarthi/algo
d9584f084c4057a1d24f0a395c05464a33da51d4
74f205bcd5e4865354dccbe82b824685189d4ab1
refs/heads/master
2021-01-22T11:11:02.124512
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valid_anagram.cpp
class Solution { public: vector<int>& updateHashTable(string a, vector<int>& hash){ int i=0, index; while(a[i]!='\0'){ index = int(a[i]) - 97; hash[index] += 1; i++; } return hash; } bool isAnagram(string s, string t) { vector<int> hash_s (26,0); vector<int> hash_t (26,0); hash_s = updateHashTable(s, hash_s); hash_t = updateHashTable(t, hash_t); int i; for(i=0;i<26;i++){ if(hash_s[i]!=hash_t[i]) return false; } return true; } };
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/src/library/vm/vm_int.h
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leanprover-community/lean
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vm_int.h
/* Copyright (c) 2016 Microsoft Corporation. All rights reserved. Released under Apache 2.0 license as described in the file LICENSE. Author: Leonardo de Moura */ #pragma once #include "library/vm/vm.h" namespace lean { int to_int(vm_obj const & o); optional<int> try_to_int(vm_obj const & o); int force_to_int(vm_obj const & o, int def); vm_obj mk_vm_int(int n); vm_obj mk_vm_int(unsigned int n); vm_obj mk_vm_int(long n); vm_obj mk_vm_int(unsigned long n); vm_obj mk_vm_int(long long n); vm_obj mk_vm_int(unsigned long long n); vm_obj mk_vm_int(double n); vm_obj mk_vm_int(mpz const & n); void initialize_vm_int(); void finalize_vm_int(); }
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/workspace/ns-allinone-3.28/ns-3.28/scratch/new_adhoc_test.cc
88d14e325efff20621b7742911debd8e70dbc639
[]
no_license
h-d/Senior-Research
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new_adhoc_test.cc
#include "ns3/core-module.h" #include "ns3/network-module.h" #include "ns3/mobility-module.h" #include "ns3/config-store-module.h" #include "ns3/wifi-module.h" #include "ns3/internet-module.h" #include "ns3/aodv-module.h" #include "ns3/dsr-module.h" #include "ns3/olsr-module.h" #include "ns3/dsdv-module.h" #include "ns3/ipv4-static-routing-helper.h" #include "ns3/ipv4-list-routing-helper.h" #include "ns3/applications-module.h" #include "ns3/netanim-module.h" #include "ns3/constant-velocity-mobility-model.h" #include "ns3/flow-monitor-module.h" #include "ns3/stats-module.h" #include <iostream> #include <fstream> #include <vector> #include <string> NS_LOG_COMPONENT_DEFINE ("scenario"); using namespace ns3; using namespace dsr; Ptr<ConstantVelocityMobilityModel> cvmm; double position_interval = 1.0; std::string tracebase = "scratch/scenario"; //std::string protocol; Ptr < Node> mover= CreateObject < Node>(); // two callbacks void printPosition() { Vector thePos = cvmm->GetPosition(); Simulator::Schedule(Seconds(position_interval), &printPosition); std::cout << "position: " << thePos << std::endl; } void stopMover() { cvmm -> SetVelocity(Vector(0,0,0)); } void PrintRoutingTable (Ptr<Node> node) { /* Ptr<ns3::aodv::RoutingProtocol> routing = node->GetObject<ns3::aodv::RoutingProtocol>(); // Print routing table entries for OLSR routing std::vector<ns3::aodv::RoutingTableEntry> entry = routing->m_routingTable; std::cout << "Routing table for device: " << Names::FindName(node) << std::endl; std::cout << "Routing table for device: " << node->GetId() << std::endl; std::cout << "DestinyAddress\t\tNextAddress\t\tInterface\t\tDistance\n"; for (std::vector<ns3::aodv::RoutingTableEntry, std::allocator<ns3::aodv::RoutingTableEntry>>::iterator i =entry.begin(); i!=entry.end(); i++) { std::cout << i->destAddr << "\t\t"<< i->nextAddr << "\t\t"<< i->interface << "\t\t"<< i->distance << std::endl; } */ } int main (int argc, char *argv[]) { // Dsss options: DsssRate1Mbps, DsssRate2Mbps, DsssRate5_5Mbps, DsssRate11Mbps // also ErpOfdmRate to 54 Mbps and OfdmRate to 150Mbps w 40MHz band-width std::string phyMode = "DsssRate1Mbps"; //phyMode = "DsssRate11Mbps"; int bottomrow = 100; // number of bottom-row nodes int spacing = 100; // between bottom-row nodes int mheight = 150; // height of mover above bottom row int brheight = 50; // height of bottom row int X = (5-1)*spacing+1; // X and Y are the dimensions of the field int packetsize = 500; double factor = 1.0; // allows slowing down rate and extending runtime; same total # of packets int endtime = (int)100*factor; double speed = (X-1.0)/endtime; double bitrate = 80*1000.0/factor; // bits/sec uint32_t interval = 1000*packetsize*8/bitrate*1000; // in microsec, computed from packetsize and bitrate uint32_t packetcount = 1000000*endtime/ interval; std::cout << "interval = " << interval <<", rate=" << bitrate << ", packetcount=" << packetcount << std::endl; CommandLine cmd; // no options, actually cmd.Parse (argc, argv); // disable fragmentation for frames below 2200 bytes Config::SetDefault ("ns3::WifiRemoteStationManager::FragmentationThreshold", StringValue ("2200")); // turn off RTS/CTS for frames below 2200 bytes Config::SetDefault ("ns3::WifiRemoteStationManager::RtsCtsThreshold", StringValue ("2200")); // Set non-unicast data rate to be the same as that of unicast Config::SetDefault ("ns3::WifiRemoteStationManager::NonUnicastMode", StringValue (phyMode)); // Create nodes NodeContainer fixedpos; fixedpos.Create(bottomrow); Ptr<Node> lowerleft = fixedpos.Get(0); // The below set of helpers will help us to put together the desired Wi-Fi behavior WifiHelper wifi; wifi.SetStandard (WIFI_PHY_STANDARD_80211b); wifi.SetRemoteStationManager ("ns3::AarfWifiManager"); // Use AARF rate control // to view AARF rate changes, set in the shell NS_LOG=AarfWifiManager=level_debug // The PHY layer here is "yans" YansWifiPhyHelper wifiPhyHelper = YansWifiPhyHelper::Default (); // for .pcap tracing wifiPhyHelper.SetPcapDataLinkType (YansWifiPhyHelper::DLT_IEEE802_11_RADIO); YansWifiChannelHelper wifiChannelHelper; // *not* ::Default() ! wifiChannelHelper.SetPropagationDelay ("ns3::ConstantSpeedPropagationDelayModel"); // pld: default? // the following has an absolute cutoff at distance > 250 wifiChannelHelper.AddPropagationLoss ("ns3::RangePropagationLossModel", "MaxRange", DoubleValue(250)); Ptr<YansWifiChannel> pchan = wifiChannelHelper.Create (); wifiPhyHelper.SetChannel (pchan); // Add a non-QoS upper-MAC layer "AdhocWifiMac", and set rate control WifiMacHelper wifiMacHelper; wifiMacHelper.SetType ("ns3::AdhocWifiMac"); NetDeviceContainer devices = wifi.Install (wifiPhyHelper, wifiMacHelper, fixedpos); //devices.Add (wifi.Install (wifiPhyHelper, wifiMacHelper, mover)); // set positions. MobilityHelper sessile; // for fixed nodes Ptr<ListPositionAllocator> positionAlloc = CreateObject<ListPositionAllocator> (); int Ypos = 0; for (int t = 0; t < 10; t++) { int Xpos = 0; for (int i=0; i<10; i++) { positionAlloc->Add(Vector(Xpos, Ypos, 0.0)); Xpos += spacing; } Ypos+=spacing*2; } sessile.SetPositionAllocator (positionAlloc); sessile.SetMobilityModel ("ns3::ConstantPositionMobilityModel"); sessile.Install (fixedpos); // ConstantVelocityMobilityModel is a subclass of MobilityModel Vector pos (0, mheight+brheight, 0); Vector vel (speed, 0, 0); MobilityHelper mobile; mobile.SetMobilityModel("ns3::ConstantVelocityMobilityModel"); // no Attributes mobile.Install(mover); cvmm = mover->GetObject<ConstantVelocityMobilityModel> (); cvmm->SetPosition(pos); cvmm->SetVelocity(vel); AodvHelper aodv; OlsrHelper olsr; DsrHelper dsr; DsrMainHelper dsrMain; Ipv4ListRoutingHelper listrouting; listrouting.Add(olsr, 100); // generates less traffic //listrouting.Add(dsr,100); //listrouting.Add(aodv, 900); // fastest to find new routes InternetStackHelper internet; internet.SetRoutingHelper(listrouting); internet.Install (fixedpos); //dsrMain.Install(dsr,fixedpos); //internet.Install (mover); Ipv4AddressHelper ipv4; NS_LOG_INFO ("Assign IP Addresses."); ipv4.SetBase ("10.1.0.0", "255.255.0.0"); // there is only one subnet Ipv4InterfaceContainer i = ipv4.Assign (devices); uint16_t port = 80; // create a receiving application (UdpServer) on node mover Address sinkaddr(InetSocketAddress (Ipv4Address::GetAny(), port)); Config::SetDefault("ns3::UdpServer::Port", UintegerValue(port)); //-----sample Ptr<UdpServer> UdpRecvApp = CreateObject<UdpServer>(); UdpRecvApp->SetStartTime(Seconds(0.0)); UdpRecvApp->SetStopTime(Seconds(endtime)); // mover->AddApplication(UdpRecvApp); // mover definition needed // Tracing wifiPhyHelper.EnablePcap (tracebase, devices); AsciiTraceHelper ascii; wifiPhyHelper.EnableAsciiAll (ascii.CreateFileStream (tracebase + ".tr")); // create animation file, to be run with 'netanim' AnimationInterface anim (tracebase + ".xml"); anim.SetMobilityPollInterval(Seconds(0.1)); // uncomment the next line to verify that node 'mover' is actually moving //Simulator::Schedule(Seconds(position_interval), &printPosition); //Simulator::Schedule(Seconds(endtime), &stopMover); anim.UpdateNodeDescription (fixedpos.Get(0), "AP"); Simulator::Stop(Seconds (30)); FlowMonitorHelper flowmon; Ptr<FlowMonitor> monitor = flowmon.Install(fixedpos); monitor = flowmon.GetMonitor(); Simulator::Run (); for (uint32_t i = 0; i < fixedpos.GetN(); i++) { PrintRoutingTable(fixedpos.Get(i)); } monitor->CheckForLostPackets(); Ptr<Ipv4FlowClassifier> classifier = DynamicCast<Ipv4FlowClassifier> (flowmon.GetClassifier ()); std::map<FlowId, FlowMonitor::FlowStats> stats = monitor->GetFlowStats(); for(std::map<FlowId, FlowMonitor::FlowStats>::const_iterator i = stats.begin (); i != stats.end (); ++i) { Ipv4FlowClassifier::FiveTuple t = classifier->FindFlow (i->first); std::cout << " Flow " << i->first << " (" << t.sourceAddress << " -> " << t.destinationAddress << ")\n"; std::cout << " Tx Bytes: " << i->second.txBytes << "\n"; std::cout << " Rx Bytes: " << i->second.rxBytes << "\n"; std::cout << " Throughput: " << i->second.rxBytes * 8.0 / 10.0 / 1024 / 1024 << " Mbps\n"; } monitor->SerializeToXmlFile("FlowStats.xml",true,true); Simulator::Destroy (); return 0; }
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/src/crypto/haraka_portable.cpp
78daf6ce9efb6f129e4267011fbfded0cba20b0e
[]
no_license
whojan/KomodoOcean
20ca84ea11ed791c407bed17b155134b640796e8
f604a95d848222af07db0005c33dc4852b5203a3
refs/heads/master
2022-08-07T13:10:15.341628
2019-06-14T17:27:57
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haraka_portable.cpp
/* Plain C implementation of the Haraka256 and Haraka512 permutations. */ #include <stdio.h> #include <string.h> #include <stdlib.h> #include "haraka_portable.h" #define HARAKAS_RATE 32 static const unsigned char haraka_rc[40][16] = { {0x9d, 0x7b, 0x81, 0x75, 0xf0, 0xfe, 0xc5, 0xb2, 0x0a, 0xc0, 0x20, 0xe6, 0x4c, 0x70, 0x84, 0x06}, {0x17, 0xf7, 0x08, 0x2f, 0xa4, 0x6b, 0x0f, 0x64, 0x6b, 0xa0, 0xf3, 0x88, 0xe1, 0xb4, 0x66, 0x8b}, {0x14, 0x91, 0x02, 0x9f, 0x60, 0x9d, 0x02, 0xcf, 0x98, 0x84, 0xf2, 0x53, 0x2d, 0xde, 0x02, 0x34}, {0x79, 0x4f, 0x5b, 0xfd, 0xaf, 0xbc, 0xf3, 0xbb, 0x08, 0x4f, 0x7b, 0x2e, 0xe6, 0xea, 0xd6, 0x0e}, {0x44, 0x70, 0x39, 0xbe, 0x1c, 0xcd, 0xee, 0x79, 0x8b, 0x44, 0x72, 0x48, 0xcb, 0xb0, 0xcf, 0xcb}, {0x7b, 0x05, 0x8a, 0x2b, 0xed, 0x35, 0x53, 0x8d, 0xb7, 0x32, 0x90, 0x6e, 0xee, 0xcd, 0xea, 0x7e}, {0x1b, 0xef, 0x4f, 0xda, 0x61, 0x27, 0x41, 0xe2, 0xd0, 0x7c, 0x2e, 0x5e, 0x43, 0x8f, 0xc2, 0x67}, {0x3b, 0x0b, 0xc7, 0x1f, 0xe2, 0xfd, 0x5f, 0x67, 0x07, 0xcc, 0xca, 0xaf, 0xb0, 0xd9, 0x24, 0x29}, {0xee, 0x65, 0xd4, 0xb9, 0xca, 0x8f, 0xdb, 0xec, 0xe9, 0x7f, 0x86, 0xe6, 0xf1, 0x63, 0x4d, 0xab}, {0x33, 0x7e, 0x03, 0xad, 0x4f, 0x40, 0x2a, 0x5b, 0x64, 0xcd, 0xb7, 0xd4, 0x84, 0xbf, 0x30, 0x1c}, {0x00, 0x98, 0xf6, 0x8d, 0x2e, 0x8b, 0x02, 0x69, 0xbf, 0x23, 0x17, 0x94, 0xb9, 0x0b, 0xcc, 0xb2}, {0x8a, 0x2d, 0x9d, 0x5c, 0xc8, 0x9e, 0xaa, 0x4a, 0x72, 0x55, 0x6f, 0xde, 0xa6, 0x78, 0x04, 0xfa}, {0xd4, 0x9f, 0x12, 0x29, 0x2e, 0x4f, 0xfa, 0x0e, 0x12, 0x2a, 0x77, 0x6b, 0x2b, 0x9f, 0xb4, 0xdf}, {0xee, 0x12, 0x6a, 0xbb, 0xae, 0x11, 0xd6, 0x32, 0x36, 0xa2, 0x49, 0xf4, 0x44, 0x03, 0xa1, 0x1e}, {0xa6, 0xec, 0xa8, 0x9c, 0xc9, 0x00, 0x96, 0x5f, 0x84, 0x00, 0x05, 0x4b, 0x88, 0x49, 0x04, 0xaf}, {0xec, 0x93, 0xe5, 0x27, 0xe3, 0xc7, 0xa2, 0x78, 0x4f, 0x9c, 0x19, 0x9d, 0xd8, 0x5e, 0x02, 0x21}, {0x73, 0x01, 0xd4, 0x82, 0xcd, 0x2e, 0x28, 0xb9, 0xb7, 0xc9, 0x59, 0xa7, 0xf8, 0xaa, 0x3a, 0xbf}, {0x6b, 0x7d, 0x30, 0x10, 0xd9, 0xef, 0xf2, 0x37, 0x17, 0xb0, 0x86, 0x61, 0x0d, 0x70, 0x60, 0x62}, {0xc6, 0x9a, 0xfc, 0xf6, 0x53, 0x91, 0xc2, 0x81, 0x43, 0x04, 0x30, 0x21, 0xc2, 0x45, 0xca, 0x5a}, {0x3a, 0x94, 0xd1, 0x36, 0xe8, 0x92, 0xaf, 0x2c, 0xbb, 0x68, 0x6b, 0x22, 0x3c, 0x97, 0x23, 0x92}, {0xb4, 0x71, 0x10, 0xe5, 0x58, 0xb9, 0xba, 0x6c, 0xeb, 0x86, 0x58, 0x22, 0x38, 0x92, 0xbf, 0xd3}, {0x8d, 0x12, 0xe1, 0x24, 0xdd, 0xfd, 0x3d, 0x93, 0x77, 0xc6, 0xf0, 0xae, 0xe5, 0x3c, 0x86, 0xdb}, {0xb1, 0x12, 0x22, 0xcb, 0xe3, 0x8d, 0xe4, 0x83, 0x9c, 0xa0, 0xeb, 0xff, 0x68, 0x62, 0x60, 0xbb}, {0x7d, 0xf7, 0x2b, 0xc7, 0x4e, 0x1a, 0xb9, 0x2d, 0x9c, 0xd1, 0xe4, 0xe2, 0xdc, 0xd3, 0x4b, 0x73}, {0x4e, 0x92, 0xb3, 0x2c, 0xc4, 0x15, 0x14, 0x4b, 0x43, 0x1b, 0x30, 0x61, 0xc3, 0x47, 0xbb, 0x43}, {0x99, 0x68, 0xeb, 0x16, 0xdd, 0x31, 0xb2, 0x03, 0xf6, 0xef, 0x07, 0xe7, 0xa8, 0x75, 0xa7, 0xdb}, {0x2c, 0x47, 0xca, 0x7e, 0x02, 0x23, 0x5e, 0x8e, 0x77, 0x59, 0x75, 0x3c, 0x4b, 0x61, 0xf3, 0x6d}, {0xf9, 0x17, 0x86, 0xb8, 0xb9, 0xe5, 0x1b, 0x6d, 0x77, 0x7d, 0xde, 0xd6, 0x17, 0x5a, 0xa7, 0xcd}, {0x5d, 0xee, 0x46, 0xa9, 0x9d, 0x06, 0x6c, 0x9d, 0xaa, 0xe9, 0xa8, 0x6b, 0xf0, 0x43, 0x6b, 0xec}, {0xc1, 0x27, 0xf3, 0x3b, 0x59, 0x11, 0x53, 0xa2, 0x2b, 0x33, 0x57, 0xf9, 0x50, 0x69, 0x1e, 0xcb}, {0xd9, 0xd0, 0x0e, 0x60, 0x53, 0x03, 0xed, 0xe4, 0x9c, 0x61, 0xda, 0x00, 0x75, 0x0c, 0xee, 0x2c}, {0x50, 0xa3, 0xa4, 0x63, 0xbc, 0xba, 0xbb, 0x80, 0xab, 0x0c, 0xe9, 0x96, 0xa1, 0xa5, 0xb1, 0xf0}, {0x39, 0xca, 0x8d, 0x93, 0x30, 0xde, 0x0d, 0xab, 0x88, 0x29, 0x96, 0x5e, 0x02, 0xb1, 0x3d, 0xae}, {0x42, 0xb4, 0x75, 0x2e, 0xa8, 0xf3, 0x14, 0x88, 0x0b, 0xa4, 0x54, 0xd5, 0x38, 0x8f, 0xbb, 0x17}, {0xf6, 0x16, 0x0a, 0x36, 0x79, 0xb7, 0xb6, 0xae, 0xd7, 0x7f, 0x42, 0x5f, 0x5b, 0x8a, 0xbb, 0x34}, {0xde, 0xaf, 0xba, 0xff, 0x18, 0x59, 0xce, 0x43, 0x38, 0x54, 0xe5, 0xcb, 0x41, 0x52, 0xf6, 0x26}, {0x78, 0xc9, 0x9e, 0x83, 0xf7, 0x9c, 0xca, 0xa2, 0x6a, 0x02, 0xf3, 0xb9, 0x54, 0x9a, 0xe9, 0x4c}, {0x35, 0x12, 0x90, 0x22, 0x28, 0x6e, 0xc0, 0x40, 0xbe, 0xf7, 0xdf, 0x1b, 0x1a, 0xa5, 0x51, 0xae}, {0xcf, 0x59, 0xa6, 0x48, 0x0f, 0xbc, 0x73, 0xc1, 0x2b, 0xd2, 0x7e, 0xba, 0x3c, 0x61, 0xc1, 0xa0}, {0xa1, 0x9d, 0xc5, 0xe9, 0xfd, 0xbd, 0xd6, 0x4a, 0x88, 0x82, 0x28, 0x02, 0x03, 0xcc, 0x6a, 0x75} }; static unsigned char rc[40][16]; static unsigned char rc0[40][16]; static unsigned char rc_sseed[40][16]; static const unsigned char sbox[256] = { 0x63, 0x7c, 0x77, 0x7b, 0xf2, 0x6b, 0x6f, 0xc5, 0x30, 0x01, 0x67, 0x2b, 0xfe, 0xd7, 0xab, 0x76, 0xca, 0x82, 0xc9, 0x7d, 0xfa, 0x59, 0x47, 0xf0, 0xad, 0xd4, 0xa2, 0xaf, 0x9c, 0xa4, 0x72, 0xc0, 0xb7, 0xfd, 0x93, 0x26, 0x36, 0x3f, 0xf7, 0xcc, 0x34, 0xa5, 0xe5, 0xf1, 0x71, 0xd8, 0x31, 0x15, 0x04, 0xc7, 0x23, 0xc3, 0x18, 0x96, 0x05, 0x9a, 0x07, 0x12, 0x80, 0xe2, 0xeb, 0x27, 0xb2, 0x75, 0x09, 0x83, 0x2c, 0x1a, 0x1b, 0x6e, 0x5a, 0xa0, 0x52, 0x3b, 0xd6, 0xb3, 0x29, 0xe3, 0x2f, 0x84, 0x53, 0xd1, 0x00, 0xed, 0x20, 0xfc, 0xb1, 0x5b, 0x6a, 0xcb, 0xbe, 0x39, 0x4a, 0x4c, 0x58, 0xcf, 0xd0, 0xef, 0xaa, 0xfb, 0x43, 0x4d, 0x33, 0x85, 0x45, 0xf9, 0x02, 0x7f, 0x50, 0x3c, 0x9f, 0xa8, 0x51, 0xa3, 0x40, 0x8f, 0x92, 0x9d, 0x38, 0xf5, 0xbc, 0xb6, 0xda, 0x21, 0x10, 0xff, 0xf3, 0xd2, 0xcd, 0x0c, 0x13, 0xec, 0x5f, 0x97, 0x44, 0x17, 0xc4, 0xa7, 0x7e, 0x3d, 0x64, 0x5d, 0x19, 0x73, 0x60, 0x81, 0x4f, 0xdc, 0x22, 0x2a, 0x90, 0x88, 0x46, 0xee, 0xb8, 0x14, 0xde, 0x5e, 0x0b, 0xdb, 0xe0, 0x32, 0x3a, 0x0a, 0x49, 0x06, 0x24, 0x5c, 0xc2, 0xd3, 0xac, 0x62, 0x91, 0x95, 0xe4, 0x79, 0xe7, 0xc8, 0x37, 0x6d, 0x8d, 0xd5, 0x4e, 0xa9, 0x6c, 0x56, 0xf4, 0xea, 0x65, 0x7a, 0xae, 0x08, 0xba, 0x78, 0x25, 0x2e, 0x1c, 0xa6, 0xb4, 0xc6, 0xe8, 0xdd, 0x74, 0x1f, 0x4b, 0xbd, 0x8b, 0x8a, 0x70, 0x3e, 0xb5, 0x66, 0x48, 0x03, 0xf6, 0x0e, 0x61, 0x35, 0x57, 0xb9, 0x86, 0xc1, 0x1d, 0x9e, 0xe1, 0xf8, 0x98, 0x11, 0x69, 0xd9, 0x8e, 0x94, 0x9b, 0x1e, 0x87, 0xe9, 0xce, 0x55, 0x28, 0xdf, 0x8c, 0xa1, 0x89, 0x0d, 0xbf, 0xe6, 0x42, 0x68, 0x41, 0x99, 0x2d, 0x0f, 0xb0, 0x54, 0xbb, 0x16 }; #define XT(x) (((x) << 1) ^ ((((x) >> 7) & 1) * 0x1b)) // Simulate _mm_aesenc_si128 instructions from AESNI void aesenc(unsigned char *s, const unsigned char *rk) { unsigned char i, t, u, v[4][4]; for (i = 0; i < 16; ++i) { v[((i / 4) + 4 - (i%4) ) % 4][i % 4] = sbox[s[i]]; } for (i = 0; i < 4; ++i) { t = v[i][0]; u = v[i][0] ^ v[i][1] ^ v[i][2] ^ v[i][3]; v[i][0] ^= u ^ XT(v[i][0] ^ v[i][1]); v[i][1] ^= u ^ XT(v[i][1] ^ v[i][2]); v[i][2] ^= u ^ XT(v[i][2] ^ v[i][3]); v[i][3] ^= u ^ XT(v[i][3] ^ t); } for (i = 0; i < 16; ++i) { s[i] = v[i / 4][i % 4] ^ rk[i]; } } // Simulate _mm_unpacklo_epi32 void unpacklo32(unsigned char *t, unsigned char *a, unsigned char *b) { unsigned char tmp[16]; memcpy(tmp, a, 4); memcpy(tmp + 4, b, 4); memcpy(tmp + 8, a + 4, 4); memcpy(tmp + 12, b + 4, 4); memcpy(t, tmp, 16); } // Simulate _mm_unpackhi_epi32 void unpackhi32(unsigned char *t, unsigned char *a, unsigned char *b) { unsigned char tmp[16]; memcpy(tmp, a + 8, 4); memcpy(tmp + 4, b + 8, 4); memcpy(tmp + 8, a + 12, 4); memcpy(tmp + 12, b + 12, 4); memcpy(t, tmp, 16); } void load_constants_port() { /* Use the standard constants to generate tweaked ones. */ memcpy(rc, haraka_rc, 40*16); } //void tweak_constants(const unsigned char *pk_seed, const unsigned char *sk_seed, // unsigned long long seed_length) //{ // unsigned char buf[40*16]; // // /* Use the standard constants to generate tweaked ones. */ // memcpy(rc, haraka_rc, 40*16); // // /* Constants for sk.seed */ // if (sk_seed != NULL) { // haraka_S(buf, 40*16, sk_seed, seed_length); // memcpy(rc_sseed, buf, 40*16); // } // // /* Constants for pk.seed */ // haraka_S(buf, 40*16, pk_seed, seed_length); // memcpy(rc, buf, 40*16); //} /* static void haraka_S_absorb(unsigned char *s, unsigned int r, const unsigned char *m, unsigned long long mlen, unsigned char p) { unsigned long long i; unsigned char t[r]; while (mlen >= r) { // XOR block to state for (i = 0; i < r; ++i) { s[i] ^= m[i]; } haraka512_perm(s, s); mlen -= r; m += r; } for (i = 0; i < r; ++i) { t[i] = 0; } for (i = 0; i < mlen; ++i) { t[i] = m[i]; } t[i] = p; t[r - 1] |= 128; for (i = 0; i < r; ++i) { s[i] ^= t[i]; } } */ static void haraka_S_squeezeblocks(unsigned char *h, unsigned long long nblocks, unsigned char *s, unsigned int r) { while (nblocks > 0) { haraka512_perm(s, s); memcpy(h, s, HARAKAS_RATE); h += r; nblocks--; } } /* void haraka_S(unsigned char *out, unsigned long long outlen, const unsigned char *in, unsigned long long inlen) { unsigned long long i; unsigned char s[64]; unsigned char d[32]; for (i = 0; i < 64; i++) { s[i] = 0; } haraka_S_absorb(s, 32, in, inlen, 0x1F); haraka_S_squeezeblocks(out, outlen / 32, s, 32); out += (outlen / 32) * 32; if (outlen % 32) { haraka_S_squeezeblocks(d, 1, s, 32); for (i = 0; i < outlen % 32; i++) { out[i] = d[i]; } } } */ void haraka512_perm(unsigned char *out, const unsigned char *in) { int i, j; unsigned char s[64], tmp[16]; memcpy(s, in, 16); memcpy(s + 16, in + 16, 16); memcpy(s + 32, in + 32, 16); memcpy(s + 48, in + 48, 16); for (i = 0; i < 5; ++i) { // aes round(s) for (j = 0; j < 2; ++j) { aesenc(s, rc[4*2*i + 4*j]); aesenc(s + 16, rc[4*2*i + 4*j + 1]); aesenc(s + 32, rc[4*2*i + 4*j + 2]); aesenc(s + 48, rc[4*2*i + 4*j + 3]); } // mixing unpacklo32(tmp, s, s + 16); unpackhi32(s, s, s + 16); unpacklo32(s + 16, s + 32, s + 48); unpackhi32(s + 32, s + 32, s + 48); unpacklo32(s + 48, s, s + 32); unpackhi32(s, s, s + 32); unpackhi32(s + 32, s + 16, tmp); unpacklo32(s + 16, s + 16, tmp); } memcpy(out, s, 64); } void haraka512_port(unsigned char *out, const unsigned char *in) { int i; unsigned char buf[64]; haraka512_perm(buf, in); /* Feed-forward */ for (i = 0; i < 64; i++) { buf[i] = buf[i] ^ in[i]; } /* Truncated */ memcpy(out, buf + 8, 8); memcpy(out + 8, buf + 24, 8); memcpy(out + 16, buf + 32, 8); memcpy(out + 24, buf + 48, 8); } void haraka512_perm_zero(unsigned char *out, const unsigned char *in) { int i, j; unsigned char s[64], tmp[16]; memcpy(s, in, 16); memcpy(s + 16, in + 16, 16); memcpy(s + 32, in + 32, 16); memcpy(s + 48, in + 48, 16); for (i = 0; i < 5; ++i) { // aes round(s) for (j = 0; j < 2; ++j) { aesenc(s, rc0[4*2*i + 4*j]); aesenc(s + 16, rc0[4*2*i + 4*j + 1]); aesenc(s + 32, rc0[4*2*i + 4*j + 2]); aesenc(s + 48, rc0[4*2*i + 4*j + 3]); } // mixing unpacklo32(tmp, s, s + 16); unpackhi32(s, s, s + 16); unpacklo32(s + 16, s + 32, s + 48); unpackhi32(s + 32, s + 32, s + 48); unpacklo32(s + 48, s, s + 32); unpackhi32(s, s, s + 32); unpackhi32(s + 32, s + 16, tmp); unpacklo32(s + 16, s + 16, tmp); } memcpy(out, s, 64); } void haraka512_port_zero(unsigned char *out, const unsigned char *in) { int i; unsigned char buf[64]; haraka512_perm_zero(buf, in); /* Feed-forward */ for (i = 0; i < 64; i++) { buf[i] = buf[i] ^ in[i]; } /* Truncated */ memcpy(out, buf + 8, 8); memcpy(out + 8, buf + 24, 8); memcpy(out + 16, buf + 32, 8); memcpy(out + 24, buf + 48, 8); } void haraka256_port(unsigned char *out, const unsigned char *in) { int i, j; unsigned char s[32], tmp[16]; memcpy(s, in, 16); memcpy(s + 16, in + 16, 16); for (i = 0; i < 5; ++i) { // aes round(s) for (j = 0; j < 2; ++j) { aesenc(s, rc[2*2*i + 2*j]); aesenc(s + 16, rc[2*2*i + 2*j + 1]); } // mixing unpacklo32(tmp, s, s + 16); unpackhi32(s + 16, s, s + 16); memcpy(s, tmp, 16); } /* Feed-forward */ for (i = 0; i < 32; i++) { out[i] = in[i] ^ s[i]; } } void haraka256_sk(unsigned char *out, const unsigned char *in) { int i, j; unsigned char s[32], tmp[16]; memcpy(s, in, 16); memcpy(s + 16, in + 16, 16); for (i = 0; i < 5; ++i) { // aes round(s) for (j = 0; j < 2; ++j) { aesenc(s, rc_sseed[2*2*i + 2*j]); aesenc(s + 16, rc_sseed[2*2*i + 2*j + 1]); } // mixing unpacklo32(tmp, s, s + 16); unpackhi32(s + 16, s, s + 16); memcpy(s, tmp, 16); } /* Feed-forward */ for (i = 0; i < 32; i++) { out[i] = in[i] ^ s[i]; } }
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Cifera.cpp
#include<iostream> using namespace std; int main() { int a,b,c =-1; cin>>a>>b; while(b%a==0) { b/=a; c++; } if(b==1) cout<<"YES"<<endl<<c; else cout<<"NO"; }
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localpeeroperations.cpp
#include "localpeeroperations.h" #include <cryptopp/base64.h> #include <cryptopp/filters.h> #include <cryptopp/osrng.h> #include <cryptopp/pssr.h> LocalPeerOperations::LocalPeerOperations(const CryptoPP::RSA::PrivateKey& key) : mKey(key) {} std::string LocalPeerOperations::decrypt(const std::string& data) const { std::shared_lock<std::shared_mutex> guard(mMutex); using namespace CryptoPP; AutoSeededRandomPool rng; std::string recover; RSAES_OAEP_SHA_Decryptor d(mKey); StringSource(data, true, new Base64Decoder(new PK_DecryptorFilter( rng, d, new StringSink(recover))) // PK_EncryptorFilter ); // StringSource return recover; } std::string LocalPeerOperations::decrypt(std::string_view data) const { std::shared_lock<std::shared_mutex> guard(mMutex); using namespace CryptoPP; AutoSeededRandomPool rng; std::string recover; RSAES_OAEP_SHA_Decryptor d(mKey); StringSource(reinterpret_cast<const unsigned char*>(data.data()), data.size(), true, new Base64Decoder(new PK_DecryptorFilter( rng, d, new StringSink(recover))) // PK_EncryptorFilter ); // StringSource return recover; } std::string LocalPeerOperations::createSign(const std::string& message) const { std::shared_lock<std::shared_mutex> guard(mMutex); CryptoPP::AutoSeededRandomPool rng; CryptoPP::RSASS<CryptoPP::PSS, CryptoPP::SHA256>::Signer signer(mKey); size_t length = signer.MaxSignatureLength(); CryptoPP::SecByteBlock signature(length); // Sign message length = signer.SignMessage( rng, reinterpret_cast<const unsigned char*>(message.data()), message.length(), signature); // Resize now we know the true size of the signature signature.resize(length); std::string str, out; str.resize(length); // Make room for elements std::memcpy(&str[0], &signature[0], str.size()); CryptoPP::StringSource ss( str, true /*pumpAll*/, new CryptoPP::Base64Encoder(new CryptoPP::StringSink(out))); return out; } std::string LocalPeerOperations::createSign(std::string_view message) const { std::shared_lock<std::shared_mutex> guard(mMutex); CryptoPP::AutoSeededRandomPool rng; CryptoPP::RSASS<CryptoPP::PSS, CryptoPP::SHA256>::Signer signer(mKey); size_t length = signer.MaxSignatureLength(); CryptoPP::SecByteBlock signature(length); // Sign message length = signer.SignMessage( rng, reinterpret_cast<const unsigned char*>(message.data()), message.length(), signature); // Resize now we know the true size of the signature signature.resize(length); std::string str, out; str.resize(length); // Make room for elements std::memcpy(&str[0], &signature[0], str.size()); CryptoPP::StringSource ss( str, true /*pumpAll*/, new CryptoPP::Base64Encoder(new CryptoPP::StringSink(out))); return out; } void LocalPeerOperations::updateKey(const CryptoPP::RSA::PrivateKey& key) { std::unique_lock<std::shared_mutex> guard(mMutex); mKey = key; }
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SPI_unittest.cc
#include "gtest/gtest.h" #include "arduino-mock/SPI.h" #include "arduino-mock/Arduino.h" using ::testing::Return; TEST(SPITest, access) { uint8_t value1 = 10; uint8_t value2 = 12; uint16_t value = 3; char text[] = "Mock test"; uint8_t* callback_func = NULL; void* voidTest = NULL; SPISettings settings(1, 2, 3); SPIMock* mock = SPIMockInstance(); EXPECT_CALL(*mock, begin()); EXPECT_CALL(*mock, usingInterrupt(value1)); EXPECT_CALL(*mock, notUsingInterrupt(value1)); EXPECT_CALL(*mock, beginTransaction(settings)); EXPECT_CALL(*mock, transfer(value1)); EXPECT_CALL(*mock, transfer16(value)); EXPECT_CALL(*mock, transfer(voidTest, value1)); EXPECT_CALL(*mock, endTransaction()); EXPECT_CALL(*mock, end()); EXPECT_CALL(*mock, setBitOrder(value1)); EXPECT_CALL(*mock, setDataMode(value1)); EXPECT_CALL(*mock, setClockDivider(value1)); EXPECT_CALL(*mock, attachInterrupt()); EXPECT_CALL(*mock, detachInterrupt()); SPI.begin(); SPI.usingInterrupt(value1); SPI.notUsingInterrupt(value1); SPI.beginTransaction(settings); SPI.transfer(value1); SPI.transfer16(value); SPI.transfer(voidTest, value1); SPI.endTransaction(); SPI.end(); SPI.setBitOrder(value1); SPI.setDataMode(value1); SPI.setClockDivider(value1); SPI.attachInterrupt(); SPI.detachInterrupt(); releaseSPIMock(); }
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/magicSquare.cpp
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magicSquare.cpp
#include <iostream> using namespace std; int takeInput(string varName) { int input; cout << "Enter " << varName << ":\n"; cin >> input; return input; } void fillSquareMatrix(int matrixSize, void *matrixArg) { int (*matrix)[matrixSize] = (int (*)[matrixSize]) matrixArg; for (int i = 0; i < matrixSize; i++) { for (int j = 0; j < matrixSize; j++) { matrix[i][j] = takeInput("matrix[" + to_string(i) + "][" + to_string(j) + "]"); } } } void printSquareMatrix(int matrixSize, void *matrixArg) { int (*matrix)[matrixSize] = (int (*)[matrixSize]) matrixArg; for (int i = 0; i < matrixSize; i++) { cout << "[ "; for (int j = 0; j < matrixSize; j++) { cout << matrix[i][j] << " "; } cout << "]\n"; } } int getSumOfArrayElements(int array[], int arraySize) { int sum = 0; for (int i = 0; i < arraySize; i++) { sum += array[i]; } return sum; } int getSumOfMatrixColElements(int matrixSize, void *matrixArg, int column) { int (*matrix)[matrixSize] = (int (*)[matrixSize]) matrixArg; int sum = 0; for (int i = 0; i < matrixSize; i++) { sum += matrix[i][column]; } return sum; } bool isMagicSquare(int matrixSize, void *matrixArg) { int (*matrix)[matrixSize] = (int (*)[matrixSize]) matrixArg; // get the sum of all elements from the first row int sumOfFirstRowElements = getSumOfArrayElements(matrix[0], matrixSize); // and from the first column int sumOfFirstColElements = getSumOfMatrixColElements(matrixSize, matrix, 0); // then compare them if (sumOfFirstRowElements != sumOfFirstColElements) { return false; } // start iterating from second row and column for (int i = 1; i < matrixSize; i++) { int sumOfRowElements = getSumOfArrayElements(matrix[i], matrixSize); if (sumOfRowElements != sumOfFirstRowElements) { return false; } // if row i is OK, then compare column i int sumOfColElements = getSumOfMatrixColElements(matrixSize, matrix, i); if (sumOfColElements != sumOfFirstColElements) { return false; } } return true; } int main() { int matrixSize; do { matrixSize = takeInput("1 <= n <= 20"); } while (matrixSize < 1 || matrixSize > 20); int squareMatrix[matrixSize][matrixSize]; fillSquareMatrix(matrixSize, squareMatrix); cout << "Your matrix is:" << endl; printSquareMatrix(matrixSize, squareMatrix); if (isMagicSquare(matrixSize, squareMatrix)) { cout << "You're a wizard, User.\n"; } else { cout << "No, it's not a magic square.\n"; } }
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/knRapid/src/rapidExtArcDds/generated/DlpSampleSupport.cxx
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DlpSampleSupport.cxx
/* WARNING: THIS FILE IS AUTO-GENERATED. DO NOT MODIFY. This file was generated from DlpSample.idl using "rtiddsgen". The rtiddsgen tool is part of the RTI Connext distribution. For more information, type 'rtiddsgen -help' at a command shell or consult the RTI Connext manual. */ #include "DlpSampleSupport.h" #include "DlpSamplePlugin.h" #ifdef __cplusplus #ifndef dds_c_log_impl_h #include "dds_c/dds_c_log_impl.h" #endif #endif namespace rapid{ namespace ext{ namespace arc{ /* ========================================================================= */ /** <<IMPLEMENTATION>> Defines: TData, TDataWriter, TDataReader, TTypeSupport Configure and implement 'DlpChannelSample' support classes. Note: Only the #defined classes get defined */ /* ----------------------------------------------------------------- */ /* DDSDataWriter */ /** <<IMPLEMENTATION >> Defines: TDataWriter, TData */ /* Requires */ #define TTYPENAME DlpChannelSampleTYPENAME /* Defines */ #define TDataWriter DlpChannelSampleDataWriter #define TData ::rapid::ext::arc::DlpChannelSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataWriter.gen" #else #include "dds_c/generic/dds_c_data_TDataWriter.gen" #endif #undef TDataWriter #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* DDSDataReader */ /** <<IMPLEMENTATION >> Defines: TDataReader, TDataSeq, TData */ /* Requires */ #define TTYPENAME DlpChannelSampleTYPENAME /* Defines */ #define TDataReader DlpChannelSampleDataReader #define TDataSeq DlpChannelSampleSeq #define TData ::rapid::ext::arc::DlpChannelSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataReader.gen" #else #include "dds_c/generic/dds_c_data_TDataReader.gen" #endif #undef TDataReader #undef TDataSeq #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* TypeSupport <<IMPLEMENTATION >> Requires: TTYPENAME, TPlugin_new TPlugin_delete Defines: TTypeSupport, TData, TDataReader, TDataWriter */ /* Requires */ #define TTYPENAME DlpChannelSampleTYPENAME #define TPlugin_new ::rapid::ext::arc::DlpChannelSamplePlugin_new #define TPlugin_delete ::rapid::ext::arc::DlpChannelSamplePlugin_delete /* Defines */ #define TTypeSupport DlpChannelSampleTypeSupport #define TData ::rapid::ext::arc::DlpChannelSample #define TDataReader DlpChannelSampleDataReader #define TDataWriter DlpChannelSampleDataWriter #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TTypeSupport.gen" #else #include "dds_c/generic/dds_c_data_TTypeSupport.gen" #endif #undef TTypeSupport #undef TData #undef TDataReader #undef TDataWriter #undef TTYPENAME #undef TPlugin_new #undef TPlugin_delete /* ========================================================================= */ /** <<IMPLEMENTATION>> Defines: TData, TDataWriter, TDataReader, TTypeSupport Configure and implement 'DlpBoardSample' support classes. Note: Only the #defined classes get defined */ /* ----------------------------------------------------------------- */ /* DDSDataWriter */ /** <<IMPLEMENTATION >> Defines: TDataWriter, TData */ /* Requires */ #define TTYPENAME DlpBoardSampleTYPENAME /* Defines */ #define TDataWriter DlpBoardSampleDataWriter #define TData ::rapid::ext::arc::DlpBoardSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataWriter.gen" #else #include "dds_c/generic/dds_c_data_TDataWriter.gen" #endif #undef TDataWriter #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* DDSDataReader */ /** <<IMPLEMENTATION >> Defines: TDataReader, TDataSeq, TData */ /* Requires */ #define TTYPENAME DlpBoardSampleTYPENAME /* Defines */ #define TDataReader DlpBoardSampleDataReader #define TDataSeq DlpBoardSampleSeq #define TData ::rapid::ext::arc::DlpBoardSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataReader.gen" #else #include "dds_c/generic/dds_c_data_TDataReader.gen" #endif #undef TDataReader #undef TDataSeq #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* TypeSupport <<IMPLEMENTATION >> Requires: TTYPENAME, TPlugin_new TPlugin_delete Defines: TTypeSupport, TData, TDataReader, TDataWriter */ /* Requires */ #define TTYPENAME DlpBoardSampleTYPENAME #define TPlugin_new ::rapid::ext::arc::DlpBoardSamplePlugin_new #define TPlugin_delete ::rapid::ext::arc::DlpBoardSamplePlugin_delete /* Defines */ #define TTypeSupport DlpBoardSampleTypeSupport #define TData ::rapid::ext::arc::DlpBoardSample #define TDataReader DlpBoardSampleDataReader #define TDataWriter DlpBoardSampleDataWriter #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TTypeSupport.gen" #else #include "dds_c/generic/dds_c_data_TTypeSupport.gen" #endif #undef TTypeSupport #undef TData #undef TDataReader #undef TDataWriter #undef TTYPENAME #undef TPlugin_new #undef TPlugin_delete /* ========================================================================= */ /** <<IMPLEMENTATION>> Defines: TData, TDataWriter, TDataReader, TTypeSupport Configure and implement 'DlpSample' support classes. Note: Only the #defined classes get defined */ /* ----------------------------------------------------------------- */ /* DDSDataWriter */ /** <<IMPLEMENTATION >> Defines: TDataWriter, TData */ /* Requires */ #define TTYPENAME DlpSampleTYPENAME /* Defines */ #define TDataWriter DlpSampleDataWriter #define TData ::rapid::ext::arc::DlpSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataWriter.gen" #else #include "dds_c/generic/dds_c_data_TDataWriter.gen" #endif #undef TDataWriter #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* DDSDataReader */ /** <<IMPLEMENTATION >> Defines: TDataReader, TDataSeq, TData */ /* Requires */ #define TTYPENAME DlpSampleTYPENAME /* Defines */ #define TDataReader DlpSampleDataReader #define TDataSeq DlpSampleSeq #define TData ::rapid::ext::arc::DlpSample #ifdef __cplusplus #include "dds_cpp/generic/dds_cpp_data_TDataReader.gen" #else #include "dds_c/generic/dds_c_data_TDataReader.gen" #endif #undef TDataReader #undef TDataSeq #undef TData #undef TTYPENAME /* ----------------------------------------------------------------- */ /* TypeSupport <<IMPLEMENTATION >> Requires: TTYPENAME, TPlugin_new TPlugin_delete Defines: TTypeSupport, TData, TDataReader, TDataWriter */ /* Requires */ #define TTYPENAME DlpSampleTYPENAME #define TPlugin_new ::rapid::ext::arc::DlpSamplePlugin_new #define TPlugin_delete ::rapid::ext::arc::DlpSamplePlugin_delete /* Defines */ #define TTypeSupport DlpSampleTypeSupport #define TData ::rapid::ext::arc::DlpSample #define TDataReader DlpSampleDataReader #define TDataWriter DlpSampleDataWriter #ifdef __cplusplus #define RTI_VALUETYPE #include "dds_cpp/generic/dds_cpp_data_TTypeSupport.gen" #undef RTI_VALUETYPE #else #include "dds_c/generic/dds_c_data_TTypeSupport.gen" #endif #undef TTypeSupport #undef TData #undef TDataReader #undef TDataWriter #undef TTYPENAME #undef TPlugin_new #undef TPlugin_delete } /* namespace arc */ } /* namespace ext */ } /* namespace rapid */
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/POI/2017/Round 2/zam.cpp
4cc3593314642296a0ce1fab4d4a8263f23394c1
[]
no_license
Giantpizzahead/comp-programming
0d16babe49064aee525d78a70641ca154927af20
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refs/heads/master
2023-08-17T20:23:28.693280
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zam.cpp
/* Solution: When representing each chamber as a node and adjacent chambers as edges, it can be shown that the # of edges is bounded by a small constant of N (maybe 4?). Think about the number of full sides for each chamber (not touching other chambers), along with the number of contiguous, partially occupied sides. Messing around with these, along with some intuition, reveals this property. To efficiently find these edges, use a sorted vector to "sweep" through the chambers that are adjacent. See code for more details. Runtime: O(N * log(N) * C) where C is a small constant */ #include <bits/stdc++.h> using namespace std; #define rep(i, a, b) for (int i = (a); i < (b); i++) #define sz(x) ((int) x.size()) #define all(x) x.begin(), x.end() #define debug if (true) cerr using ll = long long; const int MAXN = 1e6+5; const int INF = 1e9; int W, H, N, M, A, B; int X1[MAXN], Y1[MAXN], X2[MAXN], Y2[MAXN]; bool marked[MAXN]; struct Point { int x, y, i; bool operator<(const Point& o) const { return make_pair(x, y) < make_pair(o.x, o.y); } }; struct Pair { int x, i; bool operator<(const Pair& o) const { return x < o.x; } }; unordered_map<int, vector<Pair>> adjT, adjR, adjB, adjL; int dist[MAXN]; queue<int> q; void addAdj(int d, int l, int r, vector<Pair>& v) { auto ptr = upper_bound(all(v), Pair{l, -1}); if (ptr != v.begin()) ptr = prev(ptr); while (ptr != v.end() && ptr->x < r) { int n = ptr->i; if (!marked[n] && dist[n] == INF) { dist[n] = d+1; q.push(n); } ptr = next(ptr); } } int bfs() { rep(i, 0, N) { adjT[Y1[i]].push_back({X1[i], i}); adjB[Y2[i]].push_back({X1[i], i}); adjR[X1[i]].push_back({Y1[i], i}); adjL[X2[i]].push_back({Y1[i], i}); dist[i] = INF; } for (auto& v : adjT) sort(all(v.second)); for (auto& v : adjR) sort(all(v.second)); for (auto& v : adjB) sort(all(v.second)); for (auto& v : adjL) sort(all(v.second)); q.push(A); dist[A] = 1; while (!q.empty()) { int n = q.front(); q.pop(); if (n == B) return dist[n]; addAdj(dist[n], X1[n], X2[n], adjT[Y2[n]]); addAdj(dist[n], X1[n], X2[n], adjB[Y1[n]]); addAdj(dist[n], Y1[n], Y2[n], adjR[X2[n]]); addAdj(dist[n], Y1[n], Y2[n], adjL[X1[n]]); } return -1; } void solve() { cin >> W >> H >> N >> M; int xp, yp, xs, ys; cin >> xp >> yp >> xs >> ys; rep(i, 0, N) { int x1, y1, x2, y2; cin >> x1 >> y1 >> x2 >> y2; X1[i] = min(x1, x2); Y1[i] = min(y1, y2); X2[i] = max(x1, x2); Y2[i] = max(y1, y2); } // Process marks vector<Point> events; events.push_back({xp, yp, 2*N}); events.push_back({xs, ys, 2*N+1}); rep(i, 0, N) { events.push_back({X1[i], Y1[i], i}); events.push_back({X2[i], Y1[i], N+i}); } rep(i, 0, M) { int x, y; cin >> x >> y; events.push_back({x, y, -1}); } sort(all(events)); set<pair<int, int>> activeRects; for (Point& p : events) { // debug << p.x << " " << p.y << " " << p.i << endl; if (p.i == -1 || p.i >= 2*N) { // Point int n = prev(activeRects.lower_bound({p.y, -1}))->second; if (p.i == -1) marked[n] = true; else if (p.i == 2*N) A = n; else B = n; } else if (p.i < N) { // Rectangle start activeRects.insert({p.y, p.i}); } else { // Rectangle end activeRects.erase({p.y, p.i-N}); } } // BFS int ans = bfs(); cout << ans << '\n'; } int main() { ios::sync_with_stdio(0); cin.tie(0); solve(); return 0; }
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/3Elevator-scheduling/Elevator.h
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DreamFeather/3Elevators-scheduling
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Elevator.h
#include"NewQue.h" using namespace std; class Elevator { private: int Type; //1odd 2even 3normal int CurrentFloor; //当前楼层1~10; int CurrentTime; //当前时间; que TargetFloor; //目标楼层 que AskFloor; //请求楼层 int Door; //-1关闭,1开启 int Arrival[11]; //能到的楼层 public: int Diretion; //方向 -1下,0等待,1上 int Load; //(载重)乘客数量 int NextFloor; //下一目的地 static int Finish; //完成任务总次数; void Set_Type(const int); //设置类型 Elevator(); //无参构造 void Add_TargetFloor(const int); //增加目标 void DE_TargetFloor(const int); //删除目标 void Add_AskFloor(const int); //增加请求 int Get_CurrentTime(); //查看当前时间 int Get_CurrentFloor(); //查看当前楼层 int Get_Diretion(); //查看当前方向 void Wait(); //电梯空闲 void Up_stair(); //上升1 void Down_stair(); //下降1 int Door_status(); //门状态 int status(); //电梯状态 int Get_Arrival(const int n); //到达许可 int Order(const int n); //查看是否有该层 void SortWay(); //在当前方向上排序 int Get_Asksize(); //请求队列情况 int Get_NextAsk(); //返回请求层 int Get_NextTarget(); //返回目标层 void DE_NextAsk(); //删除该请求 void DE_NextTarget(); //删除该目标 int Find_Target(const int); //寻找指定层 void DE_Target(const int); //删除指定层 int Find_Ask(const int); //寻找指定层 void DE_Ask(const int); //删除指定层 }; #include"Elevator.cpp"
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/LeetCodeInVSCode/34.find-first-and-last-position-of-element-in-sorted-array.cpp
25acaf4127ddc94a4c7c108a9b1cff94f2c2640a
[]
no_license
vgvgvvv/My-Algorithm-Training
b78913b9d8a0a44613c241b4b7322f3a4b96a13a
02f5104e0e81d075373fc96e5331f055d0c1cea2
refs/heads/master
2021-08-27T21:38:51.350155
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34.find-first-and-last-position-of-element-in-sorted-array.cpp
/* * @lc app=leetcode id=34 lang=cpp * * [34] Find First and Last Position of Element in Sorted Array * * https://leetcode.com/problems/find-first-and-last-position-of-element-in-sorted-array/description/ * * algorithms * Medium (33.34%) * Total Accepted: 289.8K * Total Submissions: 868.3K * Testcase Example: '[5,7,7,8,8,10]\n8' * * Given an array of integers nums sorted in ascending order, find the starting * and ending position of a given target value. * * Your algorithm's runtime complexity must be in the order of O(log n). * * If the target is not found in the array, return [-1, -1]. * * Example 1: * * * Input: nums = [5,7,7,8,8,10], target = 8 * Output: [3,4] * * Example 2: * * * Input: nums = [5,7,7,8,8,10], target = 6 * Output: [-1,-1] * */ #include<vector> using namespace std; class Solution { public: //二分查找 void bs(vector<int>& nums, vector<int>& result, int target, int head, int tail){ if(head > tail){ return; } int mid = (head + tail) / 2; //找到目标,更新开始以及结束位置 if(target == nums[mid]){ if(result[0] == -1 || result[0] > mid){ result[0] = mid; } if(result[1] == -1 || result[1] < mid){ result[1] = mid; } //两边搜索 bs(nums, result, target, mid+1, tail); bs(nums, result, target, head, mid-1); } //未找到,缩小搜索范围 else if(target > nums[mid]){ bs(nums, result, target, mid+1, tail); } //未找到,缩小搜索范围 else{ bs(nums, result, target, head, mid-1); } } vector<int> searchRange(vector<int>& nums, int target) { vector<int> res{-1, -1}; bs(nums, res, target, 0, nums.size()-1); return res; } };
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/source/render/SSView/SSViewAbstract.cpp
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refs/heads/master
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cpp
SSViewAbstract.cpp
/* SynScopeV Copyright (C) 2008,2009,2010,2011: Daniel Roggen, droggen@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include <QPainter> #include <QPaintEvent> #include <assert.h> #include "SSViewAbstract.h" //SSViewAbstract::SSViewAbstract(QWidget *parent) : QFrame(parent) SSViewAbstract::SSViewAbstract(QWidget *parent) : QWidget(parent) { NoSliderEvents = false; // Frame //setFrameStyle(QFrame::Panel); //setFrameShadow(QFrame::Raised); setAutoFillBackground(true); setMouseTracking(true); // To follow mouse over widget and send signals //setFocusPolicy(Qt::StrongFocus); // To accept focus, and thus receive keyboard events setFocusPolicy(Qt::WheelFocus); // To accept focus, and thus receive keyboard events, when: click, tab, mouse wheel. bgcolors = {QColor(0,0,0),QColor(64,64,64), QColor(0,0,127),QColor(0,0,223), QColor(127,0,127),QColor(223,0,223) }; setBackground(SSVIEWBACKGROUNDNONE); //installEventFilter(this); } SSViewAbstract::~SSViewAbstract() { } //void SSViewAbstract::setBackground(QColor color) void SSViewAbstract::setBackground(unsigned colorid) { assert(colorid<bgcolors.size()); backgroundcolortype = colorid; setBackgroundPalette(); } void SSViewAbstract::setBackgroundPalette() { QColor c; if(hasFocus()) c = bgcolors[backgroundcolortype+1]; else c = bgcolors[backgroundcolortype]; QPalette p = palette(); p.setColor(backgroundRole(), c); setPalette(p); } bool SSViewAbstract::hasFocus() const { return QWidget::hasFocus(); } /* void SSViewAbstract::focusInEvent ( QFocusEvent * event ) { QWidget::focusInEvent(event); printf("SSViewAbstract::focusInEvent %p\n",this); repaint(); } void SSViewAbstract::focusOutEvent ( QFocusEvent * event ) { QWidget::focusInEvent(event); printf("SSViewAbstract::focusOutEvent %p\n",this); repaint(); }*/ void SSViewAbstract::paintEvent(QPaintEvent *event) { static int i=0; i++; //printf("SSViewAbstract::paintEvent %p %d\n",this,i); QColor b; // Adapted background color: lighter if focused setBackgroundPalette(); //QWidget::paintEvent(event); // Draw a frame if we have the focus QPainter p(this); p.setPen(Qt::white); p.drawRect(0,0,width()-1,height()-1); if(hasFocus()) { QPen pen; pen.setColor(Qt::black); pen.setStyle(Qt::DotLine); p.setPen(pen); p.drawRect(0,0,width()-1,height()-1); } else { } } // This event handler must be applied to child widgets to capture their focus change. // Use this to trigger a repaint of the owner widget bool SSViewAbstract::eventFilter(QObject* obj, QEvent* evt) { //printf("SSViewAbstract::eventFilter obj %p type %d\n",obj,evt->type()); if(evt->type()==QEvent::FocusIn) { //printf("+++++++ FOCUS IN\n"); //printf("Focus widget: %p\n",focusWidget()); update(); //return true; } if(evt->type()==QEvent::FocusOut) { //printf("------- FOCUS OUT\n"); //printf("Focus widget: %p\n",focusWidget()); update(); //return true; } return false; } void SSViewAbstract::enterEvent(QEvent *event) { printf("enter event\n"); } void SSViewAbstract::leaveEvent(QEvent *event) { printf("leave event\n"); // Restore mouse pointer //setCursor(QCursor(Qt::ArrowCursor)); emit Leaved(); }
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tcpbackend.h
#ifndef TCPBACKEND_H #define TCPBACKEND_H #include <controller/deviceconnection.h> #include <QTcpSocket> #include <QMutex> class TcpBackend : public QObject, public DeviceConnection { Q_OBJECT public: explicit TcpBackend(QObject * parent = nullptr); protected: bool init(qint64 timeout); virtual ControlPacket beginControlTransaction(Length_t max_length) override; virtual bool endControlTransaction(NodeID_t ep_id, CtlReq_t req, const ControlPacket & packet, Time_t timeout, const TransmitHandler & handler) override; virtual bool requestControlPacket(NodeID_t ep_id, CtlReq_t req, Length_t max_length, Time_t timeout, const ReceiveHandler & handler) override; virtual void timerEvent(QTimerEvent * event) override; private: typedef uint8_t TransType_t; enum TransType { TT_INIT, TT_CTL_WRITE, TT_CTL_REQ }; struct ControlHeader { TransType_t type; NodeID_t ep_id; CtlReq_t req; Length_t length; inline Length_t totalLength() const { return sizeof(ControlHeader) + length; } }; inline ControlHeader * controlHeader() const { return reinterpret_cast<ControlHeader*>(const_cast<unsigned char*>(_controlPacket.data())); } inline unsigned char * controlData() { return const_cast<unsigned char*>(_controlPacket.data()); } QTcpSocket * _controlSocket; QTcpSocket * _outStreamSocket; QTcpSocket * _intStreamSocket; QMutex _mutex; QVector<Data> _controlPacket; int _timerId; private slots: void controlReadyRead(); void bytesWritten(qint64); }; #endif // TCPBACKEND_H
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#include <iostream> #include <cstdio> #include <cstring> #include <algorithm> #include <vector> #include <cmath> #include <queue> #include <stack> #include <map> #include <string> using namespace std; # define pb push_back # define mp make_pair typedef long long ll; typedef pair<int,int> PII; const int maxn = (1e5)+10; int main() { int l,r; cin >> l >> r; cout << 2 << endl; return 0; }
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#ifndef STRING_H #define STRING_H #include <algorithm> #include <functional> #include <cctype> #include <locale> #include <string> #include <uuid/uuid.h> // trim from start static inline std::string &ltrim(std::string &s) { s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun<int, int>(std::isspace)))); return s; } // trim from end static inline std::string &rtrim(std::string &s) { s.erase(std::find_if(s.rbegin(), s.rend(), std::not1(std::ptr_fun<int, int>(std::isspace))).base(), s.end()); return s; } // trim from both ends static inline std::string &trim(std::string &s) { return ltrim(rtrim(s)); } static inline std::string strToLower(const std::string & str){ std::string strLower = str; std::transform(strLower.begin(), strLower.end(), strLower.begin(), tolower); return strLower; } int strSplit(const std::string &str, const char split, std::string & lhs, std::string & rhs); std::string to_string(const uuid_t & uuid); #endif
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Arrive.h
/** * Project SteeringBehaviorsController * @author JOSE Nahuel * @version 1.0.0 */ #ifndef _ARRIVE_H #define _ARRIVE_H #include "SteeringBehavior.h" #include <geometry_msgs/Pose.h> class Arrive: public SteeringBehavior { public: /** * gets the last data and actualizes the desiredTwist * @param myPose */ void update(pose myPose); /** * @param objective * @param id * @param weight */ void Arrive(pose objective, unsigned int id, float weight); void ~Arrive(); private: pose target; }; #endif //_ARRIVE_H
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InterFace.cpp
#include <windows.h> #include "InterFace.h" #include "Strategy.h" BOOL APIENTRY DllMain( HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: break; case DLL_THREAD_DETACH: break; case DLL_PROCESS_DETACH: break; } return TRUE; } extern "C" STRATEGY_API void Create ( Environment *env )//用于建立初始化文档储存球场动态数据以留作分析 { //MessageBox(NULL,"四川大学代表队","SCU_KS",MB_OK); //初始化数据 env->userData=(void* ) new Mydata;//definition of Mydata in Interface.h Mydata* p; p=(Mydata*)env->userData;//p as an pointer p->a=fopen("c:\\output.txt","w");//using txt file to out put the instant data int i; for(i =0 ; i < 5; i++)//初始化text中的记录 { p->robot[i].pos.x=InlitializeMyPosition_X[i]; p->robot[i].pos.y=InlitializeMyPosition_Y[i]; p->robot[i].pos.z=InlitializeMyPosition_Z[i]; //what is 'z'? z为方向 p->myoldpos[i].x=InlitializeMyPosition_X[i]; p->myoldpos[i].y=InlitializeMyPosition_Y[i]; p->myoldpos[i].z=InlitializeMyPosition_Z[i]; //this z is the direction that the robot faces p->myspeed[i].x=0; p->myspeed[i].y=0; p->myspeed[i].z=0; p->myoldvelocity[i].x=0;//上次的驱动力 p->myoldvelocity[i].y=0; p->myoldvelocity[i].z=0; p->opp[i].pos.x = InlitializeOppPosition_X[i]; //对方坐标 p->opp[i].pos.y = InlitializeOppPosition_Y[i]; //对方坐标 p->opp[i].pos.z = InlitializeOppPosition_Z[i]; //对方坐标 p->opoldpos[i].x = InlitializeOppPosition_X[i]; //对方 旧坐标 p->opoldpos[i].y = InlitializeOppPosition_Y[i]; //对方 旧坐标 p->opoldpos[i].z = InlitializeOppPosition_Z[i]; //对方 旧坐标 p->opspeed[0].x = 0; //对方 队员速度 p->opspeed[0].y = 0; //对方 队员速度 p->opspeed[0].z = 0; //对方 队员速度 } p->locked=false; // 判断了 场地 ?? p->mygrand=true; // 是 黄队 ?? p->oldball.x = (FLEFTX + FRIGHTX) / 2.0;//球上次位置位于球场中央 p->oldball.y = (FTOP + FBOT) / 2.0; p->oldball.z = 0; //what is 'z' mean? the ball's speed ?? p->curball.x = (FLEFTX + FRIGHTX) / 2.0;//球目前位置位于球场中央 p->curball.y = (FTOP + FBOT) / 2.0; p->curball.z = 0; p->preball.x = (FLEFTX + FRIGHTX) / 2.0;//球将来位置位于球场中央 p->preball.y = (FTOP + FBOT) / 2.0; p->preball.z = 0; p->ballspeed.x =0; p->ballspeed.y =0; p->ballspeed.z =0; } extern "C" STRATEGY_API void Strategy ( Environment *env )//程序每周期调用一次 //////////////适用于 !!黄队 { Mydata * p; p=(Mydata *)env->userData; if(!p->locked) // 是 判断场地了 ?? { //确定区域,blue or yellow if( env->home[0].pos.x < 50.0 ) p->mygrand=true; /// 是 = 黄队?? else p->mygrand=false; p->locked=true; } See(env); // 预处理 MyGame(env); //策略 End ( env ); //后期处理 /*int testInt = 100; int nIndex = 0; switch (env->gameState) { case 0: { // 缺省情况下的策略 } break; case FREE_BALL: { } break; case PLACE_KICK: { // 发生坠球时的策略 } break; case PENALTY_KICK: // 发生罚球时的策略 switch (env->whosBall) { case ANYONES_BALL: break; case BLUE_BALL: break; case YELLOW_BALL: break; } break; case FREE_KICK: { // 保存对方机器人的相关坐标 } break; case GOAL_KICK: { // 发生点球时的策略 } break; }*/ } void See ( Environment *env ) { Mydata * p; p=(Mydata *)env->userData; int i=0; if(p->mygrand) { ///场地变换,球坐标变换 //我方是黄队 p->gameState = env->gameState ; switch(env->whoseBall) //据说环境给出的控球消息不准确...可参考别的代码...貌似有能抄的... { case ANYONES_BALL ://自由球,在处理球的时候这种方法可能不保险 //最好包括用球的坐标,来判断谁的点球,和其他的球 p->whoseBall = 0; case BLUE_BALL : p->whoseBall = 1; case YELLOW_BALL: p->whoseBall =2 ; } //对于黄队,坐标系如图... /* ^ y ^ y | | 黄队 | (默认情况) 蓝队(需要转换) | |__ __ __>x x<__ __ __| */ p->curball.x = env->currentBall.pos.x; //球坐标变化 p->curball.y = env->currentBall.pos.y; //p->curball.z = env->currentBall.pos.z; for(i=0; i<5; i++) { p->robot[i].pos.x = env->home[i].pos.x ; //我方队员坐标变换 p->robot[i].pos.y = env->home[i].pos.y ; //p->robot[i].pos.z = env->home[i].pos.z ; p->robot[i].rotation= env->home[i].rotation; p->opp[i].pos.x =env->opponent[i].pos.x; //对方坐标变换 p->opp[i].pos.y =env->opponent[i].pos.y; //p->opp[i].pos.z = env->opponent[i].pos.z; p->opp[i].rotation =env->opponent[i].rotation; ReAngle(p->opp[i].rotation); } } else { //we are blue p->gameState = env->gameState ; switch(env->whoseBall) { case ANYONES_BALL ://自由球,在处理球的时候这种方法可能不保险 Break??!!!!!!!!! //最好包括用球的坐标,来判断谁的点球,和其他的球 p->whoseBall = 0; case BLUE_BALL : p->whoseBall = 2; case YELLOW_BALL: p->whoseBall = 1; } p->curball.x =FLEFTX+FRIGHTH + CORRECTX - env->currentBall.pos.x; //球坐标变化 p->curball.y =FBOT+FTOP + CORRECTY - env->currentBall.pos.y; //p->curball.z = env->currentBall.pos.z; for(i=0; i<5; i++) { p->robot[i].pos.x =FLEFTX+FRIGHTH + CORRECTX - env->home[i].pos.x ; //我方队员坐标变换 p->robot[i].pos.y =FBOT+FTOP + CORRECTY - env->home[i].pos.y ; //p->robot[i].pos.z = env->home[i].pos.z ; p->robot[i].rotation= 180.0 + env->home[i].rotation; ReAngle(p->robot[i].rotation); p->opp[i].pos.x = FLEFTX+FRIGHTH + CORRECTX- env->opponent[i].pos.x; //对方坐标变换 p->opp[i].pos.y = FBOT+FTOP + CORRECTY - env->opponent[i].pos.y; //p->opp[i].pos.z = env->opponent[i].pos.z; p->opp[i].rotation = 180 + env->opponent[i].rotation; ReAngle(p->opp[i].rotation); } } ////第一次处理速度 (上次)................判断是不是暂停过之后重新开球了...一周期内产生位移大于10... bool ReSet=false; if(p->curball.x -p->oldball.x > 10 || p->curball.x -p->oldball.x < -10 || p->curball.y -p->oldball.y > 10 || p->curball.y -p->oldball.y < -10 ) { ReSet=true; } for(i=0; i<5; i++) { if(p->robot[i].pos.x -p->myoldpos[i].x > 10 || p->robot[i].pos.x -p->myoldpos[i].x < -10 || p->robot[i].pos.y -p->myoldpos[i].y > 10 || p->robot[i].pos.y -p->myoldpos[i].y < -10 ) { ReSet=true; } if(p->opp[i].pos.x -p->opoldpos[i].x > 10 || p->opp[i].pos.x -p->opoldpos[i].x < -10 || p->opp[i].pos.y -p->opoldpos[i].y > 10 || p->opp[i].pos.y -p->opoldpos[i].y < -10 ) { ReSet=true; } } if(ReSet==true) { p->flag=true;//重新开球标志 for(i=0; i<5; i++) { ///speed...重新初始化变量... p->myspeed[i].x = 0; //70为比例系数,有待调整 p->myspeed[i].y = 0; p->myspeed[i].z = 0; //关于他的 运动方向 和转角速度,考虑中 p->opspeed[i].x = 0; p->opspeed[i].y = 0; p->opspeed[i].z = 0; } p->ballspeed.x = 0; p->ballspeed.y = 0; p->ballspeed.z = 0; } else { p->flag=false; for(i=0; i<5; i++) { ///speed p->myspeed[i].x = ( p->robot[i].pos.x - p->myoldpos[i].x); //70为比例系数,有待调整 deltaX p->myspeed[i].y = ( p->robot[i].pos.y - p->myoldpos[i].y); //deltaY p->myspeed[i].z = Atan(p->myspeed[i].y,p->myspeed[i].x); //关于他的 运动方向 和转角速度,考虑中 p->opspeed[i].x = ( p->opp[i].pos.x - p->opoldpos[i].x); p->opspeed[i].y = ( p->opp[i].pos.y - p->opoldpos[i].y); p->opspeed[i].z = Atan(p->opspeed[i].y,p->opspeed[i].x); } p->ballspeed.x = p->curball.x - p->oldball.x; p->ballspeed.y = p->curball.y - p->oldball.y; p->ballspeed.z = Atan( p->ballspeed.y , p->ballspeed.x ); //预测下一周期本队机器人运动 { double v,a,b,c,omiga,angle; for(i=0; i<5; i++) { omiga = p->robot[i].rotation - p->myoldpos[i].z ;//上周期至本周期偏转角 ReAngle(omiga);//归为-180--180 omiga = AngleOne(omiga,p->myoldvelocity[i].x , p->myoldvelocity[i].y);//计算下一个周期达到的角速度 c = p->robot[i].rotation; p->robot[i].rotation+=omiga;//下周期的朝向 ReAngle(p->robot[i].rotation); v = sqrt((p->myspeed[i].x * p->myspeed[i].x) + (p->myspeed[i].y * p->myspeed[i].y));//本周期速度 angle = p->robot[i].rotation - p->myspeed[i].z;//本周期至下周期偏转角 ReAngle(angle); if(angle >-90 && angle < 90 ) v=v; else v=-v; v=VelocityOne(v,p->myoldvelocity[i].x , p->myoldvelocity[i].y);//下一个周期速度 a=p->robot[i].pos.x;//保存本周期坐标 b=p->robot[i].pos.y; p->robot[i].pos.x += v*cos( p->robot[i].rotation * PI / 180) ;//下周期坐标 p->robot[i].pos.y += v*sin( p->robot[i].rotation * PI / 180) ; ///处理撞墙 //不处理最好 ////处理撞墙 p->myoldpos[i].x =a; p->myoldpos[i].y =b; p->myoldpos[i].z =c; p->myspeed[i].x = ( p->robot[i].pos.x - p->myoldpos[i].x ); //70为比例系数,有待调整//下一周期deltaX p->myspeed[i].y = ( p->robot[i].pos.y - p->myoldpos[i].y );//下一周期deltaY p->myspeed[i].z = Atan( p->myspeed[i].y , p->myspeed[i].x );//下一周期朝向 } ///////// 预测球的坐标 double x,y; x = p->curball.x ; y = p->curball.y ; PredictBall(env); //求到现在球的位置 p->curball = p->preball; p->oldball.x = x; p->oldball.y = y; PredictBall(env); //预测下一步球的位置 p->ballspeed.x = p->curball.x - p->oldball.x; p->ballspeed.y = p->curball.y - p->oldball.y; p->ballspeed.z = Atan( p->ballspeed.y , p->ballspeed.x ); } } PredictBall2(env); for(i=0; i<5; i++) { //赋初值 p->robot[i].velocityLeft = 0; p->robot[i].velocityRight = 0; } } extern "C" STRATEGY_API void Destroy ( Environment *env ) { }
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ApplicationEntry.cpp
// ------------------------------------------------------------ // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License (MIT). See License.txt in the repo root for license information. // ------------------------------------------------------------ #include "stdafx.h" #include "PlacementReplica.h" #include "ApplicationEntry.h" #include "TempSolution.h" #include "PlacementAndLoadBalancing.h" using namespace std; using namespace Common; using namespace Reliability::LoadBalancingComponent; ApplicationEntry::ApplicationEntry( wstring && name, uint64 applicationId, int scaleoutCount, LoadEntry && appCapacities, LoadEntry && perNodeCapacities, LoadEntry && reservation, LoadEntry && totalLoad, std::map<NodeEntry const*, LoadEntry> && nodeLoads, std::map<NodeEntry const*, LoadEntry> && disappearingNodeLoads, std::map<NodeEntry const*, size_t> && nodeCounts, std::set<Common::TreeNodeIndex> && ugradedUDs) : name_(move(name)), applicationId_(applicationId), scaleoutCount_(scaleoutCount), appCapacities_(move(appCapacities)), perNodeCapacities_(move(perNodeCapacities)), reservation_(move(reservation)), hasAppCapacity_(false), hasPerNodeCapacity_(false), hasReservation_(false), totalLoads_(move(totalLoad)), nodeLoads_(move(nodeLoads)), disappearingNodeLoads_(move(disappearingNodeLoads)), nodeCounts_(move(nodeCounts)), upgradeCompletedUDs_(move(ugradedUDs)), hasPartitionsInSingletonReplicaUpgrade_(false), corelatedSingletonReplicasInUpgrade_() { ASSERT_IFNOT(appCapacities_.Values.size() == perNodeCapacities_.Values.size(), "Application capacities size {0} and capacity per node size {1} should be equal", appCapacities_.Values.size(), perNodeCapacities_.Values.size()); if (find_if(appCapacities_.Values.begin(), appCapacities_.Values.end(), [](int64 value) { return value >= 0; }) != appCapacities_.Values.end()) { hasAppCapacity_ = true; } if (find_if(perNodeCapacities_.Values.begin(), perNodeCapacities_.Values.end(), [](int64 value) { return value >= 0; }) != perNodeCapacities_.Values.end()) { hasPerNodeCapacity_ = true; } if (find_if(reservation_.Values.begin(), reservation_.Values.end(), [](int64 value) { return value > 0; }) != reservation_.Values.end()) { hasReservation_ = true; } hasScaleoutOrCapacity_ = hasAppCapacity_ || hasPerNodeCapacity_ || hasReservation_ || (scaleoutCount > 0); } ApplicationEntry::ApplicationEntry(ApplicationEntry && other) : name_(move(other.name_)), applicationId_(other.applicationId_), scaleoutCount_(other.scaleoutCount_), appCapacities_(move(other.appCapacities_)), perNodeCapacities_(move(other.perNodeCapacities_)), reservation_(move(other.reservation_)), hasAppCapacity_(other.hasAppCapacity_), hasPerNodeCapacity_(other.hasPerNodeCapacity_), hasReservation_(other.hasReservation_), totalLoads_(move(other.totalLoads_)), nodeLoads_(move(other.NodeLoads)), disappearingNodeLoads_(move(other.disappearingNodeLoads_)), nodeCounts_(move(other.nodeCounts_)), upgradeCompletedUDs_(move(other.upgradeCompletedUDs_)), hasScaleoutOrCapacity_(other.hasScaleoutOrCapacity_), hasPartitionsInSingletonReplicaUpgrade_(other.hasPartitionsInSingletonReplicaUpgrade_), corelatedSingletonReplicasInUpgrade_(move(other.corelatedSingletonReplicasInUpgrade_)) { } ApplicationEntry & ApplicationEntry::operator = (ApplicationEntry && other) { if (this != &other) { name_ = move(other.name_); applicationId_ = other.applicationId_; scaleoutCount_ = other.scaleoutCount_; appCapacities_ = move(other.appCapacities_); perNodeCapacities_ = move(other.perNodeCapacities_); reservation_ = move(other.reservation_); hasAppCapacity_ = other.hasAppCapacity_; hasPerNodeCapacity_ = other.hasPerNodeCapacity_; hasReservation_ = other.hasReservation_; totalLoads_ = move(other.totalLoads_); nodeLoads_ = move(other.nodeLoads_); disappearingNodeLoads_ = move(other.disappearingNodeLoads_); nodeCounts_ = move(other.nodeCounts_); upgradeCompletedUDs_ = move(other.upgradeCompletedUDs_); hasScaleoutOrCapacity_ = other.hasScaleoutOrCapacity_; hasPartitionsInSingletonReplicaUpgrade_ = other.hasPartitionsInSingletonReplicaUpgrade_; corelatedSingletonReplicasInUpgrade_ = move(other.corelatedSingletonReplicasInUpgrade_); } return *this; } // return the effective load reservation. int64 ApplicationEntry::GetReservationDiff(size_t capacityIndex, int64 actualNodeLoad) const { if (reservation_.Values.empty()) { // No reservation capacity defined return 0; } int64 diff = (actualNodeLoad < reservation_.Values[capacityIndex] ? (reservation_.Values[capacityIndex] - actualNodeLoad) : 0); return diff; } int64 ApplicationEntry::GetMetricNodeLoad(NodeEntry const* node, size_t metricIndex) const { auto itOrigLoad = NodeLoads.find(node); if (itOrigLoad != NodeLoads.end()) { return itOrigLoad->second.Values[metricIndex]; } return 0; } int64 ApplicationEntry::GetDisappearingMetricNodeLoad(NodeEntry const* node, size_t metricIndex) const { auto itDisappearingLoad = DisappearingNodeLoads.find(node); if (itDisappearingLoad != DisappearingNodeLoads.end()) { return itDisappearingLoad->second.Values[metricIndex]; } return 0; } void ApplicationEntry::SetRelaxedScaleoutReplicaSet(Placement const* placement) { int appNodeCount = static_cast<int>(NodeCounts.size()); bool hasNonMovableReplicas = false; // If application is in a scaleout violation with more that 2 nodes // then do not proceed with the upgrade if (appNodeCount > 2) { corelatedSingletonReplicasInUpgrade_.clear(); return; } // Function that adds movable replicas to the vector auto AddMovableReplicasFunc = [&](const Reliability::LoadBalancingComponent::PlacementReplica *const curReplica) { // If the replica is in StandBy state, // (return persisted service after upgrade) // skip the search, as movable replica is already included if (curReplica->Role != ReplicaRole::Enum::StandBy) { // If partition is in upgrade, return new one. // Find movable replicas, for partitions which are not in upgrade, // but belongs to the application in singleton replica upgrade // (returns nullptr if there is none) PlacementReplica const* replica = curReplica->Partition->FindMovableReplicaForSingletonReplicaUpgrade(); if (replica) { corelatedSingletonReplicasInUpgrade_.push_back(replica); } else { hasNonMovableReplicas = true; } } }; // Add replicas from all relevant application partitions (including also the ones that are not in upgrade yet or from stateless services) // Application node count can have following values: // - One node: // * In this case we either have all partitions in upgrade or some still didn't receive +1 (or stateless), // but there were no movements generated // Node: N0 N1 // Replicas(+1): P/LI // Replicas(-): P // Replicas(-): S // - Two nodes: // * Either it is not an initial upgrade run (some replicas have successfully moved and build to destination node) // and all other replicas from the source node are now in upgrade mode (initial move was dropped by FM) // Node: N0 N1 // Replicas(-): S P // Replicas(+1): P/LI // Or application was in scaleout violation before upgrade, in which case optimization will wait for violation fix. if (appNodeCount == 1) { NodeEntry const* node = NodeCounts.begin()->first; ReplicaSet const& replicas = placement->ApplicationPlacements[this].operator[](node); std::for_each(replicas.Data.begin(), replicas.Data.end(), AddMovableReplicasFunc); } else { // Include all relevant replicas from both nodes placement->ApplicationPlacements[this].ForEach([&](std::pair<NodeEntry const*, ReplicaSet> const& itAppNode) -> bool { ReplicaSet const& curNodereplicas = itAppNode.second; std::for_each(curNodereplicas.Data.begin(), curNodereplicas.Data.end(), AddMovableReplicasFunc); return true; }); } // If there is a non-movable replica in the application // which is correlated to the in-upgrade replicas, // clear the list and wait for future runs to move all replicas if (hasNonMovableReplicas) { corelatedSingletonReplicasInUpgrade_.clear(); } } bool ApplicationEntry::IsInSingletonReplicaUpgrade(PlacementAndLoadBalancing const& plb, vector<PlacementReplica *>& replicas) const { bool isAppInSingletonUpgrade = false; // Check if it is application upgrade Application const* app = plb.GetApplicationPtrCallerHoldsLock(ApplicationId); if (app != nullptr && app->ApplicationDesc.UpgradeInProgess) { isAppInSingletonUpgrade = true; } // Check if it is cluster upgrade if (const_cast<PlacementAndLoadBalancing&>(plb).IsClusterUpgradeInProgress()) { isAppInSingletonUpgrade = true; } // Check if it is node deactivation for (auto itReplica = replicas.begin(); itReplica != replicas.end(); ++itReplica) { PlacementReplica * replica = *itReplica; if (replica->Role == ReplicaRole::Primary && replica->IsOnDeactivatedNode) { isAppInSingletonUpgrade = true; } } return isAppInSingletonUpgrade; } GlobalWString const ApplicationEntry::TraceDescription = make_global<wstring>( L"[Applications]\r\n#applicationName scaleoutCount appCapacities perNodeCapacities"); void ApplicationEntry::WriteTo(TextWriter& writer, FormatOptions const&) const { writer.Write("{0} {1} {2} {3} {4} {5} {6} {7}", name_, scaleoutCount_, appCapacities_, perNodeCapacities_, reservation_, hasAppCapacity_, hasPerNodeCapacity_, totalLoads_); } void ApplicationEntry::WriteToEtw(uint16 contextSequenceId) const { PlacementAndLoadBalancing::PLBTrace->PLBDump(contextSequenceId, wformatString(*this)); }
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/Source/PV/build/VTK/Wrapping/Python/vtkBSPCutsPython.cxx
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vtkBSPCutsPython.cxx
// python wrapper for vtkBSPCuts // #define VTK_WRAPPING_CXX #define VTK_STREAMS_FWD_ONLY #include "vtkPythonArgs.h" #include "vtkPythonOverload.h" #include "vtkConfigure.h" #include <vtksys/ios/sstream> #include "vtkIndent.h" #include "vtkBSPCuts.h" #if defined(VTK_BUILD_SHARED_LIBS) # define VTK_PYTHON_EXPORT VTK_ABI_EXPORT # define VTK_PYTHON_IMPORT VTK_ABI_IMPORT #else # define VTK_PYTHON_EXPORT VTK_ABI_EXPORT # define VTK_PYTHON_IMPORT VTK_ABI_EXPORT #endif extern "C" { VTK_PYTHON_EXPORT void PyVTKAddFile_vtkBSPCuts(PyObject *, const char *); } extern "C" { VTK_PYTHON_EXPORT PyObject *PyVTKClass_vtkBSPCutsNew(const char *); } #ifndef DECLARED_PyVTKClass_vtkDataObjectNew extern "C" { PyObject *PyVTKClass_vtkDataObjectNew(const char *); } #define DECLARED_PyVTKClass_vtkDataObjectNew #endif static const char **PyvtkBSPCuts_Doc(); static PyObject * PyvtkBSPCuts_GetClassName(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "GetClassName"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { const char *tempr = (ap.IsBound() ? op->GetClassName() : op->vtkBSPCuts::GetClassName()); if (!ap.ErrorOccurred()) { result = ap.BuildValue(tempr); } } return result; } static PyObject * PyvtkBSPCuts_IsA(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "IsA"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); char *temp0 = NULL; PyObject *result = NULL; if (op && ap.CheckArgCount(1) && ap.GetValue(temp0)) { int tempr = (ap.IsBound() ? op->IsA(temp0) : op->vtkBSPCuts::IsA(temp0)); if (!ap.ErrorOccurred()) { result = ap.BuildValue(tempr); } } return result; } static PyObject * PyvtkBSPCuts_NewInstance(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "NewInstance"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { vtkBSPCuts *tempr = (ap.IsBound() ? op->NewInstance() : op->vtkBSPCuts::NewInstance()); if (!ap.ErrorOccurred()) { result = ap.BuildVTKObject(tempr); if (result && PyVTKObject_Check(result)) { PyVTKObject_GetObject(result)->UnRegister(0); PyVTKObject_SetFlag(result, VTK_PYTHON_IGNORE_UNREGISTER, 1); } } } return result; } static PyObject * PyvtkBSPCuts_SafeDownCast(PyObject *, PyObject *args) { vtkPythonArgs ap(args, "SafeDownCast"); vtkObject *temp0 = NULL; PyObject *result = NULL; if (ap.CheckArgCount(1) && ap.GetVTKObject(temp0, "vtkObject")) { vtkBSPCuts *tempr = vtkBSPCuts::SafeDownCast(temp0); if (!ap.ErrorOccurred()) { result = ap.BuildVTKObject(tempr); } } return result; } static PyObject * PyvtkBSPCuts_CreateCuts_s1(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "CreateCuts"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); double *temp0 = NULL; double *save0 = NULL; double small0[8]; int size0 = 0; int temp1; int *temp2 = NULL; int *save2 = NULL; int small2[8]; int size2 = 0; double *temp3 = NULL; double *save3 = NULL; double small3[8]; int size3 = 0; int *temp4 = NULL; int *save4 = NULL; int small4[8]; int size4 = 0; int *temp5 = NULL; int *save5 = NULL; int small5[8]; int size5 = 0; double *temp6 = NULL; double *save6 = NULL; double small6[8]; int size6 = 0; double *temp7 = NULL; double *save7 = NULL; double small7[8]; int size7 = 0; int *temp8 = NULL; int *save8 = NULL; int small8[8]; int size8 = 0; PyObject *result = NULL; if (op) { size0 = ap.GetArgSize(0); temp0 = small0; if (size0 > 4) { temp0 = new double[2*size0]; } save0 = &temp0[size0]; size2 = ap.GetArgSize(2); temp2 = small2; if (size2 > 4) { temp2 = new int[2*size2]; } save2 = &temp2[size2]; size3 = ap.GetArgSize(3); temp3 = small3; if (size3 > 4) { temp3 = new double[2*size3]; } save3 = &temp3[size3]; size4 = ap.GetArgSize(4); temp4 = small4; if (size4 > 4) { temp4 = new int[2*size4]; } save4 = &temp4[size4]; size5 = ap.GetArgSize(5); temp5 = small5; if (size5 > 4) { temp5 = new int[2*size5]; } save5 = &temp5[size5]; size6 = ap.GetArgSize(6); temp6 = small6; if (size6 > 4) { temp6 = new double[2*size6]; } save6 = &temp6[size6]; size7 = ap.GetArgSize(7); temp7 = small7; if (size7 > 4) { temp7 = new double[2*size7]; } save7 = &temp7[size7]; size8 = ap.GetArgSize(8); temp8 = small8; if (size8 > 4) { temp8 = new int[2*size8]; } save8 = &temp8[size8]; } if (op && ap.CheckArgCount(9) && ap.GetArray(temp0, size0) && ap.GetValue(temp1) && ap.GetArray(temp2, size2) && ap.GetArray(temp3, size3) && ap.GetArray(temp4, size4) && ap.GetArray(temp5, size5) && ap.GetArray(temp6, size6) && ap.GetArray(temp7, size7) && ap.GetArray(temp8, size8)) { ap.SaveArray(temp0, save0, size0); ap.SaveArray(temp2, save2, size2); ap.SaveArray(temp3, save3, size3); ap.SaveArray(temp4, save4, size4); ap.SaveArray(temp5, save5, size5); ap.SaveArray(temp6, save6, size6); ap.SaveArray(temp7, save7, size7); ap.SaveArray(temp8, save8, size8); if (ap.IsBound()) { op->CreateCuts(temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7, temp8); } else { op->vtkBSPCuts::CreateCuts(temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7, temp8); } if (ap.ArrayHasChanged(temp0, save0, size0) && !ap.ErrorOccurred()) { ap.SetArray(0, temp0, size0); } if (ap.ArrayHasChanged(temp2, save2, size2) && !ap.ErrorOccurred()) { ap.SetArray(2, temp2, size2); } if (ap.ArrayHasChanged(temp3, save3, size3) && !ap.ErrorOccurred()) { ap.SetArray(3, temp3, size3); } if (ap.ArrayHasChanged(temp4, save4, size4) && !ap.ErrorOccurred()) { ap.SetArray(4, temp4, size4); } if (ap.ArrayHasChanged(temp5, save5, size5) && !ap.ErrorOccurred()) { ap.SetArray(5, temp5, size5); } if (ap.ArrayHasChanged(temp6, save6, size6) && !ap.ErrorOccurred()) { ap.SetArray(6, temp6, size6); } if (ap.ArrayHasChanged(temp7, save7, size7) && !ap.ErrorOccurred()) { ap.SetArray(7, temp7, size7); } if (ap.ArrayHasChanged(temp8, save8, size8) && !ap.ErrorOccurred()) { ap.SetArray(8, temp8, size8); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } if (temp0 && temp0 != small0) { delete [] temp0; } if (temp2 && temp2 != small2) { delete [] temp2; } if (temp3 && temp3 != small3) { delete [] temp3; } if (temp4 && temp4 != small4) { delete [] temp4; } if (temp5 && temp5 != small5) { delete [] temp5; } if (temp6 && temp6 != small6) { delete [] temp6; } if (temp7 && temp7 != small7) { delete [] temp7; } if (temp8 && temp8 != small8) { delete [] temp8; } return result; } static PyObject * PyvtkBSPCuts_CreateCuts_s2(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "CreateCuts"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); vtkKdNode *temp0 = NULL; PyObject *result = NULL; if (op && ap.CheckArgCount(1) && ap.GetVTKObject(temp0, "vtkKdNode")) { if (ap.IsBound()) { op->CreateCuts(temp0); } else { op->vtkBSPCuts::CreateCuts(temp0); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyObject * PyvtkBSPCuts_CreateCuts(PyObject *self, PyObject *args) { int nargs = vtkPythonArgs::GetArgCount(self, args); switch(nargs) { case 9: return PyvtkBSPCuts_CreateCuts_s1(self, args); case 1: return PyvtkBSPCuts_CreateCuts_s2(self, args); } vtkPythonArgs::ArgCountError(nargs, "CreateCuts"); return NULL; } static PyObject * PyvtkBSPCuts_GetKdNodeTree(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "GetKdNodeTree"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { vtkKdNode *tempr = (ap.IsBound() ? op->GetKdNodeTree() : op->vtkBSPCuts::GetKdNodeTree()); if (!ap.ErrorOccurred()) { result = ap.BuildVTKObject(tempr); } } return result; } static PyObject * PyvtkBSPCuts_GetNumberOfCuts(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "GetNumberOfCuts"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { int tempr = (ap.IsBound() ? op->GetNumberOfCuts() : op->vtkBSPCuts::GetNumberOfCuts()); if (!ap.ErrorOccurred()) { result = ap.BuildValue(tempr); } } return result; } static PyObject * PyvtkBSPCuts_GetArrays(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "GetArrays"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); int temp0; int *temp1 = NULL; int *save1 = NULL; int small1[8]; int size1 = 0; double *temp2 = NULL; double *save2 = NULL; double small2[8]; int size2 = 0; int *temp3 = NULL; int *save3 = NULL; int small3[8]; int size3 = 0; int *temp4 = NULL; int *save4 = NULL; int small4[8]; int size4 = 0; double *temp5 = NULL; double *save5 = NULL; double small5[8]; int size5 = 0; double *temp6 = NULL; double *save6 = NULL; double small6[8]; int size6 = 0; int *temp7 = NULL; int *save7 = NULL; int small7[8]; int size7 = 0; PyObject *result = NULL; if (op) { size1 = ap.GetArgSize(1); temp1 = small1; if (size1 > 4) { temp1 = new int[2*size1]; } save1 = &temp1[size1]; size2 = ap.GetArgSize(2); temp2 = small2; if (size2 > 4) { temp2 = new double[2*size2]; } save2 = &temp2[size2]; size3 = ap.GetArgSize(3); temp3 = small3; if (size3 > 4) { temp3 = new int[2*size3]; } save3 = &temp3[size3]; size4 = ap.GetArgSize(4); temp4 = small4; if (size4 > 4) { temp4 = new int[2*size4]; } save4 = &temp4[size4]; size5 = ap.GetArgSize(5); temp5 = small5; if (size5 > 4) { temp5 = new double[2*size5]; } save5 = &temp5[size5]; size6 = ap.GetArgSize(6); temp6 = small6; if (size6 > 4) { temp6 = new double[2*size6]; } save6 = &temp6[size6]; size7 = ap.GetArgSize(7); temp7 = small7; if (size7 > 4) { temp7 = new int[2*size7]; } save7 = &temp7[size7]; } if (op && ap.CheckArgCount(8) && ap.GetValue(temp0) && ap.GetArray(temp1, size1) && ap.GetArray(temp2, size2) && ap.GetArray(temp3, size3) && ap.GetArray(temp4, size4) && ap.GetArray(temp5, size5) && ap.GetArray(temp6, size6) && ap.GetArray(temp7, size7)) { ap.SaveArray(temp1, save1, size1); ap.SaveArray(temp2, save2, size2); ap.SaveArray(temp3, save3, size3); ap.SaveArray(temp4, save4, size4); ap.SaveArray(temp5, save5, size5); ap.SaveArray(temp6, save6, size6); ap.SaveArray(temp7, save7, size7); int tempr = (ap.IsBound() ? op->GetArrays(temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7) : op->vtkBSPCuts::GetArrays(temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7)); if (ap.ArrayHasChanged(temp1, save1, size1) && !ap.ErrorOccurred()) { ap.SetArray(1, temp1, size1); } if (ap.ArrayHasChanged(temp2, save2, size2) && !ap.ErrorOccurred()) { ap.SetArray(2, temp2, size2); } if (ap.ArrayHasChanged(temp3, save3, size3) && !ap.ErrorOccurred()) { ap.SetArray(3, temp3, size3); } if (ap.ArrayHasChanged(temp4, save4, size4) && !ap.ErrorOccurred()) { ap.SetArray(4, temp4, size4); } if (ap.ArrayHasChanged(temp5, save5, size5) && !ap.ErrorOccurred()) { ap.SetArray(5, temp5, size5); } if (ap.ArrayHasChanged(temp6, save6, size6) && !ap.ErrorOccurred()) { ap.SetArray(6, temp6, size6); } if (ap.ArrayHasChanged(temp7, save7, size7) && !ap.ErrorOccurred()) { ap.SetArray(7, temp7, size7); } if (!ap.ErrorOccurred()) { result = ap.BuildValue(tempr); } } if (temp1 && temp1 != small1) { delete [] temp1; } if (temp2 && temp2 != small2) { delete [] temp2; } if (temp3 && temp3 != small3) { delete [] temp3; } if (temp4 && temp4 != small4) { delete [] temp4; } if (temp5 && temp5 != small5) { delete [] temp5; } if (temp6 && temp6 != small6) { delete [] temp6; } if (temp7 && temp7 != small7) { delete [] temp7; } return result; } static PyObject * PyvtkBSPCuts_Equals(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "Equals"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); vtkBSPCuts *temp0 = NULL; double temp1 = 0.0; PyObject *result = NULL; if (op && ap.CheckArgCount(1, 2) && ap.GetVTKObject(temp0, "vtkBSPCuts") && (ap.NoArgsLeft() || ap.GetValue(temp1))) { int tempr = (ap.IsBound() ? op->Equals(temp0, temp1) : op->vtkBSPCuts::Equals(temp0, temp1)); if (!ap.ErrorOccurred()) { result = ap.BuildValue(tempr); } } return result; } static PyObject * PyvtkBSPCuts_PrintTree(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "PrintTree"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { if (ap.IsBound()) { op->PrintTree(); } else { op->vtkBSPCuts::PrintTree(); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyObject * PyvtkBSPCuts_PrintArrays(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "PrintArrays"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { if (ap.IsBound()) { op->PrintArrays(); } else { op->vtkBSPCuts::PrintArrays(); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyObject * PyvtkBSPCuts_GetData_s1(PyObject *, PyObject *args) { vtkPythonArgs ap(args, "GetData"); vtkInformation *temp0 = NULL; PyObject *result = NULL; if (ap.CheckArgCount(1) && ap.GetVTKObject(temp0, "vtkInformation")) { vtkBSPCuts *tempr = vtkBSPCuts::GetData(temp0); if (!ap.ErrorOccurred()) { result = ap.BuildVTKObject(tempr); } } return result; } static PyObject * PyvtkBSPCuts_GetData_s2(PyObject *, PyObject *args) { vtkPythonArgs ap(args, "GetData"); vtkInformationVector *temp0 = NULL; int temp1 = 0; PyObject *result = NULL; if (ap.CheckArgCount(1, 2) && ap.GetVTKObject(temp0, "vtkInformationVector") && (ap.NoArgsLeft() || ap.GetValue(temp1))) { vtkBSPCuts *tempr = vtkBSPCuts::GetData(temp0, temp1); if (!ap.ErrorOccurred()) { result = ap.BuildVTKObject(tempr); } } return result; } static PyMethodDef PyvtkBSPCuts_GetData_Methods[] = { {NULL, PyvtkBSPCuts_GetData_s1, METH_VARARGS | METH_STATIC, (char*)"O *vtkInformation"}, {NULL, PyvtkBSPCuts_GetData_s2, METH_VARARGS | METH_STATIC, (char*)"O|i *vtkInformationVector"}, {NULL, NULL, 0, NULL} }; static PyObject * PyvtkBSPCuts_GetData(PyObject *self, PyObject *args) { PyMethodDef *methods = PyvtkBSPCuts_GetData_Methods; int nargs = vtkPythonArgs::GetArgCount(args); switch(nargs) { case 2: return PyvtkBSPCuts_GetData_s2(self, args); case 1: return vtkPythonOverload::CallMethod(methods, self, args); } vtkPythonArgs::ArgCountError(nargs, "GetData"); return NULL; } static PyObject * PyvtkBSPCuts_Initialize(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "Initialize"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); PyObject *result = NULL; if (op && ap.CheckArgCount(0)) { if (ap.IsBound()) { op->Initialize(); } else { op->vtkBSPCuts::Initialize(); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyObject * PyvtkBSPCuts_ShallowCopy(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "ShallowCopy"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); vtkDataObject *temp0 = NULL; PyObject *result = NULL; if (op && ap.CheckArgCount(1) && ap.GetVTKObject(temp0, "vtkDataObject")) { if (ap.IsBound()) { op->ShallowCopy(temp0); } else { op->vtkBSPCuts::ShallowCopy(temp0); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyObject * PyvtkBSPCuts_DeepCopy(PyObject *self, PyObject *args) { vtkPythonArgs ap(self, args, "DeepCopy"); vtkObjectBase *vp = ap.GetSelfPointer(self, args); vtkBSPCuts *op = static_cast<vtkBSPCuts *>(vp); vtkDataObject *temp0 = NULL; PyObject *result = NULL; if (op && ap.CheckArgCount(1) && ap.GetVTKObject(temp0, "vtkDataObject")) { if (ap.IsBound()) { op->DeepCopy(temp0); } else { op->vtkBSPCuts::DeepCopy(temp0); } if (!ap.ErrorOccurred()) { result = ap.BuildNone(); } } return result; } static PyMethodDef PyvtkBSPCuts_Methods[] = { {(char*)"GetClassName", PyvtkBSPCuts_GetClassName, METH_VARARGS, (char*)"V.GetClassName() -> string\nC++: const char *GetClassName()\n\n"}, {(char*)"IsA", PyvtkBSPCuts_IsA, METH_VARARGS, (char*)"V.IsA(string) -> int\nC++: int IsA(const char *name)\n\n"}, {(char*)"NewInstance", PyvtkBSPCuts_NewInstance, METH_VARARGS, (char*)"V.NewInstance() -> vtkBSPCuts\nC++: vtkBSPCuts *NewInstance()\n\n"}, {(char*)"SafeDownCast", PyvtkBSPCuts_SafeDownCast, METH_VARARGS | METH_STATIC, (char*)"V.SafeDownCast(vtkObject) -> vtkBSPCuts\nC++: vtkBSPCuts *SafeDownCast(vtkObject* o)\n\n"}, {(char*)"CreateCuts", PyvtkBSPCuts_CreateCuts, METH_VARARGS, (char*)"V.CreateCuts([float, ...], int, [int, ...], [float, ...], [int,\n ...], [int, ...], [float, ...], [float, ...], [int, ...])\nC++: void CreateCuts(double *bounds, int ncuts, int *dim,\n double *coord, int *lower, int *upper, double *lowerDataCoord,\n double *upperDataCoord, int *npoints)\nV.CreateCuts(vtkKdNode)\nC++: void CreateCuts(vtkKdNode *kd)\n\nInitialize the cuts with arrays of information. This type of\n information would be obtained from a graph partitioning\nsoftware\n package like Zoltan.\n\n\n bounds - the bounds (xmin, xmax, ymin, ymax, zmin, zmax) of the\n space being partitioned\n ncuts - the number cuts, also the size of the following arrays\n dim - the dimension along which the cut is made (x/y/z -\n0/1/2)\n coord - the location of the cut along the axis\n lower - array index for the lower region bounded by the cut\n upper - array index for the upper region bounded by the cut\n lowerDataCoord - optional upper bound of the data in the lower\nregion\n upperDataCoord - optional lower bound of the data in the upper\nregion\n npoints - optional number of points in the spatial region\n"}, {(char*)"GetKdNodeTree", PyvtkBSPCuts_GetKdNodeTree, METH_VARARGS, (char*)"V.GetKdNodeTree() -> vtkKdNode\nC++: vtkKdNode *GetKdNodeTree()\n\nReturn a tree of vtkKdNode's representing the cuts specified\n in this object. This is our copy, don't delete it.\n"}, {(char*)"GetNumberOfCuts", PyvtkBSPCuts_GetNumberOfCuts, METH_VARARGS, (char*)"V.GetNumberOfCuts() -> int\nC++: int GetNumberOfCuts()\n\nGet the number of cuts in the partitioning, which also the size\nof\n the arrays in the array representation of the partitioning.\n"}, {(char*)"GetArrays", PyvtkBSPCuts_GetArrays, METH_VARARGS, (char*)"V.GetArrays(int, [int, ...], [float, ...], [int, ...], [int, ...],\n [float, ...], [float, ...], [int, ...]) -> int\nC++: int GetArrays(int len, int *dim, double *coord, int *lower,\n int *upper, double *lowerDataCoord, double *upperDataCoord,\n int *npoints)\n\nGet the arrays representing the cuts in the partitioning.\n"}, {(char*)"Equals", PyvtkBSPCuts_Equals, METH_VARARGS, (char*)"V.Equals(vtkBSPCuts, float) -> int\nC++: int Equals(vtkBSPCuts *other, double tolerance=0.0)\n\nCompare these cuts with those of the other tree. Returns true if\nthe two trees are the same.\n"}, {(char*)"PrintTree", PyvtkBSPCuts_PrintTree, METH_VARARGS, (char*)"V.PrintTree()\nC++: void PrintTree()\n\n"}, {(char*)"PrintArrays", PyvtkBSPCuts_PrintArrays, METH_VARARGS, (char*)"V.PrintArrays()\nC++: void PrintArrays()\n\n"}, {(char*)"GetData", PyvtkBSPCuts_GetData, METH_VARARGS | METH_STATIC, (char*)"V.GetData(vtkInformation) -> vtkBSPCuts\nC++: static vtkBSPCuts *GetData(vtkInformation *info)\nV.GetData(vtkInformationVector, int) -> vtkBSPCuts\nC++: static vtkBSPCuts *GetData(vtkInformationVector *v, int i=0)\n\nRetrieve an instance of this class from an information object.\n"}, {(char*)"Initialize", PyvtkBSPCuts_Initialize, METH_VARARGS, (char*)"V.Initialize()\nC++: virtual void Initialize()\n\nRestore data object to initial state,\n"}, {(char*)"ShallowCopy", PyvtkBSPCuts_ShallowCopy, METH_VARARGS, (char*)"V.ShallowCopy(vtkDataObject)\nC++: virtual void ShallowCopy(vtkDataObject *src)\n\nShallow copy. These copy the data, but not any of the pipeline\nconnections.\n"}, {(char*)"DeepCopy", PyvtkBSPCuts_DeepCopy, METH_VARARGS, (char*)"V.DeepCopy(vtkDataObject)\nC++: virtual void DeepCopy(vtkDataObject *src)\n\nShallow copy. These copy the data, but not any of the pipeline\nconnections.\n"}, {NULL, NULL, 0, NULL} }; static vtkObjectBase *PyvtkBSPCuts_StaticNew() { return vtkBSPCuts::New(); } PyObject *PyVTKClass_vtkBSPCutsNew(const char *modulename) { PyObject *cls = PyVTKClass_New(&PyvtkBSPCuts_StaticNew, PyvtkBSPCuts_Methods, "vtkBSPCuts", modulename, NULL, NULL, PyvtkBSPCuts_Doc(), PyVTKClass_vtkDataObjectNew(modulename)); return cls; } const char **PyvtkBSPCuts_Doc() { static const char *docstring[] = { "vtkBSPCuts - This class represents an axis-aligned Binary Spatial\n\n", "Superclass: vtkDataObject\n\n", "This class converts between the vtkKdTree\n representation of a tree of vtkKdNodes (used by\nvtkDistributedDataFilter)\n and a compact array representation that might be provided by a\n graph partitioning library like Zoltan. Such a representation\n could be used in message passing.\n\nSee Also:\n\n\n vtkKdTree vtkKdNode vtkDistributedDataFilter\n\n", NULL }; return docstring; } void PyVTKAddFile_vtkBSPCuts( PyObject *dict, const char *modulename) { PyObject *o; o = PyVTKClass_vtkBSPCutsNew(modulename); if (o && PyDict_SetItemString(dict, (char *)"vtkBSPCuts", o) != 0) { Py_DECREF(o); } }
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/Codeforces/946A_Partition.cpp
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#include <bits/stdc++.h> #define Endl "\n" #define ll long long using namespace std; void init() { ios::sync_with_stdio(false); cin.tie(0); cout.tie(0); } int a[2000]; int main() { init(); int n; cin>>n; for(int i=0; i<n; ++i) { cin>>a[i]; } sort(a, a+n); int mn = 0; for(int i=1; i<n; ++i) { mn += (a[i] - a[i-1] -1); } cout<<mn<<Endl; return 0; }
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MovingAverage.h
/****************************************************************************** Homework 2 Main program Author/copyright: Domonick Mack Date last modified: 8 September 2014 This program calculates stocks , which are 100 values , reads them in averages 5 and 10 at a time. Compares the tolerance to see if to sell or buy that item. *****/ #ifndef MOVINGAVERAGE_H #define MOVINGAVERAGE_H #include <iostream> #include <vector> using namespace std; #include "../../Utilities/Scanner.h" #include "../../Utilities/ScanLine.h" class MovingAverage { public: MovingAverage(); virtual ~MovingAverage(); void doMovingAverage(int width, double tolerance); void readData(string fileName); string toStringTheData(); private: vector<double> theData; double computeAverage(int start, int width); }; #endif
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matrix.cpp
#include <mpi.h> #include <time.h> #include <math.h> #include "matrix.hpp" using namespace std; Matrix::Matrix( void ) { } Matrix::Matrix( const int rows, const int cols ) : M(rows, vector<double> (cols, 0)), rows(rows), cols(cols) { } Matrix::Matrix( double *pBlockM, int nRowBreak, int nColBreak, int subMatNumRows, int subMatNumCols, int nFiltRows, int nFiltCols ) { if ((nFiltRows % 2) != 1) { fprintf(stderr, "Error: Matrix::Matrix ... nFiltRows must be odd"); exit(0); } if ((nFiltCols % 2) != 1) { fprintf(stderr, "Error: Matrix ... n FiltCols must be odd"); } this->rows = nRowBreak * (subMatNumRows - nFiltRows + 1); this->cols = nColBreak * (subMatNumCols - nFiltRows + 1); this->M = std::vector< std::vector< double > > ( this->rows, std::vector< double > (this->cols, 0)); int extraRowIdx = (nFiltRows - 1)/2; int extraColIdx = (nFiltCols - 1)/2; int blockSize = subMatNumRows * subMatNumCols; int currRow, currCol; for (int iRowBreak = 0; iRowBreak < nRowBreak; iRowBreak++) { for (int iColBreak = 0; iColBreak < nColBreak; iColBreak++) { for (int iSubRow = extraRowIdx; iSubRow < subMatNumRows - extraRowIdx; iSubRow++) { for (int iSubCol = extraColIdx; iSubCol < subMatNumCols - extraColIdx; iSubCol++) { currRow = iRowBreak*(subMatNumRows - nFiltRows + 1 ) + iSubRow - extraRowIdx; currCol = iColBreak*(subMatNumCols - nFiltCols + 1 ) + iSubCol - extraColIdx; this->M[currRow][currCol] = *(pBlockM + iRowBreak * blockSize * nColBreak + iColBreak*blockSize + iSubRow * subMatNumCols + iSubCol ); } } } } } int Matrix::getRows( void ) const { return this->rows; } int Matrix::getCols( void ) const { return this->cols; } void Matrix::getParFiltBlockSize(int nRowBreak, int nColBreak, int nRowFilt, int nColFilt, int &blockSize, int &subMatNumRows, int &subMatNumCols ) const { if ((nRowFilt %2 != 1) || (nColFilt %2 != 1)) { fprintf(stderr, "Filter Size must be odd"); } if ((this->rows % 2) == 0) { subMatNumCols = this->cols/nColBreak + nColFilt - 1; subMatNumRows = this->rows/nRowBreak + nRowFilt -1; blockSize = subMatNumRows * subMatNumCols * nRowBreak * nColBreak; } else { fprintf(stderr, "Matrix Rows size most be 2^N"); exit(0); } } void Matrix::write( FILE * os, bool bExtra ) const { if (bExtra) { fprintf(os, "nrows = %d\n", rows); fprintf(os, "ncols = %d\n", cols); } if (os != NULL) { for (int iRow = 0; iRow < rows; iRow++ ) { for (int iCol = 0; iCol < cols; iCol++ ) { fprintf(os, "%5.1f ", M[iRow][iCol]); } fprintf(os, "\n"); } fprintf(os, "\n"); }else { fprintf(stderr, "Error:matrix::write - not a valid file"); } } vector<double>& Matrix::operator[](int row) { return M[row]; } vector<double> Matrix::operator[](int row) const { return M[row]; } void Matrix::set_all_to_zeros( void ) { for (int iRow = 0; iRow < this->rows; iRow++) { for (int iCol = 0; iCol < this->cols; iCol++) { this->M[iRow][iCol] = 0; } } } Matrix Matrix::getSubMatrix( int start_row, int stop_row, int start_col, int stop_col ) const { int nRow = stop_row - start_row + 1; int nCol = stop_col - start_col + 1; Matrix newMat( nRow, nCol ); for (int iRow = 0; iRow < nRow; iRow++) { for (int iCol = 0; iCol < nCol; iCol++) { newMat[iRow][iCol] = this->M[start_row + iRow][start_col + iCol]; } } return newMat; } Matrix Matrix::operator*( const double &val) const { Matrix new_mat(rows, cols); for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { new_mat[r][c] = M[r][c] * val; } } return new_mat; } std::vector<std::vector<Matrix> > Matrix::parBreak( int nRowBreak ) const { std::vector<std::vector<Matrix> > Mpar(nRowBreak, std::vector<Matrix> (1)); if (this->rows%nRowBreak != 0) { fprintf(stderr, "%d is Not-divisible by %d\n", this->rows, nRowBreak); exit(0); } int newRowSize = this->rows / nRowBreak; for (int iPar = 0; iPar<nRowBreak; iPar++) { Mpar[iPar][0] = this->getSubMatrix( iPar*newRowSize, (iPar+1)*newRowSize-1, 0, this->cols); } return Mpar; } std::vector<std::vector< Matrix> > Matrix::parBreakZeroPadForFilt( int nRowBreak, int nColBreak, int filtNRows, int filtNCols ) const { std::vector<std::vector<Matrix> > Mpar( nRowBreak, std::vector<Matrix> (nColBreak) ); if (this->rows%nRowBreak != 0) { fprintf( stderr, "%d is Not divisible by %d\n", this->rows, nRowBreak); exit(0); } int newRowSize = this->rows / nRowBreak; int newColSize = this->cols / nColBreak; int newRowSizeOverlap = newRowSize + filtNRows - 1; int newColSizeOverlap = newColSize + filtNCols - 1; Matrix newOverlap = Matrix( newRowSizeOverlap, newColSizeOverlap ); int start_row_idx, stop_row_idx; int start_col_idx, stop_col_idx; int this_row, this_col; for (int iRowBreak = 0; iRowBreak < nRowBreak; iRowBreak++) { for (int iColBreak = 0; iColBreak < nColBreak; iColBreak++) { start_row_idx = iRowBreak*newRowSize - (filtNRows - 1)/2; stop_row_idx = iRowBreak*newRowSize + newRowSize + (filtNRows - 1)/2; start_col_idx = iColBreak*newColSize - (filtNCols - 1)/2; stop_col_idx = iColBreak*newColSize + newColSize + (filtNCols - 1)/2; for (int iNewRow = start_row_idx; iNewRow < stop_row_idx; iNewRow++) { for (int iNewCol = start_col_idx; iNewCol < stop_col_idx; iNewCol++) { this_row = iNewRow + (filtNRows-1)/2 - iRowBreak*newRowSize; this_col = iNewCol + (filtNCols-1)/2 - iColBreak*newColSize; if (iNewRow < 0 || iNewRow >= this->rows || iNewCol < 0 || iNewCol >= this->cols) { newOverlap[this_row][this_col] = 0; } else { newOverlap[this_row][this_col] = this->M[iNewRow][iNewCol]; } } } Mpar[iRowBreak][iColBreak] = newOverlap; } } return Mpar; } void Matrix::sendMPI( const int proc, const int tag, const MPI_Comm comm) const { for (int iRow = 0; iRow < rows; iRow++) { MPI_Send( &M[iRow][0], cols, MPI_DOUBLE, proc, tag, comm); } } void Matrix::recvMPI( const int num_rows, const int num_cols, const int from_proc, const int tag, const MPI_Comm comm, MPI_Status *status) { rows = num_rows; cols = num_cols; M.resize( num_rows, std::vector<double>( num_cols, 0)); for (int iRow = 0; iRow < rows; iRow++) { MPI_Recv( &M[iRow][0], cols, MPI_DOUBLE, from_proc, tag, comm, status); } } void Matrix::copy_to_cptr( double *newM ) { for (int iRow = 0; iRow < rows; iRow++) { for (int iCol = 0; iCol < cols; iCol++) { *(newM + iRow * cols + iCol) = M[iRow][iCol]; } } } void Matrix::copy_to_c_zero_padded_blocks( double *newMArray, int nRowBreak, int nColBreak, int filtNRows, int filtNCols ) const { std::vector<std::vector< Matrix > > MBlock = this->parBreakZeroPadForFilt( nRowBreak, nColBreak, filtNRows, filtNCols ); int fRows = MBlock[0][0].getRows(); int fCols = MBlock[0][0].getCols(); int fSize = fRows * fCols; for (int iRowBreak = 0; iRowBreak < nRowBreak; iRowBreak++) { for (int iColBreak = 0; iColBreak < nColBreak; iColBreak++) { Matrix thisM = MBlock[iRowBreak][0]; for (int iRow = 0; iRow < fRows; iRow++) { for (int iCol = 0; iCol < fCols; iCol++) { *(newMArray + iRowBreak * fSize * nColBreak + iColBreak * fSize + iRow*fCols + iCol) = MBlock[iRowBreak][iColBreak][iRow][iCol]; } } } } } Matrix Matrix::zeros( int rows, int cols ) { return Matrix( rows, cols ); } Matrix Matrix::eye( int n ) { Matrix new_mat = Matrix( n, n ); for (int r = 0; r < n; r++) { new_mat[r][r] = 1.0; } return new_mat; } Matrix Matrix::randi( int rows, int cols, int low_int, int high_int ) { Matrix new_mat = Matrix( rows, cols ); for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { new_mat[r][c] = -1 +low_int + (rand() % (high_int - low_int + 1) + 1); } } return new_mat; } Matrix Matrix::unifrand( int rows, int cols, double low, double high ) { Matrix new_mat = Matrix( rows, cols ); srand(time(NULL)); for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { new_mat[r][c] = ((double)rand()/(double)RAND_MAX) * (high - low) - (high-low)/2; } } return new_mat; } Matrix Matrix::inf( int rows, int cols ) { Matrix new_mat( rows, cols ); for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { new_mat[r][c] = INFINITY; } } return new_mat; } Matrix Matrix::stack( const Matrix & top, const Matrix & middle, const Matrix & bottom ) { Matrix stackMat = Matrix( top.getRows() + middle.getRows() + bottom.getRows(), top.getCols()); for (int iRow = 0; iRow < top.getRows(); iRow++) { for (int iCol = 0; iCol < top.getCols(); iCol++) { stackMat[iRow][iCol] = top[iRow][iCol]; } } for (int iRow = 0; iRow < middle.getRows(); iRow++) { for (int iCol = 0; iCol < middle.getCols(); iCol++) { stackMat[iRow+top.getRows()][iCol] = middle[iRow][iCol]; } } for (int iRow = 0; iRow < bottom.getRows(); iRow++) { for (int iCol = 0; iCol < bottom.getCols(); iCol++) { stackMat[iRow + top.getRows() + middle.getRows()][iCol] = bottom[iRow][iCol]; } } return stackMat; }
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functionCallWithTooFewArgs.cpp
// // Created by Khyber on 7/24/2019. // #include <random> #include <iostream> using RR = int; using R = void; using F0 = R(); using F1 = R(int); using F2 = R(int, int); using F3 = R(int, int, int); extern "C" RR p(int x) { std::cout << "p = " << x << std::endl; return x; } extern "C" RR f0() { return p(-1); } extern "C" RR f1(int a) { return p(a); } extern "C" RR f2(int a, int b) { return p(a + b); } extern "C" RR f3(int a, int b, int c) { return p(a + b + c); } extern "C" void* funcs[] = { reinterpret_cast<void*>(f0), reinterpret_cast<void*>(f1), reinterpret_cast<void*>(f2), reinterpret_cast<void*>(f3), }; extern "C" void g0(int i) { const auto f = reinterpret_cast<F0*>(funcs[i]); const auto x = (f(), 0); std::cout << "x0 = " << x << std::endl; } extern "C" void g1(int i) { const auto f = reinterpret_cast<F1*>(funcs[i]); const auto x = (f(100), 1); std::cout << "x1 = " << x << std::endl; } extern "C" void g2(int i) { const auto f = reinterpret_cast<F2*>(funcs[i]); const auto x = (f(-1, -2), 2); std::cout << "x2 = " << x << std::endl; } extern "C" void g3(int i) { const auto f = reinterpret_cast<F3*>(funcs[i]); const auto x = (f(1, 2, 3), 3); std::cout << "x3 = " << x << std::endl; } /** * Test if I can call a function with the wrong number of arguments and different return type. * * Result: * If I call with too many args, everything seems fine. * If I call with too few args, garbage values are in the args instead, * but there's no segfault and if the args aren't actually used this should be fine. * If I call with a larger return type, garbage values are used for the rest of the type. * But if I call with a void return type (when it's not void), * things sometimes get messed up (but nothing crashes). */ int main(int argc, char** argv) { std::default_random_engine generator {std::random_device()()}; std::uniform_int_distribution<int> distribution(0, (sizeof(funcs) / sizeof(*funcs)) - 1); const auto i = argc < 2 ? distribution(generator) : std::strtoull(argv[1], nullptr, 10) % (sizeof(funcs) / sizeof(*funcs)); std::cout << "i = " << i << std::endl; g0(i); g1(i); g2(i); g3(i); return 0; }
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WICO_DebugView.cpp
#include "../stdafx.h" void WICP_DebugView::InitializeHook() { Detours::X86::DetourFunctionClass(reinterpret_cast<uint8_t *>(0x00944A2E), &WICP_DebugView::Init, Detours::X86Option::USE_CALL); } bool WICP_DebugView::Init() { EX3D_Console::ourInstance->AddFunc("DebugToggle", Console_DebugScriptToggle, this, false, nullptr); EX3D_Console::ourInstance->AddFunc("DebugToggleDevMenu", Console_DebugViewToggle, this, false, nullptr); return ((bool(__stdcall *)(WICP_DebugView *))0x008FF040)(this); } void WICP_DebugView::SetCycleValue(int aValue) { myFlags[aValue]++; if (myFlags[aValue] == myItems[aValue].myNumCycleStates) myFlags[aValue] = 0; if (myItems[aValue].myType == WICO_DebugView::DVT_CYCLE_BUTTON) PropagateToGroup(static_cast<WICO_DebugView::DV_Flag>(aValue), true); else PropagateToGroup(static_cast<WICO_DebugView::DV_Flag>(aValue), myFlags[aValue] == 1); } void WICP_DebugView::SetToggleValue(int aValue) { if (myItems[aValue].myType == WICO_DebugView::DVT_TOGGLE_RADIO_BUTTON) myFlags[aValue] = 1; else myFlags[aValue] = myFlags[aValue] != 1; if (myItems[aValue].myAlias != WICO_DebugView::DVF_NUMTYPES) { int aliasValue = myItems[aValue].myAliasSetToValue; if (aliasValue <= -1) aliasValue = myFlags[aValue]; myFlags[myItems[aValue].myAlias] = aliasValue; } if (myItems[aValue].myType == WICO_DebugView::DVT_TOGGLE_GROUP_BUTTON) PropagateToGroup(static_cast<WICO_DebugView::DV_Flag>(aValue), myFlags[aValue] == 1); else if (myItems[aValue].myType == WICO_DebugView::DVT_TOGGLE_RADIO_BUTTON) PropagateToRadioGroup(static_cast<WICO_DebugView::DV_Flag>(aValue), myFlags[aValue] == 1); } void WICP_DebugView::PropagateToGroup(WICO_DebugView::DV_Flag aFlag, const bool aEnableFlag) { ((void(__thiscall *)(WICP_DebugView *, WICO_DebugView::DV_Flag, const bool))0x008FEC00)(this, aFlag, aEnableFlag); } void WICP_DebugView::PropagateToRadioGroup(WICO_DebugView::DV_Flag aFlag, const bool aEnableFlag) { ((void(__thiscall *)(WICP_DebugView *, WICO_DebugView::DV_Flag, const bool))0x008FE9F0)(this, aFlag, aEnableFlag); } int WICP_DebugView::GetTypeForString(const char *aString) { static const char *flagNames[] = { "DVF_EFFECTS", "DVF_GAME_GROUP", "DVF_GAME_INFO", "DVF_GAME_UNITS", "DVF_GAME_PROJECTILES", "DVF_GAME_CLOUDS", "DVF_GAME_BUILDINGS", "DVF_GAME_PROPS", "DVF_GAME_COMMANDPOINTS", "DVF_GAME_DESTRUCTIBLE", "DVF_PLAYER_INFO", "DVF_RELATIONS", "DVF_TRIGGERS", "DVF_LOS_CHEAT", "DVF_PLAYER_GROUP", "DVF_PLAYER_STATS", "DVF_PLAYER_UNIT", "DVF_PLAYER_UNIT_DAMAGE", "DVF_PLAYER_UNIT_VISUAL_REP", "DVF_PLAYER_UNIT_PHYSIC_REP", "DVF_PLAYER_UNIT_CROUCHING", "DVF_PLAYER_BUILDINGS", "DVF_PLAYER_BUILDINGS_MORE", "DVF_PLAYER_WORLD", "DVF_PLAYER_CIVILIANS", "DVF_PLAYER_FENCES", "DVF_PLAYER_PROPS", "DVF_PLAYER_SOUND", "DVF_PLAYER_SOUND_USAGE", "DVF_PLAYER_FEEDBACK_STRESS", "DVF_MAPDATA_GROUP", "DVF_MAPDATA_MAP_MODE", "DVF_GAME_GROUP_TOGGLE", "DVF_PLAYER_GROUP_TOGGLE", "DVF_ART_MAIN", "DVF_ART_PATHFINDING", "DVF_ART_PATHFINDING_NONE", "DVF_ART_PATHFINDING_TANKS", "DVF_ART_PATHFINDING_INFANTRY", "DVF_ART_PATHFINDING_HELICOPTERS", "DVF_ART_PATHFINDING_VEHICLES", "DVF_ART_MRB_DIRECTORY_PATH", "DVF_ART_MRB_DIRECTORY_PATH_HOUSE", "DVF_ART_MRB_DIRECTORY_PATH_PROPS", "DVF_ART_UNITS", "DVF_ART_UNITS_PHYSICAL_REP", "DVF_ART_UNITS_VISUAL_REP", "DVF_ART_HOUSE", "DVF_ART_HOUSE_SLOT_INFO", "DVF_ART_HOUSE_SLOT_INFO_POSITIONS", "DVF_ART_HOUSE_SLOT_INFO_DOORS", "DVF_ART_HOUSE_SLOT_INFO_DIRECTIONS", "DVF_ART_HOUSE_BOUNDING_BOX", "DVF_ART_PHYS_BOXES", "DVF_ART_PHYS_BOXES_HOUSE", "DVF_ART_PHYS_BOXES_PROPS", "DVF_ART_PHYS_BOXES_UNITS", "DVF_NUMTYPES", }; for (size_t i = 0; i < std::size(flagNames); i++) { if (!strcmp(flagNames[i], aString)) return i; } return WICO_DebugView::DVF_NUMTYPES; } bool WICP_DebugView::Console_DebugScriptToggle(char *aString, void *aUserData) { char menuType[255]; auto debugView = reinterpret_cast<WICP_DebugView *>(aUserData); if (sscanf_s(aString, "%s", menuType, 255) == 1) { int type = GetTypeForString(menuType); if (type == WICO_DebugView::DVF_NUMTYPES) { strcpy(aString, "Unknown command"); } else { if (debugView->myItems[type].myType == WICO_DebugView::DVT_CYCLE_BUTTON) debugView->SetCycleValue(type); else debugView->SetToggleValue(type); //profile->SetDebugViewFlags(debugView->myFlags); debugView->myIsActiveFlag = true; debugView->myIsMenuActiveFlag = false; } } else { strcpy(aString, "Bad command"); } return true; } bool WICP_DebugView::Console_DebugViewToggle(char *aString, void *aUserData) { auto debugView = reinterpret_cast<WICP_DebugView *>(aUserData); debugView->myIsActiveFlag = true; debugView->myIsMenuActiveFlag = true; return true; }
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#pragma once #include "headers.hpp" #include "types.hpp" #include <SFML/Audio.hpp> #include <vector> extern int Spielzustand; // in welchem Zustand ist das Spiel? extern bool LAnimation; // Ist die Landschaftanimation angeschaltet? extern bool Gitter; // Gitternetz an/aus extern RECT ScapeGrenze; // Diese Koordinaten zeigen die Größe der Landschaft an extern short CursorTyp; // Welcher Cursortyp? extern short RouteLaenge; // Länge extern short RoutePunkt; // Aktueller Index in RouteKoor extern short Bild, LastBild; // Anzahl der Bilder in der Sekunde extern RECT rcRectdes, rcRectsrc; // Ständig benötigte Variable zum Blitten extern short Tag, Stunden, Minuten; // Wieviel Uhr (0-12h) extern char StdString[1024]; // Standard string extern char RohString[1024]; // Darin wird gespeichert, wieviel Rohstoffe noch benötigt werden extern short PapierText; // Wieviel Papier? (in Pixel) -1 = Kein Text extern short HauptMenue; // Welches Menü? extern short TwoClicks; // Für Aktionen mit zwei Mausklicks extern float Chance; // Wie groß ist die Chance am Tag gerettet zu werden extern bool BootsFahrt; // Gerade mit dem Boot unterwegs? extern bool Nacht; // Wird die Tageszusammenfassung angezeigt? extern short Soundzustand; // -1 = keine Soundkarte;0=kein Sound;1=Sound an extern short Frage; // -1=KeineFrage;0=Frage wird gestellt;1=Ja;2=Nein extern short AbspannNr; // Zähler für Abspann extern short AbspannZustand; // Wo im Abspann extern bool SchatzGef; // wurde der Schatz gefunden extern short Step, Steps; // Should be const extern RECT rcGesamt; extern RECT rcSpielflaeche; extern RECT rcPanel; extern RECT rcKarte; extern ZWEID EckKoor[13][4]; extern TEXTBEREICH TextBereich[TEXTANZ]; extern ZWEID Camera, // aktueller Kartenausschnitt MousePosition, // " Mauskoordinaten RouteZiel, RouteStart, // Koordinaten des Starts und des Endes der Route Route[MAXXKACH * MAXYKACH], // Liste der Routenpunkte RouteKoor[2 * MAXXKACH * MAXYKACH], // Liste der Routenkoordinaten SchatzPos; // Hier ist der Schatz vergraben extern RGBSTRUCT rgbStruct; // Hier werden die Farben eines Pixels zwischengespeichert extern GUY Guy; extern BMP Bmp[BILDANZ]; extern WAV Wav[25]; // Sound::COUNT; extern ABSPANN AbspannListe[10][10]; // Namenabfolge im Abspann extern SCAPE Scape[MAXXKACH][MAXYKACH]; // DirectDraw extern LPDIRECTDRAWSURFACE4 lpDDSPrimary; // DirectDraw primary surface extern LPDIRECTDRAWSURFACE4 lpDDSBack; // DirectDraw back surface extern LPDIRECTDRAWSURFACE4 lpDDSMisc; // DirectDraw Bilder surface extern LPDIRECTDRAWSURFACE4 lpDDSPanel; // DirectDraw Panel surface extern LPDIRECTDRAWSURFACE4 lpDDSGuyAni; // DirectDraw GuyAni surface extern LPDIRECTDRAWSURFACE4 lpDDSAnimation; // DirectDraw Animation surface extern LPDIRECTDRAWSURFACE4 lpDDSKarte; // DirectDraw MiniMap surface extern LPDIRECTDRAWSURFACE4 lpDDSSchrift; // DirectDraw Schrift surface extern LPDIRECTDRAWSURFACE4 lpDDSSchrift1; // DirectDraw Schrift1 surface extern LPDIRECTDRAWSURFACE4 lpDDSSchrift2; // DirectDraw Schrift2 surface extern LPDIRECTDRAWSURFACE4 lpDDSTextFeld; // DirectDraw TextFeld surface extern LPDIRECTDRAWSURFACE4 lpDDSPapier; // DirectDraw Paier surface extern LPDIRECTDRAWSURFACE4 lpDDSBaum; // DirectDraw Bäume surface extern LPDIRECTDRAWSURFACE4 lpDDSBau; // DirectDraw Bauwerke surface extern LPDIRECTDRAWSURFACE4 lpDDSCredits; // DirectDraw Credits surface extern LPDIRECTDRAWSURFACE4 lpDDSLogo; // DirectDraw Logo surface extern LPDIRECTDRAWSURFACE4 lpDDSCursor; // DirectDraw Cursor surface extern LPDIRECTDRAWSURFACE4 lpDDSButtons; // DirectDraw Buttons surface extern LPDIRECTDRAWSURFACE4 lpDDSInventar; // DirectDraw Inventar surface extern LPDIRECTDRAWSURFACE4 lpDDSScape; // DirectDraw Landschaft surface extern LPDIRECTDRAWSURFACE4 lpDDSSchatzkarte; // SchatzkartenSurface extern LPDIRECTDRAWPALETTE lpDDPal; // DirectDraw palette extern DDBLTFX ddbltfx; // DirectDraw Effekte extern DDPIXELFORMAT ddpf; extern DDSURFACEDESC2 ddsd, ddsd2; // Zwischenspeicher der SurfaceEigenschaften extern LPDIRECTDRAWGAMMACONTROL lpDDGammaControl; // Die drei sind für das Gammaablenden extern DDGAMMARAMP DDGammaRamp; extern DDGAMMARAMP DDGammaOld; // Directinput extern HINSTANCE g_hInst;
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#include "define.h" #include <string> using namespace std; void HSBtoRGB(float hue, float saturation, float brightness, int& r, int& g, int& b); void RGBtoHSB(int r, int g, int b, float& hue, float& saturation, float& brightness); COLORREF GetRGBbyHSB(float hue, float saturation, float brightness); void GetHSBbyRGB(COLORREF rgb, float& hue, float& saturation, float& brightness); void GrayAdjust(HBITMAP hBitmap); HBITMAP StretchBitmap(HBITMAP hbmpSrc,int cxDst,int cyDst); HBITMAP Transform( HBITMAP hBitmap , float matrix[3][3]); void DrawTextOuter(CDC& dc, string& text, CSize& size, int x, int y, COLORREF outer); void DrawTextWithOuter(CDC& dc, string& text, CSize& size, int x, int y, COLORREF clr, COLORREF outer);
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EquationSystem.hpp
//============================================================================ // // This file is part of GPSTk, the GPS Toolkit. // // The GPSTk is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 3.0 of the License, or // any later version. // // The GPSTk is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with GPSTk; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110, USA // // Copyright 2004, The University of Texas at Austin // Dagoberto Salazar - gAGE ( http://www.gage.es ). 2009 // //============================================================================ //============================================================================ // //This software developed by Applied Research Laboratories at the University of //Texas at Austin, under contract to an agency or agencies within the U.S. //Department of Defense. The U.S. Government retains all rights to use, //duplicate, distribute, disclose, or release this software. // //Pursuant to DoD Directive 523024 // // DISTRIBUTION STATEMENT A: This software has been approved for public // release, distribution is unlimited. // //============================================================================= /** * @file EquationSystem.hpp * Class to define and handle complex equation systems for solvers. */ #ifndef GPSTK_EQUATIONSYSTEM_HPP #define GPSTK_EQUATIONSYSTEM_HPP #include <algorithm> #include "DataStructures.hpp" #include "StochasticModel.hpp" #include "Equation.hpp" #include "ConstraintSystem.hpp" namespace gpstk { /// Thrown when attempting to use an invalid EquationSystem /// @ingroup exceptiongroup NEW_EXCEPTION_CLASS(InvalidEquationSystem, gpstk::Exception); /// @ingroup DataStructures //@{ /** This class defines and handles complex equation systems for solvers, * generating the Vectors and Matrices they will need, including: * * \li Measurements Vector (prefit residuals). * \li Geometry matrix. * \li Equation weights matrix. * \li State Transition Matrix (PhiMatrix). * \li Process noise covariance matrix (QMatrix). * * In addition, this class will provide important/interesting information * such as number of variables, satellites and data sources being * processed. * * In order to achieve this, the 'EquationSystem' class will start from a * list of 'Equation descriptions' and the currently available GNSS data. * From there, it will deduce the unknowns corresponding to each data * source as well as the specific equations. * * A typical way to use this class follows, showing how to set up an * object to perform "Precise Point Positioning" (PPP): * * @code * * // DEFINE VARIABLES * * // Declare stochastic models to be used * StochasticModel coordinatesModel; * TropoRandomWalkModel tropoModel; * PhaseAmbiguityModel ambiModel; * * // These variables are, by default, SourceID-indexed * Variable dx( TypeID::dx, &coordinatesModel, true, false, 100.0 ); * * Variable dy( TypeID::dy, &coordinatesModel ); * dy.setInitialVariance( 100.0 ); // Equivalent to 'dx' setup * * Variable dz( TypeID::dz, &coordinatesModel ); * dz.setInitialVariance( 100.0 ); * * Variable cdt( TypeID::cdt ); * cdt.setDefaultForced(true); // Force default coefficient (1.0) * * Variable tropo( TypeID::wetMap, &tropoModel ); * tropo.setInitialVariance( 25.0 ); * * * // The following variable is, SourceID and SatID-indexed * Variable ambi( TypeID::BLC, &ambiModel, true, true ); * ambi.setDefaultForced(true); // Force default coefficient (1.0) * * // This will be the independent term for code equation * Variable prefitC( TypeID::prefitC ); * * // This will be the independent term for phase equation * Variable prefitL( TypeID::prefitL ); * * * // DESCRIBE EQUATIONS * * // Define Equation object for code equations, and add variables * Equation equPC( prefitC ); * * equPC.addVariable(dx); * equPC.addVariable(dy); * equPC.addVariable(dz); * equPC.addVariable(cdt); * equPC.addVariable(tropo); * * // Define Equation object for phase equations, and add variables * Equation equLC( prefitL ); * * equLC.addVariable(dx); * equLC.addVariable(dy); * equLC.addVariable(dz); * equLC.addVariable(cdt); * equLC.addVariable(tropo); * equLC.addVariable(ambi); // This variable is for phase only * * // Phase equations should have higher relative weight * equLC.setWeight(10000.0); // 100.0 * 100.0 * * * // SETUP EQUATION SYSTEM * * // Create 'EquationSystem' object * EquationSystem eqSystem; * * // Add equation descriptions * eqSystem.addEquation(equPC); * eqSystem.addEquation(equLC); * * @endcode * * In this way, rather complex processing strategies may be set up in a * handy and flexible way. * * \warning Please be aware that this class requires a significant amount * of overhead. Therefore, if your priority is execution speed you should * either use the already provided 'purpose-specific' solvers (like * 'SolverPPP' or hand-code your own class. For new processing strategies * you should balance the importance of machine time (extra overhead) * versus researcher time (writing a new solver). * * @sa Variable.hpp, Equation.hpp. * */ class EquationSystem { public: /// Default constructor EquationSystem() : isPrepared(false) {}; /** Add a new equation to be managed. * * @param equation Equation object to be added. */ virtual EquationSystem& addEquation( const Equation& equation ); /** Remove an Equation being managed. In this case the equation is * identified by its independent term. * * @param indterm Variable object of the equation independent term * (measurement type). * * \warning All Equations with the same independent term will be * erased. */ virtual EquationSystem& removeEquation( const Variable& indterm ); /// Remove all Equation objects from this EquationSystem. virtual EquationSystem& clearEquations(); /** Prepare this object to carry out its work. * * @param gData GNSS data structure (GDS). * */ virtual EquationSystem& Prepare( gnssSatTypeValue& gData ) { gnssRinex gds(gData); return ( Prepare(gds) ); }; /** Prepare this object to carry out its work. * * @param gData GNSS data structure (GDS). * */ virtual EquationSystem& Prepare( gnssRinex& gData ); /** Prepare this object to carry out its work. * * @param gdsMap Map of GNSS data structures (GDS), indexed * by SourceID. * */ virtual EquationSystem& Prepare( gnssDataMap& gdsMap ); /** Return the TOTAL number of variables being processed. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual int getTotalNumVariables() const throw(InvalidEquationSystem); /** Return the set containing all variables being processed. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual VariableSet getVarUnknowns() const throw(InvalidEquationSystem); /** Return the CURRENT number of variables, given the current equation * system definition and the GDS's involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual int getCurrentNumVariables() const throw(InvalidEquationSystem); /** Return the set containing variables being currently processed. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual VariableSet getCurrentUnknowns() const throw(InvalidEquationSystem); /** Return the CURRENT number of sources, given the current equation * system definition and the GDS's involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual int getCurrentNumSources() const throw(InvalidEquationSystem); /** Return the set containing sources being currently processed. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual SourceIDSet getCurrentSources() const throw(InvalidEquationSystem); /** Return the CURRENT number of satellites, given the current equation * system definition and the GDS's involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual int getCurrentNumSats() const throw(InvalidEquationSystem); /** Return the set containing satellites being currently processed. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual SatIDSet getCurrentSats() const throw(InvalidEquationSystem); /** Get prefit residuals GPSTk Vector, given the current equation * system definition and the GDS' involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual Vector<double> getPrefitsVector() const throw(InvalidEquationSystem); /** Get geometry matrix, given the current equation system definition * and the GDS' involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual Matrix<double> getGeometryMatrix() const throw(InvalidEquationSystem); /** Get weights matrix, given the current equation system definition * and the GDS' involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual Matrix<double> getWeightsMatrix() const throw(InvalidEquationSystem); /** Get the State Transition Matrix (PhiMatrix), given the current * equation system definition and the GDS' involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual Matrix<double> getPhiMatrix() const throw(InvalidEquationSystem); /** Get the Process Noise Covariance Matrix (QMatrix), given the * current equation system definition and the GDS' involved. * * \warning You must call method Prepare() first, otherwise this * method will throw an InvalidEquationSystem exception. */ virtual Matrix<double> getQMatrix() const throw(InvalidEquationSystem); /// Get the number of equation descriptions being currently processed. virtual int getEquationDefinitionNumber() const { return equationDescriptionList.size(); }; /// Get the list of current equations. virtual std::list<Equation> getCurrentEquationsList() const { return currentEquationsList; }; /// Get a copy of the constraint system. virtual ConstraintSystem getConstraintSystem() const { return equationConstraints; }; /** Set the constraint system. * * @param equationConst Object of ConstraintSystem */ virtual EquationSystem& setConstraintSystem( const ConstraintSystem& equationConst ) { equationConstraints = equationConst; return (*this); }; /// Remove all constraints from the equation system. virtual EquationSystem& clearConstraintSystem() { equationConstraints.clearConstraint(); return (*this); }; /// Destructor virtual ~EquationSystem() {}; private: /// Object holding constraints equations ConstraintSystem equationConstraints; /// List containing the DESCRIPTIONS of Equation objects. std::list<Equation> equationDescriptionList; /// List of current equations std::list<Equation> currentEquationsList; /// Global set of unknowns VariableSet varUnknowns; /// Current set of unknowns VariableSet currentUnknowns; /// Old set of unknowns VariableSet oldUnknowns; /// List of all unknowns(std::list is used to keep order) std::list<Variable> allUnknowns; /// Set of reject unknowns VariableSet rejectUnknowns; /// Whether or not this EquationSystem is ready to be used bool isPrepared; /// Set containing all sources being currently processed SourceIDSet currentSourceSet; /// Set containing satellites being currently processed SatIDSet currentSatSet; /// State Transition Matrix (PhiMatrix) Matrix<double> phiMatrix; /// Process noise covariance matrix (QMatrix) Matrix<double> qMatrix; /// Geometry matrix Matrix<double> hMatrix; /// Weights matrix Matrix<double> rMatrix; /// Measurements vector (Prefit-residuals) Vector<double> measVector; /// Get current sources (SourceID's) and satellites (SatID's) void prepareCurrentSourceSat( gnssDataMap& gdsMap ); /// Prepare set of current unknowns and list of current equations VariableSet prepareCurrentUnknownsAndEquations( gnssDataMap& gdsMap ); /// Compute phiMatrix and qMatrix void getPhiQ( const gnssDataMap& gdsMap ); /// Compute prefit residuals vector void getPrefit( gnssDataMap& gdsMap ); /// Compute hMatrix and rMatrix void getGeometryWeights( gnssDataMap& gdsMap ); /// Impose the constraints system to the equation system /// the prefit residuals vector, hMatrix and rMatrix will be appended. void imposeConstraints(); /// General white noise stochastic model static WhiteNoiseModel whiteNoiseModel; }; // End of class 'EquationSystem' //@} } // End of namespace gpstk #endif // GPSTK_EQUATIONSYSTEM_HPP
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/Project-NN/entity/MenuItem.h
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Daminvar/Project-NN
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MenuItem.h
#pragma once #include <iostream> #include "GameObject.h" #include "StateManager.h" class Transform; class UIDrawable; class MenuComponent; enum MENU_ITEM_STYLE { MENU_STATIC = 0, MENU_BUTTON = 1 }; struct UIElementBuffer { float width; float height; XMFLOAT2 position; }; // this describes menu items struct UIElementDescription { float width; float height; XMFLOAT2 position; char* texture; MENU_ITEM_STYLE style; int (*function)( StateManager* manager ); }; class MenuItem : public GameObject { public: MenuItem( StateManager* _manager, UIElementDescription description ); ~MenuItem( ); void Draw( ); void Trigger( ); float GetWidth( ) { return this->description.width; }; float GetHeight( ) { return this->description.height; }; XMFLOAT2 GetPosition( ) { return this->description.position; } private: Transform* transform; MenuComponent* control; UIDrawable* drawable; StateManager* manager; UIElementDescription description; bool triggered; };
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/main.cpp
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cybern0id/SidBerry
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main.cpp
//============================================================================ // Description : SidBerry player & driver // Author : Gianluca Ghettini //============================================================================ #include <iostream> using namespace std; #include <stdlib.h> #include "mos6502.h" #include "SidFile.h" #include <wiringPi.h> #include <sys/time.h> uint8_t memory[65535]; // 64K ram static uint8_t kk = 0; static FILE* tty; void TestWrite(uint16_t addr, uint8_t byte) { printf("\na: %02X, b: %02X", addr, byte); uint16_t phyaddr = addr; // set address to the bus if(phyaddr & 0x01) digitalWrite(8, HIGH); else digitalWrite(8, LOW); if(phyaddr & 0x02) digitalWrite(9, HIGH); else digitalWrite(9, LOW); if(phyaddr & 0x04) digitalWrite(7, HIGH); else digitalWrite(7, LOW); if(phyaddr & 0x08) digitalWrite(0, HIGH); else digitalWrite(0, LOW); if(phyaddr & 0x10) digitalWrite(2, HIGH); else digitalWrite(2, LOW); // set data to the bus if(byte & 0x01) digitalWrite(15, HIGH); else digitalWrite(15, LOW); if(byte & 0x02) digitalWrite(16, HIGH); else digitalWrite(16, LOW); if(byte & 0x04) digitalWrite(1, HIGH); else digitalWrite(1, LOW); if(byte & 0x08) digitalWrite(4, HIGH); else digitalWrite(4, LOW); if(byte & 0x10) digitalWrite(5, HIGH); else digitalWrite(5, LOW); if(byte & 0x20) digitalWrite(6, HIGH); else digitalWrite(6, LOW); if(byte & 0x40) digitalWrite(10, HIGH); else digitalWrite(10, LOW); if(byte & 0x80) digitalWrite(11, HIGH); else digitalWrite(11, LOW); // assert cs line digitalWrite(3, LOW); usleep(10); digitalWrite(3, HIGH); printf("\nOK\n"); return; } void MemWrite(uint16_t addr, uint8_t byte) { if(addr >= 0xD400 && addr <= 0xD7FF) // address decoding login { // access to SID chip memory[addr] = byte; if(!((kk++)&3)) { printf("\n"); printf("%02X%02X ", memory[0xD400], memory[0xD401]); printf("%02X%02X ", memory[0xD402], memory[0xD403]); printf("%02X %02X %02X ", memory[0xD404], memory[0xD405], memory[0xD406]); printf("%02X%02X ", memory[0xD407], memory[0xD408]); printf("%02X%02X ", memory[0xD409], memory[0xD40A]); printf("%02X %02X %02X ", memory[0xD40B], memory[0xD40C], memory[0xD40D]); printf("%02X%02X ", memory[0xD40E], memory[0xD40F]); printf("%02X%02X ", memory[0xD410], memory[0xD411]); printf("%02X %02X %02X ", memory[0xD412], memory[0xD413], memory[0xD414]); fflush(stdout); } uint16_t phyaddr = addr & 0x1f; // set address to the bus if(phyaddr & 0x01) digitalWrite(8, HIGH); else digitalWrite(8, LOW); if(phyaddr & 0x02) digitalWrite(9, HIGH); else digitalWrite(9, LOW); if(phyaddr & 0x04) digitalWrite(7, HIGH); else digitalWrite(7, LOW); if(phyaddr & 0x08) digitalWrite(0, HIGH); else digitalWrite(0, LOW); if(phyaddr & 0x10) digitalWrite(2, HIGH); else digitalWrite(2, LOW); // set data to the bus if(byte & 0x01) digitalWrite(15, HIGH); else digitalWrite(15, LOW); if(byte & 0x02) digitalWrite(16, HIGH); else digitalWrite(16, LOW); if(byte & 0x04) digitalWrite(1, HIGH); else digitalWrite(1, LOW); if(byte & 0x08) digitalWrite(4, HIGH); else digitalWrite(4, LOW); if(byte & 0x10) digitalWrite(5, HIGH); else digitalWrite(5, LOW); if(byte & 0x20) digitalWrite(6, HIGH); else digitalWrite(6, LOW); if(byte & 0x40) digitalWrite(10, HIGH); else digitalWrite(10, LOW); if(byte & 0x80) digitalWrite(11, HIGH); else digitalWrite(11, LOW); // assert CS line (strobe) digitalWrite(3, LOW); usleep(1); digitalWrite(3, HIGH); } else { // access to memory memory[addr] = byte; } return; } uint8_t MemRead(uint16_t addr) { if(addr >= 0xD400 && addr <=0xD7FF) // address decoding logic { // access to SID chip if((addr & 0x00FF) == 0x001B) { // emulate read access to OSC3/Random register, returna a random value printf("\mread! 1b"); return rand(); } if((addr & 0x00FF) == 0x001C) { // emulate access to envelope ENV3 register, return a random value printf("\nread! 1c"); return rand(); } } return memory[addr]; } void TestLoop() { int addr; int byte; printf("\n\n"); while(1) { printf("\naddr:"); scanf("%d", &addr); printf("\nbyte:"); scanf("%d", &byte); TestWrite(addr, byte); } } int main(int argc, char *argv[]) { SidFile sid; int res = sid.Parse(argv[1]); if(res == SIDFILE_ERROR_FILENOTFOUND) { cout << endl << "error loading sid file! not found"; return 0; } if(res == SIDFILE_ERROR_MALFORMED) { cout << endl << "error loading sid file! malformed"; return 0; } cout << endl << sid.GetModuleName(); cout << endl << sid.GetAuthorName(); cout << endl << sid.GetCopyrightInfo(); cout << endl << sid.GetLoadAddress(); cout << endl << sid.GetInitAddress(); cout << endl << sid.GetPlayAddress(); for(unsigned int i = 0; i < 65536; i++) { memory[i] = 0x00; // fill with NOPs } uint16_t load = sid.GetLoadAddress(); uint16_t len = sid.GetDataLength(); uint8_t *buffer = sid.GetDataPtr(); for(unsigned int i = 0; i < len; i++) { memory[i + load] = buffer[i]; } uint16_t play = sid.GetPlayAddress(); uint16_t init = sid.GetInitAddress(); // install reset vector for microplayer (0x0000) memory[0xFFFD] = 0x00; memory[0xFFFC] = 0x00; // install IRQ vector for play routine launcher (0x0013) memory[0xFFFF] = 0x00; memory[0xFFFE] = 0x13; // install the micro player, 6502 assembly code memory[0x0000] = 0xA9; // A = 0, load A with the song number memory[0x0001] = atoi(argv[2]); memory[0x0002] = 0x20; // jump sub to INIT routine memory[0x0003] = init & 0xFF; // lo addr memory[0x0004] = (init >> 8) & 0xFF; // hi addr memory[0x0005] = 0x58; // enable interrupt memory[0x0006] = 0xEA; // nop memory[0x0007] = 0x4C; // jump to 0x0006 memory[0x0008] = 0x06; memory[0x0009] = 0x00; memory[0x0013] = 0xEA; // nop //0xA9; // A = 1 memory[0x0014] = 0xEA; // nop //0x01; memory[0x0015] = 0xEA; // 0x78 CLI memory[0x0016] = 0x20; // jump sub to play routine memory[0x0017] = play & 0xFF; memory[0x0018] = (play >> 8) & 0xFF; memory[0x0019] = 0xEA; // 0x58 SEI memory[0x001A] = 0x40; // RTI: return from interrupt // setup wiringPi, configure GPIOs wiringPiSetup(); pinMode(15, OUTPUT); // b0 pinMode(16, OUTPUT); // b1 pinMode(1, OUTPUT); // b2 pinMode(4, OUTPUT); // b3 pinMode(5, OUTPUT); // b4 pinMode(6, OUTPUT); // b5 pinMode(10, OUTPUT); //b6 pinMode(11, OUTPUT); //b7 pinMode(8, OUTPUT); // a0 pinMode(9, OUTPUT); // a1 pinMode(7, OUTPUT); // a2 pinMode(0, OUTPUT); // a3 pinMode(2, OUTPUT); // a4 pinMode(3, OUTPUT); // cs digitalWrite(15, LOW); digitalWrite(16, LOW); digitalWrite(1, LOW); digitalWrite(4, LOW); digitalWrite(5, LOW); digitalWrite(6, LOW); digitalWrite(10, LOW); digitalWrite(11, LOW); digitalWrite(8, LOW); digitalWrite(9, LOW); digitalWrite(7, LOW); digitalWrite(0, LOW); digitalWrite(2, LOW); digitalWrite(3, HIGH); srand(0); mos6502 cpu(MemRead, MemWrite); cpu.Reset(); cpu.Run(10000000); int ts = 0; int sec = 0; timeval t1,t2; long int elaps; // main loop, play song while(1) { gettimeofday(&t1, NULL); // trigger IRQ interrupt cpu.IRQ(); // execute the player routine cpu.Run(0); gettimeofday(&t2, NULL); // wait 1/50 sec. if(t1.tv_sec == t2.tv_sec) elaps = t2.tv_usec - t1.tv_usec; else elaps = 1000000 - t1.tv_usec + t2.tv_usec; if(elaps < 20000) usleep(20000 - elaps); // 50Hz refresh rate ts++; } return 0; }
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/*--------------------------------*- C++ -*----------------------------------*\ | ========= | | | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | | \\ / O peration | Version: v1806 | | \\ / A nd | Web: www.OpenFOAM.com | | \\/ M anipulation | | \*---------------------------------------------------------------------------*/ FoamFile { version 2.0; format ascii; class volScalarField; location "762"; object alpha; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // dimensions [0 0 -1 0 0 0 0]; internalField nonuniform List<scalar> 6400 ( 0.900804095022 1.4557080616 2.31853612661 2.9180402655 3.48960607433 4.05736779754 4.75763660021 5.53818108415 6.03619251259 6.77796279871 8.07123680834 9.01841095896 9.82565841776 10.7178028019 11.7943674808 12.9276593466 13.9639688763 14.9411502837 15.7688746395 16.2904043139 16.6100522224 17.0793068724 17.8946859377 19.0264376003 20.2535019758 21.3730141343 22.3250039619 23.2161302171 24.1439179443 25.1236916969 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87772c050b2966873ef5b00fcf6d9826cfd6b805
00e69a7bc07b52878fbc43679f83dac715b5c7a9
/leetcode_solved/[editing]leetcode_1027_Longest_Arithmetic_Sequence.cpp
ab572113872a6d91458b770da635bd8d245c2bc7
[]
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Ghost-2019/Algorithm
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[editing]leetcode_1027_Longest_Arithmetic_Sequence.cpp
class Solution { public: int longestArithSeqLength(vector<int>& A) { } };
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Fruta.h
#pragma once #include <string> using namespace std; class Fruta { protected: string nombre; public: Fruta (); Fruta(string); void setNombre(string); string getNombre(); virtual ~Fruta (); };
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PixelConditionsSummarySvc.h
/* Copyright (C) 2002-2017 CERN for the benefit of the ATLAS collaboration */ #ifndef PIXELCONDITIONSSERVICES_PIXELCONDITIONSSUMMARYSVC_H #define PIXELCONDITIONSSERVICES_PIXELCONDITIONSSUMMARYSVC_H #include <string> #include "AthenaBaseComps/AthService.h" #include "GaudiKernel/ServiceHandle.h" #include "AthenaKernel/IOVSvcDefs.h" #include "InDetConditionsSummaryService/IInDetConditionsSvc.h" #include "InDetConditionsSummaryService/InDetHierarchy.h" class Identifier; class IdentifierHash; class PixelID; class IPixelDCSSvc; class IPixelByteStreamErrorsSvc; class ISpecialPixelMapSvc; class DetectorSpecialPixelMap; class StoreGateSvc; class IPixelTDAQSvc; class IBLParameterSvc; /** * Returns the status of pixel modules, frontends or single pixels * as determined by the PixelDCSSvc, PixelByteStreamErrorsSvc and SpecialPixelMapSvc. * * ruwiedel@physik.uni-bonn.de * */ class PixelConditionsSummarySvc: public AthService, virtual public IInDetConditionsSvc{ public: static const InterfaceID& interfaceID(); PixelConditionsSummarySvc(const std::string& name, ISvcLocator* sl); virtual ~PixelConditionsSummarySvc(); virtual StatusCode initialize(); virtual StatusCode finalize(); virtual StatusCode queryInterface(const InterfaceID& riid, void** ppvIf); virtual bool isActive(const Identifier & elementId, const InDetConditions::Hierarchy h=InDetConditions::DEFAULT); virtual bool isActive(const IdentifierHash & elementHash); virtual bool isActive(const IdentifierHash & elementHash, const Identifier & elementId); virtual double activeFraction(const IdentifierHash & elementHash, const Identifier & idStart, const Identifier & idEnd); virtual bool isGood(const Identifier & elementId, const InDetConditions::Hierarchy h=InDetConditions::DEFAULT); virtual bool isGood(const IdentifierHash & elementHash); virtual bool isGood(const IdentifierHash & elementHash, const Identifier & elementId); virtual double goodFraction(const IdentifierHash & elementHash, const Identifier & idStart, const Identifier & idEnd); virtual StatusCode specialPixelMapCallBack(IOVSVC_CALLBACK_ARGS); private: ServiceHandle< StoreGateSvc > m_detStore; const PixelID* m_pixelID; std::string m_specialPixelMapKey; const DetectorSpecialPixelMap* m_specialPixelMap; ServiceHandle< ISpecialPixelMapSvc > m_specialPixelMapSvc; ServiceHandle< IPixelDCSSvc > m_pixelDCSSvc; ServiceHandle< IBLParameterSvc> m_IBLParameterSvc; ServiceHandle< IPixelByteStreamErrorsSvc > m_pixelBSErrorsSvc; ServiceHandle< IPixelTDAQSvc > m_pixelTDAQSvc; std::vector<std::string> m_isActiveStatus; std::vector<std::string> m_isActiveStates; bool m_useSpecialPixelMap; bool m_useDCS; bool m_useBS; bool m_useTDAQ; void getID(const Identifier& id, unsigned int& pixID, unsigned int& mchips) const; }; inline const InterfaceID& PixelConditionsSummarySvc::interfaceID(){ static const InterfaceID IID_PixelConditionsSummarySvc("PixelConditionsSummarySvc", 1, 0); return IID_PixelConditionsSummarySvc; } #endif
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ch13.cpp
#include "ch13.hpp" #include "reference/ch13.hpp" #include <algorithm> #include <cassert> #include <cctype> #include <cstdlib> #include <deque> #include <fstream> #include <iostream> #include <istream> #include <map> #include <queue> #include <random> #include <sstream> #include <stack> #include <stdexcept> #include <string> #include <unordered_map> #include <unordered_set> #include <utility> #include <vector> extern "C" { #include <math.h> } using namespace std; namespace study { vector<vector<string>> FindAnagrams(const vector<string> &dictionary) { return reference::FindAnagrams(dictionary); } bool CanFormPalindrome(const std::string &word) { return reference::CanFormPalindrome(word); } BSTNode<int> *LCA_optimized(const std::unique_ptr<BSTNode<int>> &node0, const std::unique_ptr<BSTNode<int>> &node1) { return reference::LCA_optimized(node0, node1); } int FindNearestRepetition(const std::vector<std::string> &paragraph) { return reference::FindNearestRepetition(paragraph); } }
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sandstone_test_groups.cpp
/* * SPDX-License-Identifier: Apache-2.0 */ #include "sandstone_p.h" #if SANDSTONE_RESTRICTED_CMDLINE # define TEST_GROUP(name, descr) .id = nullptr, .description = nullptr #else # define TEST_GROUP(name, descr) .id = name, .description = descr #endif __attribute__((section("test_group"), aligned(8))) extern constexpr struct test_group group_compression = { TEST_GROUP("compression", "Tests that drive compression routines in various libraries"), }; __attribute__((section("test_group"), aligned(8))) extern constexpr struct test_group group_math = { TEST_GROUP("math", "Tests that perform math using, e.g., Eigen"), };
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image_selector.cpp
#include <ros/ros.h> #include <image_transport/image_transport.h> #include <opencv2/highgui/highgui.hpp> #include <cv_bridge/cv_bridge.h> //#define SHOWIMAGES class ImageSelector { ros::NodeHandle nh; image_transport::ImageTransport it; image_transport::CameraSubscriber sub; image_transport::CameraPublisher pub; public: ImageSelector(): it(nh) { sub = it.subscribeCamera("camera/image_raw", 1, &ImageSelector::imageCallback, this); pub = it.advertiseCamera("camera/sel/image_raw", 1); #ifdef SHOWIMAGES cv::namedWindow("original"); cv::namedWindow("edges"); cv::namedWindow("noiseless"); cv::startWindowThread(); #endif } void imageCallback(const sensor_msgs::ImageConstPtr& msg, const sensor_msgs::CameraInfoConstPtr& info_msg) { cv_bridge::CvImagePtr cv_ptr; try { cv_ptr = cv_bridge::toCvCopy(msg, sensor_msgs::image_encodings::BGR8); } catch (cv_bridge::Exception& e) { ROS_ERROR("cv_bridge exception: %s", e.what()); return; } cv::Mat edges; cv::Canny(cv_ptr->image, edges, 50, 100); std::vector<cv::Vec4i> lines; cv::HoughLinesP(edges, lines, 1, CV_PI/180, 25, 25, 10); // Detect lines int count=0; if (lines.size() > 1000) // Lots of lines indicate a high noise count=500; else // Looks for horizontal lines close to the borders for (size_t i=0; i<lines.size(); i++) { cv::Vec4i l = lines[i]; cv::Point a(l[0], l[1]); cv::Point b(l[2], l[3]); //line(cv_ptr->image, a, b, cv::Scalar(255, 0, 0), 3, cv::LINE_AA); float slope=float(float(b.y - a.y) / float(b.x - a.x)); //ROS_INFO("%f %d %d %d %d", slope, a.x, a.y, b.x, b.y); if ((fabs(slope) < 0.0001) && ((a.x<10) || b.x > 630)) // horizontal lines that start at righ borders or finish at the left border count++; } #ifdef SHOWIMAGES cv::imshow("original", cv_ptr->image); cv::imshow("edges", edges); #endif if ((count<1)){ #ifdef SHOWIMAGES cv::imshow("noiseless", cv_ptr->image); #endif pub.publish(msg, info_msg); } } }; // class ImageSelector int main(int argc, char **argv) { ros::init(argc, argv, "image_listener"); ImageSelector IS; ros::spin(); cv::destroyWindow("view"); }
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JimmyLord/MyEngine
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EditorMainFrame_ImGui.cpp
// // Copyright (c) 2018-2019 Jimmy Lord http://www.flatheadgames.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. #include "MyEnginePCH.h" #include "EditorMemoryWindow_ImGui.h" #include "ImGuiStylePrefs.h" #include "ComponentSystem/BaseComponents/ComponentCamera.h" #include "ComponentSystem/BaseComponents/ComponentTransform.h" #include "ComponentSystem/Core/GameObject.h" #include "ComponentSystem/FrameworkComponents/ComponentAnimationPlayer2D.h" #include "ComponentSystem/FrameworkComponents/ComponentAudioPlayer.h" #include "ComponentSystem/FrameworkComponents/ComponentMeshOBJ.h" #include "Core/EngineComponentTypeManager.h" #include "Core/EngineCore.h" #include "GUI/EditorIcons.h" #include "GUI/ImGuiExtensions.h" #if MYFW_USING_MONO #include "Mono/MonoGameState.h" #endif #include "../SourceEditor/EditorState.h" #include "../SourceEditor/Commands/EditorMenuCommands.h" #include "../SourceEditor/Commands/EngineCommandStack.h" #include "../SourceEditor/Commands/EngineEditorCommands.h" #include "../SourceEditor/Documents/EditorDocument.h" #include "../SourceEditor/Documents/EditorDocumentManager.h" #include "../SourceEditor/Editor_ImGui/EditorLayoutManager_ImGui.h" #include "../SourceEditor/Editor_ImGui/EditorLogWindow_ImGui.h" #include "../SourceEditor/Editor_ImGui/EditorMainFrame_ImGui.h" #include "../SourceEditor/GameObjectTemplateManager.h" #include "../SourceEditor/Interfaces/EditorInterface.h" #include "../SourceEditor/NodeGraph/MyNodeGraph.h" #include "../SourceEditor/NodeGraph/VisualScriptNodes.h" #include "../SourceEditor/Prefs/EditorKeyBindings.h" #include "../SourceEditor/TransformGizmo.h" //==================================================================================================== // Various enums and matching strings (some unused) //==================================================================================================== const char* g_DefaultEditorWindowTypeMenuLabels[EditorWindow_NumTypes] = { "Game View", "Editor View", "Object List", "Watch", "Resources", "Log", "Grid Settings", "Material Editor", "2D Animation Editor", "Debug: Mouse Picker", "Debug: Stuff", "Debug: Memory Allocations", "Debug: Undo/Redo Stacks", "Debug: ImGui Demo", }; enum PanelMemoryPages { PanelMemoryPage_Materials, PanelMemoryPage_Textures, PanelMemoryPage_ShaderGroups, PanelMemoryPage_SoundCues, PanelMemoryPage_Files, PanelMemoryPage_Buffers, PanelMemoryPage_DrawCalls, PanelMemoryPage_NumTypes }; const char* g_PanelMemoryPagesMenuLabels[PanelMemoryPage_NumTypes] = { "Materials", "Textures", "Shaders", "Sound Cues", "Files", "Buffers", "Draw Calls", }; //==================================================================================================== // Public methods //==================================================================================================== EditorMainFrame_ImGui::EditorMainFrame_ImGui(EngineCore* pEngineCore) { m_pEngineCore = pEngineCore; // Documents. m_pActiveDocument = nullptr; m_pLastActiveDocument = nullptr; // Layouts. m_pLayoutManager = MyNew EditorLayoutManager_ImGui( this ); m_pCurrentLayout = nullptr; // Warnings. m_ShowWarning_NewScene = false; m_ShowWarning_LoadScene = false; m_ShowWarning_CloseDocument = false; m_DocumentIndexToCloseAfterWarning = -1; m_ShowWarning_CloseEditor = false; // Main Dock Node m_CentralNodeDockID = 0; // Render surfaces. m_pGameFBO = m_pEngineCore->GetManagers()->GetTextureManager()->CreateFBO( 1024, 1024, MyRE::MinFilter_Nearest, MyRE::MagFilter_Nearest, FBODefinition::FBOColorFormat_RGBA_UByte, 32, true ); m_pEditorFBO = m_pEngineCore->GetManagers()->GetTextureManager()->CreateFBO( 1024, 1024, MyRE::MinFilter_Nearest, MyRE::MagFilter_Nearest, FBODefinition::FBOColorFormat_RGBA_UByte, 32, true ); m_pMaterialPreviewFBO = m_pEngineCore->GetManagers()->GetTextureManager()->CreateFBO( 1024, 1024, MyRE::MinFilter_Nearest, MyRE::MagFilter_Nearest, FBODefinition::FBOColorFormat_RGBA_UByte, 32, true ); #if MYFW_EDITOR m_pGameFBO->MemoryPanel_Hide(); m_pEditorFBO->MemoryPanel_Hide(); m_pMaterialPreviewFBO->MemoryPanel_Hide(); #endif // Material Preview and Editor. m_pMaterialToPreview = nullptr; m_pMaterialBeingEdited = nullptr; // 2D Animation Editor. m_FullPathToLast2DAnimInfoBeingEdited[0] = '\0'; m_p2DAnimInfoBeingEdited = nullptr; m_Current2DAnimationIndex = 0; m_pAnimPlayerComponent = MyNew ComponentAnimationPlayer2D( pEngineCore, pEngineCore->GetComponentSystemManager() ); m_pAnimPlayerComponent->SetType( ComponentType_AnimationPlayer2D ); m_pAnimPlayerComponent->SetSceneID( SCENEID_AllScenes ); // Log Window. m_pLogWindow = MyNew EditorLogWindow_ImGui( m_pEngineCore, true ); m_pMemoryWindow = MyNew EditorMemoryWindow_ImGui(); // Object list. m_pGameObjectToDrawReorderLineAfter = nullptr; m_SetObjectListFilterBoxInFocus = false; m_ObjectListFilter[0] = '\0'; // Memory panel. m_CurrentMemoryPanelPage = PanelMemoryPage_Materials; m_SetMemoryPanelFilterBoxInFocus = false; m_MemoryPanelFilter[0] = '\0'; // For renaming things. m_RenamePressedThisFrame = false; m_ConfirmCurrentRenameOp = false; m_RenameTimerForSlowDoubleClick = 0.0f; m_RenameOp_LastObjectClicked = nullptr; m_pGameObjectWhoseNameIsBeingEdited = nullptr; m_pMaterialWhoseNameIsBeingEdited = nullptr; m_NameBeingEdited[0] = '\0'; // Draw call debugger. m_SelectedDrawCallCanvas = -1; m_SelectedDrawCallIndex = -1; // Game and Editor windows. m_GameWindowPos.Set( -1, -1 ); m_EditorWindowPos.Set( -1, -1 ); m_GameWindowSize.Set( 0, 0 ); m_EditorWindowSize.Set( 0, 0 ); m_GameWindowFocused = false; m_GameWindowVisible = false; m_EditorWindowHovered = false; m_EditorWindowFocused = false; m_EditorWindowVisible = false; m_CurrentMouseInEditorWindow_X = -1; m_CurrentMouseInEditorWindow_Y = -1; // Misc. m_pLastGameObjectInteractedWithInObjectPanel = nullptr; m_UndoStackDepthAtLastSave = 0; // Modifier key states. m_KeyDownCtrl = false; m_KeyDownAlt = false; m_KeyDownShift = false; m_KeyDownCommand = false; // Master Undo/Redo Stack for ImGui editor builds. m_pCommandStack = MyNew EngineCommandStack(); m_pEngineCore->SetCommandStack( m_pCommandStack ); } EditorMainFrame_ImGui::~EditorMainFrame_ImGui() { m_pAnimPlayerComponent->SetEnabled( false ); SAFE_DELETE( m_pAnimPlayerComponent ); SAFE_DELETE( m_pCommandStack ); m_pEngineCore->SetCommandStack( nullptr ); SAFE_DELETE( m_pLogWindow ); SAFE_DELETE( m_pMemoryWindow ); SAFE_RELEASE( m_pGameFBO ); SAFE_RELEASE( m_pEditorFBO ); SAFE_RELEASE( m_pMaterialPreviewFBO ); delete m_pLayoutManager; } Vector2 EditorMainFrame_ImGui::GetEditorWindowCenterPosition() { return m_EditorWindowPos + m_EditorWindowSize/2; } void EditorMainFrame_ImGui::StoreCurrentUndoStackSize() { m_UndoStackDepthAtLastSave = m_pCommandStack->GetUndoStackSize(); } bool EditorMainFrame_ImGui::HandleInput(int keyAction, int keyCode, int mouseAction, int id, float x, float y, float pressure) { ImGuiIO& io = ImGui::GetIO(); if( keyAction == GCBA_Down ) { if( keyCode == MYKEYCODE_LCTRL || keyCode == MYKEYCODE_RCTRL ) m_KeyDownCtrl = true; if( keyCode == MYKEYCODE_LALT || keyCode == MYKEYCODE_RALT ) m_KeyDownAlt = true; if( keyCode == MYKEYCODE_LSHIFT || keyCode == MYKEYCODE_RSHIFT ) m_KeyDownShift = true; } if( keyAction == GCBA_Up ) { if( keyCode == MYKEYCODE_LCTRL || keyCode == MYKEYCODE_RCTRL ) m_KeyDownCtrl = false; if( keyCode == MYKEYCODE_LALT || keyCode == MYKEYCODE_RALT ) m_KeyDownAlt = false; if( keyCode == MYKEYCODE_LSHIFT || keyCode == MYKEYCODE_RSHIFT ) m_KeyDownShift = false; } if( mouseAction == GCBA_Down && id == 0 ) { // For renaming, if the mouse is clicked anywhere, end/confirm the current rename operation. if( m_pGameObjectWhoseNameIsBeingEdited || m_pMaterialWhoseNameIsBeingEdited ) { m_ConfirmCurrentRenameOp = true; } // When binding new keys, if the mouse is clicked anywhere, cancel the operation. EditorKeyBindings* pKeyBindings = m_pEngineCore->GetEditorPrefs()->GetKeyBindings(); pKeyBindings->CancelBindingAction(); } // For keyboard and other non-mouse events, localx/y will be -1. float localx = -1; float localy = -1; if( mouseAction == GCBA_RelativeMovement ) { // localx/y will hold relative movement in this case. localx = x; localy = y; } // Read the absolute x/y from the ImGui structure, since non-mouse messages will have x,y of -1,-1. float mouseabsx = io.MousePos.x; float mouseabsy = io.MousePos.y; // Deal with sending input events to the active document. for( uint32 i=0; i<m_pEngineCore->GetEditorState()->m_pOpenDocuments.size(); i++ ) { EditorDocument* pDocument = m_pEngineCore->GetEditorState()->m_pOpenDocuments[i]; if( pDocument->IsWindowVisible() ) { // If the right or middle mouse buttons were clicked on this window, set it as having focus. // Needed since those buttons don't focus ImGui window directly. if( pDocument->IsWindowHovered() && mouseAction == GCBA_Down && id != 0 ) { const uint32 tempTitleAllocationSize = MAX_PATH*2+5; static char tempTitle[tempTitleAllocationSize]; pDocument->GetWindowTitle( tempTitle, tempTitleAllocationSize ); ImGui::SetWindowFocus( tempTitle ); } // Always send keyboard actions to window in focus, only send mouse messages if in focus and hovered. // Pass keyboard and mouse events to the editor under various conditions. if( ( pDocument->IsWindowFocused() && keyAction != -1 ) || ( pDocument->IsWindowFocused() && (mouseAction == GCBA_Up || mouseAction == GCBA_Held || mouseAction == GCBA_RelativeMovement) ) || ( pDocument->IsWindowHovered() ) ) { Vector2 pos = pDocument->GetWindowPosition(); Vector2 size = pDocument->GetWindowSize(); // If this is an absolute mouse input over the document window. if( ( mouseAction != -1 && mouseAction != GCBA_RelativeMovement && mouseabsx >= pos.x && mouseabsx < pos.x + size.x && mouseabsy >= pos.y && mouseabsy < pos.y + size.y ) ) { // Calculate mouse x/y relative to this window. localx = x - pos.x; localy = size.y - (y - pos.y); } // Set modifier key and mouse button states. m_pEngineCore->GetEditorState()->SetModifierKeyStates( keyAction, keyCode, mouseAction, id, localx, localy, pressure ); //LOGInfo( "Mouse Bug", "Document Set: %0.0f, %0.0f", localx, localy ); if( pDocument->HandleInput( keyAction, keyCode, mouseAction, id, localx, localy, pressure ) ) { return true; } // Clear modifier key and mouse button states. m_pEngineCore->GetEditorState()->ClearModifierKeyStates( keyAction, keyCode, mouseAction, id, localx, localy, pressure ); //LOGInfo( "Mouse Bug", "Document Clear: %0.0f, %0.0f", localx, localy ); } } } // Deal with sending input events to the game window. { // If this is a keyAction and the game window is in focus. if( keyAction != -1 && m_GameWindowFocused ) { // Check for Ctrl-Space keypress while the game is running and in focus to return to editor mode. // TODO: Set this as an option, since some games might actually want to use the ctrl-space combination. if( m_KeyDownCtrl && keyCode == ' ' && keyAction == GCBA_Down ) { EditorMenuCommand( EditorMenuCommand_Mode_TogglePlayStop ); return true; } return false; // Let event continue to the game window. } // If this is an absolute mouse input over the game window. if( ( mouseAction != -1 && mouseAction != GCBA_RelativeMovement && mouseabsx >= m_GameWindowPos.x && mouseabsx < m_GameWindowPos.x + m_GameWindowSize.x && mouseabsy >= m_GameWindowPos.y && mouseabsy < m_GameWindowPos.y + m_GameWindowSize.y ) ) { // Calculate mouse x/y relative to this window. localx = x - m_GameWindowPos.x; localy = y - m_GameWindowPos.y; if( mouseAction == GCBA_Down ) m_GameWindowFocused = true; m_pEngineCore->OnTouchGameWindow( mouseAction, id, localx, localy, pressure, 1 ); // Input was used. return true; } // Pass relative x/y to the game window if it's in focus. if( mouseAction == GCBA_RelativeMovement && m_GameWindowFocused ) { m_pEngineCore->OnTouchGameWindow( mouseAction, id, localx, localy, pressure, 1 ); // Input was used. return true; } } // Deal with sending input events to the editor window. if( io.WantTextInput == false ) { // Pass keyboard and mouse events to the editor under various conditions. if( ( m_EditorWindowFocused && keyAction != -1 ) || ( m_EditorWindowFocused && (mouseAction == GCBA_Up || mouseAction == GCBA_Held || mouseAction == GCBA_RelativeMovement) ) || ( m_EditorWindowHovered ) ) { // If this is a mouse message and not a relative movement, // calculate mouse x/y relative to this window. if( mouseAction != -1 && mouseAction != GCBA_RelativeMovement ) { localx = x - m_EditorWindowPos.x; localy = m_EditorWindowSize.y - (y - m_EditorWindowPos.y); } // Set modifier key and mouse button states. m_pEngineCore->GetEditorState()->SetModifierKeyStates( keyAction, keyCode, mouseAction, id, localx, localy, pressure ); //LOGInfo( "Mouse Bug", "Editor Set: %0.0f, %0.0f", localx, localy ); m_CurrentMouseInEditorWindow_X = (unsigned int)localx; m_CurrentMouseInEditorWindow_Y = (unsigned int)localy; // If the right or middle mouse buttons were clicked on this window, set it as having focus. // Needed since those buttons don't focus ImGui window directly. if( mouseAction == GCBA_Down && id != 0 ) { ImGui::SetWindowFocus( "Editor" ); } // First, pass the input into the current editor interface. if( m_pEngineCore->GetCurrentEditorInterface()->HandleInput( keyAction, keyCode, mouseAction, id, localx, localy, pressure ) ) return true; // If it wasn't used, pass it to the transform gizmo. if( m_pEngineCore->GetEditorState()->m_pTransformGizmo->HandleInput( m_pEngineCore, -1, -1, mouseAction, id, localx, localy, pressure ) ) return true; // Clear modifier key and mouse button states. m_pEngineCore->GetEditorState()->ClearModifierKeyStates( keyAction, keyCode, mouseAction, id, localx, localy, pressure ); //LOGInfo( "Mouse Bug", "Editor Clear: %0.0f, %0.0f", localx, localy ); } } // If neither the game or editor windows used the input, then check for global hotkeys or cancel certain ops. if( keyAction != -1 ) { EditorKeyBindings* pKeyBindings = m_pEngineCore->GetEditorPrefs()->GetKeyBindings(); // EditorKeyBindings will catch this input and change a hotkey if it's waiting to register one. if( pKeyBindings->HandleInput( keyAction, keyCode ) ) { // If a hotkey was pressed, unset that key so 'held' and 'up' messages won't get sent. m_pEngineCore->ForceKeyRelease( keyCode ); return true; } else if( io.WantTextInput == false ) { if( CheckForHotkeys( keyAction, keyCode ) ) { // If a hotkey was pressed, unset that key so 'held' and 'up' messages won't get sent. m_pEngineCore->ForceKeyRelease( keyCode ); return true; } } else { // Cancel rename operation if an ImGui input box has focus and escape is pressed. if( keyCode == MYKEYCODE_ESC ) { m_pGameObjectWhoseNameIsBeingEdited = nullptr; m_pMaterialWhoseNameIsBeingEdited = nullptr; return true; } } // Cancel any drag/drop ops when escape is pressed. if( keyCode == MYKEYCODE_ESC ) { ImGuiExt::ClearDragDrop(); } } // Absorb the message, even if we didn't do anything with it. return true; } bool EditorMainFrame_ImGui::CheckForHotkeys(int keyAction, int keyCode) { if( keyAction == GCBA_Down ) { bool N = !m_KeyDownCtrl && !m_KeyDownAlt && !m_KeyDownShift && !m_KeyDownCommand; // No modifiers held bool C = m_KeyDownCtrl && !m_KeyDownAlt && !m_KeyDownShift && !m_KeyDownCommand; // Ctrl bool A = !m_KeyDownCtrl && m_KeyDownAlt && !m_KeyDownShift && !m_KeyDownCommand; // Alt bool S = !m_KeyDownCtrl && !m_KeyDownAlt && m_KeyDownShift && !m_KeyDownCommand; // Shift bool CS = m_KeyDownCtrl && !m_KeyDownAlt && m_KeyDownShift && !m_KeyDownCommand; // Ctrl-Shift // Handle GameObject renaming, not the best idea to do this here, but okay for a start. // TODO: Check if F2 or Enter was pressed when menuitem has focus. if( N && keyCode == VK_F2 || N && keyCode == MYKEYCODE_ENTER ) { m_RenamePressedThisFrame = true; m_ConfirmCurrentRenameOp = false; return true; } if( N && keyCode == MYKEYCODE_DELETE ) { m_pEngineCore->GetEditorState()->DeleteSelectedObjects(); return true; } EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); EditorKeyBindings* pKeys = m_pEngineCore->GetEditorPrefs()->GetKeyBindings(); uint8 modifiers = static_cast<uint8>( m_pEngineCore->GetEditorState()->m_ModifierKeyStates ); // Check all hotkeys and execute their actions if required. for( int i=0; i<(int)HotkeyAction::Num; i++ ) { HotkeyAction action = static_cast<HotkeyAction>( i ); // Check if this is a global hotkey. if( pKeys->KeyMatches( action, pKeys->GetModifiersHeld(), keyCode ) ) { if( ExecuteHotkeyAction( action ) ) { return true; } } else if( m_pActiveDocument ) { if( pKeys->KeyMatches( action, pKeys->GetModifiersHeld(), keyCode, m_pActiveDocument->GetHotkeyContext() ) ) { if( m_pActiveDocument->ExecuteHotkeyAction( action ) ) { return true; } } } else { //HotkeyContext context = m_pEngineCore->GetCurrentEditorInterface()->GetHotkeyContext(); //if( pKeys->KeyMatches( action, pKeys->GetModifiersHeld(), keyCode, context ) ) //{ // if( m_pEngineCore->GetCurrentEditorInterface()->ExecuteHotkeyAction( action ) ) // { // return true; // } //} } } #if _DEBUG // Dump current layout to output window, so it can be cut & pasted to g_DefaultLayouts in the EditorLayoutManager. if( CS && keyCode == 'D' ) { m_pLayoutManager->DumpCurrentLayoutToOutputWindow(); return true; } #endif } return false; } bool EditorMainFrame_ImGui::ExecuteHotkeyAction(HotkeyAction action) { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); switch( action ) { case HotkeyAction::Global_Find: { ImGui::SetWindowFocus( "Objects" ); m_SetObjectListFilterBoxInFocus = true; return true; } case HotkeyAction::File_SaveScene: { EditorMenuCommand( EditorMenuCommand_File_SaveScene ); return true; } case HotkeyAction::File_SaveAll: { EditorMenuCommand( EditorMenuCommand_File_SaveAll ); return true; } #if MYFW_USING_BOX2D case HotkeyAction::File_ExportBox2D: { EditorMenuCommand( EditorMenuCommand_File_Export_Box2DScene ); return true; } #endif case HotkeyAction::File_Preferences: { pEditorPrefs->Display(); return true; } case HotkeyAction::Edit_Undo: { EditorMenuCommand( EditorMenuCommand_Edit_Undo ); return true; } case HotkeyAction::Edit_Redo: { EditorMenuCommand( EditorMenuCommand_Edit_Redo ); return true; } case HotkeyAction::View_ShowEditorCamProperties: { EditorMenuCommand( EditorMenuCommand_View_ShowEditorCamProperties ); return true; } case HotkeyAction::View_ShowEditorIcons: { EditorMenuCommand( EditorMenuCommand_View_ShowEditorIcons ); return true; } case HotkeyAction::View_ToggleEditorCamDeferred: { EditorMenuCommand( EditorMenuCommand_View_ToggleEditorCamDeferred ); return true; } case HotkeyAction::View_Full: { pEditorPrefs->Set_Aspect_GameAspectRatio( GLView_Full ); return true; } case HotkeyAction::View_Tall: { pEditorPrefs->Set_Aspect_GameAspectRatio( GLView_Tall ); return true; } case HotkeyAction::View_Square: { pEditorPrefs->Set_Aspect_GameAspectRatio( GLView_Square ); return true; } case HotkeyAction::View_Wide: { pEditorPrefs->Set_Aspect_GameAspectRatio( GLView_Wide ); return true; } case HotkeyAction::Grid_Visible: { EditorMenuCommand( EditorMenuCommand_Grid_Visible ); return true; } case HotkeyAction::Grid_SnapEnabled: { EditorMenuCommand( EditorMenuCommand_Grid_SnapEnabled ); return true; } case HotkeyAction::Grid_Settings: { m_pCurrentLayout->m_IsWindowOpen[EditorWindow_GridSettings] = true; return true; } case HotkeyAction::Mode_TogglePlayStop: { EditorMenuCommand( EditorMenuCommand_Mode_TogglePlayStop ); return true; } case HotkeyAction::Mode_Pause: { EditorMenuCommand( EditorMenuCommand_Mode_Pause ); return true; } case HotkeyAction::Mode_AdvanceOneFrame: { EditorMenuCommand( EditorMenuCommand_Mode_AdvanceOneFrame ); return true; } case HotkeyAction::Mode_AdvanceOneSecond: { EditorMenuCommand( EditorMenuCommand_Mode_AdvanceOneSecond ); return true; } case HotkeyAction::Mode_LaunchGame: { EditorMenuCommand( EditorMenuCommand_Mode_LaunchGame ); return true; } case HotkeyAction::Debug_DrawWireframe: { EditorMenuCommand( EditorMenuCommand_Debug_DrawWireframe ); return true; } case HotkeyAction::Debug_ShowPhysicsShapes: { EditorMenuCommand( EditorMenuCommand_Debug_ShowPhysicsShapes ); return true; } case HotkeyAction::Debug_ShowStats: { EditorMenuCommand( EditorMenuCommand_Debug_ShowStats ); return true; } case HotkeyAction::Lua_RunLuaScript: { EditorMenuCommand( EditorMenuCommand_Lua_RunLuaScript ); return true; } case HotkeyAction::Objects_MergeIntoFolder: { EditorMenuCommand( EditorMenuCommand_Objects_MergeIntoFolder ); return true; } // Handled elsewhere, and will return false so the key states won't be affected. case HotkeyAction::Camera_Forward: { return false; } case HotkeyAction::Camera_Back: { return false; } case HotkeyAction::Camera_Left: { return false; } case HotkeyAction::Camera_Right: { return false; } case HotkeyAction::Camera_Up: { return false; } case HotkeyAction::Camera_Down: { return false; } case HotkeyAction::Camera_Focus: { return false; } case HotkeyAction::HeightmapEditor_Tool_Raise: { return false; } case HotkeyAction::HeightmapEditor_Tool_Lower: { return false; } case HotkeyAction::HeightmapEditor_Tool_Level: { return false; } case HotkeyAction::Num: break; } return false; } void EditorMainFrame_ImGui::RequestCloseWindow() { m_ShowWarning_CloseEditor = false; // If any Editor Document has unsaved changes, then pop up a warning. if( m_pEngineCore->GetEditorState()->DoAnyOpenDocumentsHaveUnsavedChanges() ) { m_ShowWarning_CloseEditor = true; } // If the Scene command stack isn't clear, then pop up a warning. if( m_ShowWarning_CloseEditor || m_pCommandStack->GetUndoStackSize() != m_UndoStackDepthAtLastSave ) { m_ShowWarning_CloseEditor = true; } else { g_pGameCore->SetGameConfirmedCloseIsOkay(); } } void EditorMainFrame_ImGui::OnModeTogglePlayStop(bool nowInEditorMode) { if( nowInEditorMode ) { m_pLayoutManager->RequestEditorLayout(); } else { m_pLayoutManager->RequestGameLayout(); } } void EditorMainFrame_ImGui::Update(float deltaTime) { m_RenameTimerForSlowDoubleClick += deltaTime; m_pAnimPlayerComponent->TickCallback( deltaTime ); } void EditorMainFrame_ImGui::AddEverything() { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); m_pCurrentLayout = m_pLayoutManager->GetCurrentLayout(); ImGuiWindowFlags flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos( viewport->Pos ); ImGui::SetNextWindowSize( viewport->Size ); ImGui::SetNextWindowViewport( viewport->ID ); ImGui::PushStyleVar( ImGuiStyleVar_WindowRounding, 0.0f ); flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; ImGui::PushStyleVar( ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f) ); ImGui::Begin( "Main Dock", nullptr, flags ); ImGui::PopStyleVar(); AddMainMenuBar(); ImGuiID dockspaceID = ImGui::GetID( "MyDockspace" ); ImGui::DockSpace( dockspaceID ); ImGuiDockNode* pCentralNode = ImGui::DockBuilderGetCentralNode( dockspaceID ); m_CentralNodeDockID = pCentralNode->ID; ImGui::End(); ImGui::PopStyleVar(); AddGameAndEditorWindows(); AddObjectList(); AddWatchPanel(); AddLogWindow(); AddMemoryWindow(); AddCommandStacksWindow(); AddMemoryPanel(); AddDebug_MousePicker(); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] ) { AddMaterialEditor(); } Add2DAnimationEditor(); AddLoseChangesWarningPopups(); pEditorPrefs->AddCustomizationDialog(); #if _DEBUG ImGuiIO& io = ImGui::GetIO(); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_Stuff] ) { if( ImGui::Begin( "Stuff", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_Stuff] ) ) { ImGui::Text( "WantCaptureKeyboard %d", io.WantCaptureKeyboard ); ImGui::Text( "WantCaptureMouse %d", io.WantCaptureMouse ); //ImGui::Text( "WantMoveMouse %d", io.WantMoveMouse ); ImGui::Text( "WantTextInput %d", io.WantTextInput ); ImGui::Text( "m_GameWindowFocused %d", m_GameWindowFocused ); ImGui::Text( "m_EditorWindowHovered %d", m_EditorWindowHovered ); ImGui::Text( "m_EditorWindowFocused %d", m_EditorWindowFocused ); ImGui::Text( "MouseWheel %0.2f", io.MouseWheel ); ImGui::Text( "m_CurrentMouseInEditorWindow_X %d", m_CurrentMouseInEditorWindow_X ); ImGui::Text( "m_CurrentMouseInEditorWindow_Y %d", m_CurrentMouseInEditorWindow_Y ); GameObject* pGO = g_pComponentSystemManager->FindGameObjectByName( "Player" ); if( pGO && pGO->GetTransform() ) { ImGui::Text( "PlayerX %0.2f", pGO->GetTransform()->GetWorldTransform()->m41 ); } } ImGui::End(); } if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_ImGuiDemo] ) { ImGui::ShowDemoWindow( &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_ImGuiDemo] ); } #endif //_DEBUG if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_GridSettings] ) { ImGui::SetNextWindowSize( ImVec2(308, 60), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowBgAlpha( 1.0f ); if( ImGui::Begin( "Grid Settings", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_GridSettings] ) ) { // Create a context menu only available from the title bar. if( ImGui::BeginPopupContextItem() ) { if( ImGui::MenuItem( "Close" ) ) m_pCurrentLayout->m_IsWindowOpen[EditorWindow_GridSettings] = false; ImGui::EndPopup(); } pEditorPrefs->FillGridSettingsWindow(); } ImGui::End(); } // Clear m_pActiveDocument, a new one will be set if a document is in focus. m_pActiveDocument = nullptr; m_pVisibleDocuments.clear(); std::vector<EditorDocument*>* pOpenDocuments = &m_pEngineCore->GetEditorState()->m_pOpenDocuments; for( uint32 i=0; i<pOpenDocuments->size(); i++ ) { EditorDocument* pDocument = (*pOpenDocuments)[i]; ImGui::SetNextWindowDockID( m_CentralNodeDockID, ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(400, 400), ImGuiCond_FirstUseEver ); bool documentStillOpen = true; pDocument->CreateWindowAndUpdate( &documentStillOpen ); if( pDocument->IsWindowFocused() ) { m_pActiveDocument = pDocument; m_pLastActiveDocument = pDocument; } if( pDocument->IsWindowVisible() ) { m_pVisibleDocuments.push_back( pDocument ); } if( documentStillOpen == false ) { if( pDocument->HasUnsavedChanges() ) { m_ShowWarning_CloseDocument = true; m_DocumentIndexToCloseAfterWarning = i; } else { m_pActiveDocument = nullptr; m_pLastActiveDocument = nullptr; m_pVisibleDocuments.clear(); pOpenDocuments->erase( pOpenDocuments->begin() + i ); delete pDocument; } } } m_RenamePressedThisFrame = false; m_pLayoutManager->FinishFocusChangeIfNeeded(); } void EditorMainFrame_ImGui::DrawGameAndEditorWindows(EngineCore* pEngineCore) { // Only refresh visible document windows. for( EditorDocument* pDocument : m_pVisibleDocuments ) { pDocument->OnDrawFrame(); } if( m_GameWindowVisible && m_GameWindowSize.LengthSquared() != 0 ) { if( m_pGameFBO->GetColorTexture( 0 ) ) { g_GLStats.NewCanvasFrame( 0 ); // Draw game view. uint32 previousFBO = g_GLStats.m_CurrentFramebuffer; m_pGameFBO->Bind( false ); uint32 x = 0; uint32 y = 0; uint32 w = (uint32)m_GameWindowSize.x; uint32 h = (uint32)m_GameWindowSize.y; EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); if( pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Full ) { } else if( pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Tall ) { if( w - h/1.5f >= 0 ) { x = (uint32)( (w - h/1.5f) / 2.0f ); w = (uint32)( h/1.5f ); } else { } } else if( pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Square ) { if( w < h ) { y = (h-w)/2; h = w; } else { x = (w-h)/2; w = h; } } else if( pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Wide ) { if( h - w/1.5f >= 0 ) { y = (uint32)( ( h - w/1.5f ) / 2.0f ); h = (uint32)( w/1.5f ); } else { } } // Reset the viewport sizes of the game or editor cameras. ComponentSystemManager* pComponentSystemManager = pEngineCore->GetComponentSystemManager(); if( pComponentSystemManager ) { pComponentSystemManager->OnSurfaceChanged( x, y, w, h, (uint32)m_pEngineCore->m_GameWidth, (uint32)m_pEngineCore->m_GameHeight ); pComponentSystemManager->OnDrawFrame(); } g_pRenderer->BindFramebuffer( previousFBO ); g_GLStats.EndCanvasFrame(); } } if( m_EditorWindowVisible && m_EditorWindowSize.LengthSquared() != 0 ) { if( m_pEditorFBO->GetColorTexture( 0 ) ) { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); g_GLStats.NewCanvasFrame( 1 ); // Draw editor view. g_GLCanvasIDActive = 1; pEngineCore->Editor_OnSurfaceChanged( 0, 0, (unsigned int)m_EditorWindowSize.x, (unsigned int)m_EditorWindowSize.y ); uint32 previousFBO = g_GLStats.m_CurrentFramebuffer; m_pEditorFBO->Bind( false ); m_pEngineCore->GetEditorState()->GetEditorCamera()->SetDeferred( pEditorPrefs->Get_View_EditorCamDeferred() ); pEngineCore->GetCurrentEditorInterface()->OnDrawFrame( 1 ); g_pRenderer->BindFramebuffer( previousFBO ); g_GLCanvasIDActive = 0; g_GLStats.EndCanvasFrame(); } } // Render material preview onto a sphere, if requested. if( m_pMaterialToPreview != nullptr && m_pMaterialToPreview->GetPreviewType() == MaterialDefinition::PreviewType_Sphere ) { if( m_pMaterialPreviewFBO->GetColorTexture( 0 ) ) { MyMesh* pMeshBall = m_pEngineCore->GetMesh_MaterialBall(); if( pMeshBall ) { m_pMaterialPreviewFBO->Bind( true ); MyViewport viewport( 0, 0, m_pMaterialPreviewFBO->GetWidth(), m_pMaterialPreviewFBO->GetHeight() ); g_pRenderer->EnableViewport( &viewport, true ); g_pRenderer->SetClearColor( ColorFloat( 0.0f, 0.0f, 0.2f, 1.0f ) ); g_pRenderer->ClearBuffers( true, true, false ); pMeshBall->SetMaterial( m_pMaterialToPreview, 0 ); MyMatrix matview; matview.SetIdentity(); #if MYFW_RIGHTHANDED matview.Translate( 0, 0, -4 ); #else matview.Translate( 0, 0, 4 ); #endif float aspect = (float)m_pMaterialPreviewFBO->GetWidth() / m_pMaterialPreviewFBO->GetHeight(); MyMatrix matproj; matproj.CreatePerspectiveVFoV( 45, aspect, 0.01f, 100 ); MyMatrix matviewproj = matproj * matview; Vector3 campos = matview.GetTranslation() * -1; Vector3 camrot( 0, 0, 0 ); float time = (float)MyTime_GetRunningTime(); // Create 2 rotating lights for material render. MyLight light1; light1.m_Attenuation.Set( 5, 0.1f, 0.01f ); // x is a radius/range, yz not used. light1.m_Color.Set( 1, 1, 1, 1 ); light1.m_LightType = LightType_Point; light1.m_Position.Set( 2*cosf(time), 1, 2*sinf(time) ); MyLight light2; light2.m_Attenuation.Set( 5, 0.1f, 0.01f ); // x is a radius/range, yz not used. light2.m_Color.Set( 1, 1, 1, 1 ); light2.m_LightType = LightType_Point; light2.m_Position.Set( 2*cosf(PI+time), 1, 2*sinf(PI+time) ); MyLight* lights[] = { &light1, &light2 }; pMeshBall->Draw( &matproj, &matview, nullptr, &campos, &camrot, lights, 2, nullptr, nullptr, nullptr, nullptr ); // Unset the material to avoid holding a ref that prevents the material from unloading. pMeshBall->SetMaterial( nullptr, 0 ); m_pMaterialPreviewFBO->Unbind( true ); } // Unset the material to preview, it will be reset every frame by the code that needs it. m_pMaterialToPreview = nullptr; } } } void EditorMainFrame_ImGui::EditMaterial(MaterialDefinition* pMaterial) { m_pMaterialBeingEdited = pMaterial; ImGui::SetWindowFocus( "Material Editor" ); m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] = true; } void EditorMainFrame_ImGui::Edit2DAnimInfo(My2DAnimInfo* pAnimInfo) { m_p2DAnimInfoBeingEdited = pAnimInfo; ImGui::SetWindowFocus( "2D Animation Editor" ); m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] = true; m_Current2DAnimationIndex = 0; } void EditorMainFrame_ImGui::AddInlineMaterial(MaterialDefinition* pMaterial) { // Show Exposed Uniforms. if( pMaterial->m_pShaderGroup ) { MyFileObjectShader* pShaderFile = pMaterial->m_pShaderGroup->GetFile(); if( pShaderFile ) { for( unsigned int i=0; i<pShaderFile->m_NumExposedUniforms; i++ ) { char tempname[32]; // Hardcoding to remove the 'u_' I like to stick at the start of my uniform names. if( pShaderFile->m_ExposedUniforms[i].m_Name[1] == '_' ) strcpy_s( tempname, 32, &pShaderFile->m_ExposedUniforms[i].m_Name[2] ); else strcpy_s( tempname, 32, pShaderFile->m_ExposedUniforms[i].m_Name ); switch( pShaderFile->m_ExposedUniforms[i].m_Type ) { case ExposedUniformType_Float: ImGui::DragFloat( tempname, &pMaterial->m_UniformValues[i].m_Float, 0.01f, 0, 1 ); break; case ExposedUniformType_Vec2: ImGui::DragFloat2( tempname, pMaterial->m_UniformValues[i].m_Vec2, 0.01f, 0, 1 ); break; case ExposedUniformType_Vec3: ImGui::DragFloat3( tempname, pMaterial->m_UniformValues[i].m_Vec3, 0.01f, 0, 1 ); break; case ExposedUniformType_Vec4: ImGui::DragFloat4( tempname, pMaterial->m_UniformValues[i].m_Vec4, 0.01f, 0, 1 ); break; case ExposedUniformType_ColorByte: { ColorByte* pColorByte = (ColorByte*)pMaterial->m_UniformValues[i].m_ColorByte; ColorFloat colorFloat = pColorByte->AsColorFloat(); if( ImGui::ColorEdit4( "Ambient Color", &colorFloat.r ) ) { pColorByte->SetFromColorFloat( colorFloat ); } } break; case ExposedUniformType_Sampler2D: { const char* desc = "no texture"; EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); Vector4 buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectButton ); Vector4 textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectText ); TextureDefinition* pTextureColor = pMaterial->m_UniformValues[i].m_pTexture; if( pTextureColor ) { desc = pTextureColor->GetFilename(); buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Button ); textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Text ); } ImGui::PushStyleColor( ImGuiCol_Button, buttonColor ); ImGui::PushStyleColor( ImGuiCol_Text, textColor ); ImGui::Button( desc, ImVec2( ImGui::GetWindowWidth() * 0.65f, 0 ) ); ImGui::PopStyleColor( 2 ); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Texture" ) ) { TextureDefinition* pNewTexture = (TextureDefinition*)*(void**)payload->Data; if( pNewTexture ) pNewTexture->AddRef(); SAFE_RELEASE( pMaterial->m_UniformValues[i].m_pTexture ); pMaterial->m_UniformValues[i].m_pTexture = pNewTexture; } ImGui::EndDragDropTarget(); } if( ImGui::IsItemHovered() ) { if( pTextureColor ) { ImGui::BeginTooltip(); //ImGui::Text( "%s", pTex->GetFilename() ); AddTexturePreview( pTextureColor, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndTooltip(); } if( ImGui::IsMouseDoubleClicked( 0 ) ) { SAFE_RELEASE( pMaterial->m_UniformValues[i].m_pTexture ); pMaterial->m_UniformValues[i].m_pTexture = 0; } } ImGui::SameLine(); ImGui::Text( tempname ); } break; case ExposedUniformType_NotSet: default: MyAssert( false ); break; } } } } } My2DAnimInfo* EditorMainFrame_ImGui::Get2DAnimInfoBeingEdited() { if( m_pCurrentLayout && m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] ) { return m_p2DAnimInfoBeingEdited; } return nullptr; } void EditorMainFrame_ImGui::SetFullPathToLast2DAnimInfoBeingEdited(const char* fullPath) { strcpy_s( m_FullPathToLast2DAnimInfoBeingEdited, MAX_PATH, fullPath ); } //==================================================================================================== // Internal methods //==================================================================================================== void EditorMainFrame_ImGui::StartRenameOp(GameObject* pGameObject, MaterialDefinition* pMaterial, const char* name) { m_pGameObjectWhoseNameIsBeingEdited = pGameObject; m_pMaterialWhoseNameIsBeingEdited = pMaterial; strncpy_s( m_NameBeingEdited, 100, name, 99 ); m_ConfirmCurrentRenameOp = false; } bool EditorMainFrame_ImGui::WasItemSlowDoubleClicked(void* pObjectClicked) { MyAssert( pObjectClicked != nullptr ); if( ImGui::IsItemClicked( 0 ) ) { if( ImGuiExt::IsMouseHoveringOverItemExpansionArrow() ) { // Clear the timer if the arrow was clicked. m_RenameTimerForSlowDoubleClick = 9999.0f; } else if( ImGui::IsMouseDoubleClicked( 0 ) ) { // Clear the timer if there was a double-click. m_RenameTimerForSlowDoubleClick = 9999.0f; } else if( pObjectClicked != m_RenameOp_LastObjectClicked ) { // Restart the timer if a different object was selected. m_RenameTimerForSlowDoubleClick = 0.0f; m_RenameOp_LastObjectClicked = pObjectClicked; } else { // If we're in the slow double click window, return true. if( m_RenameTimerForSlowDoubleClick > ImGui::GetIO().MouseDoubleClickTime && m_RenameTimerForSlowDoubleClick < 1.0f ) { m_RenameTimerForSlowDoubleClick = 0.0f; return true; } // Restart the timer. m_RenameTimerForSlowDoubleClick = 0.0f; } } return false; } void EditorMainFrame_ImGui::AddMenuItemWithHotkeyCheck(const char* string, HotkeyAction action, bool selected) { EditorKeyBindings* pKeys = m_pEngineCore->GetEditorPrefs()->GetKeyBindings(); if( ImGui::MenuItem( string, pKeys->GetStringForKey( action ), selected ) ) { ExecuteHotkeyAction( action ); } } void EditorMainFrame_ImGui::AddMainMenuBar() { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); bool wasInEditorMode = true; if( m_pEngineCore->IsInEditorMode() == false ) { Vector4 gameRunningMenuBarColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_GameRunningMenuBarColor ); ImGui::PushStyleColor( ImGuiCol_MenuBarBg, gameRunningMenuBarColor ); wasInEditorMode = false; } if( ImGui::BeginMainMenuBar() ) { if( ImGui::BeginMenu( "Scene" ) ) { if( ImGui::MenuItem( "New Scene" ) ) { if( m_pCommandStack->GetUndoStackSize() != m_UndoStackDepthAtLastSave ) m_ShowWarning_NewScene = true; else EditorMenuCommand( EditorMenuCommand_File_NewScene ); } if( ImGui::MenuItem( "Load Scene..." ) ) { if( m_pCommandStack->GetUndoStackSize() != m_UndoStackDepthAtLastSave ) m_ShowWarning_LoadScene = true; else EditorMenuCommand( EditorMenuCommand_File_LoadScene ); } if( ImGui::BeginMenu( "Load Recent Scene..." ) ) { uint32 numRecentScenes = pEditorPrefs->Get_File_NumRecentScenes(); if( numRecentScenes == 0 ) { ImGui::Text( "no recent scenes..." ); } for( uint32 i=0; i<numRecentScenes; i++ ) { std::string recentFilename = pEditorPrefs->Get_File_RecentScene( i ); if( ImGui::MenuItem( recentFilename.c_str() ) ) { if( m_pCommandStack->GetUndoStackSize() != m_UndoStackDepthAtLastSave ) { m_ShowWarning_LoadScene = true; m_SceneToLoadAfterWarning = recentFilename; } else { // TODO: Handle files that no longer exist. EditorMenuCommand( EditorMenuCommand_File_LoadPreselectedScene, recentFilename ); } } } ImGui::EndMenu(); } ImGui::Separator(); if( ImGui::MenuItem( "Create Additional Scene" ) ) { EditorMenuCommand( EditorMenuCommand_File_CreateAdditionalScene ); } if( ImGui::MenuItem( "Load Additional Scene..." ) ) { EditorMenuCommand( EditorMenuCommand_File_LoadAdditionalScene ); } ImGui::Separator(); AddMenuItemWithHotkeyCheck( "Save Scene", HotkeyAction::File_SaveScene ); if( ImGui::MenuItem( "Save Scene As..." ) ) { EditorMenuCommand( EditorMenuCommand_File_SaveSceneAs ); } AddMenuItemWithHotkeyCheck( "Save All", HotkeyAction::File_SaveAll ); ImGui::Separator(); #if MYFW_USING_BOX2D if( ImGui::BeginMenu( "Export" ) ) { AddMenuItemWithHotkeyCheck( "Box2D Scene...", HotkeyAction::File_ExportBox2D ); ImGui::EndMenu(); } #endif //MYFW_USING_BOX2D ImGui::Separator(); AddMenuItemWithHotkeyCheck( "Preferences...", HotkeyAction::File_Preferences ); if( ImGui::MenuItem( "Quit" ) ) { RequestCloseWindow(); } ImGui::EndMenu(); // "Scene" } // Add a menu for editor documents. EditorDocument* pNewDocument = m_pEngineCore->GetEditorDocumentManager()->AddDocumentMenu( m_pEngineCore, m_pLastActiveDocument ); if( pNewDocument != nullptr ) { m_pEngineCore->GetEditorState()->OpenDocument( pNewDocument ); } if( ImGui::BeginMenu( "Edit" ) ) { AddMenuItemWithHotkeyCheck( "Undo", HotkeyAction::Edit_Undo ); AddMenuItemWithHotkeyCheck( "Redo", HotkeyAction::Edit_Redo ); ImGui::EndMenu(); } if( ImGui::BeginMenu( "View" ) ) { //if( ImGui::MenuItem( "Save window layout (TODO)" ) ) {} // { EditorMenuCommand( myID_View_SavePerspective ); } //if( ImGui::MenuItem( "Load window layout (TODO)" ) ) {} // { EditorMenuCommand( myID_View_LoadPerspective ); } if( ImGui::MenuItem( "Reset window layout" ) ) { m_pLayoutManager->ResetCurrentLayout(); }; if( ImGui::BeginMenu( "Editor Windows" ) ) { for( int i=0; i<EditorWindow_NumTypes; i++ ) { if( ImGui::MenuItem( g_DefaultEditorWindowTypeMenuLabels[i] ) ) { m_pCurrentLayout->m_IsWindowOpen[i] = true; } // Add a separator between main window, secondary window and debug window groups. if( i == 5 || i == 8 ) { ImGui::Separator(); } } //for( int i=0; i<EngineEditorWindow_NumTypes; i++ ) //{ // if( ImGui::MenuItem( g_DefaultEngineEditorWindowTypeMenuLabels[i] ) ) {} //} ImGui::EndMenu(); } if( ImGui::BeginMenu( "Editor Window Layouts" ) ) { for( unsigned int i=0; i<EditorLayout_NumLayouts; i++ ) { if( ImGui::MenuItem( g_EditorLayoutMenuLabels[i], nullptr, m_pLayoutManager->GetSelectedLayout_EditorMode() == (EditorLayoutTypes)i ) ) { m_pLayoutManager->SetSelectedLayout_EditorMode( (EditorLayoutTypes)i ); if( m_pEngineCore->IsInEditorMode() == true ) { m_pLayoutManager->RequestEditorLayout(); } } } ImGui::EndMenu(); } if( ImGui::BeginMenu( "Gameplay Window Layouts" ) ) { for( int i=0; i<EditorLayout_NumLayouts; i++ ) { if( ImGui::MenuItem( g_EditorLayoutMenuLabels[i], nullptr, m_pLayoutManager->GetSelectedLayout_GameMode() == (EditorLayoutTypes)i ) ) { m_pLayoutManager->SetSelectedLayout_GameMode( (EditorLayoutTypes)i ); if( m_pEngineCore->IsInEditorMode() == false ) { m_pLayoutManager->RequestGameLayout(); } } } ImGui::EndMenu(); } ImGui::Separator(); if( ImGui::BeginMenu( "Selected Objects" ) ) { if( ImGui::MenuItem( "Show Wireframe", 0, pEditorPrefs->Get_View_SelectedObjects_ShowWireframe() ) ) { EditorMenuCommand( EditorMenuCommand_View_SelectedObjects_ShowWireframe ); } if( ImGui::MenuItem( "Show Effect", 0, pEditorPrefs->Get_View_SelectedObjects_ShowEffect() ) ) { EditorMenuCommand( EditorMenuCommand_View_SelectedObjects_ShowEffect ); } ImGui::EndMenu(); } if( ImGui::BeginMenu( "Editor Camera" ) ) { AddMenuItemWithHotkeyCheck( "Show Properties", HotkeyAction::View_ShowEditorCamProperties ); AddMenuItemWithHotkeyCheck( "Show Icons", HotkeyAction::View_ShowEditorIcons, pEditorPrefs->Get_View_ShowEditorIcons() ); AddMenuItemWithHotkeyCheck( "Deferred Render", HotkeyAction::View_ToggleEditorCamDeferred, pEditorPrefs->Get_View_EditorCamDeferred() ); if( ImGui::MenuItem( "Show Deferred G-Buffer", "" ) ) { EditorMenuCommand( EditorMenuCommand_View_ShowEditorCamDeferredGBuffer ); } if( ImGui::BeginMenu( "Editor Camera Layers (TODO)" ) ) { for( int i=0; i<g_NumberOfVisibilityLayers; i++ ) { char label[100]; char hotkey[100]; sprintf_s( label, 100, "(%d) %s", i, g_pVisibilityLayerStrings[i] ); sprintf_s( hotkey, 100, "Ctrl-Alt-%d", i ); if( i < 9 ) { if( ImGui::MenuItem( label, hotkey ) ) {} } else { if( ImGui::MenuItem( label ) ) {} } } ImGui::EndMenu(); } // { // m_SubMenu_View_EditorCameraLayers = MyNew wxMenu; // for( int i=0; i<g_NumberOfVisibilityLayers; i++ ) // { // wxString label; // if( i < 9 ) // label << "(&" << i+1 << ") " << g_pVisibilityLayerStrings[i] << "\tCtrl-Alt-" << i+1; // else // label << "(&" << i+1 << ") " << g_pVisibilityLayerStrings[i]; // m_MenuItem_View_EditorCameraLayerOptions[i] = m_SubMenu_View_EditorCameraLayers->AppendCheckItem( EditorMenuCommand_View_EditorCameraLayer + i, label, wxEmptyString ); // Connect( EditorMenuCommand_View_EditorCameraLayer + i, wxEVT_COMMAND_MENU_SELECTED, wxCommandEventHandler(EngineMainFrame::OnMenu_Engine) ); // } // // m_MenuItem_View_EditorCameraLayerOptions[0]->Check(); // } ImGui::EndMenu(); } ImGui::Separator(); ImGui::MenuItem( "Fullscreen Editor (TODO)", "F11" ); ImGui::MenuItem( "Fullscreen Game (TODO)", "Ctrl-F11" ); ImGui::EndMenu(); } if( ImGui::BeginMenu( "Aspect" ) ) { unsigned int w = (unsigned int)m_EditorWindowSize.x; unsigned int h = (unsigned int)m_EditorWindowSize.y; EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); AddMenuItemWithHotkeyCheck( "Fill", HotkeyAction::View_Full, pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Full ); AddMenuItemWithHotkeyCheck( "Tall", HotkeyAction::View_Tall, pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Tall ); AddMenuItemWithHotkeyCheck( "Square", HotkeyAction::View_Square, pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Square ); AddMenuItemWithHotkeyCheck( "Wide", HotkeyAction::View_Wide, pEditorPrefs->Get_Aspect_GameAspectRatio() == GLView_Wide ); ImGui::EndMenu(); } if( ImGui::BeginMenu( "Grid" ) ) { AddMenuItemWithHotkeyCheck( "Grid Visible", HotkeyAction::Grid_Visible, pEditorPrefs->Get_Grid_Visible() ); AddMenuItemWithHotkeyCheck( "Grid Snap Enabled", HotkeyAction::Grid_SnapEnabled, pEditorPrefs->Get_Grid_SnapEnabled() ); AddMenuItemWithHotkeyCheck( "Grid Settings", HotkeyAction::Grid_Settings ); ImGui::EndMenu(); } if( ImGui::BeginMenu( "Mode" ) ) { if( ImGui::MenuItem( "Switch Focus on Play/Stop", nullptr, pEditorPrefs->Get_Mode_SwitchFocusOnPlayStop() ) ) { EditorMenuCommand( EditorMenuCommand_Mode_SwitchFocusOnPlayStop ); } // Since Command-Space is "Spotlight Search" on OSX, use the actual control key on OSX as well as Windows/Linux. AddMenuItemWithHotkeyCheck( "Play/Stop", HotkeyAction::Mode_TogglePlayStop ); AddMenuItemWithHotkeyCheck( "Pause", HotkeyAction::Mode_Pause ); AddMenuItemWithHotkeyCheck( "Advance 1 Frame", HotkeyAction::Mode_AdvanceOneFrame ); AddMenuItemWithHotkeyCheck( "Advance 1 Second", HotkeyAction::Mode_AdvanceOneSecond ); if( ImGui::BeginMenu( "Launch Platforms" ) ) { for( int i=0; i<LaunchPlatform_NumPlatforms; i++ ) { bool isSelected = (pEditorPrefs->Get_Mode_LaunchPlatform() == i); if( ImGui::MenuItem( g_LaunchPlatformsMenuLabels[i], nullptr, isSelected ) ) { EditorMenuCommand( (EditorMenuCommands)(EditorMenuCommand_Mode_LaunchPlatforms + i) ); } } ImGui::EndMenu(); } AddMenuItemWithHotkeyCheck( "Launch Game", HotkeyAction::Mode_LaunchGame ); ImGui::EndMenu(); } if( ImGui::BeginMenu( "Data" ) ) { if( ImGui::MenuItem( "Load Datafiles" ) ) { EditorMenuCommand( EditorMenuCommand_Data_LoadDatafiles ); } ImGui::EndMenu(); } if( ImGui::BeginMenu( "Hackery" ) ) { if( ImGui::MenuItem( "Record (TODO)", "Ctrl-R" ) ) {} // { EditorMenuCommand( EditorMenuCommand_Hackery_RecordMacro ); } if( ImGui::MenuItem( "Stop recording and Execute (TODO)", "Ctrl-E" ) ) {} // { EditorMenuCommand( EditorMenuCommand_Hackery_ExecuteMacro ); } ImGui::EndMenu(); } if( ImGui::BeginMenu( "Debug views" ) ) { if( ImGui::MenuItem( "Show Animated Debug View for Selection (TODO)", "F8" ) ) {} // { EditorMenuCommand( EditorMenuCommand_Debug_ShowSelectedAnimatedMesh ); } if( ImGui::MenuItem( "Show GL Stats (TODO)", "Shift-F9" ) ) {} // { EditorMenuCommand( EditorMenuCommand_Debug_ShowGLStats ); } AddMenuItemWithHotkeyCheck( "Draw Wireframe", HotkeyAction::Debug_DrawWireframe, m_pEngineCore->GetDebug_DrawWireframe() ); AddMenuItemWithHotkeyCheck( "Show Physics Debug Shapes", HotkeyAction::Debug_ShowPhysicsShapes, pEditorPrefs->Get_Debug_DrawPhysicsDebugShapes() ); AddMenuItemWithHotkeyCheck( "Show Basic Stats", HotkeyAction::Debug_ShowStats, pEditorPrefs->Get_Debug_DrawStats() ); if( ImGui::MenuItem( "Show profiling Info (TODO)", "Ctrl-F8" ) ) {} // { EditorMenuCommand( EditorMenuCommand_Debug_ShowProfilingInfo ); } ImGui::EndMenu(); } if( ImGui::BeginMenu( "Lua" ) ) { AddMenuItemWithHotkeyCheck( "Run Lua Script...", HotkeyAction::Lua_RunLuaScript ); if( pEditorPrefs->Get_Lua_NumRecentScripts() > 0 ) { int fileIndex = 0; if( ImGui::MenuItem( pEditorPrefs->Get_Lua_RecentScript( fileIndex ).c_str() ) ) { EditorMenuCommand( (EditorMenuCommands)(EditorMenuCommand_Lua_RunRecentLuaScript + fileIndex) ); } } ImGui::EndMenu(); } ImGui::EndMainMenuBar(); } if( wasInEditorMode == false ) { ImGui::PopStyleColor(); } } void EditorMainFrame_ImGui::AddLoseChangesWarningPopups() { if( m_ShowWarning_NewScene ) { m_ShowWarning_NewScene = false; ImGui::OpenPopup( "New Scene Warning" ); } if( ImGui::BeginPopupModal( "New Scene Warning" ) ) { ImGui::Text( "Some changes aren't saved." ); ImGui::Dummy( ImVec2( 0, 10 ) ); if( ImGui::Button( "Create new scene anyway / Lose changes" ) ) { EditorMenuCommand( EditorMenuCommand_File_NewScene ); ImGui::CloseCurrentPopup(); } if( ImGui::Button( "Cancel / Return to editor" ) ) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if( m_ShowWarning_LoadScene ) { m_ShowWarning_LoadScene = false; ImGui::OpenPopup( "Load Scene Warning" ); } if( ImGui::BeginPopupModal( "Load Scene Warning" ) ) { ImGui::Text( "Some changes aren't saved." ); ImGui::Dummy( ImVec2( 0, 10 ) ); if( ImGui::Button( "Load anyway / Lose changes" ) ) { if( m_SceneToLoadAfterWarning.empty() == true ) { EditorMenuCommand( EditorMenuCommand_File_LoadScene ); } else { EditorMenuCommand( EditorMenuCommand_File_LoadPreselectedScene, m_SceneToLoadAfterWarning ); } ImGui::CloseCurrentPopup(); } if( ImGui::Button( "Cancel / Return to editor" ) ) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if( m_ShowWarning_CloseDocument ) { m_ShowWarning_CloseDocument = false; ImGui::OpenPopup( "Close Document Warning" ); } if( ImGui::BeginPopupModal( "Close Document Warning" ) ) { ImGui::Text( "Some changes aren't saved." ); ImGui::Dummy( ImVec2( 0, 10 ) ); if( ImGui::Button( "Close / Lose changes" ) ) { m_pActiveDocument = nullptr; m_pLastActiveDocument = nullptr; m_pVisibleDocuments.clear(); std::vector<EditorDocument*>* pOpenDocuments = &m_pEngineCore->GetEditorState()->m_pOpenDocuments; delete (*pOpenDocuments)[m_DocumentIndexToCloseAfterWarning]; pOpenDocuments->erase( pOpenDocuments->begin() + m_DocumentIndexToCloseAfterWarning ); ImGui::CloseCurrentPopup(); } if( ImGui::Button( "Cancel / Return to editor" ) ) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if( m_ShowWarning_CloseEditor ) { m_ShowWarning_CloseEditor = false; ImGui::OpenPopup( "Close Editor Warning" ); } if( ImGui::BeginPopupModal( "Close Editor Warning" ) ) { ImGui::Text( "Some changes aren't saved." ); ImGui::Dummy( ImVec2( 0, 10 ) ); if( ImGui::Button( "Quit / Lose changes" ) ) { g_pGameCore->SetGameConfirmedCloseIsOkay(); } if( ImGui::Button( "Cancel / Return to editor" ) ) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } void EditorMainFrame_ImGui::AddGameAndEditorWindows() { m_GameWindowFocused = m_GameWindowVisible = false; if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Game] ) { ImGui::SetNextWindowPos( ImVec2(9, 302), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(256, 171), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Game", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Game] ) ) { m_GameWindowFocused = ImGui::IsWindowFocused(); m_GameWindowVisible = true; ImVec2 min = ImGui::GetWindowContentRegionMin(); ImVec2 max = ImGui::GetWindowContentRegionMax(); float w = max.x - min.x; float h = max.y - min.y; if( w <= 0 || h <= 0 ) { m_GameWindowPos.Set( -1, -1 ); m_GameWindowSize.Set( 0, 0 ); } else { ImVec2 pos = ImGui::GetWindowPos(); m_GameWindowPos.Set( pos.x + min.x, pos.y + min.y ); m_GameWindowSize.Set( w, h ); if( w > 4096 ) w = 4096; if( h > 4096 ) h = 4096; // This will resize our FBO if the window is larger than it ever was. m_pEngineCore->GetManagers()->GetTextureManager()->ReSetupFBO( m_pGameFBO, (unsigned int)w, (unsigned int)h, MyRE::MinFilter_Nearest, MyRE::MagFilter_Nearest, FBODefinition::FBOColorFormat_RGBA_UByte, 32, false ); if( m_pGameFBO->GetColorTexture( 0 ) ) { TextureDefinition* tex = m_pGameFBO->GetColorTexture( 0 ); ImGui::ImageButton( (void*)tex, ImVec2( w, h ), ImVec2(0,h/m_pGameFBO->GetTextureHeight()), ImVec2(w/m_pGameFBO->GetTextureWidth(),0), 0 ); } } } else { m_GameWindowVisible = false; } ImGui::End(); } m_EditorWindowFocused = m_EditorWindowHovered = m_EditorWindowVisible = false; if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Editor] ) { ImGui::SetNextWindowPos( ImVec2(269, 24), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(579, 397), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Editor", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Editor] ) ) { m_EditorWindowFocused = ImGui::IsWindowFocused(); m_EditorWindowHovered = ImGui::IsWindowHovered( ImGuiHoveredFlags_AllowWhenBlockedByActiveItem ); m_EditorWindowVisible = true; ImVec2 min = ImGui::GetWindowContentRegionMin(); ImVec2 max = ImGui::GetWindowContentRegionMax(); float w = max.x - min.x; float h = max.y - min.y; if( w <= 0 || h <= 0 ) { m_EditorWindowPos.Set( -1, -1 ); m_EditorWindowSize.Set( 0, 0 ); } else { ImVec2 pos = ImGui::GetWindowPos(); m_EditorWindowPos.Set( pos.x + min.x, pos.y + min.y ); m_EditorWindowSize.Set( w, h ); if( w > 4096 ) w = 4096; if( h > 4096 ) h = 4096; // This will resize our FBO if the window is larger than it ever was. m_pEngineCore->GetManagers()->GetTextureManager()->ReSetupFBO( m_pEditorFBO, (unsigned int)w, (unsigned int)h, MyRE::MinFilter_Nearest, MyRE::MagFilter_Nearest, FBODefinition::FBOColorFormat_RGBA_UByte, 32, false ); if( m_pEditorFBO->GetColorTexture( 0 ) ) { TextureDefinition* tex = m_pEditorFBO->GetColorTexture( 0 ); ImGui::ImageButton( (void*)tex, ImVec2( w, h ), ImVec2(0,h/m_pEditorFBO->GetTextureHeight()), ImVec2(w/m_pEditorFBO->GetTextureWidth(),0), 0 ); if( ImGui::BeginDragDropTarget() ) { OnDropEditorWindow(); ImGui::EndDragDropTarget(); } } // Allow the current editor interface to add some overlay items to the window. { ImGui::SetCursorPos( ImVec2( 8, 28 ) ); m_pEngineCore->GetCurrentEditorInterface()->AddImGuiOverlayItems(); #if MYFW_USING_MONO if( m_pEngineCore->GetMonoGameState() ) { if( m_pEngineCore->GetMonoGameState()->IsRebuilding() ) { ImGui::Text( "Recompiling C# files..." ); } } #endif //MYFW_USING_MONO } } } else { m_EditorWindowVisible = false; } ImGui::End(); } } void EditorMainFrame_ImGui::AddObjectList() { if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_ObjectList] == false ) return; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; ImGui::SetNextWindowPos( ImVec2(4, 28), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(258, 266), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Objects", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_ObjectList] ) ) { // Add an input box for object list filter. // For now, it will always auto-select the text when given focus. // TODO: Only auto-select when Ctrl-F is pressed, not if clicked by mouse. { ImGuiInputTextFlags inputTextFlags = ImGuiInputTextFlags_AutoSelectAll; if( m_SetObjectListFilterBoxInFocus ) { //inputTextFlags |= ImGuiInputTextFlags_AutoSelectAll; ImGui::SetKeyboardFocusHere(); m_SetObjectListFilterBoxInFocus = false; } ImGui::InputText( "Filter", m_ObjectListFilter, 100, inputTextFlags ); ImGui::SameLine(); if( ImGui::Button( "X" ) ) { m_ObjectListFilter[0] = '\0'; } } bool forceOpen = false; if( m_ObjectListFilter[0] != '\0' ) { ImGui::PushID( "FilteredList" ); forceOpen = true; } ImGui::BeginChild( "GameObject List" ); if( ImGui::CollapsingHeader( "All scenes", ImGuiTreeNodeFlags_DefaultOpen ) || forceOpen ) { // Add all active scenes. for( int i=0; i<MAX_SCENES_LOADED_INCLUDING_UNMANAGED; i++ ) { // Show Unmanaged scene first. unsigned int sceneindex; if( i == 0 ) sceneindex = SCENEID_Unmanaged; else sceneindex = i-1; SceneInfo* pSceneInfo = g_pComponentSystemManager->GetSceneInfo( (SceneID)sceneindex ); if( pSceneInfo->m_InUse == true ) { static char* pUnmanagedName = "Runtime"; static char* pUnsavedName = "Unsaved scene"; char* scenename = pUnmanagedName; if( sceneindex != SCENEID_Unmanaged ) scenename = pUnsavedName; if( pSceneInfo->m_FullPath[0] != '\0' ) { int i; for( i=(int)strlen(pSceneInfo->m_FullPath)-1; i>=0; i-- ) { if( pSceneInfo->m_FullPath[i] == '\\' || pSceneInfo->m_FullPath[i] == '/' ) break; } scenename = &pSceneInfo->m_FullPath[i+1]; } ImGuiTreeNodeFlags nodeFlags = baseNodeFlags; //if( sceneindex != SCENEID_Unmanaged ) nodeFlags |= ImGuiTreeNodeFlags_DefaultOpen; if( forceOpen ) { ImGui::SetNextItemOpen( true ); } bool treeNodeIsOpen = ImGui::TreeNodeEx( scenename, nodeFlags ); // Right-click menu, don't show for the unmanaged scene. if( sceneindex != SCENEID_Unmanaged ) { ImGui::PushID( scenename ); if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { AddContextMenuOptionsForCreatingGameObjects( nullptr, (SceneID)sceneindex ); if( ImGui::MenuItem( "Unload scene (TODO)" ) ) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } ImGui::PopID(); } if( treeNodeIsOpen ) { // Add GameObjects that are in root. GameObject* pGameObject = pSceneInfo->m_GameObjects.GetHead(); while( pGameObject ) { // Add GameObjects, their children and their components. AddGameObjectToObjectList( pGameObject, nullptr ); pGameObject = pGameObject->GetNext(); } ImGui::TreePop(); } } } } AddPrefabFiles( forceOpen ); float cursorScreenPositionY = ImGui::GetCursorScreenPos().y; float mousePositionY = ImGui::GetMousePos().y; ImGui::EndChild(); // Clear the "reorder" line each frame. // Done here after all gameobjects and the reorder line were drawn. m_pGameObjectToDrawReorderLineAfter = nullptr; // If GameObject is moved into blank area of object list, move it as last object in last scene. if( mousePositionY > cursorScreenPositionY ) { // Find the last scene. int sceneIndex = 0; for( sceneIndex=MAX_SCENES_LOADED-1; sceneIndex>=0; sceneIndex-- ) { if( g_pComponentSystemManager->GetSceneInfo( (SceneID)sceneIndex )->m_InUse ) break; } // Check for dropped object and pretend we're hovering over last gameobject in that scene. if( sceneIndex >= 0 ) { SceneInfo* pSceneInfo = g_pComponentSystemManager->GetSceneInfo( (SceneID)sceneIndex ); GameObject* pGameObject = pSceneInfo->m_GameObjects.GetTail(); if( pGameObject ) { OnDropObjectList( pGameObject, true ); } } } if( m_ObjectListFilter[0] != '\0' ) { ImGui::PopID(); // "FilteredList" } } ImGui::End(); } void EditorMainFrame_ImGui::AddPrefabFiles(bool forceOpen) { ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; unsigned int numPrefabFiles = g_pComponentSystemManager->m_pPrefabManager->GetNumberOfFiles(); if( numPrefabFiles > 0 ) { if( ImGui::CollapsingHeader( "Prefab Files", ImGuiTreeNodeFlags_DefaultOpen ) || forceOpen ) { for( unsigned int prefabFileIndex=0; prefabFileIndex<numPrefabFiles; prefabFileIndex++ ) { ImGuiTreeNodeFlags nodeFlags = baseNodeFlags; nodeFlags |= ImGuiTreeNodeFlags_DefaultOpen; if( forceOpen ) { ImGui::SetNextItemOpen( true ); } PrefabFile* pPrefabFile = g_pComponentSystemManager->m_pPrefabManager->GetLoadedPrefabFileByIndex( prefabFileIndex ); MyAssert( pPrefabFile != nullptr ); const char* pPrefabFilename = pPrefabFile->GetFile()->GetFilename(); MyAssert( pPrefabFilename != nullptr ); bool treeNodeIsOpen = ImGui::TreeNodeEx( pPrefabFilename, nodeFlags ); ImGui::PushID( pPrefabFilename ); if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { //if( ImGui::MenuItem( "Add GameObject" ) ) //{ // pGameObjectCreated = g_pComponentSystemManager->CreateGameObject( true, (SceneID)sceneindex ); // pGameObjectCreated->SetName( "New Game Object" ); // ImGui::CloseCurrentPopup(); //} ImGui::EndPopup(); } ImGui::PopID(); if( treeNodeIsOpen ) { // Add Prefab objects from this file. PrefabObject* pPrefab = pPrefabFile->GetFirstPrefab(); while( pPrefab ) { GameObject* pGameObject = pPrefab->GetGameObject(); if( pGameObject ) { // Add GameObjects, their children and their components. AddGameObjectToObjectList( pGameObject, pPrefab ); } pPrefab = (PrefabObject*)pPrefab->GetNext(); } ImGui::TreePop(); } } } } } void EditorMainFrame_ImGui::AddGameObjectToObjectList(GameObject* pGameObject, PrefabObject* pPrefab) { if( pGameObject->IsManaged() == false && pPrefab == nullptr ) return; float startCursorPositionX = ImGui::GetCursorPosX(); // If we're renaming the GameObject, show an edit box instead of a tree node. if( pGameObject == m_pGameObjectWhoseNameIsBeingEdited ) { ImGui::PushID( pGameObject ); ImGui::SetKeyboardFocusHere(); bool confirmed = ImGui::InputText( "New name", m_NameBeingEdited, 100, ImGuiInputTextFlags_AutoSelectAll|ImGuiInputTextFlags_EnterReturnsTrue ); // Any click will confirm the rename op, but cancel the confirmation if the click was in the edit box. if( ImGui::IsItemClicked() ) { m_ConfirmCurrentRenameOp = false; } // If 'enter' was pressed or another mouse click confirmed the change. if( confirmed || m_ConfirmCurrentRenameOp ) { m_pGameObjectWhoseNameIsBeingEdited->SetName( m_NameBeingEdited ); m_pGameObjectWhoseNameIsBeingEdited = nullptr; m_RenamePressedThisFrame = false; } ImGui::PopID(); } else { // If the object list filter has any characters in it. if( m_ObjectListFilter[0] != '\0' ) { // Check if this GameObject's name contains the substrings. if( CheckIfMultipleSubstringsAreInString( pGameObject->GetName(), m_ObjectListFilter ) == false ) { // Substrings weren't found, but might be in child GameObjects, so check/add those. GameObject* pChildGameObject = pGameObject->GetFirstChild(); while( pChildGameObject ) { AddGameObjectToObjectList( pChildGameObject, pPrefab ); pChildGameObject = pChildGameObject->GetNext(); } // Substrings weren't found, so kick out. return; } } EditorState* pEditorState = m_pEngineCore->GetEditorState(); ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; ImGuiTreeNodeFlags nodeFlags = baseNodeFlags; if( pEditorState->IsGameObjectSelected( pGameObject ) ) { nodeFlags |= ImGuiTreeNodeFlags_Selected; } // If the gameobject is derived from a prefab or if it's disabled, change the color of the name. int pushedColors = 0; if( pGameObject->IsPrefabInstance() ) { // TODO: put these colors into the preferences files. if( pGameObject->IsEnabled() ) ImGui::PushStyleColor( ImGuiCol_Text, ImVec4( 0, 0.8f, 0, 1 ) ); else ImGui::PushStyleColor( ImGuiCol_Text, ImVec4( 0, 0.5f, 0, 1 ) ); pushedColors++; } else if( pGameObject->IsEnabled() == false ) { ImGui::PushStyleColor( ImGuiCol_Text, ImVec4( 0.5f, 0.5f, 0.5f, 1 ) ); pushedColors++; } // Add the GameObject itself to the tree. char* icon = EditorIconString_GameObject; if( pGameObject->IsFolder() ) icon = EditorIconString_Folder; if( pGameObject->IsPrefabInstance() ) icon = EditorIconString_Prefab; bool treeNodeIsOpen = ImGui::TreeNodeEx( pGameObject, nodeFlags, "%s %s", icon, pGameObject->GetName() ); ImGui::PopStyleColor( pushedColors ); ImGui::PushID( pGameObject ); // Start rename process on the first selected GameObject. // Since 'enter' is a rename key, make sure the object wasn't already being renamed. if( pEditorState->m_pSelectedObjects.size() > 0 ) { if( ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) && m_RenamePressedThisFrame && pEditorState->m_pSelectedObjects[0] != m_pGameObjectWhoseNameIsBeingEdited ) { StartRenameOp( pEditorState->m_pSelectedObjects[0], nullptr, pEditorState->m_pSelectedObjects[0]->GetName() ); } } if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { EditorState* pEditorState = m_pEngineCore->GetEditorState(); // If the right-clicked object isn't selected, then unselect what is and select just this one. if( pEditorState->IsGameObjectSelected( pGameObject ) == false ) { pEditorState->ClearSelectedObjectsAndComponents(); pEditorState->SelectGameObject( pGameObject ); } if( pPrefab != nullptr ) { int numselected = (int)m_pEngineCore->GetEditorState()->m_pSelectedObjects.size(); if( numselected > 1 ) { if( ImGui::MenuItem( "Delete prefabs" ) ) { g_pComponentSystemManager->m_pPrefabManager->DeleteSelectedPrefabs(); } } else { if( ImGui::MenuItem( "Delete prefab" ) ) { g_pComponentSystemManager->m_pPrefabManager->DeleteSelectedPrefabs(); } } } else { int numselected = (int)m_pEngineCore->GetEditorState()->m_pSelectedObjects.size(); // If multiple objects are selected, show these options first. if( numselected > 1 ) { if( ImGui::MenuItem( "Duplicate GameObjects (TODO)" ) ) { ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Create Child GameObjects (TODO)" ) ) { ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Delete GameObjects (TODO)" ) ) { ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Clear Parents/Prefabs" ) ) { pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_ClearParent ); ImGui::CloseCurrentPopup(); } ImGui::Separator(); ImGui::Text( pGameObject->GetName() ); } // Show options for the single item right-clicked. { // Menu options to add new components to a GameObject, don't allow components to be added to a folder. if( pGameObject->IsFolder() == false ) { if( ImGui::BeginMenu( "Add Component" ) ) { AddContextMenuOptionsForAddingComponents( pGameObject ); ImGui::EndMenu(); } } // Menu options to add child GameObjects. if( ImGui::BeginMenu( "Add Child" ) ) { AddContextMenuOptionsForCreatingGameObjects( pGameObject, pGameObject->GetSceneID() ); ImGui::EndMenu(); } if( ImGui::MenuItem( "Duplicate GameObject" ) ) { pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_DuplicateGameObject ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Create Child GameObject" ) ) { pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_CreateChild ); ImGui::CloseCurrentPopup(); } if( pGameObject->GetGameObjectThisInheritsFrom() ) { if( ImGui::MenuItem( "Clear Parent/Prefab" ) ) { pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_ClearParent ); ImGui::CloseCurrentPopup(); } } if( ImGui::BeginMenu( "Create prefab in" ) ) { unsigned int numprefabfiles = g_pComponentSystemManager->m_pPrefabManager->GetNumberOfFiles(); for( unsigned int i=0; i<numprefabfiles; i++ ) { PrefabFile* pPrefabFile = g_pComponentSystemManager->m_pPrefabManager->GetLoadedPrefabFileByIndex( i ); MyFileObject* pFile = pPrefabFile->GetFile(); MyAssert( pFile != nullptr ); if( ImGui::MenuItem( pFile->GetFilenameWithoutExtension() ) ) { pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_CreatePrefab + i ); ImGui::CloseCurrentPopup(); } } if( ImGui::MenuItem( "New/Load Prefab file... (TODO)" ) ) { //pGameObject->OnPopupClick( pGameObject, GameObject::RightClick_CreatePrefab + numprefabfiles ); ImGui::CloseCurrentPopup(); } ImGui::EndMenu(); } if( ImGui::MenuItem( "Delete GameObject" ) ) { // If the object isn't selected, delete just the one object, otherwise delete all selected objects. if( pEditorState->IsGameObjectSelected( pGameObject ) ) { pEditorState->DeleteSelectedObjects(); } else { // Create a temp vector to pass into command. std::vector<GameObject*> gameobjects; gameobjects.push_back( pGameObject ); g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_DeleteObjects( gameobjects ) ); } } if( ImGui::MenuItem( "Rename" ) ) { StartRenameOp( pGameObject, nullptr, pGameObject->GetName() ); ImGui::CloseCurrentPopup(); } } } ImGui::EndPopup(); } // Handle start of dragging either GameObjects or Prefabs. if( ImGui::BeginDragDropSource() ) { if( pPrefab != nullptr ) { ImGui::SetDragDropPayload( "Prefab", &pPrefab, sizeof(pPrefab), ImGuiCond_Once ); } else { ImGui::SetDragDropPayload( "GameObject", &pGameObject, sizeof(pGameObject), ImGuiCond_Once ); } ImGui::Text( "%s", pGameObject->GetName() ); ImGui::EndDragDropSource(); } // Handle dropping things on GameObjects or Prefabs. bool dragDropPayloadAcceptedOnRelease = OnDropObjectList( pGameObject, false ); ImGui::PopID(); // ImGui::PushID( pGameObject ); bool hoveringOverArrow = ImGuiExt::IsMouseHoveringOverItemExpansionArrow(); // Select the GameObject if it's clicked. // The code selects on mouse release so items can be dragged without changing selection. // Also handles Ctrl and Shift clicks for multiple selections. // Expand the item without selecting it if the arrow is clicked. if( ImGui::IsMouseReleased( 0 ) && ImGui::IsItemHovered() && hoveringOverArrow == false && dragDropPayloadAcceptedOnRelease == false ) { if( ImGui::GetIO().KeyShift == true ) { // Select all GameObjects between last interacted object in list and this one. pEditorState->ClearSelectedObjectsAndComponents(); SceneInfo* pSceneInfo = g_pComponentSystemManager->GetSceneInfo( pGameObject->GetSceneID() ); GameObject* pFirstGameObjectInScene = pSceneInfo->m_GameObjects.GetHead(); // If there was no item previously interacted with, set it to the first object in the scene. if( m_pLastGameObjectInteractedWithInObjectPanel == nullptr ) { m_pLastGameObjectInteractedWithInObjectPanel = pFirstGameObjectInScene; } // Loop through the gameobjects moving forward looking for the selected one. // TODO: recurse through children (if visible?) // TODO: select all object inside folders? bool found = false; GameObject* pCurrentGameObject = m_pLastGameObjectInteractedWithInObjectPanel; while( true ) { pEditorState->SelectGameObject( pCurrentGameObject ); // If we hit the selected object. if( pCurrentGameObject == pGameObject ) { found = true; break; } pCurrentGameObject = pCurrentGameObject->GetNext(); if( pCurrentGameObject == nullptr ) break; } // If we didn't find it going forward, clear the list and try in reverse. if( found == false ) { pEditorState->ClearSelectedObjectsAndComponents(); GameObject* pCurrentGameObject = m_pLastGameObjectInteractedWithInObjectPanel; while( true ) { pEditorState->SelectGameObject( pCurrentGameObject ); // If we hit the selected object. if( pCurrentGameObject == pGameObject ) { found = true; break; } pCurrentGameObject = pCurrentGameObject->GetPrev(); if( pCurrentGameObject == nullptr ) break; } } } else { // If control isn't held, clear the selected objects. if( ImGui::GetIO().KeyCtrl == false ) { pEditorState->ClearSelectedObjectsAndComponents(); } // If there are any selected items and there's a mix of gameobjects and prefabs, then unselect all. if( pEditorState->m_pSelectedObjects.size() > 0 ) { bool gameObjectIsMasterPrefab = pGameObject->GetPrefabRef()->IsMasterPrefabGameObject(); bool firstSelectedGameObjectIsMasterPrefab = pEditorState->m_pSelectedObjects[0]->GetPrefabRef()->IsMasterPrefabGameObject(); if( gameObjectIsMasterPrefab == true && firstSelectedGameObjectIsMasterPrefab == false ) pEditorState->ClearSelectedObjectsAndComponents(); if( gameObjectIsMasterPrefab == false && firstSelectedGameObjectIsMasterPrefab == true ) pEditorState->ClearSelectedObjectsAndComponents(); } if( pEditorState->IsGameObjectSelected( pGameObject ) ) { m_pLastGameObjectInteractedWithInObjectPanel = pGameObject; pEditorState->UnselectGameObject( pGameObject ); } else { m_pLastGameObjectInteractedWithInObjectPanel = pGameObject; pEditorState->SelectGameObject( pGameObject ); // If this is a folder and it's the only selection, then select all objects inside the folder as well. if( pGameObject->IsFolder() && pEditorState->m_pSelectedObjects.size() == 1 ) { for( GameObject* pChildGameObject = pGameObject->GetChildList()->GetHead(); pChildGameObject; pChildGameObject = pChildGameObject->GetNext() ) { if( pChildGameObject->IsManaged() ) { pChildGameObject->AddToList( &pEditorState->m_pSelectedObjects ); } } } } } } // Deal with slow double-click for renaming GameObjects. if( WasItemSlowDoubleClicked( pGameObject ) ) { StartRenameOp( pGameObject, nullptr, pGameObject->GetName() ); } bool forceOpen = false; if( treeNodeIsOpen == false && pEditorState->IsGameObjectAParentOfASelectedObjectOrComponent( pGameObject ) ) { ImGui::Indent(); forceOpen = true; } if( treeNodeIsOpen || forceOpen ) { // Add Child GameObjects. GameObject* pChildGameObject = pGameObject->GetFirstChild(); while( pChildGameObject ) { AddGameObjectToObjectList( pChildGameObject, pPrefab ); pChildGameObject = pChildGameObject->GetNext(); } // Don't show components, deleted prefab children or deleted prefab components if forced open. if( forceOpen == false ) { // Add Components. for( unsigned int ci=0; ci<pGameObject->GetComponentCountIncludingCore(); ci++ ) { ComponentBase* pComponent = pGameObject->GetComponentByIndexIncludingCore( ci ); if( pComponent ) { if( pComponent->IsA( "GameObjectPropertiesComponent" ) ) continue; ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_Leaf; if( pEditorState->IsComponentSelected( pComponent ) ) { nodeFlags |= ImGuiTreeNodeFlags_Selected; } if( ImGui::TreeNodeEx( pComponent, nodeFlags, pComponent->GetClassname() ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { // If the right-clicked object isn't selected, then unselect what is and select just this one. if( pEditorState->IsComponentSelected( pComponent ) == false ) { pEditorState->ClearSelectedObjectsAndComponents(); pEditorState->SelectComponent( pComponent ); } char* label = "Delete Component"; if( pEditorState->m_pSelectedComponents.size() > 1 ) { label = "Delete Selected Components"; } if( ImGui::MenuItem( label ) ) { pComponent->OnRightClickAction( ComponentBase::RightClick_DeleteComponent ); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } // Handle start of dragging of Components. if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "Component", &pComponent, sizeof(pComponent), ImGuiCond_Once ); ImGui::Text( "%s:%s", pGameObject->GetName(), pComponent->GetClassname() ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } if( ImGui::IsItemClicked() ) { if( ImGui::GetIO().KeyCtrl == false ) { pEditorState->ClearSelectedObjectsAndComponents(); } if( ImGui::GetIO().KeyShift == false ) { // TODO: select all Components between last object in list and this one. } if( pEditorState->IsComponentSelected( pComponent ) ) { pEditorState->UnselectComponent( pComponent ); } else { pEditorState->SelectComponent( pComponent ); } } } } // Add List of deleted Prefab Children. for( unsigned int dpci=0; dpci<pGameObject->m_DeletedPrefabChildIDs.size(); dpci++ ) { uint32 deletedPrefabChildID = pGameObject->m_DeletedPrefabChildIDs[dpci]; GameObject* pChildGameObject = pGameObject->GetPrefabRef()->GetPrefab()->FindChildGameObject( deletedPrefabChildID ); ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_Leaf; if( ImGui::TreeNodeEx( pChildGameObject, nodeFlags, "Deleted: %s", pChildGameObject->GetName() ) ) { // if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) // { // char* label = "Restore Component"; // if( pEditorState->m_pSelectedComponents.size() > 1 ) // { // label = "Restore Selected Components"; // } // if( ImGui::MenuItem( label ) ) // { // g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_RestorePrefabComponent( pGameObject, deletedPrefabComponentID ) ); // ImGui::CloseCurrentPopup(); // } // ImGui::EndPopup(); // } ImGui::TreePop(); } } // Add List of deleted Prefab Components. for( unsigned int dpci=0; dpci<pGameObject->m_DeletedPrefabComponentIDs.size(); dpci++ ) { uint32 deletedPrefabComponentID = pGameObject->m_DeletedPrefabComponentIDs[dpci]; ComponentBase* pComponent = pGameObject->GetPrefabRef()->GetGameObject()->FindComponentByPrefabComponentID( deletedPrefabComponentID ); ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_Leaf; if( ImGui::TreeNodeEx( pComponent, nodeFlags, "Deleted: %s", pComponent->GetClassname() ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { char* label = "Restore Component"; if( pEditorState->m_pSelectedComponents.size() > 1 ) { label = "Restore Selected Components"; } if( ImGui::MenuItem( label ) ) { g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_RestorePrefabComponent( pGameObject, deletedPrefabComponentID ) ); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } ImGui::TreePop(); } } } if( treeNodeIsOpen ) ImGui::TreePop(); if( forceOpen ) ImGui::Unindent(); } } // Draw a horizontal line to indicate the drag/drop will do a reorder and not a reparent. if( m_pGameObjectToDrawReorderLineAfter == pGameObject ) { ImGuiExt::DrawBlock( startCursorPositionX - 5.0f, -3.0f, 8888.0f, 2.0f, ImGuiCol_DragDropTarget ); } } void EditorMainFrame_ImGui::AddWatchPanel() { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Watch] == false ) return; ImGui::SetNextWindowPos( ImVec2(852, 25), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(333, 395), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Watch", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Watch] ) ) { EditorState* pEditorState = m_pEngineCore->GetEditorState(); int numGameObjectsSelected = (int)pEditorState->m_pSelectedObjects.size(); // If multiple objects are selected, show their shared components. // If only one object is selected, just show it's components (will show nothing for empty folders). if( numGameObjectsSelected > 0 ) { // Pick the first game object, even it it's a folder. GameObject* pFirstGameObject = pEditorState->m_pSelectedObjects[0]; int firstGameObjectIndex = 0; // Find the first non-folder object if there is one, since folders shouldn't have components. int numNonFoldersSelected = 0; for( unsigned int i=0; i<pEditorState->m_pSelectedObjects.size(); i++ ) { if( pEditorState->m_pSelectedObjects[i]->IsFolder() == false ) { if( numNonFoldersSelected == 0 ) { pFirstGameObject = pEditorState->m_pSelectedObjects[i]; firstGameObjectIndex = i; } numNonFoldersSelected++; } } if( numNonFoldersSelected > 1 ) { ImGui::Text( "%d objects selected.", numNonFoldersSelected ); } else { GameObject* pGameObjectThisInheritsFrom = pFirstGameObject->GetGameObjectThisInheritsFrom(); if( pGameObjectThisInheritsFrom == nullptr ) { ImGui::Text( "%s", pFirstGameObject->GetName() ); } else { ImGui::Text( "%s (%s)", pFirstGameObject->GetName(), pGameObjectThisInheritsFrom->GetName() ); } ImGui::SameLine(); if( pFirstGameObject->IsEnabled() ) { if( ImGui::Button( "Disable" ) ) g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_EnableObject( pFirstGameObject, false, true ) ); } else { if( ImGui::Button( "Enable" ) ) g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_EnableObject( pFirstGameObject, true, true ) ); } } // Only show components for non-folder objects. if( pFirstGameObject->IsFolder() == false ) { // Show common components of all selected Gameobjects: { // Search all components including GameObject properties and transform. for( unsigned int foci=0; foci<pFirstGameObject->GetComponentCountIncludingCore(); foci++ ) { ComponentBase* pComponentToLookFor = pFirstGameObject->GetComponentByIndexIncludingCore( foci ); MyAssert( pComponentToLookFor ); pComponentToLookFor->m_MultiSelectedComponents.clear(); // Loop through selected gameobjects and check if they all have to least one of this component type on them. bool allGameObjectsHaveComponent = true; for( unsigned int soi=firstGameObjectIndex+1; soi<pEditorState->m_pSelectedObjects.size(); soi++ ) { GameObject* pGameObject = pEditorState->m_pSelectedObjects[soi]; MyAssert( pGameObject != pFirstGameObject ); // Skip folders, since they shouldn't have components. if( pGameObject->IsFolder() ) continue; bool hasComponent = false; for( unsigned int soci=0; soci<pGameObject->GetComponentCountIncludingCore(); soci++ ) { ComponentBase* pOtherComponent = pGameObject->GetComponentByIndexIncludingCore( soci ); if( pOtherComponent && pOtherComponent->IsA( pComponentToLookFor->GetClassname() ) == true ) { pComponentToLookFor->m_MultiSelectedComponents.push_back( pOtherComponent ); hasComponent = true; break; } } if( hasComponent == false ) { allGameObjectsHaveComponent = false; break; } } if( allGameObjectsHaveComponent == true ) { //ImGui::PushStyleColor( ImGuiCol_Header, (ImVec4)ImColor::ImColor(50,100,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderHovered, (ImVec4)ImColor::ImColor(50,70,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderActive, (ImVec4)ImColor::ImColor(50,30,0,255) ); ImGui::PushID( pComponentToLookFor ); Vector4 bgColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Header ); Vector4 checkColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_CheckMark ); ImGui::PushStyleColor( ImGuiCol_FrameBg, bgColor ); ImGui::PushStyleColor( ImGuiCol_CheckMark, checkColor ); // Draw the enabled/disabled checkbox. ComponentBase::EnabledState enabledState = pComponentToLookFor->GetEnabledState(); bool enabled = true; if( enabledState == ComponentBase::EnabledState_Disabled_ManuallyDisabled ) { enabled = false; } if( ImGui::Checkbox( "", &enabled ) ) { pComponentToLookFor->SetEnabled( enabled ); } ImGui::PopStyleColor( 2 ); ImGui::SameLine(); ImGui::SetCursorPosX( ImGui::GetCursorPosX() - 5 ); // Draw the component name in a collapsable block. bool componentBlockIsOpen = ImGui::CollapsingHeader( pComponentToLookFor->GetClassname(), ImGuiTreeNodeFlags_DefaultOpen ); // Add context menu on the collapsingHeader. if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { if( pComponentToLookFor->m_MultiSelectedComponents.size() == 0 ) { if( ImGui::MenuItem( "Delete Component" ) ) { std::vector<ComponentBase*> componentsToDelete; componentsToDelete.push_back( pComponentToLookFor ); g_pEngineCore->GetCommandStack()->Do( MyNew EditorCommand_DeleteComponents( componentsToDelete ) ); ImGui::CloseCurrentPopup(); } } else { if( ImGui::MenuItem( "Delete Components" ) ) { // Add pComponentToLookFor and pComponentToLookFor->m_MultiSelectedComponents to a vector and delete them. std::vector<ComponentBase*> componentsToDelete; componentsToDelete.push_back( pComponentToLookFor ); componentsToDelete.insert( componentsToDelete.end(), pComponentToLookFor->m_MultiSelectedComponents.begin(), pComponentToLookFor->m_MultiSelectedComponents.end() ); g_pEngineCore->GetCommandStack()->Do( MyNew EditorCommand_DeleteComponents( componentsToDelete ) ); ImGui::CloseCurrentPopup(); } } ImGui::EndPopup(); } // Add contents of component if collapsingHeader is open. if( componentBlockIsOpen ) { pComponentToLookFor->AddAllVariablesToWatchPanel( m_pCommandStack ); } ImGui::PopID(); //ImGui::PopStyleColor( 3 ); } } } } } else { // No GameObjects selected, display components. int numselected = (int)m_pEngineCore->GetEditorState()->m_pSelectedComponents.size(); if( numselected == 1 ) { ImGui::Text( "%d component selected.", numselected ); ComponentBase* pComponent = m_pEngineCore->GetEditorState()->m_pSelectedComponents[0]; //ImGui::PushStyleColor( ImGuiCol_Header, (ImVec4)ImColor::ImColor(50,100,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderHovered, (ImVec4)ImColor::ImColor(50,70,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderActive, (ImVec4)ImColor::ImColor(50,30,0,255) ); if( ImGui::CollapsingHeader( pComponent->GetClassname(), ImGuiTreeNodeFlags_DefaultOpen ) ) { //ImGui::Text( "TODO: Component Info." ); ImGui::PushID( pComponent ); pComponent->AddAllVariablesToWatchPanel( m_pCommandStack ); ImGui::PopID(); } //ImGui::PopStyleColor( 3 ); } else { ImGui::Text( "%d components selected.", numselected ); // Loop through all selected components: for( unsigned int i=0; i<pEditorState->m_pSelectedComponents.size(); i++ ) { ComponentBase* pInitialComponent = pEditorState->m_pSelectedComponents[i]; // Clear this components MultiSelected list. pInitialComponent->m_MultiSelectedComponents.clear(); // Have we shown this type yet? bool alreadyShowedThisType = false; for( unsigned int j=0; j<i; j++ ) { ComponentBase* pComponent = pEditorState->m_pSelectedComponents[j]; if( pComponent && pComponent->IsA( pInitialComponent->GetClassname() ) == true ) alreadyShowedThisType = true; } if( alreadyShowedThisType == false ) { pInitialComponent->m_MultiSelectedComponents.push_back( pInitialComponent ); // Loop through the rest of the selected components again to find common ones: for( unsigned int j=i+1; j<pEditorState->m_pSelectedComponents.size(); j++ ) { ComponentBase* pComponent = pEditorState->m_pSelectedComponents[j]; MyAssert( pComponent ); // If they're the same type, fill the MultiSelected list with the other components. if( pComponent && pComponent->IsA( pInitialComponent->GetClassname() ) == true ) { pInitialComponent->m_MultiSelectedComponents.push_back( pComponent ); } } // Show all the components in the watch window. //ImGui::PushStyleColor( ImGuiCol_Header, (ImVec4)ImColor::ImColor(50,100,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderHovered, (ImVec4)ImColor::ImColor(50,70,0,255) ); //ImGui::PushStyleColor( ImGuiCol_HeaderActive, (ImVec4)ImColor::ImColor(50,30,0,255) ); if( ImGui::CollapsingHeader( pInitialComponent->GetClassname(), ImGuiTreeNodeFlags_DefaultOpen ) ) { ImGui::PushID( pInitialComponent ); pInitialComponent->AddAllVariablesToWatchPanel( m_pCommandStack ); ImGui::PopID(); } //ImGui::PopStyleColor( 3 ); } } } } // Create dummy control in empty region to allow for context menu. { ImVec2 regionAvailable = ImGui::GetContentRegionAvail(); if( regionAvailable.y < 50 ) regionAvailable.y = 50; ImGui::Dummy( regionAvailable ); // Only works when a single GameObject is selected. TODO: Make this work with multiple. if( numGameObjectsSelected == 1 ) { // Pick the first game object, even if it's a folder. GameObject* pFirstGameObject = pEditorState->m_pSelectedObjects[0]; ImGui::PushID( pFirstGameObject ); if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { AddContextMenuOptionsForAddingComponents( pFirstGameObject ); ImGui::EndPopup(); } ImGui::PopID(); } } } ImGui::End(); } void EditorMainFrame_ImGui::AddLogWindow() { ImGui::SetNextWindowSize( ImVec2(842, 167), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowPos( ImVec2(6, 476), ImGuiCond_FirstUseEver ); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Log] ) { m_pLogWindow->Draw( "Log", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Log] ); } } void EditorMainFrame_ImGui::AddMemoryWindow() { #if MYFW_WINDOWS && MYFW_USE_MEMORY_TRACKER ImGui::SetNextWindowSize( ImVec2(842, 167), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowPos( ImVec2(6, 476), ImGuiCond_FirstUseEver ); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_MemoryAllocations] ) { m_pMemoryWindow->DrawStart( "Memory Allocations", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_MemoryAllocations] ); if( ImGui::Button( "Refresh" ) ) { m_pMemoryWindow->Clear(); for( CPPListNode* pNode = MyMemory_GetFirstMemObject(); pNode; pNode = pNode->GetNext() ) { MemObject* pMem = (MemObject*)pNode; m_pMemoryWindow->AddEntry( pMem->m_File, pMem->m_Line, (uint32)pMem->m_Size ); } } char temp[32]; PrintNumberWithCommas( temp, 32, MyMemory_GetNumberOfMemoryAllocations() ); ImGui::Text( "Total Allocations: %s", temp ); PrintNumberWithCommas( temp, 32, MyMemory_GetNumberOfActiveMemoryAllocations() ); ImGui::Text( "Active Allocations: %s", temp ); PrintNumberWithCommas( temp, 32, (uint32)MyMemory_GetNumberOfBytesAllocated() ); ImGui::Text( "Active Bytes Allocated: %s", temp ); m_pMemoryWindow->DrawMid(); m_pMemoryWindow->DrawEnd(); } #endif //MYFW_WINDOWS && MYFW_USE_MEMORY_TRACKER } void EditorMainFrame_ImGui::AddCommandStacksWindow() { if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_CommandStacks] == false ) return; ImGui::SetNextWindowPos( ImVec2(6, 476), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(842, 167), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Undo/Redo", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Resources] ) ) { CommandStack* pCommandStack = m_pEngineCore->GetCommandStack(); if( pCommandStack ) { if( ImGui::CollapsingHeader( "Undo Commands", nullptr, ImGuiTreeNodeFlags_DefaultOpen ) ) { for( uint32 i=pCommandStack->GetUndoStackSize(); i>0; i-- ) { EditorCommand* pCommand = pCommandStack->GetUndoCommandAtIndex( i-1 ); ImGui::Text( "%s", pCommand->GetName() ); } } if( ImGui::CollapsingHeader( "Redo Commands", nullptr, ImGuiTreeNodeFlags_DefaultOpen ) ) { for( uint32 i=pCommandStack->GetRedoStackSize(); i>0; i-- ) { EditorCommand* pCommand = pCommandStack->GetRedoCommandAtIndex( i-1 ); ImGui::Text( "%s", pCommand->GetName() ); } } } } ImGui::End(); } void EditorMainFrame_ImGui::AddMemoryPanel() { if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Resources] == false ) return; ImGui::SetNextWindowPos( ImVec2(853, 424), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(334, 220), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Resources", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Resources] ) ) { // Add an input box for memory panel filter. // For now, it will always auto-select the text when given focus. { ImGuiInputTextFlags inputTextFlags = ImGuiInputTextFlags_AutoSelectAll; if( m_SetMemoryPanelFilterBoxInFocus ) { //inputTextFlags |= ImGuiInputTextFlags_AutoSelectAll; ImGui::SetKeyboardFocusHere(); m_SetMemoryPanelFilterBoxInFocus = false; } ImGui::InputText( "Filter", m_MemoryPanelFilter, 100, inputTextFlags ); ImGui::SameLine(); if( ImGui::Button( "X" ) ) { m_MemoryPanelFilter[0] = '\0'; } } // If a filter is set, show all types. if( m_MemoryPanelFilter[0] != '\0' ) { ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_Materials(); AddMemoryPanel_Textures(); AddMemoryPanel_ShaderGroups(); AddMemoryPanel_Files(); ImGui::EndChild(); } else { if( ImGui::BeginTabBar( "MemoryPages" ) ) { if( ImGui::BeginTabItem( "Materials" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_Materials(); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Textures" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_Textures(); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Shaders" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_ShaderGroups(); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Sound Cues" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_SoundCues(); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Files" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_Files(); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Buffers" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); ImGui::Text( "TODO" ); ImGui::EndChild(); } if( ImGui::BeginTabItem( "Draw Calls" ) ) { ImGui::EndTabItem(); ImGui::BeginChild( "Memory Details" ); AddMemoryPanel_DrawCalls(); ImGui::EndChild(); } ImGui::EndTabBar(); } } } ImGui::End(); } void EditorMainFrame_ImGui::AddContextMenuOptionsForAddingComponents(GameObject* pGameObject) { int first = 0; if( pGameObject->GetTransform() != nullptr ) first = 1; const char* lastcategory = nullptr; bool menuopen = false; unsigned int numtypes = g_pComponentSystemManager->GetComponentTypeManager()->GetNumberOfComponentTypes(); for( unsigned int i=first; i<numtypes; i++ ) { const char* currentcategory = g_pComponentSystemManager->GetComponentTypeManager()->GetTypeCategory( i ); const char* nextcategory = nullptr; if( i < numtypes-1 ) nextcategory = g_pComponentSystemManager->GetComponentTypeManager()->GetTypeCategory( i+1 ); if( lastcategory != currentcategory ) { menuopen = ImGui::BeginMenu( currentcategory ); } if( menuopen ) { if( i == ComponentType_Mesh ) { // Don't include ComponentType_Mesh in the right-click menu. // TODO: If more exceptions are made, improve this system. } else { if( ImGui::MenuItem( g_pComponentSystemManager->GetComponentTypeManager()->GetTypeName( i ) ) ) { ComponentBase* pComponent = nullptr; if( m_pEngineCore->IsInEditorMode() ) { EditorCommand_CreateComponent* pCommand = MyNew EditorCommand_CreateComponent( pGameObject, i ); g_pGameCore->GetCommandStack()->Do( pCommand ); pComponent = pCommand->GetCreatedObject(); pComponent->OnLoad(); } else { pComponent = pGameObject->AddNewComponent( i, SCENEID_Unmanaged, g_pComponentSystemManager ); } ImGui::CloseCurrentPopup(); } } } if( menuopen && currentcategory != nextcategory ) { ImGui::EndMenu(); } lastcategory = currentcategory; } } void EditorMainFrame_ImGui::AddContextMenuOptionsForCreatingGameObjects(GameObject* pParentGameObject, SceneID sceneID) { GameObject* pGameObjectCreated = nullptr; if( ImGui::MenuItem( "Add GameObject" ) ) { pGameObjectCreated = g_pComponentSystemManager->CreateGameObject( true, sceneID ); pGameObjectCreated->SetName( "New Game Object" ); ImGui::CloseCurrentPopup(); } if( ImGui::BeginMenu( "Add GameObject from Template" ) ) { GameObjectTemplateManager* pManager = g_pComponentSystemManager->m_pGameObjectTemplateManager; cJSON* jFirstParent = pManager->GetParentTemplateJSONObject( 0 ); unsigned int i = 0; while( i < pManager->GetNumberOfTemplates() ) { bool isFolder = pManager->IsTemplateAFolder( i ); const char* name = pManager->GetTemplateName( i ); if( isFolder == false ) { if( ImGui::MenuItem( name ) ) { pGameObjectCreated = g_pComponentSystemManager->CreateGameObjectFromTemplate( i, sceneID ); if( pGameObjectCreated ) { EditorState* pEditorState = m_pEngineCore->GetEditorState(); pEditorState->ClearSelectedObjectsAndComponents(); pEditorState->SelectGameObject( pGameObjectCreated ); } } } i++; } ImGui::EndMenu(); } // Don't allow folders other than at root on as children to other folders. if( pParentGameObject == nullptr || pParentGameObject->IsFolder() ) { if( ImGui::MenuItem( "Add Folder" ) ) { pGameObjectCreated = g_pComponentSystemManager->CreateGameObject( true, sceneID, true, false ); pGameObjectCreated->SetName( "New Folder" ); ImGui::CloseCurrentPopup(); } } if( ImGui::MenuItem( "Add Logical GameObject" ) ) { pGameObjectCreated = g_pComponentSystemManager->CreateGameObject( true, sceneID, false, false ); pGameObjectCreated->SetName( "New Logical Game Object" ); ImGui::CloseCurrentPopup(); } if( pGameObjectCreated ) { if( pParentGameObject ) { pGameObjectCreated->SetParentGameObject( pParentGameObject ); } g_pGameCore->GetCommandStack()->Add( MyNew EditorCommand_CreateGameObject( pGameObjectCreated ) ); } } void EditorMainFrame_ImGui::AddContextMenuItemsForFiles(MyFileObject* pFile, void* pSelectedObject) { FileManager* pFileManager = m_pEngineCore->GetManagers()->GetFileManager(); const char* extension = pFile->GetExtensionWithDot(); if( strcmp( extension, ".my2daniminfo" ) == 0 ) { if( ImGui::MenuItem( "Edit 2D Anim Info", nullptr, &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] ) ) { My2DAnimInfo* pAnim = g_pComponentSystemManager->GetFileInfoIfUsedByScene( pFile, SCENEID_Any )->Get2DAnimInfo(); Edit2DAnimInfo( pAnim ); ImGui::CloseCurrentPopup(); } } else if( pSelectedObject != nullptr && strcmp( extension, ".glsl" ) == 0 ) { if( ImGui::MenuItem( "Create Material Using Shader" ) ) { MaterialManager* pMaterialManager = m_pEngineCore->GetManagers()->GetMaterialManager(); MaterialDefinition* pMat = pMaterialManager->CreateMaterial( pFile->GetFilenameWithoutExtension(), "Data/Materials" ); pMat->SetShader( (ShaderGroup*)pSelectedObject ); ImGui::CloseCurrentPopup(); } } else { if( ImGui::MenuItem( "View in Watch Window (TODO)" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_ViewInWatchWindow ); ImGui::CloseCurrentPopup(); } } if( ImGui::MenuItem( "Open File" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenFile ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Open Containing Folder" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenContainingFolder ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Unload File" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_UnloadFile ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Find References" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_FindAllReferences ); ImGui::CloseCurrentPopup(); } // (%d)", pMat->GetRefCount() ) {} } void EditorMainFrame_ImGui::AddContextMenuItemsForMaterials(MaterialDefinition* pMaterial) { // Clear is handled in ComponentBase::AddVariableToWatchPanel. if( ImGui::MenuItem( "Edit material" ) ) { EditMaterial( pMaterial ); } } void EditorMainFrame_ImGui::AddMemoryPanel_Materials() { // Only show the headers if the filter is blank. bool showHeaders = (m_MemoryPanelFilter[0] == '\0'); bool someMaterialsAreLoaded = false; //unsigned int numMaterialsShown = 0; for( int i=0; i<2; i++ ) { MaterialManager* pMaterialManager = m_pEngineCore->GetManagers()->GetMaterialManager(); //MaterialDefinition* pMat = pMaterialManager->GetFirstMaterial(); MaterialDefinition* pMat = pMaterialManager->Editor_GetFirstMaterialStillLoading(); if( i == 1 ) pMat = pMaterialManager->Editor_GetFirstMaterialLoaded(); if( pMat == nullptr ) continue; someMaterialsAreLoaded = true; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; char* label = "Materials - Loading"; ImGuiTreeNodeFlags nodeFlags = baseNodeFlags; if( i == 1 ) { label = "All Materials"; nodeFlags |= ImGuiTreeNodeFlags_DefaultOpen; } if( showHeaders == false || ImGui::TreeNodeEx( label, nodeFlags ) ) { // TODO: Add folders for materials. //const char* foldername = pMat->GetFile()->GetNameOfDeepestFolderPath(); if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { if( ImGui::MenuItem( "Create New Material" ) ) { ImGui::CloseCurrentPopup(); MaterialDefinition* pMaterial = pMaterialManager->CreateMaterial( "new" ); // TODO: Fix path based on folders. char tempstr[MAX_PATH]; sprintf_s( tempstr, MAX_PATH, "Data/Materials" ); pMaterial->SaveMaterial( tempstr ); pMaterialManager->Editor_MoveMaterialToFrontOfLoadedList( pMaterial ); // Essentially, tell the ComponentSystemManager that a new material was loaded. // This will add it to the scene's file list, which will free the material. pMaterialManager->CallMaterialCreatedCallbacks( pMaterial ); // Start a rename op on the new material. StartRenameOp( nullptr, pMaterial, pMaterial->GetName() ); } ImGui::EndPopup(); } while( pMat ) { MaterialDefinition* pNextMat = (MaterialDefinition*)pMat->GetNext(); if( pMat == m_pMaterialWhoseNameIsBeingEdited ) { ImGui::SetKeyboardFocusHere(); if( ImGui::InputText( "New name", m_NameBeingEdited, 100, ImGuiInputTextFlags_AutoSelectAll|ImGuiInputTextFlags_EnterReturnsTrue ) || m_ConfirmCurrentRenameOp ) { m_pMaterialWhoseNameIsBeingEdited->SetName( m_NameBeingEdited ); m_pMaterialWhoseNameIsBeingEdited = nullptr; } } else { MyFileObject* pFile = pMat->GetFile(); if( pFile ) { const char* matName = pFile->GetFilenameWithoutExtension(); //numMaterialsShown++; bool showThisItem = true; if( m_MemoryPanelFilter[0] != '\0' ) { if( CheckIfMultipleSubstringsAreInString( matName, m_MemoryPanelFilter ) == false ) { showThisItem = false; } } if( showThisItem ) { if( ImGui::TreeNodeEx( matName, baseNodeFlags | ImGuiTreeNodeFlags_Leaf ) ) { // TODO: Find a better answer than IsItemHovered(). if( ImGui::IsItemHovered() && m_RenamePressedThisFrame ) { StartRenameOp( nullptr, pMat, matName ); } // Deal with slow double-click for renaming Materials. if( WasItemSlowDoubleClicked( pMat ) ) { StartRenameOp( nullptr, pMat, matName ); } if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { if( ImGui::MenuItem( "Edit Material", nullptr, &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] ) ) { EditMaterial( pMat ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Unload File" ) ) { pMat->OnPopupClick( pMat, MaterialDefinition::RightClick_UnloadFile ); ImGui::CloseCurrentPopup(); pMat = nullptr; } if( ImGui::MenuItem( "Find References" ) ) { pMat->OnPopupClick( pMat, MaterialDefinition::RightClick_FindAllReferences ); ImGui::CloseCurrentPopup(); } // (%d)", pMat->GetRefCount() ) {} if( ImGui::MenuItem( "Rename" ) ) { StartRenameOp( nullptr, pMat, matName ); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if( ImGui::IsItemHovered() ) { if( ImGui::IsMouseDoubleClicked( 0 ) ) { EditMaterial( pMat ); } ImGui::BeginTooltip(); ImGui::Text( "%s", pMat->GetName() ); AddMaterialPreview( pMat, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndTooltip(); } if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "Material", &pMat, sizeof(pMat), ImGuiCond_Once ); ImGui::Text( "%s", pMat->GetName() ); AddMaterialPreview( pMat, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 0.5f ) ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } } } } pMat = pNextMat; } if( showHeaders ) { ImGui::TreePop(); } } } if( someMaterialsAreLoaded == false ) { ImGui::TreeNodeEx( "No materials loaded.", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen ); } } void EditorMainFrame_ImGui::AddMemoryPanel_Textures() { // Only show the headers if the filter is blank. bool showHeaders = (m_MemoryPanelFilter[0] == '\0'); bool someTexturesAreLoaded = false; //unsigned int numTexturesShown = 0; TextureManager* pTextureManager = m_pEngineCore->GetManagers()->GetTextureManager(); for( int i=0; i<2; i++ ) { TextureDefinition* pTex = (TextureDefinition*)pTextureManager->m_TexturesStillLoading.GetHead(); if( i == 1 ) pTex = (TextureDefinition*)pTextureManager->m_LoadedTextures.GetHead(); if( pTex ) { someTexturesAreLoaded = true; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; char* label = "Textures - Loading"; if( i == 1 ) label = "All Textures"; if( showHeaders == false || ImGui::TreeNodeEx( label, baseNodeFlags | ImGuiTreeNodeFlags_DefaultOpen ) ) { while( pTex ) { MyFileObject* pFile = pTex->GetFile(); if( pTex->m_ShowInMemoryPanel ) { //numTexturesShown++; bool showThisItem = true; if( m_MemoryPanelFilter[0] != '\0' ) { if( CheckIfMultipleSubstringsAreInString( pTex->GetFilename(), m_MemoryPanelFilter ) == false ) { showThisItem = false; } } if( showThisItem ) { const char* filename = pTex->GetFilename(); if( filename == nullptr || filename[0] == '\0' ) filename = "No filename"; if( ImGui::TreeNodeEx( filename, ImGuiTreeNodeFlags_Leaf | baseNodeFlags ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { FileManager* pFileManager = m_pEngineCore->GetManagers()->GetFileManager(); if( ImGui::MenuItem( "Unload File (TODO)" ) ) { ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Find References" ) ){ if( pFile ) pFileManager->Editor_FindAllReferences( pFile ); ImGui::CloseCurrentPopup(); } ;// (%d)", pMat->GetRefCount() ) {} ImGui::EndPopup(); } if( ImGui::IsItemHovered() ) { ImGui::BeginTooltip(); //ImGui::Text( "%s", pTex->GetFilename() ); AddTexturePreview( pTex, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndTooltip(); } if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "Texture", &pTex, sizeof(pTex), ImGuiCond_Once ); //ImGui::Text( "%s", pTex->GetFilename() ); AddTexturePreview( pTex, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } } } pTex = (TextureDefinition*)pTex->GetNext(); } if( showHeaders ) { ImGui::TreePop(); } } } } if( someTexturesAreLoaded == false ) { ImGui::TreeNodeEx( "No textures loaded.", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen ); } // Add FBOs { TextureManager* pTextureManager = m_pEngineCore->GetManagers()->GetTextureManager(); FBODefinition* pFBO = pTextureManager->m_InitializedFBOs.GetHead(); if( pFBO ) { ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; char* label = "FBOs"; if( showHeaders == false || ImGui::TreeNodeEx( label, baseNodeFlags | ImGuiTreeNodeFlags_DefaultOpen ) ) { while( pFBO ) { if( pFBO->m_ShowInMemoryPanel ) { bool showThisItem = true; //if( m_MemoryPanelFilter[0] != '\0' ) //{ // if( CheckIfMultipleSubstringsAreInString( pFBO->GetFilename(), m_MemoryPanelFilter ) == false ) // { // showThisItem = false; // } //} if( showThisItem ) { TextureDefinition* pTex = pFBO->GetColorTexture( 0 ); if( pTex ) { const char* filename = "Unnamed FBO"; if( ImGui::TreeNodeEx( filename, ImGuiTreeNodeFlags_Leaf | baseNodeFlags ) ) { if( ImGui::IsItemHovered() ) { ImGui::BeginTooltip(); AddTexturePreview( pTex, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndTooltip(); } if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "Texture", &pTex, sizeof(pTex), ImGuiCond_Once ); AddTexturePreview( pTex, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } } } } pFBO = pFBO->GetNext(); } if( showHeaders ) { ImGui::TreePop(); } } } } } void EditorMainFrame_ImGui::AddMemoryPanel_ShaderGroups() { // Only show the headers if the filter is blank. bool showHeaders = (m_MemoryPanelFilter[0] == '\0'); bool someShadersAreLoaded = false; //unsigned int numShadersShown = 0; { ShaderGroup* pShaderGroup = (ShaderGroup*)m_pEngineCore->GetManagers()->GetShaderGroupManager()->m_ShaderGroupList.GetHead(); if( pShaderGroup ) { someShadersAreLoaded = true; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; if( showHeaders == false || ImGui::TreeNodeEx( "All Shaders", baseNodeFlags | ImGuiTreeNodeFlags_DefaultOpen ) ) { while( pShaderGroup ) { // Store the next shader in case this one gets unloaded. ShaderGroup* pNextShaderGroup = (ShaderGroup*)pShaderGroup->GetNext(); MyFileObjectShader* pFile = pShaderGroup->GetFile(); if( pFile ) { if( pFile->m_ShowInMemoryPanel ) { bool showThisItem = true; if( m_MemoryPanelFilter[0] != '\0' ) { if( CheckIfMultipleSubstringsAreInString( pFile->GetFilenameWithoutExtension(), m_MemoryPanelFilter ) == false ) { showThisItem = false; } } if( showThisItem ) { if( ImGui::TreeNodeEx( pFile->GetFilenameWithoutExtension(), ImGuiTreeNodeFlags_Leaf | baseNodeFlags ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { AddContextMenuItemsForFiles( pFile, pShaderGroup ); ImGui::EndPopup(); } if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "ShaderGroup", &pShaderGroup, sizeof(pShaderGroup), ImGuiCond_Once ); ImGui::Text( "%s", pFile->GetFullPath() ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } } } } pShaderGroup = pNextShaderGroup; } if( showHeaders ) { ImGui::TreePop(); } } } } if( someShadersAreLoaded == false) { ImGui::TreeNodeEx( "No shaders loaded.", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen ); } } void EditorMainFrame_ImGui::AddMemoryPanel_SoundCues() { // Only show the headers if the filter is blank. bool showHeaders = (m_MemoryPanelFilter[0] == '\0'); bool someSoundCuesAreLoaded = false; for( int i=0; i<2; i++ ) { SoundCue* pSoundCue = (SoundCue*)g_pGameCore->GetSoundManager()->GetCuesStillLoading(); if( i == 1 ) pSoundCue = (SoundCue*)g_pGameCore->GetSoundManager()->GetCues(); if( pSoundCue ) { someSoundCuesAreLoaded = true; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; char* label = "Sound Cues - Loading"; if( i == 1 ) label = "All Sound Cues"; if( showHeaders == false || ImGui::TreeNodeEx( label, baseNodeFlags | ImGuiTreeNodeFlags_DefaultOpen ) ) { while( pSoundCue ) { // Store the next shader in case this one gets unloaded. SoundCue* pNextSoundCue = (SoundCue*)pSoundCue->GetNext(); MyFileObject* pFile = pSoundCue->GetFile(); if( pFile ) { if( pFile->m_ShowInMemoryPanel ) { bool showThisItem = true; if( m_MemoryPanelFilter[0] != '\0' ) { if( CheckIfMultipleSubstringsAreInString( pFile->GetFilenameWithoutExtension(), m_MemoryPanelFilter ) == false ) { showThisItem = false; } } if( showThisItem ) { if( ImGui::TreeNodeEx( pFile->GetFilenameWithoutExtension(), ImGuiTreeNodeFlags_Leaf | baseNodeFlags ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { AddContextMenuItemsForFiles( pFile ); ImGui::EndPopup(); } if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "SoundCue", &pSoundCue, sizeof(pSoundCue), ImGuiCond_Once ); ImGui::Text( "%s", pFile->GetFullPath() ); ImGui::EndDragDropSource(); } ImGui::TreePop(); } } } } pSoundCue = pNextSoundCue; } if( showHeaders ) { ImGui::TreePop(); } } } } if( someSoundCuesAreLoaded == false) { ImGui::TreeNodeEx( "No sound cues loaded.", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen ); } } void EditorMainFrame_ImGui::AddMemoryPanel_Files() { // Only show the headers if the filter is blank. bool showHeaders = (m_MemoryPanelFilter[0] == '\0'); bool someFilesAreLoaded = false; //unsigned int numFilesShown = 0; // TODO: Don't do this every frame. FileManager* pFileManager = m_pEngineCore->GetManagers()->GetFileManager(); pFileManager->SortFileLists(); for( int i=0; i<2; i++ ) { MyFileObject* pFile = (MyFileObject*)pFileManager->GetFirstFileStillLoading(); if( i == 1 ) pFile = (MyFileObject*)pFileManager->GetFirstFileLoaded(); if( pFile ) { someFilesAreLoaded = true; ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; char* label = "Files - Loading"; if( i == 1 ) label = "All Files"; if( showHeaders == false || ImGui::TreeNodeEx( label, baseNodeFlags | ImGuiTreeNodeFlags_DefaultOpen ) ) { const char* previousFileType = nullptr; bool fileTypeOpen = false; while( pFile ) { MyFileObject* pNextFile = (MyFileObject*)pFile->GetNext(); if( pFile->m_ShowInMemoryPanel ) { //numFilesShown++; if( previousFileType == nullptr || strcmp( previousFileType, pFile->GetExtensionWithDot() ) != 0 ) { if( fileTypeOpen && previousFileType != nullptr ) { if( showHeaders ) { ImGui::TreePop(); // "File Type" } } previousFileType = pFile->GetExtensionWithDot(); if( showHeaders ) { fileTypeOpen = ImGui::TreeNodeEx( previousFileType, baseNodeFlags ); } } if( fileTypeOpen ) { bool showThisItem = true; if( m_MemoryPanelFilter[0] != '\0' ) { if( CheckIfMultipleSubstringsAreInString( pFile->GetFilenameWithoutExtension(), m_MemoryPanelFilter ) == false ) { showThisItem = false; } } if( showThisItem ) { if( ImGui::TreeNodeEx( pFile->GetFilenameWithoutExtension(), ImGuiTreeNodeFlags_Leaf | baseNodeFlags ) ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { AddContextMenuItemsForFiles( pFile ); ImGui::EndPopup(); } if( i == 1 ) { if( ImGui::BeginDragDropSource() ) { ImGui::SetDragDropPayload( "File", &pFile, sizeof(pFile), ImGuiCond_Once ); ImGui::Text( "%s", pFile->GetFullPath() ); ImGui::EndDragDropSource(); } } ImGui::TreePop(); } } } } pFile = pNextFile; } if( fileTypeOpen && previousFileType != nullptr ) { if( showHeaders ) { ImGui::TreePop(); // "File Type" } } if( showHeaders ) { ImGui::TreePop(); // "All Files" } } } } if( someFilesAreLoaded == false ) { ImGui::TreeNodeEx( "No files loaded.", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen ); } } void EditorMainFrame_ImGui::AddMemoryPanel_DrawCalls() { ImGuiTreeNodeFlags baseNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_DefaultOpen; // Always reset draw call limiter to draw everything if one specific draw call isn't hovered. if( ImGui::IsWindowHovered(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows) == false ) { g_GLStats.m_DrawCallLimit_Canvas = -1; g_GLStats.m_DrawCallLimit_Index = -1; m_SelectedDrawCallCanvas = -1; m_SelectedDrawCallIndex = -1; } ImGui::PushID( "DrawCallTree" ); if( ImGui::TreeNodeEx( "Draw Calls", baseNodeFlags ) ) { for( int canvasIndex=0; canvasIndex<2; canvasIndex++ ) { char* label = "Game Window"; if( canvasIndex == 1 ) label = "Editor Window"; if( ImGui::TreeNodeEx( label, baseNodeFlags ) ) { for( int callIndex=0; callIndex<g_GLStats.m_NumDrawCallsLastFrame[canvasIndex]; callIndex++ ) { ImGui::PushID( callIndex ); bool selected = (canvasIndex == m_SelectedDrawCallCanvas && callIndex == m_SelectedDrawCallIndex); ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_Leaf; if( selected ) { nodeFlags |= ImGuiTreeNodeFlags_Selected; } if( ImGui::TreeNodeEx( "Draw", nodeFlags ) ) { if( ImGui::IsItemHovered() ) { m_SelectedDrawCallCanvas = canvasIndex; m_SelectedDrawCallIndex = callIndex; selected = true; } if( selected ) { g_GLStats.m_DrawCallLimit_Canvas = canvasIndex; g_GLStats.m_DrawCallLimit_Index = callIndex; } #if _DEBUG && MYFW_WINDOWS if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { if( ImGui::MenuItem( "Trigger breakpoint" ) ) { g_GLStats.m_DrawCallLimit_BreakPointIndex = callIndex; ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } #endif ImGui::TreePop(); } ImGui::PopID(); } ImGui::TreePop(); } } ImGui::TreePop(); } ImGui::PopID(); } void EditorMainFrame_ImGui::AddMaterialEditor() { EditorPrefs* pEditorPrefs = m_pEngineCore->GetEditorPrefs(); if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] == false ) return; ImGui::SetNextWindowPos( ImVec2(856, 71), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(339, 349), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "Material Editor", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] ) ) { if( m_pMaterialBeingEdited == nullptr ) { ImGui::Text( "No material selected." ); ImGui::End(); return; } // Create a context menu only available from the title bar. if( ImGui::BeginPopupContextItem() ) { if( ImGui::MenuItem( "Close" ) ) m_pCurrentLayout->m_IsWindowOpen[EditorWindow_MaterialEditor] = false; ImGui::EndPopup(); } AddMaterialPreview( m_pMaterialBeingEdited, false, ImVec2( 100, 100 ), ImVec4(1,1,1,1) ); { MaterialDefinition* pMat = m_pMaterialBeingEdited; bool showBuiltInUniforms = true; bool showExposedUniforms = true; ShaderGroup* pShaderGroup = pMat->GetShader(); ShaderGroup* pShaderGroupInstanced = pMat->GetShaderInstanced(); { ImGui::Text( "WORK IN PROGRESS - NO UNDO - MANUAL SAVE" ); if( ImGui::Button( "Save" ) ) { pMat->SaveMaterial( nullptr ); } ImGui::SameLine(); ImGui::Text( "<- MANUAL SAVE" ); ImGui::Separator(); } ImGui::Text( pMat->GetName() ); if( showBuiltInUniforms ) { //g_pPanelWatch->AddEnum( "Blend", (int*)&m_BlendType, MyRE::MaterialBlendType_NumTypes, MyRE::MaterialBlendTypeStrings ); const char** items = MyRE::MaterialBlendTypeStrings; int currentItem = pMat->GetBlendType(); const char* currentItemStr = MyRE::MaterialBlendTypeStrings[currentItem]; if( ImGui::BeginCombo( "Blend", currentItemStr ) ) { for( int n = 0; n < MyRE::MaterialBlendType_NumTypes; n++ ) { bool is_selected = (n == currentItem); if( ImGui::Selectable( items[n], is_selected ) ) { //// Store the old value. //ComponentVariableValue oldvalue( this, pVar ); //// Change the value. pMat->SetBlendType( (MyRE::MaterialBlendTypes)n ); //// Store the new value. //ComponentVariableValue newvalue( this, pVar ); //m_pEngineCore->GetCommandStack()->Do( // MyNew EditorCommand_ImGuiPanelWatchNumberValueChanged( // this, pVar, newvalue, oldvalue, true ), // false ); } if( is_selected ) { // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) ImGui::SetItemDefaultFocus(); } } ImGui::EndCombo(); } if( ImGui::DragFloat2( "UVScale", &pMat->m_UVScale.x, 0.01f, 0, 1 ) ) { pMat->MarkDirty(); } if( ImGui::DragFloat2( "UVOffset", &pMat->m_UVOffset.x, 0.01f, 0, 1 ) ) { pMat->MarkDirty(); } // Deal with the shader attached to the material. { ImGui::PushID( "Material_Shader" ); const char* desc = "no shader"; Vector4 buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectButton ); Vector4 textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectText ); if( pShaderGroup && pShaderGroup->GetShader( ShaderPass_Main )->m_pFile ) { desc = pShaderGroup->GetShader( ShaderPass_Main )->m_pFile->GetFilenameWithoutExtension(); buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Button ); textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Text ); } ImGui::PushStyleColor( ImGuiCol_Button, buttonColor ); ImGui::PushStyleColor( ImGuiCol_Text, textColor ); ImGui::Button( desc, ImVec2( ImGui::GetWindowWidth() * 0.65f, 0 ) ); ImGui::PopStyleColor( 2 ); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "ShaderGroup" ) ) { pMat->SetShader( (ShaderGroup*)*(void**)payload->Data ); } ImGui::EndDragDropTarget(); } if( pShaderGroup ) { MyFileObjectShader* pFile = pShaderGroup->GetFile(); if( pFile ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { FileManager* pFileManager = m_pEngineCore->GetManagers()->GetFileManager(); if( ImGui::MenuItem( "Open File" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenFile ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Open containing folder" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenContainingFolder ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Find References" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_FindAllReferences ); ImGui::CloseCurrentPopup(); } // (%d)", pMat->GetRefCount() ) {} ImGui::EndPopup(); } } } if( ImGui::IsItemHovered() ) { if( ImGui::IsMouseDoubleClicked( 0 ) ) { pMat->SetShader( nullptr ); pShaderGroup = pMat->GetShader(); } } if( pShaderGroup && pShaderGroup->GetFile() && pShaderGroup->GetFile()->m_NumExposedUniforms ) { ImGui::SameLine(); if( ImGui::CollapsingHeader( "Shader" ) ) { ImGui::Indent( 20 ); AddInlineMaterial( pMat ); ImGui::Unindent( 20 ); } } else { ImGui::SameLine(); ImGui::Text( "Shader" ); } ImGui::PopID(); } // Deal with the instanced shader attached to the material. { ImGui::PushID( "Material_InstancedShader" ); const char* desc = "no instanced shader"; Vector4 buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectButton ); Vector4 textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectText ); if( pShaderGroupInstanced && pShaderGroupInstanced->GetShader( ShaderPass_Main )->m_pFile ) { desc = pShaderGroupInstanced->GetShader( ShaderPass_Main )->m_pFile->GetFilenameWithoutExtension(); buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Button ); textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Text ); } ImGui::PushStyleColor( ImGuiCol_Button, buttonColor ); ImGui::PushStyleColor( ImGuiCol_Text, textColor ); ImGui::Button( desc, ImVec2( ImGui::GetWindowWidth() * 0.65f, 0 ) ); ImGui::PopStyleColor( 2 ); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "ShaderGroup" ) ) { pMat->SetShaderInstanced( (ShaderGroup*)*(void**)payload->Data ); } ImGui::EndDragDropTarget(); } if( pShaderGroupInstanced ) { MyFileObjectShader* pFile = pShaderGroupInstanced->GetFile(); if( pFile ) { if( ImGui::BeginPopupContextItem( "ContextPopup", 1 ) ) { FileManager* pFileManager = m_pEngineCore->GetManagers()->GetFileManager(); if( ImGui::MenuItem( "Open File" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenFile ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Open containing folder" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_OpenContainingFolder ); ImGui::CloseCurrentPopup(); } if( ImGui::MenuItem( "Find References" ) ) { pFile->OnPopupClick( pFileManager, pFile, MyFileObject::RightClick_FindAllReferences ); ImGui::CloseCurrentPopup(); } // (%d)", pMat->GetRefCount() ) {} ImGui::EndPopup(); } } } if( ImGui::IsItemHovered() ) { if( ImGui::IsMouseDoubleClicked( 0 ) ) { pMat->SetShaderInstanced( nullptr ); pShaderGroupInstanced = pMat->GetShaderInstanced(); } } // TODO: Instanced shaders can't use exposed uniforms. //if( pShaderGroupInstanced && pShaderGroupInstanced->GetFile() && pShaderGroupInstanced->GetFile()->m_NumExposedUniforms ) //{ // ImGui::SameLine(); // if( ImGui::CollapsingHeader( "InstancedShader" ) ) // { // ImGui::Indent( 20 ); // AddInlineMaterial( pMat ); // ImGui::Unindent( 20 ); // } //} //else { ImGui::SameLine(); ImGui::Text( "InstancedShader" ); } ImGui::PopID(); } { const char* desc = "no color texture"; Vector4 buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectButton ); Vector4 textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_UnsetObjectText ); TextureDefinition* pTextureColor = pMat->GetTextureColor(); if( pTextureColor ) { desc = pTextureColor->GetFilename(); buttonColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Button ); textColor = pEditorPrefs->GetImGuiStylePrefs()->GetColor( ImGuiStylePrefs::StylePref_Color_Text ); } ImGui::PushStyleColor( ImGuiCol_Button, buttonColor ); ImGui::PushStyleColor( ImGuiCol_Text, textColor ); ImGui::Button( desc, ImVec2( ImGui::GetWindowWidth() * 0.65f, 0 ) ); ImGui::PopStyleColor( 2 ); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Texture" ) ) { pMat->SetTextureColor( (TextureDefinition*)*(void**)payload->Data ); } ImGui::EndDragDropTarget(); } if( ImGui::IsItemHovered() ) { if( pTextureColor ) { ImGui::BeginTooltip(); //ImGui::Text( "%s", pTex->GetFilename() ); AddTexturePreview( pTextureColor, false, ImVec2( 100, 100 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::EndTooltip(); } if( ImGui::IsMouseDoubleClicked( 0 ) ) { pMat->SetTextureColor( nullptr ); } } ImGui::SameLine(); ImGui::Text( "Color Texture" ); //g_pPanelWatch->AddPointerWithDescription( "Color Texture", 0, desc, this, MaterialDefinition::StaticOnDropTexture, 0, MaterialDefinition::StaticOnRightClickTexture ); } // TODO: Copies of these colors are changing, fix that. ColorFloat ambientColorFloat = pMat->GetColorAmbient().AsColorFloat(); if( ImGui::ColorEdit4( "Ambient Color", &ambientColorFloat.r ) ) { pMat->SetColorAmbient( ambientColorFloat.AsColorByte() ); } ColorFloat diffuseColorFloat = pMat->GetColorDiffuse().AsColorFloat(); if( ImGui::ColorEdit4( "Diffuse Color", &diffuseColorFloat.r ) ) { pMat->SetColorDiffuse( diffuseColorFloat.AsColorByte() ); } ColorFloat specularColorFloat = pMat->GetColorSpecular().AsColorFloat(); if( ImGui::ColorEdit4( "Specular Color", &specularColorFloat.r ) ) { pMat->SetColorSpecular( specularColorFloat.AsColorByte() ); } if( ImGui::DragFloat( "Shininess", &pMat->m_Shininess ) ) { pMat->MarkDirty(); } } // Preview settings. { ImGui::Separator(); MyAssert( MaterialDefinition::PreviewType_NumTypes == 2 ); const char* items[] = { "Sphere", "Flat" }; int currentItem = pMat->GetPreviewType(); const char* currentItemStr = items[currentItem]; if( ImGui::BeginCombo( "Preview Type", currentItemStr ) ) { for( int n = 0; n < MaterialDefinition::PreviewType_NumTypes; n++ ) { bool isSelected = (n == currentItem); if( ImGui::Selectable( items[n], isSelected ) ) { pMat->SetPreviewType( (MaterialDefinition::PreviewType)n ); } if( isSelected ) { // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) ImGui::SetItemDefaultFocus(); } } ImGui::EndCombo(); } } { ImGui::Separator(); ImGui::Text( "MANUAL SAVE" ); if( ImGui::Button( "Save" ) ) { pMat->SaveMaterial( nullptr ); } ImGui::SameLine(); ImGui::Text( "<- MANUAL SAVE" ); } } } ImGui::End(); } void EditorMainFrame_ImGui::Add2DAnimationEditor() { if( m_p2DAnimInfoBeingEdited != nullptr ) { m_FullPathToLast2DAnimInfoBeingEdited[0] = '\0'; } if( m_FullPathToLast2DAnimInfoBeingEdited[0] != '\0' ) { MyFileInfo* pFileInfo = g_pComponentSystemManager->GetFileInfoIfUsedByScene( m_FullPathToLast2DAnimInfoBeingEdited, SCENEID_Any ); if( pFileInfo ) { My2DAnimInfo* pAnimInfo = pFileInfo->Get2DAnimInfo(); m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] = true; m_Current2DAnimationIndex = 0; MyFileObject* pFile = pAnimInfo->GetSourceFile(); if( pFile && pFile->IsFinishedLoading() ) { m_p2DAnimInfoBeingEdited = pAnimInfo; m_FullPathToLast2DAnimInfoBeingEdited[0] = '\0'; } } } if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] == false ) return; ImGui::SetNextWindowPos( ImVec2(556, 71), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(339, 349), ImGuiCond_FirstUseEver ); if( ImGui::Begin( "2D Animation Editor", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] ) ) { // Create a context menu only available from the title bar. if( ImGui::BeginPopupContextItem() ) { if( ImGui::MenuItem( "Close" ) ) { m_p2DAnimInfoBeingEdited = nullptr; m_pCurrentLayout->m_IsWindowOpen[EditorWindow_2DAnimationEditor] = false; } ImGui::EndPopup(); } My2DAnimInfo* pAnimInfo = m_p2DAnimInfoBeingEdited; if( pAnimInfo == nullptr ) { if( m_FullPathToLast2DAnimInfoBeingEdited[0] == '\0' ) ImGui::Text( "No animation selected" ); else ImGui::Text( "File still loading: %s", m_FullPathToLast2DAnimInfoBeingEdited ); } else { m_pAnimPlayerComponent->SetAnimationFile( pAnimInfo->GetSourceFile() ); m_pAnimPlayerComponent->SetCurrentAnimation( m_Current2DAnimationIndex ); ImGui::Columns( 2, nullptr, false ); { ImGui::Text( "WORK IN PROGRESS - NO UNDO - MANUAL SAVE" ); if( ImGui::Button( "Save" ) ) { pAnimInfo->SaveAnimationControlFile(); } ImGui::SameLine(); ImGui::Text( "<- MANUAL SAVE" ); } ImGui::NextColumn(); if( pAnimInfo->GetNumberOfAnimations() > 0 ) { uint32 frameIndex = m_pAnimPlayerComponent->GetCurrentFrameIndex(); My2DAnimation* pAnim = pAnimInfo->GetAnimationByIndex( m_Current2DAnimationIndex ); if( pAnim->GetFrameCount() > 0 ) { My2DAnimationFrame* pFrame = pAnim->GetFrameByIndex( frameIndex ); MaterialDefinition* pMat = pFrame->m_pMaterial; AddMaterialColorTexturePreview( pMat, false, ImVec2( 50, 50 ), ImVec4( 1, 1, 1, 1 ) ); ImGui::SameLine(); ImGui::Text( "FrameIndex: %d", frameIndex ); ImGui::SameLine(); if( ImGui::Button( "Remove Animation" ) ) { pAnimInfo->OnRemoveAnimationPressed( m_Current2DAnimationIndex ); if( m_Current2DAnimationIndex > pAnimInfo->GetNumberOfAnimations() ) m_Current2DAnimationIndex--; } } } ImGui::Columns( 1 ); ImGui::Separator(); ImGui::BeginChild( "Animation Details" ); ImGui::Text( "%s Animations:", pAnimInfo->GetSourceFile()->GetFilenameWithoutExtension() ); ImGui::Columns( 3, nullptr, false ); // First Column: Animations. { for( unsigned int animIndex=0; animIndex<pAnimInfo->GetNumberOfAnimations(); animIndex++ ) { My2DAnimation* pAnim = pAnimInfo->GetAnimationByIndex( animIndex ); if( ImGui::Selectable( pAnim->GetName(), m_Current2DAnimationIndex == animIndex ) ) { m_Current2DAnimationIndex = animIndex; } } if( pAnimInfo->GetNumberOfAnimations() < My2DAnimInfo::MAX_ANIMATIONS ) { if( ImGui::Button( "Add Animation" ) ) { pAnimInfo->OnAddAnimationPressed(); } } } ImGui::NextColumn(); // Second Column: Frame durations of currently selected animation. if( pAnimInfo->GetNumberOfAnimations() > 0 ) { int animIndex = m_Current2DAnimationIndex; My2DAnimation* pAnim = pAnimInfo->GetAnimationByIndex( animIndex ); //ImGui::Text( pAnim->GetName() ); unsigned int numframes = pAnim->GetFrameCount(); for( unsigned int frameIndex=0; frameIndex<numframes; frameIndex++ ) { My2DAnimationFrame* pFrame = pAnim->GetFrameByIndex( frameIndex ); ImGui::PushID( pFrame ); ImGui::Text( "Frame %d", frameIndex ); ImGui::SliderFloat( "Duration", &pFrame->m_Duration, 0, 1 ); if( ImGui::Button( "Remove" ) ) { pAnimInfo->OnRemoveFramePressed( animIndex, frameIndex ); numframes = pAnim->GetFrameCount(); } ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); //ImGui::Text( "---------" ); ImGui::PopID(); } if( pAnim->GetFrameCount() < My2DAnimInfo::MAX_FRAMES_IN_ANIMATION ) { if( ImGui::Button( "Add Frame" ) ) { pAnimInfo->OnAddFramePressed( animIndex ); } } } ImGui::NextColumn(); // Third Column: Material texture previews. if( pAnimInfo->GetNumberOfAnimations() > 0 ) { int animindex = m_Current2DAnimationIndex; My2DAnimation* pAnim = pAnimInfo->GetAnimationByIndex( animindex ); unsigned int numframes = pAnim->GetFrameCount(); for( unsigned int frameindex=0; frameindex<numframes; frameindex++ ) { My2DAnimationFrame* pFrame = pAnim->GetFrameByIndex( frameindex ); ImGui::PushID( pFrame ); MaterialDefinition* pMat = pFrame->m_pMaterial; if( pMat != nullptr ) { ImGui::Text( "%s", pMat->GetName() ); } else { ImGui::Text( "No Material Assigned" ); } AddMaterialColorTexturePreview( pMat, false, ImVec2( 50, 50 ), ImVec4( 1, 1, 1, 1 ) ); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Material" ) ) { pFrame->SetMaterial( (MaterialDefinition*)*(void**)payload->Data ); } ImGui::EndDragDropTarget(); } ImGui::Spacing(); ImGui::PopID(); } } ImGui::Columns( 1 ); { ImGui::Separator(); ImGui::Text( "MANUAL SAVE" ); if( ImGui::Button( "Save" ) ) { pAnimInfo->SaveAnimationControlFile(); } ImGui::SameLine(); ImGui::Text( "<- MANUAL SAVE" ); } ImGui::EndChild(); } } ImGui::End(); } void EditorMainFrame_ImGui::AddMaterialPreview(MaterialDefinition* pMaterial, bool createWindow, ImVec2 requestedSize, ImVec4 tint) { m_pMaterialToPreview = pMaterial; if( createWindow == true ) { ImGui::SetNextWindowSize( ImVec2(requestedSize.x+50, requestedSize.y+50), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowBgAlpha( 1.0f ); } if( createWindow == false || ImGui::Begin( "Material", nullptr ) ) { if( m_pMaterialToPreview->GetPreviewType() == MaterialDefinition::PreviewType_Sphere ) { TextureDefinition* pTexture = pTexture = m_pMaterialPreviewFBO->GetColorTexture( 0 ); int texw = m_pMaterialPreviewFBO->GetTextureWidth(); int texh = m_pMaterialPreviewFBO->GetTextureHeight(); ImVec2 size = requestedSize; if( size.x == 0 ) size = ImGui::GetContentRegionAvail(); if( size.x > size.y ) size.x = size.y; if( size.y > size.x ) size.y = size.x; if( pTexture ) { int w = pTexture->GetWidth(); int h = pTexture->GetHeight(); //ImGui::ImageButton( (void*)pTexture, size, ImVec2(0,(float)h/texh), ImVec2((float)w/texw,0), -1, ImVec4(0,0,0,1) ); ImGui::Image( (void*)pTexture, size, ImVec2(0,(float)h/texh), ImVec2((float)w/texw,0), tint ); } } else //if( m_pMaterialToPreview->GetPreviewType() == MaterialDefinition::PreviewType_Flat ) { AddMaterialColorTexturePreview( m_pMaterialToPreview, false, requestedSize, tint ); } } if( createWindow == true ) { ImGui::End(); // ImGui::Begin( "Material"... } } void EditorMainFrame_ImGui::AddMaterialColorTexturePreview(MaterialDefinition* pMaterial, bool createWindow, ImVec2 requestedSize, ImVec4 tint) { if( pMaterial == nullptr ) { AddTexturePreview( nullptr, false, requestedSize, ImVec4( 1, 1, 1, 1 ), ImVec2( 0, 0 ), ImVec2( 0, 0 ) ); } else { ImVec2 startUV( pMaterial->GetUVOffset() ); ImVec2 endUV( pMaterial->GetUVOffset() + pMaterial->GetUVScale() ); AddTexturePreview( pMaterial->GetTextureColor(), false, requestedSize, ImVec4( 1, 1, 1, 1 ), startUV, endUV ); } } void EditorMainFrame_ImGui::AddTexturePreview(TextureDefinition* pTexture, bool createWindow, ImVec2 requestedSize, ImVec4 tint, ImVec2 startUV, ImVec2 endUV) { if( createWindow == true ) { ImGui::SetNextWindowSize( ImVec2(150, 150), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowBgAlpha( 1.0f ); } if( createWindow == false || ImGui::Begin( "Texture", nullptr ) ) { ImVec2 size = requestedSize; if( size.x == 0 ) size = ImGui::GetContentRegionAvail(); if( size.x > size.y ) size.x = size.y; if( size.y > size.x ) size.y = size.x; if( pTexture != nullptr ) { ImGui::Image( (void*)pTexture, size, startUV, endUV, tint ); } else { ImGui::Image( 0, size, startUV, endUV, tint ); } } if( createWindow == true ) { ImGui::End(); // ImGui::Begin( "Texture"... } } void EditorMainFrame_ImGui::AddDebug_MousePicker() { if( m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_MousePicker] == false ) return; ImGui::SetNextWindowSize( ImVec2(150, 150), ImGuiCond_FirstUseEver ); ImGui::SetNextWindowBgAlpha( 1.0f ); if( ImGui::Begin( "Mouse Picker", &m_pCurrentLayout->m_IsWindowOpen[EditorWindow_Debug_MousePicker] ) ) { TextureDefinition* pTexture = m_pEngineCore->GetEditorState()->m_pMousePickerFBO->GetColorTexture( 0 ); int texw = m_pEngineCore->GetEditorState()->m_pMousePickerFBO->GetTextureWidth(); int texh = m_pEngineCore->GetEditorState()->m_pMousePickerFBO->GetTextureHeight(); ImVec2 size = ImGui::GetContentRegionAvail(); if( size.x > size.y ) size.x = size.y; if( size.y > size.x ) size.y = size.x; if( pTexture ) { //int w = pTexture->GetWidth(); //int h = pTexture->GetHeight(); int w = m_pEngineCore->GetEditorState()->m_pMousePickerFBO->GetWidth(); int h = m_pEngineCore->GetEditorState()->m_pMousePickerFBO->GetHeight(); ImGui::Image( (void*)pTexture, size, ImVec2(0,(float)h/texh), ImVec2((float)w/texw,0) ); } } ImGui::End(); } void OnDropSoundCueOnEditorWindow(EngineCore* pEngineCore, SoundCue* pSoundCue) { if( pSoundCue ) { // Create a new GameObject with an audio player component. GameObject* pGameObjectCreated = g_pComponentSystemManager->CreateGameObject( false, SCENEID_MainScene ); pGameObjectCreated->SetName( pSoundCue->GetName() ); ComponentAudioPlayer* pComponent = (ComponentAudioPlayer*)pGameObjectCreated->AddNewComponent( ComponentType_AudioPlayer, SCENEID_MainScene, g_pComponentSystemManager ); pComponent->SetSoundCue( pSoundCue ); // Add it to the undo stack. g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_CreateGameObject( pGameObjectCreated ) ); // Clear the selected objects and select the new one. pEngineCore->GetEditorState()->ClearSelectedObjectsAndComponents(); pEngineCore->GetEditorState()->SelectGameObject( pGameObjectCreated ); } } bool EditorMainFrame_ImGui::OnDropObjectList(GameObject* pGameObject, bool forceReorder) { bool dragDropPayloadAcceptedOnRelease = false; bool dragDropOfItemWillResultInAReorder = false; EditorState* pEditorState = m_pEngineCore->GetEditorState(); if( ImGui::BeginDragDropTarget() ) { if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "GameObject", ImGuiDragDropFlags_AcceptPeekOnly ) ) { // Clear the "reorder" line. m_pGameObjectToDrawReorderLineAfter = nullptr; // If there's a drag/drop payload and it's a gameobject, then: // if we're hovering over the top half of the item, reparent the dropped item. // if we're hovering over the bottom half, reorder the dropped item after the hovered item. if( forceReorder || (ImGui::GetMousePos().y > ImGui::GetItemRectMin().y + (ImGui::GetItemRectSize().y * 0.5f)) ) { dragDropOfItemWillResultInAReorder = true; m_pGameObjectToDrawReorderLineAfter = pGameObject; } } ImGuiDragDropFlags dropFlags = 0; if( dragDropOfItemWillResultInAReorder ) dropFlags = ImGuiDragDropFlags_AcceptNoDrawDefaultRect; if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "GameObject", dropFlags ) ) { // Releasing the mouse will drop the payload, but we need prevent this from selecting the item. dragDropPayloadAcceptedOnRelease = true; g_DragAndDropStruct.Clear(); GameObject* pDroppedGO = (GameObject*)*(void**)payload->Data; if( pEditorState->IsGameObjectSelected( pDroppedGO ) == false ) { // If this GameObject wasn't selected, then only move this one. g_DragAndDropStruct.Add( DragAndDropType_GameObjectPointer, pDroppedGO ); } else { // If it was selected, move all selected objects. for( unsigned int i=0; i<pEditorState->m_pSelectedObjects.size(); i++ ) { g_DragAndDropStruct.Add( DragAndDropType_GameObjectPointer, pEditorState->m_pSelectedObjects[i] ); } } if( dragDropOfItemWillResultInAReorder ) { MyAssert( pGameObject != nullptr ); pGameObject->OnDrop( -1, -1, -1, GameObject::GameObjectOnDropAction_Reorder ); m_pGameObjectToDrawReorderLineAfter = nullptr; } else { pGameObject->OnDrop( -1, -1, -1, GameObject::GameObjectOnDropAction_Reparent ); } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "SoundCue", 0 ) ) { SoundCue* pSoundCue = (SoundCue*)*(void**)payload->Data; MyAssert( pSoundCue != nullptr ); if( pSoundCue ) { // Create an audio player component. EditorCommand_CreateComponent* pCommand = MyNew EditorCommand_CreateComponent( pGameObject, ComponentType_AudioPlayer ); g_pGameCore->GetCommandStack()->Do( pCommand ); ComponentAudioPlayer* pComponent = (ComponentAudioPlayer*)pCommand->GetCreatedObject(); // Attach the correct sound cue. pComponent->SetSoundCue( pSoundCue ); } } ImGui::EndDragDropTarget(); } return dragDropPayloadAcceptedOnRelease; } void EditorMainFrame_ImGui::OnDropEditorWindow() { unsigned int x = m_CurrentMouseInEditorWindow_X; unsigned int y = m_CurrentMouseInEditorWindow_Y; // Get the GameObject the mouse was hovering over. ComponentCamera* pCamera = m_pEngineCore->GetEditorState()->GetEditorCamera(); //y = pCamera->m_WindowHeight - y; // prefer 0,0 at bottom left. GameObject* pObjectDroppedOn = m_pEngineCore->GetCurrentEditorInterface()->GetObjectAtPixel( x, y, true, false ); if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Material" ) ) { //DragAndDropItem* pDropItem = g_DragAndDropStruct.GetItem( 0 ); //if( pDropItem->m_Type == DragAndDropType_MaterialDefinitionPointer ) { MaterialDefinition* pMaterial = (MaterialDefinition*)*(void**)payload->Data; //pDropItem->m_Value; if( pMaterial && pObjectDroppedOn ) { pObjectDroppedOn->Editor_SetMaterial( pMaterial ); #if MYFW_USING_WX pObjectDroppedOn->Editor_SetMaterial( pMaterial ); g_pPanelWatch->SetNeedsRefresh(); #endif } } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Texture" ) ) { //if( pDropItem->m_Type == DragAndDropType_TextureDefinitionPointer ) { TextureDefinition* pTexture = (TextureDefinition*)*(void**)payload->Data; //pDropItem->m_Value; if( pTexture && pObjectDroppedOn && pObjectDroppedOn->GetMaterial() ) { g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_ChangeTextureOnMaterial( pObjectDroppedOn->GetMaterial(), pTexture ) ); } } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "ShaderGroup" ) ) { //if( pDropItem->m_Type == DragAndDropType_ShaderGroupPointer ) { ShaderGroup* pShader = (ShaderGroup*)*(void**)payload->Data; //pDropItem->m_Value; if( pShader && pObjectDroppedOn && pObjectDroppedOn->GetMaterial() ) { g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_ChangeShaderOnMaterial( pObjectDroppedOn->GetMaterial(), pShader ) ); } } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "SoundCue" ) ) { SoundCue* pSoundCue = (SoundCue*)*(void**)payload->Data; OnDropSoundCueOnEditorWindow( m_pEngineCore, pSoundCue ); } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "File" ) ) { //if( pDropItem->m_Type == DragAndDropType_FileObjectPointer ) { MyFileObject* pFile = (MyFileObject*)*(void**)payload->Data; //pDropItem->m_Value; MyAssert( pFile ); if( pFile && strcmp( pFile->GetExtensionWithDot(), ".lua" ) == 0 ) { if( pObjectDroppedOn ) { g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_ChangeAllScriptsOnGameObject( pObjectDroppedOn, pFile ) ); } } if( pFile && strcmp( pFile->GetExtensionWithDot(), ".glsl" ) == 0 ) { if( pObjectDroppedOn && pObjectDroppedOn->GetMaterial() ) { ShaderGroup* pShader = m_pEngineCore->GetManagers()->GetShaderGroupManager()->FindShaderGroupByFile( pFile ); g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_ChangeShaderOnMaterial( pObjectDroppedOn->GetMaterial(), pShader ) ); } } if( pFile && strcmp( pFile->GetExtensionWithDot(), ".mycue" ) == 0 ) { SoundCue* pSoundCue = g_pGameCore->GetSoundManager()->FindCueByFilename( pFile->GetFullPath() ); OnDropSoundCueOnEditorWindow( m_pEngineCore, pSoundCue ); } if( pFile && ( strcmp( pFile->GetExtensionWithDot(), ".obj" ) == 0 || strcmp( pFile->GetExtensionWithDot(), ".mymesh" ) == 0 ) ) { // Create a new gameobject using this obj. MaterialManager* pMaterialManager = m_pEngineCore->GetManagers()->GetMaterialManager(); MeshManager* pMeshManager = m_pEngineCore->GetManagers()->GetMeshManager(); MyMesh* pMesh = pMeshManager->FindMeshBySourceFile( pFile ); GameObject* pGameObject = g_pComponentSystemManager->CreateGameObject( true, SCENEID_MainScene ); pGameObject->SetName( "New mesh" ); ComponentMeshOBJ* pComponentMeshOBJ = (ComponentMeshOBJ*)pGameObject->AddNewComponent( ComponentType_MeshOBJ, SCENEID_MainScene, g_pComponentSystemManager ); pComponentMeshOBJ->SetSceneID( SCENEID_MainScene ); pComponentMeshOBJ->SetMaterial( pMaterialManager->GetFirstMaterial(), 0 ); pComponentMeshOBJ->SetMesh( pMesh ); pComponentMeshOBJ->SetLayersThisExistsOn( Layer_MainScene ); if( pObjectDroppedOn && pObjectDroppedOn->GetMaterial() ) { // Place it just above of the object selected otherwise place it at 0,0,0... for now. Vector3 pos = pObjectDroppedOn->GetTransform()->GetWorldPosition(); ComponentRenderable* pComponentMeshDroppedOn = (ComponentRenderable*)pObjectDroppedOn->GetFirstComponentOfBaseType( BaseComponentType_Renderable ); if( pComponentMeshDroppedOn && pComponentMeshDroppedOn->GetBounds() != nullptr ) { pos.y += pComponentMeshDroppedOn->GetBounds()->GetHalfSize().y; pos.y += pMesh->GetBounds()->GetHalfSize().y; } pGameObject->GetTransform()->SetWorldPosition( pos ); pGameObject->GetTransform()->UpdateTransform(); } // Undo/redo. g_pGameCore->GetCommandStack()->Add( MyNew EditorCommand_CreateGameObject( pGameObject ) ); } } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "Prefab" ) ) { PrefabObject* pPrefab = (PrefabObject*)*(void**)payload->Data; // Default to drop into main scene, but prefer putting in same scene as the object dropped on. SceneID sceneid = SCENEID_MainScene; if( pObjectDroppedOn ) { sceneid = pObjectDroppedOn->GetSceneID(); } // Create the game object. GameObject* pGameObjectCreated = g_pComponentSystemManager->CreateGameObjectFromPrefab( pPrefab, true, sceneid ); if( pGameObjectCreated ) { // Undo/Redo. g_pGameCore->GetCommandStack()->Add( MyNew EditorCommand_CreateGameObject( pGameObjectCreated ) ); // Select the object dropped. m_pEngineCore->GetEditorState()->ClearSelectedObjectsAndComponents(); m_pEngineCore->GetEditorState()->SelectGameObject( pGameObjectCreated ); // Move the new object to the same spot as the one it was dropped on. if( pObjectDroppedOn ) { std::vector<GameObject*> selectedobjects; selectedobjects.push_back( pGameObjectCreated ); Vector3 worldPos = pObjectDroppedOn->GetTransform()->GetWorldPosition(); g_pGameCore->GetCommandStack()->Do( MyNew EditorCommand_MoveObjects( worldPos, selectedobjects ), true ); } } } if( const ImGuiPayload* payload = ImGui::AcceptDragDropPayload( "GameObject" ) ) { //if( (int)pDropItem->m_Type == (int)DragAndDropType_GameObjectPointer ) //{ // GameObject* pGameObject = (GameObject*)*(void**)payload->Data; //pDropItem->m_Value; // MyAssert( pGameObject ); // int id = g_DragAndDropStruct.GetControlID() - m_ControlIDOfFirstExtern; // // // TODO: this will make a mess of memory if different types of objects can be dragged in... // m_ExposedVars[id]->pointer = pGameObject; // // update the panel so new gameobject name shows up. // g_pPanelWatch->GetVariableProperties( g_DragAndDropStruct.GetControlID() )->m_Description = pGameObject->GetName(); //} } }
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#pragma once #include "std/string.hpp" namespace df { namespace watch { struct IconInfo { string m_name; IconInfo() = default; explicit IconInfo(string const & name) : m_name(name) {} }; } }
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/* * Program: Spatium Graphics Library * * Copyright (C) Martijn Koopman * All Rights Reserved * * This software is distributed WITHOUT ANY WARRANTY; without even * the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. * */ #include "spatiumgl/gfx3d/PointCloud.hpp" namespace spatiumgl { namespace gfx3d { PointCloud::PointCloud() : RenderObject() , m_positions() , m_colors() , m_normals() {} PointCloud::PointCloud(const std::vector<Vector3>& positions, const std::vector<Vector3>& colors, const std::vector<Vector3>& normals) : RenderObject() , m_positions(positions) , m_colors(colors) , m_normals(normals) { // Update bounds if (m_positions.size() > 0) { // First point m_bounds.center() = m_positions[0]; m_bounds.radii() = Vector3(); for (size_t i = 1; i < m_positions.size(); i++) { // Second or later point m_bounds.include(m_positions[i]); } } } PointCloud::PointCloud(const size_t count, const bool hasColors, const bool hasNormals) : RenderObject() , m_positions() , m_colors() , m_normals() { m_positions.reserve(count); if (hasColors) { m_colors.reserve(count); } if (hasNormals) { m_normals.reserve(count); } } size_t PointCloud::pointCount() const { return m_positions.size(); } void PointCloud::addPoint(const Vector3& position) { if (m_positions.size() == 0) { // First point m_bounds.center() = position; m_bounds.radii() = Vector3(); } else { // Second or later point m_bounds.include(position); } m_positions.push_back(position); } void PointCloud::addPoint(const Vector3& position, const Vector3& color) { addPoint(position); m_colors.push_back(color); } void PointCloud::addPoint(const Vector3& position, const Vector3& color, const Vector3& normal) { addPoint(position); m_colors.push_back(color); m_normals.push_back(normal); } // Positions const Vector3& PointCloud::position(size_t index) const { // Check bounds? return m_positions[index]; } const std::vector<Vector3>& PointCloud::positions() const { return m_positions; } // Colors bool PointCloud::hasColors() const { return m_colors.size() > 0 && m_colors.size() == m_positions.size(); } Vector3& PointCloud::color(size_t index) { // Check bounds? return m_colors[index]; } const Vector3& PointCloud::color(size_t index) const { // Check bounds? return m_colors[index]; } const std::vector<Vector3>& PointCloud::colors() const { return m_colors; } // Normals bool PointCloud::hasNormals() const { return m_normals.size() > 0 && m_normals.size() == m_normals.size(); } Vector3& PointCloud::normal(size_t index) { // Check bounds? return m_normals[index]; } const Vector3& PointCloud::normal(size_t index) const { // Check bounds? return m_normals[index]; } const std::vector<Vector3>& PointCloud::normals() const { return m_normals; } } // namespace gfx3d } // namespace spatiumgl
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/* 고급프로그래밍1 실습 동물 클래스 만들기 - 고양이와 토끼와 사람은 동물에 포함되고 학생은 사람에 포함됨. - 고양이와 사람과 학생 객체가 speak()메서드를 실행할 때 각각 meow, hello, I have a homework를 출력함. 토끼는 speak() 메서드가 없다. - 객체에서 print()메서드를 실행하면 동물종류: (나이, 이름)을 출력함 - Animal 클래스 내에서 객체의 개수를 세는 static 변수를 만든다. */ #include <iostream> class Animal { protected: int age; // Animal 클래스의 객체의 나이 const char* name; // Animal 클래스의 객체의 이름 // 객체의 개수를 세는 static 변수 // 생성자에서 ++, 소멸자에서 -- static unsigned int animalCount, rabbitCount, catCount, personCount, studentCount; public: // Animal 클래스의 생성자 Animal(const int age, const char* name) { Animal::animalCount++; this->setAge(age); this->setName(name); } // Animal 클래스의 소멸자 // (소멸자는 나중에 사용할 예정) ~Animal() { Animal::animalCount--; } // 나이를 변경하는 메서드 void setAge(const int age) { this->age = age; } // 동물의 나이를 return 하는 메서드 int getAge() const { return this->age; } // 동물의 이름을 변경하는 메서드 void setName(const char* name) { this->name = name; } // 동물의 이름을 return하는 메서드 const char* getName() const { return this->name; } // 동물의 정보(나이,이름)을 출력하는 메서드 void print() const { std::cout << "Animal: (" << this->getAge() << "," << this->getName() << ")" << std::endl; } // 동물들의 개수를 출력하는 메서드 static void animalCountStatistics() { std::cout << "*************************" << std::endl; std::cout << " Statistics " << std::endl; std::cout << "*************************" << std::endl; std::cout << " # of Animal : " << Animal::animalCount << std::endl; std::cout << " # of Rabbit : " << Animal::rabbitCount << std::endl; std::cout << " # of Cat : " << Animal::catCount << std::endl; std::cout << " # of Person : " << Animal::personCount << std::endl; std::cout << " # of Student : " << Animal::studentCount << std::endl; std::cout << "*************************" << std::endl; } }; class Rabbit : public Animal { public: // Rabbit 클래스의 생성자 Rabbit(const int age, const char* name) : Animal(age, name) { Animal::rabbitCount++; } // Rabbit 클래스의 소멸자 ~Rabbit() { Animal::rabbitCount--; } // 토끼의 정보(나이, 이름)을 출력하는 메서드. // 부모 클래스의 print 메서드 오버라이딩 void print() const { std::cout << "Rabbit: (" << this->getAge() << "," << this->getName() << ")" << std::endl; } }; class Cat : public Animal { public: // Cat 클래스의 생성자 Cat(const int age, const char* name) : Animal(age, name) { Animal::catCount++; } // Cat 클래스의 소멸자 ~Cat() { Animal::catCount--; } void speak() const { std::cout << "meow" << std::endl; } // 고양이의 정보(나이, 이름)을 출력하는 메서드. // 부모 클래스의 print 메서드 오버라이딩 void print() const { std::cout << "Cat: (" << this->getAge() << "," << this->getName() << ")" << std::endl; } }; class Person : public Animal { public: Person(int age, const char* name) : Animal(age, name) { Animal::personCount++; } ~Person() { Animal::personCount--; } // Person 클래스의 두 객체의 나이를 비교하는 메서드 int age_diff(const Person& other) const { return (this->getAge()) - (other.getAge()); } void speak() const { std::cout << "Hello" << std::endl; } // 사람의 정보(나이, 이름)을 출력하는 메서드. // 부모 클래스의 print 메서드 오버라이딩 void print() const { std::cout << "Person: (" << this->getAge() << "," << this->getName() << ")" << std::endl; } }; class Student : public Person { protected: const char* major; public: Student(const int age, const char* name, const char* major) : Person(age, name) { Animal::studentCount++; setMajor(major); } ~Student() { Animal::studentCount--; } // Student 클래스의 속성 중 하나인 전공을 변경하는 메서드 void setMajor(const char* major) { this->major = major; } // Student 클래스의 속성 중 하나인 전공을 return하는 메서드 const char* getMajor() const { return this->major; } void speak() const { std::cout << "I have a homework" << std::endl; } // 학생의 정보(나이, 이름, 전공)을 출력하는 메서드. // 부모 클래스의 print 메서드 오버라이딩 void print() const { std::cout << "Student: (" << this->getAge() << "," << this->getName() << "," << this->getMajor() << ")" << std::endl; } }; unsigned int Animal::animalCount = 0, Animal::rabbitCount = 0, Animal::catCount = 0, Animal::personCount = 0, Animal::studentCount = 0; int main(void) { // 미리 제공된 main 메서드 Animal a1(2, "animal1"); Animal a2(3, "animal2"); Rabbit r1(4, "rabbit1"); Rabbit r2(5, "rabbit2"); Cat c1(6, "cat1"); Cat c2(7, "cat2"); Person p1(6, "person1"); Person p2(7, "person2"); Student s1(8, "student1", "CS"); Student s2(9, "student2", "EE"); a1.print(); a2.print(); r1.print(); r2.print(); c1.print(); c2.print(); c1.speak(); c2.speak(); p1.print(); p2.print(); p1.speak(); p2.speak(); std::cout << p1.age_diff(p2) << std::endl; s1.print(); s2.print(); s1.speak(); s2.speak(); std::cout << s1.age_diff(s2) << std::endl; Animal::animalCountStatistics(); return 0; }
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cpp
j1Printer.cpp
#include "j1Printer.h" #include "ctRender.h" //#include "Brofiler\Brofiler.h" bool j1Printer::Awake(pugi::xml_node&) { return true; } bool j1Printer::Start() { return true; } bool j1Printer::PreUpdate() { return true; } bool j1Printer::Update(float dt) { return true; } bool j1Printer::PostUpdate() { while (!drawingQueue.empty()) { DrawingElem* delem = drawingQueue.top(); switch (delem->type) { case DrawingElem::DElemType::SPRITE: { Sprite* sprite = (Sprite*)delem; int alpha = sprite->color.a; if (!sprite->flip) App->render->Blit(sprite->texture, sprite->pos.x, sprite->pos.y, &sprite->squareToBlit, 1.0f, SDL_FLIP_NONE, sprite->degAngle, alpha); else App->render->Blit(sprite->texture, sprite->pos.x, sprite->pos.y, &sprite->squareToBlit, 1.0f, SDL_FLIP_HORIZONTAL, sprite->degAngle, alpha); //SDL_SetTextureColorMod(sprite->texture, 255, 255, 255); break; } case DrawingElem::DElemType::QUAD: { Quad* quad = (Quad*)delem; App->render->DrawQuad(quad->rect, quad->color.r, quad->color.g, quad->color.b, quad->color.a, quad->filled, quad->useCamera); break; } case DrawingElem::DElemType::CIRCLE: { Circle* circle = (Circle*)delem; App->render->DrawCircle(circle->pos.x, circle->pos.y, circle->radius, circle->color.r, circle->color.g, circle->color.b, circle->color.a, circle->useCamera); break; } case DrawingElem::DElemType::LINE: { Line* line = (Line*)delem; App->render->DrawLine(line->pointA.x, line->pointA.y, line->pointB.x, line->pointB.y, line->color.r, line->color.g, line->color.b, line->color.a, line->useCamera); break; } default: break; } drawingQueue.pop(); delete delem; } return true; } bool j1Printer::CleanUp() { while (!drawingQueue.empty()) { DrawingElem* delem = drawingQueue.top(); drawingQueue.pop(); delete delem; } return drawingQueue.empty(); } bool j1Printer::PrintSprite(iPoint pos, SDL_Texture* texture, SDL_Rect squareToBlit, int layer, bool flip, float degAngle, SDL_Color color) { Sprite* sprite = new Sprite(pos, texture, squareToBlit, layer, flip, degAngle, color); drawingQueue.push(sprite); return true; } bool j1Printer::PrintQuad(SDL_Rect rect, SDL_Color color, bool filled, bool useCamera, int layer) { Quad* quad = new Quad(rect, color, filled, useCamera, layer); drawingQueue.push(quad); return true; } bool j1Printer::PrintCircle(iPoint pos, int radius, SDL_Color color, bool useCamera, int layer) { Circle* circle = new Circle(pos, radius, color, useCamera, layer); drawingQueue.push(circle); return true; } bool j1Printer::PrintLine(iPoint pointA, iPoint pointB, SDL_Color color, bool useCamera, int layer) { Line* line = new Line(pointA, pointB, color, useCamera, layer); drawingQueue.push(line); return true; }
db4bad575b75ac4b2627193f068ae38ebe73000b
030646c52a7833baac9d58d39c825d90b2f5619c
/ast-compile.cc
2ebaeb7f8762487e3f16e5f9c992acdd41453335
[]
no_license
pranavrao870/compiler-cs316
47251bf00efc7c415eedd48c319c8bd1349464fd
5acb993e4100f93494d3cc85b35965d61f0e9a53
refs/heads/master
2020-07-03T01:34:12.791006
2019-08-11T09:18:38
2019-08-11T09:18:38
201,743,033
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null
null
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UTF-8
C++
false
false
22,940
cc
ast-compile.cc
#include <string.h> #include <string> #include <sstream> #include "icode.hh" #include "reg-alloc.hh" using namespace std; template class Number_Ast<double>; template class Number_Ast<int>; ////////////////////////////////////////////////////////////////////// Code_For_Ast & Ast::create_store_stmt(Register_Descriptor * store_register){} ////////////////////////////////////////////////////////////////////// Code_For_Ast & Assignment_Ast::compile(){ Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); a->set_reg(NULL); if(node_data_type == int_data_type){ Ics_Opd *r3 = new Mem_Addr_Opd(lhs->get_symbol_entry()); Icode_Stmt * i = new Move_IC_Stmt(store,r3,r2); a->append_ics(*i); } else{ Ics_Opd *r3 = new Mem_Addr_Opd(lhs->get_symbol_entry()); Icode_Stmt * i = new Move_IC_Stmt(store_d,r3,r2); a->append_ics(*i); } r.get_reg()->reset_use_for_expr_result(); return *a; } Code_For_Ast & Assignment_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Name_Ast::compile(){ Code_For_Ast * a = new Code_For_Ast(); Ics_Opd *r1 = new Mem_Addr_Opd(get_symbol_entry()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r2 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(load,r1,r2); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r2 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(load_d,r1,r2); a->append_ics(*i); } return *a; } Code_For_Ast & Name_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } Code_For_Ast & Name_Ast::create_store_stmt(Register_Descriptor * store_register){ } ////////////////////////////////////////////////////////////////////// template<class T> Code_For_Ast & Number_Ast<T>::compile(){ Code_For_Ast * a = new Code_For_Ast(); if(node_data_type == int_data_type){ Ics_Opd *r1 = new Const_Opd<int>(constant); Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r2 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(imm_load,r1,r2); a->append_ics(*i); } else{ Ics_Opd *r1 = new Const_Opd<double>(constant); Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r2 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(imm_load_d,r1,r2); a->append_ics(*i); } return *a; } template<class T> Code_For_Ast & Number_Ast<T>::compile_and_optimize_ast(Lra_Outcome & lra){ } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Plus_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } Code_For_Ast & Plus_Ast::compile(){ Code_For_Ast l = lhs->compile(); Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(add,r1,r2,r3); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(add_d,r1,r2,r3); a->append_ics(*i); } l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Minus_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } Code_For_Ast & Minus_Ast::compile(){ Code_For_Ast l = lhs->compile(); Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(sub,r1,r2,r3); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(sub_d,r1,r2,r3); a->append_ics(*i); } l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Divide_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } Code_For_Ast & Divide_Ast::compile(){ Code_For_Ast l = lhs->compile(); Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(divd,r1,r2,r3); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(div_d,r1,r2,r3); a->append_ics(*i); } l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Mult_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } Code_For_Ast & Mult_Ast::compile(){ Code_For_Ast l = lhs->compile(); Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(mult,r1,r2,r3); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Compute_IC_Stmt(mult_d,r1,r2,r3); a->append_ics(*i); } l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & UMinus_Ast::compile(){ Code_For_Ast r = lhs->compile(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); if(node_data_type == int_data_type){ Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(uminus,r2,r3); a->append_ics(*i); } else{ Register_Descriptor * temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i = new Move_IC_Stmt(uminus_d,r2,r3); a->append_ics(*i); } r.get_reg()->reset_use_for_expr_result(); return *a; } Code_For_Ast & UMinus_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ } ////////////////////////////////////////////////////////////////////// // Code_For_Ast & Relational_Expr_Ast::compile_and_optimize_ast(Lra_Outcome & lra){ // Code_For_Ast x; // return x; // } Code_For_Ast & Relational_Expr_Ast::compile(){ Code_For_Ast l = lhs_condition->compile(); Code_For_Ast r = rhs_condition->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i; if(node_data_type == int_data_type){ if(rel_op == less_equalto) i = new Compute_IC_Stmt(sle,r1,r2,r3); else if(rel_op == less_than) i = new Compute_IC_Stmt(slt,r1,r2,r3); else if(rel_op == greater_than) i = new Compute_IC_Stmt(sgt,r1,r2,r3); else if(rel_op == greater_equalto) i = new Compute_IC_Stmt(sge,r1,r2,r3); else if(rel_op == equalto) i = new Compute_IC_Stmt(seq,r1,r2,r3); else i = new Compute_IC_Stmt(sne,r1,r2,r3); } else{ if(rel_op == less_equalto) i = new Move_IC_Stmt(sle_d,r2,r1); else if(rel_op == less_than) i = new Move_IC_Stmt(slt_d,r2,r1); else if(rel_op == greater_than) i = new Move_IC_Stmt(sgt_d,r2,r1); else if(rel_op == greater_equalto) i = new Move_IC_Stmt(sge_d,r2,r1); else if(rel_op == equalto) i = new Move_IC_Stmt(seq_d,r2,r1); else i = new Move_IC_Stmt(sne_d,r2,r1); } a->append_ics(*i); l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Conditional_Expression_Ast::compile(){ Code_For_Ast c = cond->compile(); list<Icode_Stmt *> z = c.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = z.begin();it!=z.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(c.get_reg()); string label1 = get_new_label(); string label2 = get_new_label(); Icode_Stmt * i1; if(cond->get_data_type()==int_data_type) i1 = new Control_Flow_IC_Stmt(beq,r1,NULL,label1); else{ Icode_Stmt * check = a->get_icode_list().back(); if(check->get_op().get_op()==sgt_d || check->get_op().get_op()==sge_d || check->get_op().get_op()==sne_d) i1 = new Label_IC_Stmt(bc1t, label1); else i1 = new Label_IC_Stmt(bc1f, label1); } a->append_ics(*i1); c.get_reg()->reset_use_for_expr_result(); Code_For_Ast l = lhs->compile(); Code_For_Ast r = rhs->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } Register_Descriptor * temp; if(lhs->get_data_type() == int_data_type) temp = machine_desc_object.get_new_register<int_reg>(); else temp = machine_desc_object.get_new_register<float_reg>(); a->set_reg(temp); r1 = new Register_Addr_Opd(l.get_reg()); Ics_Opd *r2 = new Register_Addr_Opd(machine_desc_object.spim_register_table[zero]); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i2 = new Compute_IC_Stmt(or_t,r1,r2,r3); a->append_ics(*i2); l.get_reg()->reset_use_for_expr_result(); Icode_Stmt * i3 = new Label_IC_Stmt(j,label2); a->append_ics(*i3); Icode_Stmt * i4 = new Label_IC_Stmt(label,label1); a->append_ics(*i4); for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } r1 = new Register_Addr_Opd(r.get_reg()); Icode_Stmt * i5 = new Compute_IC_Stmt(or_t,r1,r2,r3); a->append_ics(*i5); Icode_Stmt * i6 = new Label_IC_Stmt(label,label2); a->append_ics(*i6); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Logical_Expr_Ast::compile(){ Code_For_Ast * a = new Code_For_Ast(); Ics_Opd *r1; Code_For_Ast l; if(bool_op != _logical_not){ l = lhs_op->compile(); list<Icode_Stmt *> x = l.get_icode_list(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } r1 = new Register_Addr_Opd(l.get_reg()); } Code_For_Ast r = rhs_op->compile(); list<Icode_Stmt *> y = r.get_icode_list(); for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r2 = new Register_Addr_Opd(r.get_reg()); Register_Descriptor * temp = machine_desc_object.get_new_register<int_reg>(); a->set_reg(temp); Ics_Opd *r3 = new Register_Addr_Opd(temp); Icode_Stmt * i; if(bool_op == _logical_and) i = new Compute_IC_Stmt(and_t,r1,r2,r3); else if(bool_op == _logical_or) i = new Compute_IC_Stmt(or_t,r1,r2,r3); else i = new Move_IC_Stmt(not_t,r2,r3); a->append_ics(*i); if(bool_op != _logical_not) l.get_reg()->reset_use_for_expr_result(); r.get_reg()->reset_use_for_expr_result(); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Selection_Statement_Ast::compile(){ string label1 = get_new_label(); Code_For_Ast c = cond->compile(); list<Icode_Stmt *> z = c.get_icode_list(); Code_For_Ast * a = new Code_For_Ast(); for(list<Icode_Stmt *>::iterator it = z.begin();it!=z.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(c.get_reg()); Icode_Stmt * i1; if(cond->get_data_type()==int_data_type) i1 = new Control_Flow_IC_Stmt(beq,r1,NULL,label1); else{ Icode_Stmt * check = a->get_icode_list().back(); if(check->get_op().get_op()==sgt_d || check->get_op().get_op()==sge_d || check->get_op().get_op()==sne_d) i1 = new Label_IC_Stmt(bc1t, label1); else i1 = new Label_IC_Stmt(bc1f, label1); } a->append_ics(*i1); c.get_reg()->reset_use_for_expr_result(); a->set_reg(NULL); if(else_part!=NULL){ string label2 = get_new_label(); Code_For_Ast l = then_part->compile(); Code_For_Ast r = else_part->compile(); list<Icode_Stmt *> x = l.get_icode_list(); list<Icode_Stmt *> y = r.get_icode_list(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } Icode_Stmt * i3 = new Label_IC_Stmt(j,label2); a->append_ics(*i3); Icode_Stmt * i4 = new Label_IC_Stmt(label,label1); a->append_ics(*i4); for(list<Icode_Stmt *>::iterator it = y.begin();it!=y.end();it++){ a->append_ics(*(*it)); } Icode_Stmt * i6 = new Label_IC_Stmt(label,label2); a->append_ics(*i6); } else{ Code_For_Ast l = then_part->compile(); list<Icode_Stmt *> x = l.get_icode_list(); for(list<Icode_Stmt *>::iterator it = x.begin();it!=x.end();it++){ a->append_ics(*(*it)); } Icode_Stmt * i4 = new Label_IC_Stmt(label,label1); a->append_ics(*i4); } return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Iteration_Statement_Ast::compile(){ string label1 = get_new_label(); string label2 = get_new_label(); Code_For_Ast * a = new Code_For_Ast(); if(!is_do_form){ Icode_Stmt * ij = new Label_IC_Stmt(j, label2); a->append_ics(*ij); } Icode_Stmt * i1 = new Label_IC_Stmt(label, label1); a->append_ics(*i1); Code_For_Ast b = body->compile(); list<Icode_Stmt *> z = b.get_icode_list(); for(list<Icode_Stmt *>::iterator it = z.begin();it!=z.end();it++){ a->append_ics(*(*it)); } Icode_Stmt * i2 = new Label_IC_Stmt(label, label2); a->append_ics(*i2); Code_For_Ast c = cond->compile(); list<Icode_Stmt *> z1 = c.get_icode_list(); for(list<Icode_Stmt *>::iterator it = z1.begin();it!=z1.end();it++){ a->append_ics(*(*it)); } Ics_Opd *r1 = new Register_Addr_Opd(c.get_reg()); Icode_Stmt * i3; if(cond->get_data_type()==int_data_type) i3 = new Control_Flow_IC_Stmt(bne,r1,NULL,label1); else{ Icode_Stmt * check = a->get_icode_list().back(); if(check->get_op().get_op()==sgt_d || check->get_op().get_op()==sge_d || check->get_op().get_op()==sne_d) i3 = new Label_IC_Stmt(bc1f, label1); else i3 = new Label_IC_Stmt(bc1t, label1); } a->append_ics(*i3); c.get_reg()->reset_use_for_expr_result(); a->set_reg(NULL); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Sequence_Ast::compile(){ for(list<Ast*>::iterator it = statement_list.begin(); it != statement_list.end(); it++){ Code_For_Ast x1 = (*it)->compile(); if (x1.get_reg() != NULL) x1.get_reg()->reset_use_for_expr_result(); list<Icode_Stmt *> x = x1.get_icode_list(); for(list<Icode_Stmt *>::iterator it2 = x.begin(); it2!=x.end(); it2++){ sa_icode_list.push_back(*it2); } } Code_For_Ast* t = new Code_For_Ast(sa_icode_list, NULL); return *t; } void Sequence_Ast::print_assembly(ostream & file_buffer){ for (list<Icode_Stmt*>::iterator it = sa_icode_list.begin(); it != sa_icode_list.end(); it++){ (*it)->print_assembly(file_buffer); } } void Sequence_Ast::print_icode(ostream & file_buffer){ for (list<Icode_Stmt*>::iterator it = sa_icode_list.begin(); it != sa_icode_list.end(); it++){ (*it)->print_icode(file_buffer); } } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Print_Ast::compile(){ Code_For_Ast * a = new Code_For_Ast(); a->set_reg(NULL); Ics_Opd *r3 = new Mem_Addr_Opd(var->get_symbol_entry()); if(var->get_data_type() == int_data_type){ Ics_Opd *r1 = new Register_Addr_Opd(machine_desc_object.spim_register_table[v0]); Ics_Opd *r2 = new Const_Opd<int>(1); Icode_Stmt * i1 = new Move_IC_Stmt(imm_load, r2, r1); a->append_ics(*i1); r1 = new Register_Addr_Opd(machine_desc_object.spim_register_table[a0]); Icode_Stmt * i = new Move_IC_Stmt(load,r3,r1); a->append_ics(*i); } else{ Ics_Opd *r1 = new Register_Addr_Opd(machine_desc_object.spim_register_table[v0]); Ics_Opd *r2 = new Const_Opd<int>(3); Icode_Stmt * i1 = new Move_IC_Stmt(imm_load, r2, r1); a->append_ics(*i1); r1 = new Register_Addr_Opd(machine_desc_object.spim_register_table[f12]); Icode_Stmt * i = new Move_IC_Stmt(load_d,r3,r1); a->append_ics(*i); } Icode_Stmt * i2 = new Print_IC_Stmt(); a->append_ics(*i2); return *a; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Return_Ast::compile_and_optimize_ast(Lra_Outcome & lra) {} Code_For_Ast & Return_Ast::compile() { list <Icode_Stmt*> icl; if (return_value != NULL){ Code_For_Ast c = return_value->compile(); Register_Descriptor *reg = c.get_reg(); for(list<Icode_Stmt *>::iterator i2 = c.get_icode_list().begin(); i2 != c.get_icode_list().end(); i2++){ icl.push_back(*i2); } Ics_Opd *dst; Ics_Opd *src = new Register_Addr_Opd(reg); Icode_Stmt *ic_stmt; if(return_value->get_data_type() == int_data_type){ dst = new Register_Addr_Opd(machine_desc_object.spim_register_table[v1]); ic_stmt = new Move_IC_Stmt(mov, src, dst); } else if(return_value->get_data_type() == double_data_type){ dst = new Register_Addr_Opd(machine_desc_object.spim_register_table[f0]); ic_stmt = new Move_IC_Stmt(move_d, src, dst); } reg->reset_use_for_expr_result(); icl.push_back(ic_stmt); } Icode_Stmt *ic_stmt = new Label_IC_Stmt(ret_inst, proc_name); icl.push_back(ic_stmt); Code_For_Ast* t = new Code_For_Ast(icl, NULL); return *t; } ////////////////////////////////////////////////////////////////////// Code_For_Ast & Call_Ast::compile_and_optimize_ast(Lra_Outcome & lra) {} Code_For_Ast & Call_Ast::compile(){ list<Icode_Stmt*> icl = list<Icode_Stmt*>(); Procedure* p = program_object.get_procedure_prototype(procedure_name); Symbol_Table s = p->get_formal_param_list(); list<Symbol_Table_Entry*> l2 = s.get_table(); Symbol_Table sssss; list<Symbol_Table_Entry*> l; for (list<Symbol_Table_Entry*>::iterator i7 = l2.begin(); i7 != l2.end(); i7++){ string nnn((*i7)->get_variable_name()); Symbol_Table_Entry* sss = new Symbol_Table_Entry(nnn, (*i7)->get_data_type(), (*i7)->get_lineno(), sp_ref); sssss.push_symbol(sss); } sssss.set_table_scope(local); sssss.assign_offsets(); l = sssss.get_table(); list<Symbol_Table_Entry*>::iterator i3 = l.begin(); for(list<Ast*>::iterator i1 = --actual_param_list.end(); i1 != --actual_param_list.begin(); i1--){ Code_For_Ast c = (*i1)->compile(); Register_Descriptor* r = c.get_reg(); list<Icode_Stmt*> l2 = c.get_icode_list(); for (list<Icode_Stmt*>::iterator i2 = l2.begin(); i2 != l2.end(); i2++){ icl.push_back(*i2); } Ics_Opd * dst = new Mem_Addr_Opd(**i3); Ics_Opd* src = new Register_Addr_Opd(r); i3++; if((*i1)->get_data_type() == int_data_type){ Icode_Stmt *ic_stmt = new Move_IC_Stmt(store, dst, src); icl.push_back(ic_stmt); } else if ((*i1)->get_data_type() == double_data_type){ Icode_Stmt *ic_stmt = new Move_IC_Stmt(store_d, dst, src); icl.push_back(ic_stmt); } r->reset_use_for_expr_result(); } Icode_Stmt *ic_stmt = new Label_IC_Stmt(jal, procedure_name); icl.push_back(ic_stmt); Register_Descriptor* reg2; if(node_data_type == int_data_type){ return_value_reg = machine_desc_object.spim_register_table[v1]; reg2 = machine_desc_object.get_new_register<int_reg>(); Ics_Opd *src = new Register_Addr_Opd(return_value_reg); Ics_Opd *dst= new Register_Addr_Opd(reg2); Icode_Stmt *ic_stmt = new Move_IC_Stmt(mov, src, dst); icl.push_back(ic_stmt); } else if(node_data_type == double_data_type){ return_value_reg = machine_desc_object.spim_register_table[f0]; reg2 = machine_desc_object.get_new_register<float_reg>(); Ics_Opd *src = new Register_Addr_Opd(return_value_reg); Ics_Opd *dst = new Register_Addr_Opd(reg2); Icode_Stmt *ic_stmt = new Move_IC_Stmt(mov, src, dst); icl.push_back(ic_stmt); } return *(new Code_For_Ast(icl, reg2)); }
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/*#include<iostream> using namespace std; int add(int a,int b) { int c=a+b; cout<<c; } int main() { int (*addd)(int,int); // decleration of function poniter addd=add; //here u can write &add as well its optional, add functions address is stored in function pointer addd (*add)(3,4); // here u can write as add or *add } */ //function pointer as switch #include<iostream> using namespace std; float add(float x, float y) { float z=x+y; cout<<"addition of two numbers is :"<<z<<endl; } float minuss(float x, float y) { float z=x-y; cout<<"subtraction of two numbers is :"<<z<<endl; } float divsionn(float x, float y) { float z=x/y; cout<<"division of two numbers is :"<<z<<endl; } float mull(float x , float y) { float z=x*y; cout<<"multiplication of two numbers is :"<<z<<endl; } int main() { int choice,a,b; cout<<"enter 0 for ADD, 1 for sub, 2 for mul, 3 for divide "<<endl; cout<<"enter the choice"<<endl; cin>>choice; if(choice>3||choice<0) cout<<"invalid choice"<<endl; else { float (*ptr[])(float, float)={add,minuss,mull,divsionn}; //decleration of function pointer here is function pointer cout<<"enter the ist number"<<endl; //decleared as array cox we have multiple functions cin>>a; cout<<"enter the 2nd number"<<endl; cin>>b; (ptr[choice])(a,b); } }
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#include "mainwindow.h" #include "ui_mainwindow.h" QStringList RssText; // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////7 void MainWindow::onTimeChanged() { QTime time = QTime::currentTime(); QString text = time.toString("hh:mm"); if ((time.second() % 2) == 0) text[2] = ' '; ui->clock->display(text); } int placeAppo(Ui::MainWindow* ui, QStringList CalDate, QStringList CalText, QStringList CalName) { int i = CalDate.length(); ui->TableCal->setRowCount(i); i = 0; foreach(const QString &Date, CalDate) { ui->TableCal->setItem(i,0,new QTableWidgetItem(Date)); ui->tableWidgetMain->setItem(i,0,new QTableWidgetItem(Date)); i++; } i = 0; foreach(const QString &Text, CalText) { ui->TableCal->setItem(i,1,new QTableWidgetItem(Text)); ui->tableWidgetMain->setItem(i,1,new QTableWidgetItem(Text)); i++; } i = 0; foreach(const QString &Name, CalName) { ui->TableCal->setItem(i,2,new QTableWidgetItem(Name)); ui->tableWidgetMain->setItem(i,2,new QTableWidgetItem(Name)); i++; } return 0; } // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void placeRss(Ui::MainWindow* ui) { int i = 0; int j = 0; QFont TitleFont( "Ubuntu", 15, QFont::Bold); foreach(const QString &sRssElement, RssText) { if((i%2 == 0)) { ui->RssList->addItem(sRssElement); ui->RssList->item(j)->setFont(TitleFont); j++; } else { ui->RssList->addItem(sRssElement); ui->RssList->addItem(" "); j = j +2; } i++; } } void ListElements(QDomElement root, QString tagname, Ui::MainWindow* ui) { QDomNodeList items = root.elementsByTagName(tagname); qDebug() << "TotalItems = " << items.count(); for(int i = 0; i < items.count(); i++) { QDomNode itemnode = items.at(i); if(itemnode.isElement()) { QDomElement title = itemnode.firstChildElement(); QDomElement summary = itemnode.lastChildElement(); RssText << title.text(); RssText << summary.text(); //qDebug() << title.text(); //qDebug() << summary.text() << "\n"; } } placeRss(ui); } void MainWindow::fileIsReady(QNetworkReply *reply){ QByteArray data = reply->readAll(); qDebug() << "XML download size:" << data.size() << "bytes"; //qDebug() << QString::​fromUtf8(data); QDomDocument versionXML; QString errorStr; int errorLine; int errorColumn; if(!versionXML.setContent(data, true, &errorStr, &errorLine, &errorColumn)) { qWarning() << "Failed to parse XML"; qDebug() << errorStr << errorLine << errorColumn; } else { //qDebug() << "Opened!";TableCal QDomElement root = versionXML.firstChildElement(); ListElements(root, "entry", ui); } } // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void showWeather(QString info, Ui::MainWindow* ui) { QStringList nTemps; QStringList dTemps; QStringList pics; int i = 0; foreach(const QString &nTemp, info.split( "font color=#0000ff>" )) { if(i > 0 && i < 5) { nTemps << nTemp.left(5).split("°").at(0); } i++; } i = 0; foreach(const QString &dTemp, info.split( "font color=#ff0000>" )) { if(i > 0 && i < 5) { dTemps << dTemp.left(5).split("°").at(0); } i++; } i = 0; foreach(const QString &pic, info.split( "http://www.wetter-vista.de/images/wetter/" )) { if(i > 0 && i < 9) { pics << (pic.left(23).split(".").at(0)); } i++; } //qDebug() << nTemps; //qDebug() << dTemps; //qDebug() << pics; ui->wTodayText->setText(nTemps.at(0) + "°C / " + dTemps.at(0) + "°C"); ui->wTomorrowText->setText(nTemps.at(1) + "°C / " + dTemps.at(1) + "°C"); ui->wOvermorrowText->setText(nTemps.at(1) + "°C / " + dTemps.at(2) + "°C"); ui->wTodayImage1->setStyleSheet("background-image: url(weatherImages/" + pics.at(0) + ");"); ui->wTodayImage2->setStyleSheet("background-image: url(weatherImages/" + pics.at(1) + ");"); ui->wTomorrowImage1->setStyleSheet("background-image: url(weatherImages/" + pics.at(2) + ");"); ui->wTomorrowImage2->setStyleSheet("background-image: url(weatherImages/" + pics.at(3) + ");"); ui->wOvermorrowImage1->setStyleSheet("background-image: url(weatherImages/" + pics.at(4) + ");"); ui->wOvermorrowImage2->setStyleSheet("background-image: url(weatherImages/" + pics.at(5) + ");"); } void getWeather(QDomElement root, Ui::MainWindow* ui) { QString info; QDomNodeList channel = root.elementsByTagName("channel"); QDomNode channelN = channel.at(0); QDomElement channelE = channelN.toElement(); QDomNodeList item = channelE.elementsByTagName("item"); QDomNode itemN = item.at(0); QDomElement itemE = itemN.lastChildElement(); //qDebug() << itemE.text(); showWeather(itemE.text(), ui); } void MainWindow::fileIsReadyW(QNetworkReply *reply){ QByteArray data = reply->readAll(); qDebug() << "XML download size:" << data.size() << "bytes"; QDomDocument versionXML; QString errorStr; int errorLine; int errorColumn; if(!versionXML.setContent(data, true, &errorStr, &errorLine, &errorColumn)) { qWarning() << "Failed to parse XML"; qDebug() << errorStr << errorLine << errorColumn; } else { //qDebug() << "Opened!"; QDomElement root = versionXML.firstChildElement(); getWeather(root,ui); } } // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); //QWebView *WebView = new QWebView(this); //ui->tabWidget->addTab(WebView,"Wetter"); //WebView->setGeometry(0,0,1100,900); //WebView->load(QUrl("http://www.wetter-vista.de/wettervorhersage")); QPixmap bedeckt("weatherImages/bedeckt.png"); QPixmap heiter("weatherImages/heiter.png"); QPixmap regen("weatherImages/regen.png"); QPixmap regen_leicht("weatherImages/regen-leicht.png"); QPixmap regenschauer_leicht("weatherImages/regenschauer-leicht.png"); QPixmap sonne("weatherImages/sonne.png"); QPixmap wolkig("weatherImages/wolkig.png"); //Time TThread = new TimeThread(this); connect(TThread, SIGNAL(TimeChanged()), this, SLOT(onTimeChanged())); connect(TThread, SIGNAL(finished()), TThread, SLOT(deleteLater())); TThread->start(); //Calender ui->TableCal->setColumnCount(3); ui->TableCal->setRowCount(10); ui->TableCal->setColumnWidth(0, 300); ui->TableCal->setColumnWidth(1, 600); ui->TableCal->setColumnWidth(2, 200); ui->TableCal->horizontalHeader()->setStretchLastSection(true); ui->TableCal->setHorizontalHeaderLabels(QString("Datum; Text; Name").split(";")); //Calender main ui->tableWidgetMain->setColumnCount(3); ui->tableWidgetMain->setRowCount(7); ui->tableWidgetMain->setColumnWidth(0, 300); ui->tableWidgetMain->setColumnWidth(1, 600); ui->tableWidgetMain->setColumnWidth(2, 200); ui->tableWidgetMain->horizontalHeader()->setStretchLastSection(true); ui->tableWidgetMain->setHorizontalHeaderLabels(QString("Datum; Text; Name").split(";")); //RSS News QNetworkAccessManager * manager = new QNetworkAccessManager(this); connect(manager, SIGNAL(finished(QNetworkReply*)), this, SLOT(fileIsReady(QNetworkReply*))); manager->setNetworkAccessible(QNetworkAccessManager::Accessible); manager->get(QNetworkRequest(QUrl("http://www.tagesschau.de/xml/atom/"))); ui->RssList->setWordWrap(true); ui->RssList->setTextElideMode(Qt::ElideNone); //Weather QNetworkAccessManager * managerW = new QNetworkAccessManager(this); connect(managerW, SIGNAL(finished(QNetworkReply*)), this, SLOT(fileIsReadyW(QNetworkReply*))); managerW->setNetworkAccessible(QNetworkAccessManager::Accessible); managerW->get(QNetworkRequest(QUrl("http://www.wetter-vista.de/wettervorhersage/wetter-braunschweig-1056.xml"))); ui->wTodayText->setAlignment(Qt::AlignCenter); ui->wTomorrowText->setAlignment(Qt::AlignCenter); //ui->textBrowser->setSource(QUrl("w.htm")); //ui->webViewAuto->load(QUrl::fromLocalFile("w.htm")); //Set Calender QStringList CalDate; CalDate << "2016-03-24 09:00:00" << "2016-04-01 11:30:00" << "2016-05-01 11:30:00" << "2016-04-01 13:30:00"; QStringList CalText; CalText << "apple" << "pear" << "peach" << "tomato" << "test"; QStringList CalName; CalName << "Rasmus" << "Maximilian" << "Rasmus" << "Maximilian"; placeAppo(ui, CalDate, CalText, CalName); //placeRss(ui); } MainWindow::~MainWindow() { if (TThread != 0 && TThread->isRunning() ) { TThread->requestInterruption(); TThread->wait(); } delete ui; } /* void QParent::resizeEvent(QResizeEvent *event) { ui->TableCal->setColumnWidth(0, this->width()/3); ui->TableCal->setColumnWidth(1, this->width()/3); ui->TableCal->setColumnWidth(2, this->width()/3); QMainWindow::resizeEvent(event); } */ /* int placeAppo(Ui::MainWindow* ui, QString Dates[], QString Texts[], QString Names[]) { int x = Dates->length(); QString s = QString::number(x); qDebug() << s; for(int i = 0; i < Dates->length()-1; i++) { ui->DateList->addItem(Dates[i]); } for(int i = 0; i < Texts->length()-1; i++) { ui->TextList->addItem(Texts[i]); } for(int i = 0; i < Names->length()-1; i++) { ui->NameList->addItem(Names[i]); } return 0; } QString *Dates = new QString[20]; QString *Texts = new QString[20]; QString *Names = new QString[20]; Dates[0] = "2016-03-24 09:00:00"; Dates[1] = "2016-04-01 11:30:00"; Dates[2] = "2016-03-24 09:00:00"; Dates[3] = "2016-04-01 11:30:00"; Dates[4] = "2016-03-24 09:00:00"; Dates[5] = "2016-04-01 11:30:00"; Texts[0] = "Termi2"; Texts[1] = "test"; Names[0] = "Maximilian"; Names[1] = "Rasmus"; placeAppo(ui, Dates, Texts, Names); */
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#ifndef RE_PYTHON_TYPES_STANDARD_ARRAYS_HPP #define RE_PYTHON_TYPES_STANDARD_ARRAYS_HPP namespace irods::re::python::types { void export_int_array(); void export_char_array(); void export_unsigned_char_array(); void export_c_string(); void export_c_string_array(); } //namespace irods::re::python::types #endif // RE_PYTHON_TYPES_STANDARD_ARRAYS_HPP
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/游戏组件/子游戏/百人龙虎斗(机器人+控制+真人下注显示)/客户端组件/GameLogic.cpp
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GameLogic.cpp
#include "StdAfx.h" #include "GameLogic.h" ////////////////////////////////////////////////////////////////////////// //扑克数据 BYTE CGameLogic::m_cbCardListData[52]= { 0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D, //方块 A - K 0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19,0x1A,0x1B,0x1C,0x1D, //梅花 A - K 0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D, //红桃 A - K 0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D //黑桃 A - K }; ////////////////////////////////////////////////////////////////////////// //构造函数 CGameLogic::CGameLogic() { } //析构函数 CGameLogic::~CGameLogic() { } //获取牌点 BYTE CGameLogic::GetCardPip(BYTE cbCardData) { return (cbCardData&0x0F); } //获取牌点 BYTE CGameLogic::GetCardListPip(const BYTE cbCardData[], BYTE cbCardCount) { //变量定义 BYTE cbPipCount=0; //获取牌点 for (BYTE i=0;i<cbCardCount;i++) { cbPipCount=(GetCardPip(cbCardData[i])+cbPipCount)%10; } return cbPipCount; } //////////////////////////////////////////////////////////////////////////
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InputType.cpp
/** * @file InputType.cpp * * @brief It's an implementation file of InputType.h * * @author Minsu Kang * * @copyright (c) DigiPen Institute of Technology */ #include "pch.h" #include "InputType.h" namespace PAEngine { ////////////////////////////////////////////////////////////////////////////// // BindInfo Class //////////////////////////////////////////////////////////// BindInfo::BindInfo() : m_keyCode(0), m_keyState(KeyState::JustReleased) {}; BindInfo::BindInfo(unsigned int keyCode, const KeyState keyState) : m_keyCode(keyCode), m_keyState(keyState) { // Convert a small letter to a capital one if (97 <= keyCode && keyCode <= 122) keyCode -= 32; }; ////////////////////////////////////////////////////////////////////////////// // GameCommand Class ///////////////////////////////////////////////////////// GameCommand::GameCommand() : m_chord(0) {}; GameCommand::GameCommand(unsigned int keyCode, const KeyState keyState) { // Convert a small letter to a capital one if (97 <= keyCode && keyCode <= 122) keyCode -= 32; m_chord.push_back(BindInfo(keyCode, keyState)); } GameCommand::GameCommand(const BindInfo& bi) { m_chord.push_back(bi); }; GameCommand::GameCommand(const std::vector<BindInfo>& chord) : m_chord(chord) {}; }
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/aoj/13/1320.cpp
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1320.cpp
#include <bits/stdc++.h> using namespace std; #define INF 1001000100010001000 #define MOD 1000000007 #define EPS 1e-10 #define int long long #define rep(i, N) for (int i = 0; i < N; i++) #define Rep(i, N) for (int i = 1; i < N; i++) #define For(i, a, b) for (int i = (a); i < (b); i++) #define pb push_back #define eb emplace_back #define mp make_pair #define pii pair<int, int> #define vi vector<int> #define vvi vector<vi > #define vb vector<bool> #define vvb vector<vb > #define vp vector< pii > #define all(a) (a).begin(), (a).end() #define Int(x) int x; cin >> x; #define int2(x, y) Int(x); Int(y); #define int3(x, y, z) Int(x); int2(y, z); #define in(x, a, b) ((a) <= (x) && (x) < (b)) #define fir first #define sec second #define ffir first.first #define fsec first.second #define sfir second.first #define ssec second.second #define Decimal fixed << setprecision(10) //int dxy[5] = {0, 1, 0, -1, 0}; // cmd bool inner(string a, string b) { if (a.size() < b.size()) { return false; } rep(i, a.size() - b.size() + 1) { bool fl = true; rep(j, b.size()) { if (a[i + j] != b[j]) fl = false; } if (fl) return true; } return false; } bool yui(string a, string b, int p) { rep(i, b.size()) { if (p + i < a.size()) { if (a[p+i] != b[i]) return false; } else { break; } } return true; } int funami(string a, string b) { int as = a.size(), bs = b.size(); rep(i, a.size()) { if (yui(a, b, i)) return (bs - as + i); } return b.size(); } void calc(vector<string> &data, vvi &dist) { rep(i, data.size()) { rep(j, data.size()) { dist[i][j] = funami(data[i], data[j]); } } } signed Main(int n) { vector<string> input(n); rep(i, n) { cin >> input[i]; } vi state(n, 0); rep(i, n) { rep(j, n) { if (i == j) continue; if (inner(input[i], input[j])) state[j] = 1; } } vector<string> data; rep(i, n) { if (!state[i]) data.pb(input[i]); } n = data.size(); /* rep(i, n) { std::cout << data[i] << std::endl; } */ vvi dist(n, vi(n, 0)); calc(data, dist); /* rep(i, n) { rep(j, n) { std::cout << dist[i][j] << " "; } cout << endl; } */ vvi dp(1 << 15, vi(15, INF)); rep(i, n) { dp[1 << i][i] = data[i].size(); } Rep(i, 1 << n) { rep(j, n) { if (!(i & (1 << j))) continue; rep(k, n) { int p = (1 << k); if (i & p) continue; dp[i | p][k] = min(dp[i | p][k], dp[i][j] + dist[j][k]); } } } /* rep(i, (1 << n)) { rep(j, n) { cout << dp[i][j] << " "; } std::cout << std::endl; } */ int ans = INF; rep(i, n) ans = min(ans, dp[(1 << n) -1][i]); std::cout << ans << std::endl; return 0; } signed main() { std::ios::sync_with_stdio(false); std::cin.tie(0); Int(tmp); while (tmp) { Main(tmp); cin >> tmp; } }
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/AlgoA-Pertemuan8-5180711018.cpp
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hanipabdullah/TugasAlgo
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AlgoA-Pertemuan8-5180711018.cpp
#include<iostream> using namespace::std; float input(string text) { double angka; cout<<" Inputkan Nilai "<<text<<" : "; cin>>angka; return angka; } void nilai (float dapat) { if(dapat>80) { cout<<" Anda Dapat Nilai (A) "; } else if(dapat>60) { cout<<" Anda Dapat Nilai (B) "; } else if(dapat>40) { cout<<" Anda Dapat Nilai (C) "; } else if(dapat>20) { cout<<" Anda Dapat Nilai (D) "; } else if(dapat>0) { cout<<" Anda Dapat Nilai (E) "; } } struct akhir { double uts,uas,tugas,absen; float a,b,c,d; }; main() { float dapat; akhir nilai1; nilai1.uts=input(" UTS "); nilai1.uas=input(" UAS "); nilai1.tugas=input(" TUGAS "); nilai1.absen=input(" ABSENSI "); cout<<endl; nilai1.a=nilai1.uts*20/100; nilai1.b=nilai1.uas*30/100; nilai1.c=nilai1.tugas*35/100; nilai1.d=nilai1.absen*15/100; dapat=nilai1.b+nilai1.a+nilai1.c+nilai1.d; cout<<" Hasil Akhir Nilai Anda : "<<dapat<<endl; nilai(dapat); cout<<endl; }
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/csc402/assignment6/arrayBsTree.h
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arrayBsTree.h
/* Author: Christian Carreras File: treeGraph.h Date: 10/18/2015 Class: CSC 402 About: Header file for treeGraph. treeGraph is a binary tree that ties together nodes in accordance to their values. This basic binary tree can insert nodes into the tree and print the tree in order, pre order or post order. */ #ifndef ARRAYBSTREE_H #define ARRAYBSTREE_H #include <iostream> #include "bsTree.h" class arrayBsTree : public bsTree { public: arrayBsTree(); bool find(int) const; void insert(int); void erase(int); void inOrder(std::ostream&) const; //NLR void preOrder(std::ostream&) const; //LNR void postOrder(std::ostream&) const; //LRN void lvlOrder(std::ostream&) const; //Print by height private: treeNode<int>* root; int nodeCount; //private helper functions for specific traversals void printInOrder(treeNode<int>*, std::ostream&) const; void printPreOrder(treeNode<int>*, std::ostream&) const; void printPostOrder(treeNode<int>*, std::ostream&) const; void printLvlOrder(treeNode<int>*, std::ostream&) const; }; #endif
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/src/ros_threads/src/ThreadsServer.cpp
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ThreadsServer.cpp
/* * Copyright (c) ??? - All Rights Reserved * Unauthorized copying of this file, via any medium is strictly prohibited * Proprietary and confidential * Authors: Pavel Shumejko */ #include "ros/ros.h" #include "ros_threads/TimeDelay.h" #include "string" #include "thread" #include "chrono" /** * This class contains the functions for a ros node that advertise ROS service /unix_time_now that takes an integer Delay_s as request and replies with a string Time * */ class Server { public: Server() { } /** * Callback function for the server service which based on the service call argument (Delay_s) sends * back the response (unix time up to milisec) with or without a delay. To add a delay another * thread function (startThread) is called. * @param req gets the request from the service call * @param res stores the response of the service */ bool serviceCallback(ros_threads::TimeDelay::Request &req, ros_threads::TimeDelay::Response &res); /** * Thread function to implement the delay and send back the response. * @param td gets the time delay * @param response gets the time when the service was called */ void startThread(int td,std::string response); }; void Server::startThread(int td,std::string response) { std::this_thread::sleep_for(std::chrono::milliseconds(static_cast<int>(td*1000))); // adds delay ROS_INFO_STREAM("Sending back response AFTER DELAY: " + response); } bool Server::serviceCallback(ros_threads::TimeDelay::Request &req, ros_threads::TimeDelay::Response &res) { ros::Time result = ros::Time::now(); // grab the time when service was called int milisec = result.nsec/1000; // get the ms res.Time = std::to_string(result.sec) + "." + std::to_string(milisec); // create response of type string ROS_INFO("Receiving request: Delay=%ld", (long int)req.Delay_s); // Starts a thread or sends back the response instantly depending on the Delay_s value if(req.Delay_s > 0 && req.Delay_s < 3) { std::thread t(&Server::startThread,this,req.Delay_s,res.Time); // calls the thread function t.detach(); } else { ROS_INFO_STREAM("sending back response: " + res.Time); } return true; } int main(int argc, char **argv) { // rosnode initialization ros::init(argc, argv, "threads_server"); // Create the handle ros::NodeHandle n; // Create the object Server server; // Creates the service which calls the class functions ros::ServiceServer server_service = n.advertiseService("/unix_time_now", &Server::serviceCallback,&server); ROS_INFO("Feel free to call the service"); ros::Rate rate_hz(1.0); while (n.ok()) { rate_hz.sleep(); ros::spinOnce(); } return 0; }
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/C++17Study/14_constexpr_Lambda_Expressions.cpp
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WhiteCri/Cpp17Study
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14_constexpr_Lambda_Expressions.cpp
#include <iostream> //Since C++17 lambda expressions (their call operator operator()) that follow the rules of //standard constexpr functions are implicitly declared as constexpr int main() { constexpr auto SquareLambda = [](int n) {return n * n; }; static_assert(SquareLambda(3) == 10, "her!"); } //features of constexpr functions /* - they cannot be virtual - their return type shall be a literal type - their parameter types shall be a literal type - their function bodies cannot contain: asm definition, a goto statement, try-block, or a variable that is a non-literal type or static or thread storage duration */
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/ch10/ex10_31.cpp
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zhangzhizhongz3/CppPrimer
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ex10_31.cpp
// // ex10_31.cpp // Exercise 10.31 // // Created by pezy on 12/13/14. // Copyright (c) 2014 pezy. All rights reserved. // // Update the program from the previous exercise so that it prints only the // unique elements. Your program should use unqiue_copy. #include <iostream> #include <iterator> #include <vector> #include <algorithm> using namespace std; int main() { istream_iterator<int> in_iter(cin), eof; vector<int> ivec; copy(in_iter, eof, back_inserter(ivec)); sort(ivec.begin(), ivec.end()); unique_copy(ivec.cbegin(), ivec.cend(), ostream_iterator<int>(cout, " ")); }
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/Greedy/Max_Set_of_Disjoint_Intervals.cpp
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Satzyakiz/CP
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Max_Set_of_Disjoint_Intervals.cpp
// Given a set of N intervals denoted by 2D array A of size N x 2, the task is // to find the length of maximal set of mutually disjoint intervals. // // Two intervals [x, y] & [p, q] are said to be disjoint if they do not // have any point in common. // // Return a integer denoting the length of maximal set of mutually // disjoint intervals. // Input 1: // // A = [ // [1, 4] // [2, 3] // [4, 6] // [8, 9] // ] // Input 2: // // A = [ // [1, 9] // [2, 3] // [5, 7] // ] // // // Example Output // Output 1: // // 3 // Output 2: // // 2 // // // Example Explanation // Explanation 1: // // Intervals: [ [1, 4], [2, 3], [4, 6], [8, 9] ] // Intervals [2, 3] and [1, 4] overlap. // We must include [2, 3] because if [1, 4] is included then // we cannot include [4, 6]. // We can include at max three disjoint intervals: [[2, 3], [4, 6], [8, 9]] // Explanation 2: // // Intervals: [ [1, 9], [2, 3], [5, 7] ] // We can include at max two disjoint intervals: [[2, 3], [5, 7]] bool compare(const vector<int> A,const vector<int> B){ return A[1] < B[1]; } int Solution::solve(vector<vector<int> > &A) { sort(A.begin(),A.end(),compare); int ans = 1, j = 0; for(int i=1; i<A.size(); i++){ if(A[j][1] < A[i][0]){ ans++; j = i; } } return ans; }
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/server/db.h
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hubmaker/Arrive-Alive-SWIFT
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db.h
#pragma once #include <iostream> #include <mysql.h> #include <string> #include <mutex> #pragma comment (lib , "libmysql.lib") class DB { private: MYSQL * connection, conn; MYSQL_RES *sql_result; MYSQL_ROW sql_row; int query_stat; std::mutex DB_mtx; public: int class_stat; DB(); DB(const char* host, const char* user, const char* passwd, const char* db); bool exit_db(); std::string search(const char* table, int args, ...); };
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/src/testApp.cpp
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ryanbartley/SpacebrewoFX1
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testApp.cpp
#include "testApp.h" //-------------------------------------------------------------- void testApp::setup(){ ofSetFrameRate(60); string host = "54.235.111.53"; string name = "of-button-example"; string description = "It's amazing"; spacebrew.addPublish("button", Spacebrew::TYPE_BOOLEAN); spacebrew.addSubscribe("backgroundOn", Spacebrew::TYPE_BOOLEAN); spacebrew.connect(host, name, description); Spacebrew::addListener(this, spacebrew); bButtonPressed = false; radius = 200; bBackgroundOn = false; ofBackground(0); ofSetRectMode(OF_RECTMODE_CENTER); ofEnableSmoothing(); ofSetCircleResolution(100); } //-------------------------------------------------------------- void testApp::update(){ } //-------------------------------------------------------------- void testApp::draw(){ if ( !bBackgroundOn ) { ofBackgroundGradient(ofColor(0,0,0), ofColor(50,50,50)); } else { ofBackgroundGradient(ofColor(100,0,0), ofColor(150,150,150)); } string textToDraw = "PRESS ME"; if ( bButtonPressed ) { ofSetColor(150, 0, 0); textToDraw = "THANKS"; } else { ofSetColor(150); } ofCircle(ofGetWidth() / 2.0f, ofGetHeight() / 2.0f, radius); ofSetColor(255); ofDrawBitmapString(textToDraw, ofGetWidth() / 2.0f, ofGetHeight() / 2.0f); } void testApp::onMessage( Spacebrew::Message & m ) { if (m.name == "backgroundOn") bBackgroundOn = m.valueBoolean(); } //-------------------------------------------------------------- void testApp::keyPressed(int key){ } //-------------------------------------------------------------- void testApp::mousePressed(int x, int y, int button){ if ( checkInsideCircle(ofPoint(x,y), ofPoint(ofGetWidth() / 2.0f, ofGetHeight() / 2.0f), radius)) { bButtonPressed = true; spacebrew.sendBoolean("button", true); } } //-------------------------------------------------------------- void testApp::mouseReleased(int x, int y, int button){ if (bButtonPressed) { spacebrew.sendBoolean("button", false); } bButtonPressed = false; } bool testApp::checkInsideCircle(ofPoint point, ofPoint position, int radius) { return ( point.x < position.x + radius && point.x > position.x - radius && point.y < position.y + radius && point.y > position.y - radius); }
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bkvanvig/Collatz-Conjecture
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SphereCollatz.c++
// -------------------------- // projects/collatz/Collatz.h // Copyright (C) 2015 // Glenn P. Downing // -------------------------- #ifndef Collatz_h #define Collatz_h // -------- // includes // -------- #include <cassert> // assert #include <iostream> // endl, istream, ostream #include <sstream> // istringstream #include <string> // getline, string #include <utility> // make_pair, pair using namespace std; // ------------ // collatz_read // ------------ /** * read two ints * @param s a string * @return a pair of ints, representing the beginning and end of a range, [i, j] */ pair<int, int> collatz_read (const string& s); // ------------ // collatz_eval // ------------ /** * @param i the beginning of the range, inclusive * @param j the end of the range, inclusive * @return the max cycle length of the range [i, j] */ int collatz_eval (int i, int j); // ------------- // collatz_calc // ------------- /** * calculate cycle length of i */ int collatz_calc (int i); // ------------- // populate_cache // ------------- /** * fill in cycle lengths for indicies i-j */ void populate_cache (int i, int j); // ------------- // collatz_print // ------------- /** * print three ints * @param w an ostream * @param i the beginning of the range, inclusive * @param j the end of the range, inclusive * @param v the max cycle length */ void collatz_print (ostream& w, int i, int j, int v); // ------------- // collatz_solve // ------------- /** * @param r an istream * @param w an ostream */ void collatz_solve (istream& r, ostream& w); #endif // Collatz_h using namespace std; #define CACHE 1 #ifdef CACHE int init_cache = 0; unsigned int cache [1000001] = {(unsigned)0}; #endif // ------------ // collatz_read // ------------ pair<int, int> collatz_read (const string& s) { istringstream sin(s); int i; int j; sin >> i >> j; return make_pair(i, j);} // ------------ // collatz_eval // ------------ int collatz_eval (int i, int j) { // <your code> int max_cycle_length = 0; int curr_cycle_length = 0; if (i>j){ int temp = i; i = j; j = temp; } assert (i<=j); assert(i>0); if (CACHE && init_cache == 0){ populate_cache(1, 10000); init_cache = 1; } for (int bound = i; bound<=j; bound++){ if (CACHE){ if (cache[bound]!=0) curr_cycle_length=cache[bound]; else { curr_cycle_length= collatz_calc(bound); cache[bound] = curr_cycle_length; } } else curr_cycle_length = collatz_calc(bound); max_cycle_length = curr_cycle_length > max_cycle_length ? curr_cycle_length : max_cycle_length; } assert(max_cycle_length >0); return max_cycle_length;} // ------------- // collatz_calc // ------------- int collatz_calc (int i){ int cycle_length = 0; while (i != 1){ if ((i%2)==1){ i = i + (i>>1) + 1; cycle_length+=2; } else{ i = i>>1; cycle_length++; } } return cycle_length+1; } // ------------- // collatz_calc // ------------- void populate_cache (int i, int j){ assert(i > 0); assert(i <= 1000000); assert(j > 0); assert(j <= 1000000); if (i>j){ int temp = i; i = j; j = temp; } assert (i<=j); while(i<=j){ cache[i]=collatz_calc(i); ++i; } return; } // ------------- // collatz_print // ------------- void collatz_print (ostream& w, int i, int j, int v) { w << i << " " << j << " " << v << endl;} // ------------- // collatz_solve // ------------- void collatz_solve (istream& r, ostream& w) { string s; while (getline(r, s)) { const pair<int, int> p = collatz_read(s); const int i = p.first; const int j = p.second; const int v = collatz_eval(i, j); collatz_print(w, i, j, v);}} // ------------------------------- // projects/collatz/RunCollatz.c++ // Copyright (C) 2015 // Glenn P. Downing // ------------------------------- // ------- // defines // ------- #ifdef ONLINE_JUDGE #define NDEBUG #endif // -------- // includes // -------- #include <iostream> // cin, cout // ---- // main // ---- int main () { using namespace std; collatz_solve(cin, cout); return 0;} /* % g++-4.8 -pedantic -std=c++11 -Wall Collatz.c++ RunCollatz.c++ -o RunCollatz % cat RunCollatz.in 1 10 100 200 201 210 900 1000 % RunCollatz < RunCollatz.in > RunCollatz.out % cat RunCollatz.out 1 10 1 100 200 1 201 210 1 900 1000 1 % doxygen -g // That creates the file Doxyfile. // Make the following edits to Doxyfile. // EXTRACT_ALL = YES // EXTRACT_PRIVATE = YES // EXTRACT_STATIC = YES % doxygen Doxyfile // That creates the directory html/. */
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/scripts/dp/32_longest-valid-parentheses.cpp
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no_license
superMC5657/self_leetcode
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e53cd9fcd07beec1396e0fa1af203855e2140547
refs/heads/master
2021-07-04T17:14:48.503017
2020-11-19T05:45:51
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32_longest-valid-parentheses.cpp
/* -*- coding: utf-8 -*- !@time: 2019-09-17 13:45 !@author: superMC @email: 18758266469@163.com !@fileName: 32_longest.cpp */ #include <environment.h> #include <function.hpp> class Solution { public: int longestValidParentheses(string s) { int res = 0; int left = 0; int mark = 0; for (int i = 0; i < s.size(); ++i) { int prev_mark = mark; mark = max(0, mark + ((s[i] == '(') ? 1 : -1)); if (mark == 0) { if (prev_mark > 0) { res = max(i - left + 1, res); } else { left = i + 1; } } } mark = 0; int right = s.size() - 1; for (int i = s.size() - 1; i >= 0; --i) { int prev_mark = mark; mark = max(0, mark + ((s[i] == ')') ? 1 : -1)); if (mark == 0) { if (prev_mark > 0) { res = max(right - i + 1, res); } else { right = i - 1; } } } return res; } int longestValidParentheses_dp(string s) { int n = s.size(); int ans = 0; vector<int> dp(n, 0); for (int i = 1; i < n; ++i) { if (s[i] == '(') { dp[i] = 0; } else { int pre = i - 1 - dp[i - 1]; if (pre >= 0 && s[pre] == '(') { if (pre > 0) { dp[i] = dp[i - 1] + 2 + dp[pre - 1]; } else { dp[i] = dp[i - 1] + 2; } } } } for (int i = 0; i < n; ++i) { ans = max(ans, dp[i]); } return ans; } }; int fun() { string line; while (getline(cin, line)) { string s = stringToString(line); int ret = Solution().longestValidParentheses_dp(s); string out = to_string(ret); cout << out << endl; } return 0; }
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0mnitron/arduino
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LV02_ZAD05.ino
int pin_SW1 = 8; int pin_SW2 = 7; int led1 = 2; int led2 = 3; int led3 = 4; int led4 = 5; int led5 = 6; int button1 = 0; int button2 = 0; int nDelay = 200; void setup() { pinMode(led1, OUTPUT); pinMode(led2, OUTPUT); pinMode(led3, OUTPUT); pinMode(led4, OUTPUT); pinMode(led5, OUTPUT); pinMode(pin_SW1, INPUT_PULLUP); pinMode(pin_SW2, INPUT_PULLUP); } void loop() { button1 = digitalRead(pin_SW1); button2 = digitalRead(pin_SW2); if(button1==0 || button2==0){ digitalWrite(led1, HIGH); delay(nDelay); digitalWrite(led1, LOW); digitalWrite(led2, HIGH); delay(nDelay); digitalWrite(led2, LOW); digitalWrite(led3, HIGH); delay(nDelay); digitalWrite(led3, LOW); digitalWrite(led4, HIGH); delay(nDelay); digitalWrite(led4, LOW); digitalWrite(led5, HIGH); delay(nDelay); digitalWrite(led5, LOW); } else{ digitalWrite(led1, LOW); digitalWrite(led2, LOW); digitalWrite(led3, LOW); digitalWrite(led4, LOW); digitalWrite(led5, LOW); } }
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chrisschuette/HephaestusLibrary
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RenderableInstance.h
/* * File: RenderableInstance.h * Author: chris * * Created on June 2, 2014, 12:40 AM */ #ifndef RENDERABLEINSTANCE_H #define RENDERABLEINSTANCE_H #include <list> namespace REND { class Renderer; class Renderable; class UniformSetting; class RenderableInstance { public: RenderableInstance(const Renderable& renderable); virtual ~RenderableInstance(); void addUniformSetting(UniformSetting* uniformSetting); virtual void draw(Renderer& renderer); private: const Renderable& m_renderable; std::list<UniformSetting*> m_uniformSettings; }; } #endif /* RENDERABLEINSTANCE_H */
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/Creation,Insertion,Searching,Deletion,Traversing and replacing in Link list.CPP
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Shashank02051997/datastructureinc
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Creation,Insertion,Searching,Deletion,Traversing and replacing in Link list.CPP
//Creation,Insertion,Searching,Deletion,Traversing and replacing in Link list #include<stdio.h> #include<conio.h> #include<alloc.h> struct node { int data; struct node *next; }; struct node *start=NULL; void creation() { struct node *q,*t; t=(struct node*)malloc(sizeof(struct node)); printf("Enter an element:"); scanf("%d",&t->data); t->next=NULL; if(start==NULL) start=t; else q=start; while(q->next!=NULL) q=q->next; q->next=t; } void insertion() { struct node *q,*t,*r; int p,i; t=(struct node*)malloc(sizeof(struct node)); printf("Enter an element:"); scanf("%d",&t->data); printf("Enter the position:"); scanf("%d",&p); t->next=NULL; if(start==NULL) { printf("No insertion ,empty link list\n"); return; } q=start; if(p==1) { t->next=q; start=t; printf("Element successfully insert\n"); } if(p>1) { for(i=2;i<=p;i++) { r=q; q=q->next; } t->next=q; r->next=t; printf("Element successfully insert\n"); } } void search() { struct node *q; int item,p=0; printf("Enter an element for search:"); scanf("%d",&item); if(start==NULL) { printf("No element for search\n"); return; } q=start; while(q->data!=item) { q=q->next; p++; if(q==NULL) break; } if(q==NULL) printf("Element not found\n"); else printf("Element found at position %d\n",p+1); } void deletion() { struct node *q,*r; int d; printf("Enter element for delete:"); scanf("%d",&d); if(start==NULL) printf("Link is empty\n"); else { q=start; while(q->data!=d) { r=q; q=q->next; } if(q==NULL) printf("Element not found"); else if(q==start) { start=q->next; printf("Element successfully delete\n"); } else { r->next=q->next; printf("Element succesfully delete\n"); } } } void replace() { struct node *q,*r,*t; int item,p=1,i; t=(struct node*)malloc(sizeof(struct node)); printf("Enter element:"); scanf("%d",&t->data); t->next=NULL; printf("Enter element for replace:"); scanf("%d",&item); q=start; while(q->data!=item) { q=q->next; p++; if(q==NULL) break; } if(q==NULL) printf("Element not found for such replacement\n"); else { q=start; for(i=1;i<p;i++) { r=q; q=q->next; } t->next=q->next; r->next=t; printf("Element successfully replace\n"); } } void traverse() { struct node *q; if(start==NULL) printf("Link is empty\n"); else { q=start; while(q->next!=NULL) { printf("%d\t",q->data); q=q->next; } printf("%d\n",q->data); } } void main() { clrscr(); int x; while(x!=7) { printf("Enter choice"); printf("\n1.Creation 2.Insertion 3.Searching 4.Delete 5.Replace 6.Traversing 7.Exit\n"); scanf("%d",&x); switch(x) { case 1: creation(); break; case 2: insertion(); break; case 3: search(); break; case 4: deletion(); break; case 5: replace(); break; case 6: traverse(); break; case 7: break; default: printf("Wrong choice\n"); break; } } getch(); }
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/source/tm/ability.cpp
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OctalMicrobe/technical-machine
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2023-02-04T00:43:19.534781
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ability.cpp
// Copyright David Stone 2020. // Distributed under the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at // http://www.boost.org/LICENSE_1_0.txt) #include <tm/ability.hpp> #include <tm/move/category.hpp> #include <tm/move/move.hpp> #include <tm/move/moves.hpp> #include <tm/pokemon/active_pokemon.hpp> #include <tm/type/type.hpp> #include <tm/heal.hpp> #include <tm/rational.hpp> #include <tm/weather.hpp> #include <containers/algorithms/all_any_none.hpp> namespace technicalmachine { auto blocks_intimidate(Generation const generation, Ability const ability) -> bool { if (generation <= Generation::eight) { return false; } switch (ability) { case Ability::Inner_Focus: case Ability::Oblivious: case Ability::Scrappy: case Ability::Own_Tempo: return true; default: return false; } } auto traceable(Generation const generation, Ability const ability) -> bool { switch (ability) { case Ability::Multitype: case Ability::Illusion: case Ability::Zen_Mode: case Ability::Imposter: case Ability::Stance_Change: case Ability::Power_of_Alchemy: case Ability::Receiver: case Ability::Schooling: case Ability::Comatose: case Ability::Shields_Down: case Ability::Disguise: case Ability::RKS_System: case Ability::Battle_Bond: case Ability::Power_Construct: case Ability::Gulp_Missile: case Ability::Ice_Face: case Ability::Neutralizing_Gas: case Ability::Hunger_Switch: return false; case Ability::Trace: return generation <= Generation::three; case Ability::Forecast: return generation <= Generation::three; case Ability::Flower_Gift: return generation <= Generation::four; default: return true; } } } // namespace technicalmachine
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/app/scenes/LevelScene.h
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[]
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and3rson/campfire
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LevelScene.h
#ifndef MAINMENUSCENE_H #define MAINMENUSCENE_H #include <SFML/Graphics.hpp> #include <customtypes.h> #include "../scenes/AScene.h" #include "../world/Camera.h" #include "world/Creature.h" #include "world/Grid.h" #include "world/Projectile.h" class GameEngine; class LevelScene : public AScene { public: LevelScene(GameEngine *); virtual void tick(); WorldObjectList walk(WorldObject *object); protected: void addObject(WorldObject *object); // void removeObject(WorldObject *object); void setControlledCreature(Creature *creature); Creature *getControlledCreature(); void setActiveCamera(Camera *camera); Camera *getActiveCamera(); private: sf::Clock worldClock; sf::Clock frameClock; sf::RenderWindow *window; WorldObjectList objects; Creature *controlledCreature; Camera *activeCamera; int _dbgRandom() { #ifdef __linux__ return random() % 100 + 100; #else return rand() % 100 + 100; #endif } sf::Font font; }; #endif // MAINMENUSCENE_H
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/trunk/cpp-tests/2420-content/control_flow/sum.cpp
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[]
no_license
kai-zhu/the-teaching-machine-and-webwriter
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refs/heads/master
2021-01-16T20:47:55.620437
2016-05-23T12:38:03
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sum.cpp
/*#HA*//****************************************************************** * Memorial University of Newfoundland * Engineering 2420 Structured Programming * sum.cpp -- Illustrate using while loops to sum some values. * * * Author: Dennis Peters * *******************************************************************/ #include <iostream> using namespace std; /****************************************************************** * main -- sum values input by user * * Arguments: none * * Returns: 0 *******************************************************************/ /*#DA*/int main() { double sum = 0.0; // Accumulator for sum of values double val; // Value input by user int num = 0; // Number of values to sum int count = 0; // Number of values input so far cout << "This program calculates the sum of the values entered.\n"; cout << "How many values will you sum:"; cin >> num; while (count < num) { cout << "Please enter a value: "; cin >> val; sum = sum + val; count++; } cout << "The sum is: " << sum << endl; return 0; } /*#HA*/ /****************************************************************** * Revision: 0 * Date: * * * REVISION HISTORY * * Log * ******************************************************************/
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wjdwithyou/BOJ
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2021-01-11T20:18:13.462615
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5704.cc
#include <iostream> #include <cstring> int main() { char buf[256]; int alpha[32]; int cnt; while (true) { memset(alpha, 0, sizeof(alpha)); cnt = 0; fgets(buf, 256, stdin); if (buf[0] == '*') { break; } for (int i = 0; cnt < 26 && buf[i] != '\n'; ++i) { if (buf[i] == ' ' || alpha[buf[i] - 'a']) { continue; } ++alpha[buf[i] - 'a']; ++cnt; } puts((cnt == 26) ? "Y" : "N"); } return 0; }
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/xbox_leak_may_2020/xbox trunk/xbox/private/atg/samples/cert/game/PhysicsSystem.cpp
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[]
no_license
sgzwiz/xbox_leak_may_2020
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fd00b4b3b2abb1ea6ef9ac64b755419741a3af00
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2022-12-23T16:14:54.706755
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PhysicsSystem.cpp
//----------------------------------------------------------------------------- // FILE: PhysicsSystem.cpp // // Desc: Physics system // // Hist: 04.10.01 - New for May XDK release // // Copyright (c) 1999-2000 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include <assert.h> #include "PhysicsSystem.h" #include "Polyhedron.h" #include "HeightField.h" #include "PerfTimer.h" #include "Globals.h" #include "Controller.h" #pragma warning(disable: 4355) //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const DWORD MAX_PHYSICS_OBJECTS = 20; // arbitrary PhysicsSystem::PhysicsSystem() : m_WorldObject( this ) { // Initilize global overlap list. OverlapsHead.pPrev = 0; OverlapsHead.pNext = &OverlapsTail; OverlapsTail.pPrev = &OverlapsHead; OverlapsTail.pNext = 0; pHeightField = 0; } //----------------------------------------------------------------------------- // Name: ~PhysicsSystem() // Desc: Destroy the system //----------------------------------------------------------------------------- PhysicsSystem::~PhysicsSystem() { Shutdown(); } //----------------------------------------------------------------------------- // Name: Shutdown() // Desc: Shutdown the physics system //----------------------------------------------------------------------------- void PhysicsSystem::Shutdown() { // Bye bye static constraints for( ConstraintList::iterator i = StaticConstraints.begin(); i != StaticConstraints.end(); ++i ) { delete *i; } StaticConstraints.clear(); // Remove any objects left in the object list. PhysObjList::iterator it = Objects.begin(); while (it != Objects.end()) { RemoveObject((*it)); it = Objects.begin(); } // Initilize global overlap list OverlapsHead.pPrev = NULL; OverlapsHead.pNext = &OverlapsTail; OverlapsTail.pPrev = &OverlapsHead; OverlapsTail.pNext = NULL; // Make sure extent lists are empty. ExtentsX.clear(); ExtentsY.clear(); ExtentsZ.clear(); // Nuke height field delete pHeightField; pHeightField = NULL; } FLOAT PhysicsSystem::Simulate(float start_time, float end_time) { static float fLeftOverTime = 0.0f; float state0[13*32], state1[13*32], derivatives[13*32]; PhysObjList::iterator it; TimeStamp start, end; // Add in left over time. start_time -= fLeftOverTime; fLeftOverTime = 0.0f; // Clamp timestep. if (end_time > start_time+0.05f) end_time = start_time+0.05f; #if (0) // Fixed time step for debugging. end_time = start_time + 0.002f; #endif GetTimeStamp(&start); FLOAT fRumble = 0.0f; while (start_time < end_time) { float step = end_time - start_time; if (step > fMaxTimeStep) step = fMaxTimeStep; if (step < fMinTimeStep) { fLeftOverTime = step; break; } // Take half step. ProcessCollisionsAndForces( start_time, fRumble ); float half_step = step*0.5f; int offset = 0; for (it = Objects.begin(); it != Objects.end(); ++it ) { // Get state. (*it)->GetState(state0+offset); // Get derivatives. (*it)->GetDerivatives(derivatives+offset); int state_size = (*it)->StateSize(); // Take half step. for (int i = offset; i < offset+state_size; i++) state1[i] = state0[i] + half_step * derivatives[i]; // Set state. (*it)->SetState(state1+offset); offset += state_size; } bool bDiscontinous = ProcessCollisionsAndForces( start_time+half_step, fRumble ); if (bDiscontinous) { // Bail out of integrator. start_time += half_step; continue; } // Take full step with derivatives from midpoint. offset = 0; for (it = Objects.begin(); it != Objects.end(); ++it ) { // Get derivatives at midpoint. (*it)->GetDerivatives(derivatives+offset); int state_size = (*it)->StateSize(); // Take half step. for (int i = offset; i < offset+state_size; i++) state1[i] = state0[i] + step * derivatives[i]; // Set state. (*it)->SetState(state1+offset); offset += state_size; } start_time += step; } GetTimeStamp(&end); g_PhysicsTime += SecondsElapsed(start, end); if( fRumble < 0.0f ) fRumble = 0.0f; else if( fRumble > 1.0f ) fRumble = 1.0f; return fRumble; } bool PhysicsSystem::ProcessCollisionsAndForces( float cur_time, FLOAT& fRumble ) { float A[iMaxConstraints][iMaxConstraints]; float b[iMaxConstraints]; TimeStamp start, end; PhysObjList::iterator it; bool bAppliedImpulse = false; g_DebugLines.clear(); Collisions.clear(); // Update object extents. for (it = Objects.begin(); it != Objects.end(); ++it ) (*it)->UpdateExtents(); // Find any intersections. SortExtentsAndUpdate(ExtentsX); SortExtentsAndUpdate(ExtentsY); SortExtentsAndUpdate(ExtentsZ); static IntersectionInfo IntInfos[32]; for (OverlapRecord* pRec = OverlapsHead.pNext; pRec != &OverlapsTail; pRec = pRec->pNext) { PhysicsObject* pA = pRec->pA; PhysicsObject* pB = pRec->pB; // Check objects we overlap. Transformation TransformA(pA->qR, pA->v3X); Transformation TransformB(pB->qR, pB->v3X); if (Polyhedron::CheckForIntersection(TransformA, *pA->pShape, TransformB, *pB->pShape)) { GetTimeStamp(&start); int iNumInfos = 0; Polyhedron::ComputeIntersectionInfo(TransformA, *pA->pShape, TransformB, *pB->pShape, &iNumInfos, IntInfos); for (int i = 0; i < iNumInfos; i++) { if (IntInfos[i].bAtowardsB) Collisions.push_back(CollisionRecord(pA, pB)); else Collisions.push_back(CollisionRecord(pB, pA)); CollisionRecord& crec = Collisions.back(); crec.info = IntInfos[i]; #if (0) // Add debug lines for intersection. g_DebugLines.push_back(DebugLine()); DebugLine& line = g_DebugLines.back(); line.pos1 = crec.info.v3CenterOfIntersection; line.color1 = 0x00ff0000; line.pos2 = crec.info.v3CenterOfIntersection + crec.info.v3ExtractionDirection * 0.5f; line.color2 = 0x0000ff00; #endif } GetTimeStamp(&end); g_CollisionTime += SecondsElapsed(start, end); } } // Check against heightfield. if (pHeightField) { for (it = Objects.begin(); it != Objects.end(); ++it ) { // Skip static objects. if ((*it)->fMass == 0.0f) continue; int iNumInfos = 0; Transformation TransformA; Transformation TransformB((*it)->qR, (*it)->v3X); pHeightField->ComputeIntersectionInfo(TransformA, TransformB, *(*it)->pShape, &iNumInfos, IntInfos); for (int i = 0; i < iNumInfos; i++) { if (IntInfos[i].bAtowardsB) Collisions.push_back(CollisionRecord( GetWorldObject(), (*it))); else Collisions.push_back(CollisionRecord((*it), GetWorldObject() )); CollisionRecord& crec = Collisions.back(); crec.info = IntInfos[i]; #if (0) // Add debug lines for intersection. g_DebugLines.push_back(DebugLine()); DebugLine& line = g_DebugLines.back(); line.pos1 = crec.info.v3CenterOfIntersection; line.color1 = 0x00ff0000; line.pos2 = crec.info.v3CenterOfIntersection + crec.info.v3ExtractionDirection * 0.5f; line.color2 = 0x0000ff00; #endif } } } // Setup active constraint list. for (it = Objects.begin(); it != Objects.end(); ++it ) { (*it)->AddConstraints(cur_time); } // Add static constraints to active list. for (UINT i = 0; i < StaticConstraints.size(); i++) { const Constraint& sc = *StaticConstraints[i]; Constraint* dc = new Constraint(sc.pA, sc.pB); dc->Type = sc.Type; dc->v3Point = sc.v3Point * sc.pA->qR + sc.pA->v3X; dc->v3Normal = sc.v3Normal * sc.pB->qR; dc->fDist = sc.fDist - dc->v3Normal * sc.pB->v3X; ActiveConstraints.push_back(dc); } // Compute A matrix for constraint solver. ComputeAMatrix(ActiveConstraints, A); // Resolve any collisions. bool bCollisionsResolved = false; while (!bCollisionsResolved) { bCollisionsResolved = true; CollisionList::iterator cit; for (cit = Collisions.begin(); cit != Collisions.end(); ++cit ) { PhysicsObject* pA = (*cit).pA; PhysicsObject* pB = (*cit).pB; const Vector3& n = (*cit).info.v3ExtractionDirection; const Vector3& p = (*cit).info.v3CenterOfIntersection; Vector3 ra = p - pA->v3X; Vector3 rb = p - pB->v3X; Vector3 padot = pA->VelocityAtPoint(p); Vector3 pbdot = pB->VelocityAtPoint(p); float vrel = n * (padot - pbdot); // Stop any velocity that will cause further penetration. if (vrel < -0.1f) { float numerator = -(1.0f + 0.0f) * vrel; float term3 = n * (((ra ^ n) * pA->m3InvI) ^ ra); float term4 = n * (((rb ^ n) * pB->m3InvI) ^ rb); float j = numerator / (pA->fInvMass + pB->fInvMass + term3 + term4); Vector3 impulse = j * n; assert(_finite(impulse.x) && _finite(impulse.y) && _finite(impulse.z)); pA->ApplyImpulse(p, impulse); pB->ApplyImpulse(p, -impulse); // We may have messed up another collision. bCollisionsResolved = false; bAppliedImpulse = true; } } } // Compute b vector (velocities) for constriants. for (i = 0; i < ActiveConstraints.size(); i++) { Constraint& c = *ActiveConstraints[i]; Vector3 pa_dot = c.pA->VelocityAtPoint(c.v3Point); Vector3 pb_dot = c.pB->VelocityAtPoint(c.v3Point); b[i] = c.v3Normal * (pa_dot - pb_dot); if (c.Type == Constraint::Bilateral) { // Return to correct position. float error_dist = c.v3Normal * c.v3Point + c.fDist; b[i] += 0.1f * error_dist; } } // Solve for constraint impulses. float constraint_impulses[iMaxConstraints]; ConstraintSolver(ActiveConstraints, A, b, constraint_impulses); // Apply constraint impulses. for (i = 0; i < ActiveConstraints.size(); i++) { Constraint& c = *ActiveConstraints[i]; c.pA->ApplyImpulse(c.v3Point, c.v3Normal * constraint_impulses[i]); c.pB->ApplyImpulse(c.v3Point, c.v3Normal * -constraint_impulses[i]); } // Add external forces. for (it = Objects.begin(); it != Objects.end(); ++it ) { (*it)->v3Force.Zero(); (*it)->v3Torque.Zero(); (*it)->ComputeForceAndTorque(cur_time); } // Add non-penetration forces. CollisionList::iterator cit; for (cit = Collisions.begin(); cit != Collisions.end(); ++cit ) { PhysicsObject* pA = (*cit).pA; PhysicsObject* pB = (*cit).pB; const Vector3& n = (*cit).info.v3ExtractionDirection; const Vector3& p = (*cit).info.v3CenterOfIntersection; // Add non-penetration force. Vector3 padot = pA->VelocityAtPoint(p); Vector3 pbdot = pB->VelocityAtPoint(p); float vrel = n * (padot - pbdot); Vector3 tvel = (padot - pbdot) - (n * vrel); if (vrel < 0.0f) vrel = 0.0f; float ks = 100.0f * (pA->fMass + pB->fMass); float kd = 10.0f * (pA->fMass + pB->fMass); Vector3 force = n * (ks * (*cit).info.fPenetrationDepth - kd * vrel); if (tvel.GetLength() > 0.01f) { // Add friction force. float mag = force.GetLength(); force -= tvel * mag * 0.2f; } assert(_finite(force.x) && _finite(force.y) && _finite(force.z)); pA->AddForce(p, force); pB->AddForce(p, -force); fRumble += force.GetLength(); } // Compute b vector (accelerations) for constriants. ComputeBVector(ActiveConstraints, b); // Solve for constraint forces. float constraint_forces[iMaxConstraints]; ConstraintSolver(ActiveConstraints, A, b, constraint_forces); // Add constraint forces. for (i = 0; i < ActiveConstraints.size(); i++) { Constraint& c = *ActiveConstraints[i]; c.pA->AddForce(c.v3Point, c.v3Normal * constraint_forces[i]); c.pB->AddForce(c.v3Point, c.v3Normal * -constraint_forces[i]); } #if (0) // Check to make sure accelerations were zeroed. ComputeBVector(ActiveConstraints, b); for (i = 0; i < ActiveConstraints.size(); i++) { switch (ActiveConstraints[i]->Type) { case Constraint::UnilateralVertFace: case Constraint::UnilateralEdgeEdge: assert(b[i] > -0.001f); break; case Constraint::StaticFriction: assert(fabs(b[i]) < 0.001f || fabs(constraint_forces[i])+0.001f > ActiveConstraints[i]->fFrictionForce); break; case Constraint::Bilateral: assert(fabs(b[i]) < 0.001f); break; } } #endif; // Get rid of active constraints. for (i = 0; i < ActiveConstraints.size(); i++) delete ActiveConstraints[i]; ActiveConstraints.clear(); return bAppliedImpulse; } void PhysicsSystem::AddObject(PhysicsObject* pObj) { pObj->UpdateExtents(); // Add object extents. InsertExtent(ExtentsX, &pObj->MinX); InsertExtent(ExtentsX, &pObj->MaxX); InsertExtent(ExtentsY, &pObj->MinY); InsertExtent(ExtentsY, &pObj->MaxY); InsertExtent(ExtentsZ, &pObj->MinZ); InsertExtent(ExtentsZ, &pObj->MaxZ); // Add overlaps. for (PhysObjList::iterator it = Objects.begin(); it != Objects.end(); ++it ) { PhysicsObject* pB = *it; if (PhysicsObject::ExtentsOverlap(pObj, pB)) { AddOverlap(pObj, pB); } } // Add object to object list. Objects.push_back(pObj); assert( Objects.size() < MAX_PHYSICS_OBJECTS ); } void PhysicsSystem::RemoveObject(PhysicsObject* pObj) { // Remove object from object list. Objects.remove(pObj); // Remove object extents. RemoveExtent(ExtentsX, &pObj->MinX); RemoveExtent(ExtentsX, &pObj->MaxX); RemoveExtent(ExtentsY, &pObj->MinY); RemoveExtent(ExtentsY, &pObj->MaxY); RemoveExtent(ExtentsZ, &pObj->MinZ); RemoveExtent(ExtentsZ, &pObj->MaxZ); // Remove overlaps. OverlapRecord* pRec = pObj->pOverlaps; while (pRec) { RemoveOverlap(pRec->pA, pRec->pB); pRec = pObj->pOverlaps; } } void PhysicsSystem::AddHeightField(HeightField* pHF) { pHeightField = pHF; } void PhysicsSystem::AddPinJointConstraint(PhysicsObject* pA, PhysicsObject* pB, const Vector3& v3Point) { Vector3 pos_a = v3Point * ~Transformation(pA->qR, pA->v3X); Vector3 pos_b = v3Point * ~Transformation(pB->qR, pB->v3X); Constraint* c1 = new Constraint(pA, pB); Constraint* c2 = new Constraint(pA, pB); Constraint* c3 = new Constraint(pA, pB); c1->Type = Constraint::Bilateral; c1->v3Point = pos_a; c1->v3Normal = Vector3(1.0f, 0.0f, 0.0f); c1->fDist = -(c1->v3Normal * pos_b); c2->Type = Constraint::Bilateral; c2->v3Point = pos_a; c2->v3Normal = Vector3(0.0f, 1.0f, 0.0f); c2->fDist = -(c2->v3Normal * pos_b); c3->Type = Constraint::Bilateral; c3->v3Point = pos_a; c3->v3Normal = Vector3(0.0f, 0.0f, 1.0f); c3->fDist = -(c3->v3Normal * pos_b); StaticConstraints.push_back(c1); StaticConstraints.push_back(c2); StaticConstraints.push_back(c3); } Constraint* PhysicsSystem::AddConstraint(PhysicsObject* pA, PhysicsObject* pB) { Constraint* c = new Constraint(pA, pB); ActiveConstraints.push_back(c); return c; } bool PhysicsSystem::CheckLineSegment(const Vector3& p1, const Vector3& p2, float* p_t, Vector3* p_q) { if (pHeightField) { return( pHeightField->CheckLineSegment(p1, p2, p_t, p_q) == TRUE ); } else { // Check line (p1,p2). Plane3 ground(0.0f, 1.0f, 0.0f, -0.5f); float d1 = ground.GetDistance(p1); float d2 = ground.GetDistance(p2); if (d2 < 0.0f) { float t = d1 / (d1 - d2); *p_q = (1.0f - t) * p1 + t * p2; *p_t = t; return true; } } return false; } //----------------------------------------------------------------------------- // Name: GetMaxStateSize() // Desc: Returns the maximum state size of the physics system //----------------------------------------------------------------------------- DWORD PhysicsSystem::GetMaxStateSize() // static { return MAX_PHYSICS_OBJECTS * PhysicsObject::GetMaxStateSize(); } int PhysicsSystem::GetStateSize() { // Return the total of the sizes of each object. int state_size = 0; PhysObjList::iterator it; for (it = Objects.begin(); it != Objects.end(); ++it ) { state_size += (*it)->StateSize(); } return state_size; } void PhysicsSystem::GetState( FLOAT* pState ) { assert( pState != NULL ); // Get the state of each object PhysObjList::iterator it; for (it = Objects.begin(); it != Objects.end(); ++it ) { // Get state (*it)->GetState( pState ); pState += (*it)->StateSize(); } } void PhysicsSystem::SetState( const FLOAT* pState ) { assert( pState != NULL ); // Set the state of each object PhysObjList::iterator it; for (it = Objects.begin(); it != Objects.end(); ++it ) { // Get state (*it)->SetState( pState ); pState += (*it)->StateSize(); } } PhysicsObject* PhysicsSystem::GetWorldObject() { return &m_WorldObject; } void PhysicsSystem::AddOverlap(PhysicsObject* pA, PhysicsObject* pB) { // Check for duplicates. OverlapRecord* pRec = pA->pOverlaps; while (pRec) { if (pRec->pA == pA) { if (pRec->pB == pB) return; pRec = pRec->pNextA; } else // if (pRec->pB == pA) { if (pRec->pA == pB) return; pRec = pRec->pNextB; } } // Allocate new record. pRec = new OverlapRecord(pA, pB); // Add to overlap list for pA. pRec->pNextA = pA->pOverlaps; pA->pOverlaps = pRec; // Add to overlap list for pA. pRec->pNextB = pB->pOverlaps; pB->pOverlaps = pRec; // Add to global overlap list. OverlapsTail.pPrev->pNext = pRec; pRec->pPrev = OverlapsTail.pPrev; pRec->pNext = &OverlapsTail; OverlapsTail.pPrev = pRec; } void PhysicsSystem::RemoveOverlap(PhysicsObject* pA, PhysicsObject* pB) { // Remove record from A's list. OverlapRecord** pPrevPtr = &pA->pOverlaps; OverlapRecord* pRec = pA->pOverlaps; while (pRec) { if (pRec->pA == pA) { if (pRec->pB == pB) { *pPrevPtr = pRec->pNextA; break; } pRec = pRec->pNextA; } else // if (pRec->pB == pA) { if (pRec->pA == pB) { *pPrevPtr = pRec->pNextB; break; } pRec = pRec->pNextB; } } // Remove record from B's list. pPrevPtr = &pB->pOverlaps; pRec = pB->pOverlaps; while (pRec) { if (pRec->pA == pB) { if (pRec->pB == pA) { *pPrevPtr = pRec->pNextA; break; } pRec = pRec->pNextA; } else // if (pRec->pB == pB) { if (pRec->pA == pA) { *pPrevPtr = pRec->pNextB; break; } pRec = pRec->pNextB; } } if (pRec) { // Remove from global overlap list. pRec->pPrev->pNext = pRec->pNext; pRec->pNext->pPrev = pRec->pPrev; delete pRec; } } void PhysicsSystem::InsertExtent(ExtentList& extents, PhysicsObject::Extent* extent) { int n = extents.size(); // Find where the extent goes and insert it. int i; for (i = 0; i < n; i++) { if (extent->Value < extents[i]->Value) break; } // Make room. extents.resize(n+1); for (int j = n; j > i; j--) { extents[j] = extents[j-1]; } extents[i] = extent; } void PhysicsSystem::RemoveExtent(ExtentList& extents, PhysicsObject::Extent* extent) { int n = extents.size(); // Find where the extent is and remove it. int i; for (i = 0; i < n; i++) { if (extents[i] == extent) break; } assert(i < n); // Make room. for (int j = i; j < n-1; j++) { extents[j] = extents[j+1]; } extents.resize(n-1); } void PhysicsSystem::SortExtentsAndUpdate(ExtentList& extents) { const int n = extents.size(); for (int step = 1; step < n; step++) { int i; PhysicsObject::Extent* temp; temp = extents[step]; for (i = step-1; i >= 0; i--) { if (extents[i]->Value > temp->Value) { // Make room. extents[i+1] = extents[i]; // See if overlap status has changed. if (temp->bStart ^ extents[i]->bStart) { // REVISIT: Should we save up a count of swaps to minimize checks? if (PhysicsObject::ExtentsOverlap(temp->pObject, extents[i]->pObject)) { // Add overlap. AddOverlap(temp->pObject, extents[i]->pObject); } else { // Remove overlap. RemoveOverlap(temp->pObject, extents[i]->pObject); } } } else { // Found place. break; } } // Insert value from Array[step]. extents[i+1] = temp; } } void PhysicsSystem::ComputeAMatrix(const ConstraintList& Constraints, float matA[][iMaxConstraints]) { const int iNumConstraints = Constraints.size(); for (int i = 0; i < iNumConstraints; i++) { const Constraint& ci = *Constraints[i]; for (int j = 0; j < iNumConstraints; j++) { const Constraint& cj = *Constraints[j]; // Check to see if constraints are distict. if ((ci.pA != cj.pA) && (ci.pB != cj.pB) && (ci.pA != cj.pB) && (ci.pB != cj.pA)) { matA[i][j] = 0.0f; continue; } PhysicsObject* pA = ci.pA; PhysicsObject* pB = ci.pB; Vector3 ra = (ci.v3Point - pA->v3X); Vector3 rb = (ci.v3Point - pB->v3X); // What force and torque does constraint j exert on body A? Vector3 force_on_a(0.0f, 0.0f, 0.0f); Vector3 torque_on_a(0.0f, 0.0f, 0.0f); if (cj.pA == ci.pA) { force_on_a = cj.v3Normal; torque_on_a = (cj.v3Point - pA->v3X) ^ cj.v3Normal; } else if (cj.pB == ci.pA) { force_on_a = -cj.v3Normal; torque_on_a = (cj.v3Point - pA->v3X) ^ -cj.v3Normal; } // What force and torque does constraint j exert on body B? Vector3 force_on_b(0.0f, 0.0f, 0.0f); Vector3 torque_on_b(0.0f, 0.0f, 0.0f); if (cj.pA == ci.pB) { force_on_b = cj.v3Normal; torque_on_b = (cj.v3Point - pB->v3X) ^ cj.v3Normal; } else if (cj.pB == ci.pB) { force_on_b = -cj.v3Normal; torque_on_b = (cj.v3Point - pB->v3X) ^ -cj.v3Normal; } // Compute how the j'th contact force affects the linear and // angular acceleration of the contact point on body A. Vector3 a_linear = force_on_a * pA->fInvMass; Vector3 a_angular = (torque_on_a * pA->m3InvI) ^ ra; // Do the same for body B. Vector3 b_linear = force_on_b * pB->fInvMass; Vector3 b_angular = (torque_on_b * pB->m3InvI) ^ rb; matA[i][j] = ci.v3Normal * ((a_linear + a_angular) - (b_linear + b_angular)); } } } void PhysicsSystem::ComputeBVector(const ConstraintList& Constraints, float* vecB) { const int iNumConstraints = Constraints.size(); for (int i = 0; i < iNumConstraints; i++) { const Constraint& c = *Constraints[i]; PhysicsObject* pA = c.pA; PhysicsObject* pB = c.pB; Vector3 ra = (c.v3Point - pA->v3X); Vector3 rb = (c.v3Point - pB->v3X); // Compute the part of pa_dot_dot due to external force and torque. Vector3 pa_dot_dot = pA->v3Force * pA->fInvMass + ((pA->v3Torque * pA->m3InvI) ^ ra); // .. and similarly for pb_dot_dot. Vector3 pb_dot_dot = pB->v3Force * pB->fInvMass + ((pB->v3Torque * pB->m3InvI) ^ rb); // Compute the part of pa_dot_dot due to velocity pa_dot_dot += (pA->v3Omega ^ (pA->v3Omega ^ ra)) + (((pA->v3L ^ pA->v3Omega) * pA->m3InvI) ^ ra); // .. and similarly for pb_dot_dot. pb_dot_dot += (pB->v3Omega ^ (pB->v3Omega ^ rb)) + (((pB->v3L ^ pB->v3Omega) * pB->m3InvI) ^ rb); vecB[i] = c.v3Normal * (pa_dot_dot - pb_dot_dot); Vector3 pa_dot = c.pA->VelocityAtPoint(c.v3Point); Vector3 pb_dot = c.pB->VelocityAtPoint(c.v3Point); switch(c.Type) { /* case Constraint::Bilateral: { //Vector3 ndot = pB->v3Omega ^ c.v3Normal; //vecB[i] += 2.0f * ndot * (pa_dot - pb_dot); float error_dist = c.v3Normal * c.v3Point + c.fDist; vecB[i] += 1.0f * error_dist + (c.v3Normal * (pa_dot - pb_dot) * 0.1f); } break; */ case Constraint::UnilateralVertFace: { Vector3 ndot = pB->v3Omega ^ c.v3Normal; vecB[i] += 2.0f * ndot * (pa_dot - pb_dot); } break; case Constraint::UnilateralEdgeEdge: { Vector3 eadot = pA->v3Omega ^ c.v3EdgeA; Vector3 ebdot = pB->v3Omega ^ c.v3EdgeB; Vector3 z = (eadot ^ c.v3EdgeB) + (c.v3EdgeA ^ ebdot); Vector3 n = c.v3EdgeA ^ c.v3EdgeB; float l = n.GetLength(); n /= l; Vector3 ndot = (z - ((z * n) * n)) / l; vecB[i] += 2.0f * ndot * (pa_dot - pb_dot); } break; case Constraint::StaticFriction: { //Vector3 ndot = pB->v3Omega ^ c.v3Normal; //vecB[i] += 2.0f * ndot * (pa_dot - pb_dot); } break; } } } // // Solve a linear system of equations A * x = b // bool PhysicsSystem::SolveLinearSystem(float A[][iMaxConstraints], int n, float* b, float* x) { float p[iMaxConstraints]; // Cholesky decomposition. for (int i = 0; i < n; i++) { for (int j = 0; j < n; j++) { float sum = A[i][j]; for (int k = i-1; k >= 0; k--) sum -= A[i][k] * A[j][k]; if (i == j) { if (sum <= 0.0f) return false; p[i] = sqrtf(sum); } else { A[j][i] = sum / p[i]; } } } // Backsubstitution. for (i = 0; i < n; i++) { float sum = b[i]; for (int k = i-1; k >= 0; k--) sum -= A[i][k] * x[k]; x[i] = sum / p[i]; } for (i = n-1; i >= 0; i--) { float sum = x[i]; for (int k = i+1; k < n; k++) sum -= A[k][i] * x[k]; x[i] = sum / p[i]; } return true; } // // Vector matrix multiplication (x = A * b) // void PhysicsSystem::MatVecMul(float A[][iMaxConstraints], int n, float* b, float* x) { for (int i = 0; i < n; i++) { float sum = 0.0f; for (int j = 0; j < n; j++) { sum += A[i][j] * b[j]; } x[i] = sum; } } void PhysicsSystem::ConstraintSolver(const ConstraintList& Constraints, float A[][iMaxConstraints], float* b, float* f) { int i; float A11[iMaxConstraints][iMaxConstraints]; // Subset of A matrix. float a[iMaxConstraints]; // Current accelerations. float delta_f[iMaxConstraints]; // Change in forces. float delta_a[iMaxConstraints]; // Change in accelerations. SolverSets ConstraintSet[iMaxConstraints]; // Current classification of each constraint. int A11_index[iMaxConstraints]; // Indices used for build A11 matrix. float v1[iMaxConstraints]; float x[iMaxConstraints]; int A11_size; const int iNumConstraints = Constraints.size(); // C = NC = Cf = NC+ = NC- = empty for (i = 0; i < iNumConstraints; i++) ConstraintSet[i] = SetNone; // f = 0 for (i = 0; i < iNumConstraints; i++) f[i] = 0.0f; // a = b for (i = 0; i < iNumConstraints; i++) a[i] = b[i]; // // Solve for bilateral constraints and place them in C. // A11_size = 0; for (i = 0; i < iNumConstraints; i++) { if (Constraints[i]->Type == Constraint::Bilateral) { ConstraintSet[i] = SetC; A11_index[A11_size++] = i; } } // A11 = A(CC) for (i = 0; i < A11_size; i++) for (int j = 0; j < A11_size; j++) A11[i][j] = A[A11_index[i]][A11_index[j]]; // -v1 = -b for (i = 0; i < A11_size; i++) v1[i] = -b[A11_index[i]]; #if (0) float Temp[iMaxConstraints][iMaxConstraints]; memcpy(Temp, A11, sizeof(A11)); #endif // Solve A11*x = -v1 SolveLinearSystem(A11, A11_size, v1, x); #if (0) // Check solution. float y[iMaxConstraints]; MatVecMul(Temp, A11_size, x, y); for (i = 0; i < A11_size; i++) assert(fabs(v1[i] - y[i]) < 0.001f); #endif // df = 0 for (i = 0; i < iNumConstraints; i++) delta_f[i] = 0.0f; // Transfer x into delta_f for (i = 0; i < A11_size; i++) delta_f[A11_index[i]] = x[i]; // delta_a = A * delta_f MatVecMul(A, iNumConstraints, delta_f, delta_a); // f = f + delta_f for (i = 0; i < iNumConstraints; i++) f[i] += delta_f[i]; // a = a + delta_a for (i = 0; i < iNumConstraints; i++) a[i] += delta_a[i]; // // Now use Dantzig's algorithm for solving LCP's to solve for the unilateral // and friction constraint forces. // for (int d = 0; d < iNumConstraints; d++) { // Scan for a constraint where the conditions are not met. if (ConstraintSet[d] != SetNone) continue; if ((Constraints[d]->Type == Constraint::UnilateralVertFace || Constraints[d]->Type == Constraint::UnilateralVertFace) && a[d] > 0.0f) { // Go ahead and put this constraint in NC. ConstraintSet[d] = SetNC; continue; } if (Constraints[d]->Type == Constraint::StaticFriction && fabs(a[d]) < 1e-6f) { // Go ahead and put this constraint in Cf. ConstraintSet[d] = SetCf; continue; } L1: // // drive-to-zero(d) // // // delta_f = fdirection(d) // for (i = 0; i < iNumConstraints; i++) { delta_f[i] = 0.0f; } if (a[d] < 0.0f) delta_f[d] = 1.0f; else delta_f[d] = -1.0f; // A11 = A(CC) A11_size = 0; for (i = 0; i < iNumConstraints; i++) if (ConstraintSet[i] == SetC || ConstraintSet[i] == SetCf) A11_index[A11_size++] = i; for (i = 0; i < A11_size; i++) for (int j = 0; j < A11_size; j++) A11[i][j] = A[A11_index[i]][A11_index[j]]; // -v1 = -A(Cd) for (i = 0; i < A11_size; i++) v1[i] = -A[A11_index[i]][d] * delta_f[d]; #if (0) float Temp[iMaxConstraints][iMaxConstraints]; memcpy(Temp, A11, sizeof(A11)); #endif // Solve A11*x = -v1 SolveLinearSystem(A11, A11_size, v1, x); #if (0) // Check solution. float y[iMaxConstraints]; MatVecMul(Temp, A11_size, x, y); for (i = 0; i < A11_size; i++) assert(fabs(v1[i] - y[i]) < 0.001f); #endif // Transfer x into delta_f for (i = 0; i < A11_size; i++) delta_f[A11_index[i]] = x[i]; // delta_a = A * delta_f MatVecMul(A, iNumConstraints, delta_f, delta_a); // // (s,j) = maxstep(f,a,delta_f,delta_a,d) // float s = FLT_MAX; int j = -1; SolverSets NextSet = SetNone; if (Constraints[d]->Type == Constraint::StaticFriction) { if (delta_a[d]*delta_f[d] > 0.0f) { // Either reduce a to zero .. j = d; s = -a[d] / delta_a[d]; NextSet = SetCf; } // .. or increase f to maximum. if (delta_f[d] > 0.0f) { float s_prime = (Constraints[d]->fFrictionForce - f[d]) / delta_f[d]; if (s_prime < s) { j = d; s = s_prime; NextSet = SetNCfplus; } } else if (delta_f[d] < 0.0f) { float s_prime = (-Constraints[d]->fFrictionForce - f[d]) / delta_f[d]; if (s_prime < s) { j = d; s = s_prime; NextSet = SetNCfminus; } } } else { assert(delta_a[d] > 0.0f); // Step that will reduce accel to zero. j = d; s = -a[d] / delta_a[d]; NextSet = SetC; } for (i = 0; i < iNumConstraints; i++) { if (ConstraintSet[i] == SetC && Constraints[i]->Type != Constraint::Bilateral) { // Step that would reduce force to zero. if (delta_f[i] < 0.0f) { float s_prime = -f[i] / delta_f[i]; if (s_prime < s) { j = i; s = s_prime; } } } else if (ConstraintSet[i] == SetNC) { // Step that would reduce accel to zero. if (delta_a[i] < 0.0f) { float s_prime = -a[i] / delta_a[i]; if (s_prime < s) { j = i; s = s_prime; } } } else if (ConstraintSet[i] == SetCf) { // Step that would increase force to maximum. if (delta_f[i] > 0.0f) { float s_prime = (Constraints[i]->fFrictionForce - f[i]) / delta_f[i]; if (s_prime < s) { j = i; s = s_prime; NextSet = SetNCfplus; } } else if (delta_f[i] < 0.0f) { float s_prime = (-Constraints[i]->fFrictionForce - f[i]) / delta_f[i]; if (s_prime < s) { j = i; s = s_prime; NextSet = SetNCfminus; } } } else if (ConstraintSet[i] == SetNCfplus) { // Step that would reduce accel to zero. if (delta_a[i] > 0.0f) { float s_prime = -a[i] / delta_a[i]; if (s_prime < s) { j = i; s = s_prime; } } } else if (ConstraintSet[i] == SetNCfminus) { // Step that would reduce accel to zero. if (delta_a[i] < 0.0f) { float s_prime = -a[i] / delta_a[i]; if (s_prime < s) { j = i; s = s_prime; } } } } assert(j != -1); // f = f + s * delta_f for (i = 0; i < iNumConstraints; i++) f[i] += s * delta_f[i]; // a = a + s * delta_a for (i = 0; i < iNumConstraints; i++) a[i] += s * delta_a[i]; if (ConstraintSet[j] == SetC) { // Move to NC. ConstraintSet[j] = SetNC; goto L1; } else if (ConstraintSet[j] == SetNC) { // Move to C. ConstraintSet[j] = SetC; goto L1; } else if (ConstraintSet[j] == SetCf) { // Move to NCf+ or NCf- based on a. ConstraintSet[j] = NextSet; goto L1; } else if (ConstraintSet[j] == SetNCfplus) { // Move to Cf. ConstraintSet[j] = SetCf; goto L1; } else if (ConstraintSet[j] == SetNCfminus) { // Move to Cf. ConstraintSet[j] = SetCf; goto L1; } else { // Place in C, Cf, NCf+, or NCf-. ConstraintSet[j] = NextSet; } } } const float PhysicsSystem::fMaxTimeStep = 0.02f; const float PhysicsSystem::fMinTimeStep = 0.001f;
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#include<string> #include<logsplittype.h> using namespace std; LogSplitType LogSplitType::Parse(int code) { if(code == Monthly) { return Monthly; } else if(code == Hourly) { return Hourly; } return Daily; } string LogSplitType::ToString() { return this->GetLabel(); } uint8 LogSplitType::GetCode() { return m_iCode; } string LogSplitType::GetLabel() { if (m_iCode == Daily) { return "Daily"; } else if (m_iCode == Monthly) { return "Monthly"; } else if (m_iCode == Hourly) { return "Hourly"; } return ""; }
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#pragma once //STL #include <string> #include <vector> #include "Vertex.h" std::vector<char> readShaderFile(const std::string& filename); void readObjFile(const std::string& filename, std::vector<Vertex>& vertices, std::vector<uint32_t>& indices, VkFrontFace frontFace); //helper function for readObjFile std::vector<std::string> getVertexDetails(const std::string& vertexString);
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//----------------------------------------------------------------------------- // File: %%NAME%%.cpp // // Desc: [TODO: Describe source file here] // // Hist: %%DATE%% - Created // // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include <XBApp.h> #include <XBFont.h> #include <XBHelp.h> #include <xgraphics.h> //----------------------------------------------------------------------------- // Callouts for labelling the gamepad on the help screen //----------------------------------------------------------------------------- XBHELP_CALLOUT g_HelpCallouts[] = { { XBHELP_BACK_BUTTON, XBHELP_PLACEMENT_2, L"Display help" }, }; #define NUM_HELP_CALLOUTS ( sizeof( g_HelpCallouts ) / sizeof( g_HelpCallouts[0] ) ) //----------------------------------------------------------------------------- // Name: class CXBoxSample // Desc: Main class to run this application. Most functionality is inherited // from the CXBApplication base class. //----------------------------------------------------------------------------- class CXBoxSample : public CXBApplication { public: CXBoxSample(); virtual HRESULT Initialize(); virtual HRESULT Render(); virtual HRESULT FrameMove(); CXBFont m_Font; // Font object CXBHelp m_Help; // Help object BOOL m_bDrawHelp; // TRUE to draw help screen }; //----------------------------------------------------------------------------- // Name: main() // Desc: Entry point to the program. //----------------------------------------------------------------------------- VOID __cdecl main() { CXBoxSample xbApp; if( FAILED( xbApp.Create() ) ) return; xbApp.Run(); } //----------------------------------------------------------------------------- // Name: CXBoxSample (constructor) // Desc: Constructor for CXBoxSample class //----------------------------------------------------------------------------- CXBoxSample::CXBoxSample() :CXBApplication() { m_bDrawHelp = FALSE; } //----------------------------------------------------------------------------- // Name: Initialize // Desc: Peforms initialization //----------------------------------------------------------------------------- HRESULT CXBoxSample::Initialize() { // Create a font if( FAILED( m_Font.Create( m_pd3dDevice, "Font.xpr" ) ) ) return XBAPPERR_MEDIANOTFOUND; // Create help if( FAILED( m_Help.Create( m_pd3dDevice, "Gamepad.xpr" ) ) ) return XBAPPERR_MEDIANOTFOUND; return S_OK; } //----------------------------------------------------------------------------- // Name: FrameMove // Desc: Performs per-frame updates //----------------------------------------------------------------------------- HRESULT CXBoxSample::FrameMove() { // Toggle help if( m_DefaultGamepad.wPressedButtons & XINPUT_GAMEPAD_BACK ) { m_bDrawHelp = !m_bDrawHelp; } return S_OK; } //----------------------------------------------------------------------------- // Name: Render // Desc: Renders the scene //----------------------------------------------------------------------------- HRESULT CXBoxSample::Render() { // Clear the zbuffer m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x00000000, 1.0f, 0L ); // Draw a gradient filled background RenderGradientBackground( 0xff404040, 0xff404080 ); // Show title, frame rate, and help if( m_bDrawHelp ) m_Help.Render( &m_Font, g_HelpCallouts, NUM_HELP_CALLOUTS ); else { m_Font.Begin(); m_Font.DrawText( 64, 50, 0xffffffff, L"%%NAME%%" ); m_Font.DrawText( 450, 50, 0xffffff00, m_strFrameRate ); m_Font.End(); } // Present the scene m_pd3dDevice->Present( NULL, NULL, NULL, NULL ); return S_OK; }
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/*************************************************************************************** * Original Author: Gabriele Giuseppini * Created: 2018-04-14 * Copyright: Gabriele Giuseppini (https://github.com/GabrieleGiuseppini) ***************************************************************************************/ #pragma once #include "GameEventDispatcher.h" #include "GameParameters.h" #include <GameCore/GameMath.h> #include <GameCore/PrecalculatedFunction.h> #include <GameCore/RunningAverage.h> #include <memory> #include <optional> namespace Physics { class OceanSurface { public: OceanSurface(std::shared_ptr<GameEventDispatcher> gameEventDispatcher); void Update( float currentSimulationTime, Wind const & wind, GameParameters const & gameParameters); void Upload( GameParameters const & gameParameters, Render::RenderContext & renderContext) const; public: /* * Assumption: x is in world boundaries. */ float GetHeightAt(float x) const noexcept { assert(x >= -GameParameters::HalfMaxWorldWidth && x <= GameParameters::HalfMaxWorldWidth); // // Find sample index and interpolate in-between that sample and the next // // Fractional index in the sample array float const sampleIndexF = (x + GameParameters::HalfMaxWorldWidth) / Dx; // Integral part int64_t sampleIndexI = FastTruncateInt64(sampleIndexF); // Fractional part within sample index and the next sample index float sampleIndexDx = sampleIndexF - sampleIndexI; assert(sampleIndexI >= 0 && sampleIndexI <= SamplesCount); assert(sampleIndexDx >= 0.0f && sampleIndexDx <= 1.0f); return mSamples[sampleIndexI].SampleValue + mSamples[sampleIndexI].SampleValuePlusOneMinusSampleValue * sampleIndexDx; } void AdjustTo( std::optional<vec2f> const & worldCoordinates, float currentSimulationTime); void ApplyThanosSnap( float leftFrontX, float rightFrontX); void TriggerTsunami(float currentSimulationTime); void TriggerRogueWave( float currentSimulationTime, Wind const & wind); public: // The number of samples for the entire world width; // a higher value means more resolution at the expense of Update() and of cache misses static int64_t constexpr SamplesCount = 8192; // The x step of the samples static float constexpr Dx = GameParameters::MaxWorldWidth / static_cast<float>(SamplesCount); private: static int32_t ToSampleIndex(float x) { // Calculate sample index, minimizing error float const sampleIndexF = (x + GameParameters::HalfMaxWorldWidth) / Dx; int32_t sampleIndexI = FastTruncateInt32(sampleIndexF + 0.5f); assert(sampleIndexI >= 0 && sampleIndexI <= SamplesCount); return sampleIndexI; } void SetSWEWaveHeight( int32_t centerIndex, float height); void RecalculateCoefficients( Wind const & wind, GameParameters const & gameParameters); template<typename TDuration> static GameWallClock::time_point CalculateNextAbnormalWaveTimestamp( GameWallClock::time_point lastTimestamp, TDuration rate); void ApplyDampingBoundaryConditions(); void UpdateFields(); void GenerateSamples( float currentSimulationTime, Wind const & wind, GameParameters const & gameParameters); private: std::shared_ptr<GameEventDispatcher> mGameEventHandler; // What we store for each sample struct Sample { float SampleValue; // Value of this sample float SampleValuePlusOneMinusSampleValue; // Delta between next sample and this sample }; // The samples (plus 1 to account for x==MaxWorldWidth) std::unique_ptr<Sample[]> mSamples; // Smoothing of wind incisiveness RunningAverage<15> mWindIncisivenessRunningAverage; // // Calculated coefficients // // Calculated values float mBasalWaveAmplitude1; float mBasalWaveAmplitude2; float mBasalWaveNumber1; float mBasalWaveNumber2; float mBasalWaveAngularVelocity1; float mBasalWaveAngularVelocity2; PrecalculatedFunction<SamplesCount> mBasalWaveSin1; GameWallClock::time_point mNextTsunamiTimestamp; GameWallClock::time_point mNextRogueWaveTimestamp; // Parameters that the calculated values are current with float mWindBaseAndStormSpeedMagnitude; float mBasalWaveHeightAdjustment; float mBasalWaveLengthAdjustment; float mBasalWaveSpeedAdjustment; std::chrono::minutes mTsunamiRate; std::chrono::minutes mRogueWaveRate; // // Shallow water equations // // Height field // - Height values are at the center of the staggered grid cells std::unique_ptr<float[]> mHeightField; // Velocity field // - Velocity values are at the edges of the staggered grid cells std::unique_ptr<float[]> mVelocityField; private: // // Interactive waves // class SWEInteractiveWaveStateMachine { public: SWEInteractiveWaveStateMachine( int32_t centerIndex, float lowHeight, float highHeight, float currentSimulationTime); // Absolute coordinate, not sample coordinate auto GetCenterIndex() const { return mCenterIndex; } void Restart( float newTargetHeight, float currentSimulationTime); void Release(float currentSimulationTime); /* * Returns none when it may be retired. */ std::optional<float> Update( float currentSimulationTime); private: float CalculateSmoothingDelay(); enum class WavePhaseType { Rise, Fall }; int32_t const mCenterIndex; float const mLowHeight; float mCurrentPhaseStartHeight; float mCurrentPhaseTargetHeight; float mCurrentHeight; float mCurrentProgress; // Between 0 and 1, regardless of direction float mStartSimulationTime; WavePhaseType mCurrentWavePhase; float mCurrentSmoothingDelay; }; std::optional<SWEInteractiveWaveStateMachine> mSWEInteractiveWaveStateMachine; // // Abnormal waves // class SWEAbnormalWaveStateMachine { public: SWEAbnormalWaveStateMachine( int32_t centerIndex, float lowHeight, float highHeight, float riseDelay, // sec float fallDelay, // sec float currentSimulationTime); // Absolute coordinate, not sample coordinate auto GetCenterIndex() const { return mCenterIndex; } /* * Returns none when it may be retired. */ std::optional<float> Update( float currentSimulationTime); private: enum class WavePhaseType { Rise, Fall }; int32_t const mCenterIndex; float const mLowHeight; float const mHighHeight; float const mRiseDelay; // sec float const mFallDelay; // sec float mCurrentProgress; // Between 0 and 1, regardless of direction float mCurrentPhaseStartSimulationTime; float mCurrentPhaseDelay; WavePhaseType mCurrentWavePhase; }; std::optional<SWEAbnormalWaveStateMachine> mSWETsunamiWaveStateMachine; std::optional<SWEAbnormalWaveStateMachine> mSWERogueWaveWaveStateMachine; GameWallClock::time_point mLastTsunamiTimestamp; GameWallClock::time_point mLastRogueWaveTimestamp; }; }
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/****************************************************************************** * Description: * * Author: * Date: 27 April 2015 * *******************************************************************************/ #pragma mark Compiler Pragmas #ifndef _IUSBHIDDEVICE_H_ #define _IUSBHIDDEVICE_H_ #pragma mark Includes #include <stddef.h> #include <stdbool.h> #include <stdint.h> #include "CBuffer.h" #include "Event.h" #define LO_BYTE(x) ((uint8_t)(x & 0x00FF)) #define HI_BYTE(x) ((uint8_t)((x & 0xFF00) >> 8)) class UsbTransactionEventArgs : public EventArgs { public: uint8_t reportId; Buffer* data; }; class IUsbHidDevice { #pragma mark Public Members public: virtual void Initialise (Buffer* deviceDescriptor, Buffer* configDescriptor, Buffer* reportDescriptor, Buffer* manufacturerString, Buffer* productString, Buffer* serialString, uint8_t inEndpointAddress, uint16_t inEndpointSize, uint8_t outEndpointAddress, uint16_t outEndpointSize) = 0; virtual void WriteFeatureReport (uint8_t reportId, Buffer* buffer) = 0; virtual Buffer* ReadFeatureReport (uint8_t reportId) = 0; virtual void SendReport (Buffer* buffer) = 0; virtual bool IsConnected () = 0; virtual void InitialiseStack () = 0; Event<UsbTransactionEventArgs> OnUsbOutput; Event<UsbTransactionEventArgs> OnUsbInput; #pragma mark Private Members private: }; #endif
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ItemSnack.h
#ifndef ITEMSNACK_H #define ITEMSNACK_H #include "Products.h" class ItemSnack :public Products{ public: ItemSnack(int = 1,float = 0.5f); void printDetails(); virtual ~ItemSnack(); private: }; #endif /* ITEMSNACK_H */
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solution.cc
#include "solution.h" int Solution::Add(int val1, int val2) { int result; result = val1 + val2; return result; } std::string Solution::Add(std::string str1, std::string str2) { std::string result; if (str1.empty() || str2.empty()) return "Invalid input"; result = str1 + str2; return result; } std::string Solution::Add(std::string str1, int val2) { std::string result; if (str1.empty()) return "Invalid input"; std::string str2 = std::to_string(val2); result = str1 + str2; return result; }
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/applications/ShallowWaterApplication/custom_utilities/shallow_water_variables_utility.h
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shallow_water_variables_utility.h
// | / | // ' / __| _` | __| _ \ __| // . \ | ( | | ( |\__ ` // _|\_\_| \__,_|\__|\___/ ____/ // Multi-Physics // // License: BSD License // Kratos default license: kratos/license.txt // // Main authors: Miguel Maso Sotomayor // #if !defined(KRATOS_SHALLOW_WATER_VARIABLES_UTILITY_H_INCLUDED) #define KRATOS_SHALLOW_WATER_VARIABLES_UTILITY_H_INCLUDED // System includes #include "includes/define.h" #include "includes/model_part.h" #include "utilities/openmp_utils.h" #include "processes/find_nodal_neighbours_process.h" // External includes // Project includes #include "shallow_water_application.h" namespace Kratos { typedef std::size_t IndexType; typedef std::vector<IndexType> IndexVectorType; typedef std::map<int, Properties::Pointer> PropertiesMapType; class ShallowWaterVariablesUtility { public: KRATOS_CLASS_POINTER_DEFINITION(ShallowWaterVariablesUtility); ShallowWaterVariablesUtility(ModelPart& rModelPart, const double& rDryHeight = 1e-3) : mrModelPart(rModelPart) { KRATOS_TRY std::cout << "Initializing shallow water variables utility" << std::endl; mWaterHeightConvert = mrModelPart.GetProcessInfo()[WATER_HEIGHT_UNIT_CONVERTER]; mDryHeight = rDryHeight; mZeroValue = 1e-8; KRATOS_CATCH("") } ~ShallowWaterVariablesUtility() {} /** * This method computes the free surface elevation as HEIGHT + BATHYMETRY */ void ComputeFreeSurfaceElevation() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; node->FastGetSolutionStepValue(FREE_SURFACE_ELEVATION) = node->FastGetSolutionStepValue(HEIGHT) + (node->FastGetSolutionStepValue(BATHYMETRY) / mWaterHeightConvert); } KRATOS_CATCH("") } /** * This method computes the water height as FREE_SURFACE_ELEVATION - BATHYMETRY */ void ComputeHeightFromFreeSurface() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; node->FastGetSolutionStepValue(HEIGHT) = node->FastGetSolutionStepValue(FREE_SURFACE_ELEVATION) - (node->FastGetSolutionStepValue(BATHYMETRY) / mWaterHeightConvert); } KRATOS_CATCH("") } /** * This method computes the velocity as the MOMENTUM / HEIGHT */ void ComputeVelocity() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; node->GetSolutionStepValue(VELOCITY) = node->FastGetSolutionStepValue(MOMENTUM) / (node->FastGetSolutionStepValue(HEIGHT) * mWaterHeightConvert); } KRATOS_CATCH("") } /** * This method computes the momentum as the VELOCITY * HEIGHT */ void ComputeMomentum() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; node->GetSolutionStepValue(MOMENTUM) = node->FastGetSolutionStepValue(VELOCITY) * (node->FastGetSolutionStepValue(HEIGHT) * mWaterHeightConvert); } KRATOS_CATCH("") } /** * Set the dry nodes to zero */ void CheckDryConservedVariables() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; if (node->FastGetSolutionStepValue(HEIGHT) < mDryHeight && node->FastGetSolutionStepValue(RAIN) < mDryHeight ) { node->FastGetSolutionStepValue(HEIGHT) = mZeroValue; node->FastGetSolutionStepValue(MOMENTUM_X) = 0; node->FastGetSolutionStepValue(MOMENTUM_Y) = 0; } } KRATOS_CATCH("") } /** * Set the dry nodes to zero */ void CheckDryPrimitiveVariables() { KRATOS_TRY const int nnodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator nodes_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nnodes; i++) { auto node = nodes_begin + i; if (node->FastGetSolutionStepValue(HEIGHT) < mDryHeight && node->FastGetSolutionStepValue(RAIN) < mDryHeight ) { node->FastGetSolutionStepValue(HEIGHT) = mZeroValue; node->FastGetSolutionStepValue(VELOCITY_X) = 0; node->FastGetSolutionStepValue(VELOCITY_Y) = 0; } } KRATOS_CATCH("") } /** * This method looks for the dry elements and sets the proper flag */ void SetDryWetState() { KRATOS_TRY // Getting the elements from the model const int nelem = static_cast<int>(mrModelPart.Elements().size()); ModelPart::ElementsContainerType::iterator elem_begin = mrModelPart.ElementsBegin(); int nodes; // Number of element nodes bool wet_node; // The nodal flag // And now, if an element has all nodes dry, it is not active #pragma omp parallel for for(int k = 0; k < nelem; k++) { auto elem = elem_begin + k; nodes = elem->GetGeometry().size(); wet_node = false; for(int l = 0; l < nodes; l++) { if (elem->GetGeometry()[l].FastGetSolutionStepValue(HEIGHT) >= mDryHeight || elem->GetGeometry()[l].FastGetSolutionStepValue(RAIN) >= mDryHeight ) wet_node = true; // It means there is almost a wet node } if (wet_node) { elem->Set(FLUID, true); elem->Set(ACTIVE, true); } else { elem->Set(FLUID, false); elem->Set(ACTIVE, false); } } KRATOS_CATCH("") } /** * This method creates the dry properties as a copy of the wet properties * The only difference between them is for visualization purpose */ void DefineDryProperties() { // Create a copy for each property const int nprop = static_cast<int>(mrModelPart.NumberOfProperties()); ModelPart::PropertiesContainerType::iterator prop_begin = mrModelPart.PropertiesBegin(); IndexType last_id = 0; IndexVectorType prop_id; for (int i = 0; i < nprop; i++) { auto prop = prop_begin + i; if (prop->Id() > last_id) last_id = prop->Id(); prop_id.push_back(prop->Id()); } for (auto id : prop_id) { // Get pointers to the properties and create the dry property Properties::Pointer wet_prop = mrModelPart.pGetProperties(id); // This work around is inefficient. TODO: find another way Properties::Pointer dry_prop(new Properties(*wet_prop)); dry_prop->SetId(++last_id); // Add the new property and add them to the maps mrModelPart.AddProperties(dry_prop); mWetToDryPropertiesMap[wet_prop->Id()] = dry_prop; mDryToWetPropertiesMap[dry_prop->Id()] = wet_prop; } } /** * This method assign the wet and dry properties * Wet and dry are tween properties * The only difference between them is for visualization purpose * ExecuteBeforOutputStep * @see DefineDryProperties */ void AssignDryWetProperties() { const int nelem = static_cast<int>(mrModelPart.Elements().size()); ModelPart::ElementsContainerType::iterator elem_begin = mrModelPart.ElementsBegin(); #pragma omp parallel for for (int i = 0; i < nelem; i++) { auto elem = elem_begin + i; if (elem->Is(FLUID)) { auto search = mDryToWetPropertiesMap.find(elem->GetProperties().Id()); if (search != mDryToWetPropertiesMap.end()) // The element was dry elem->SetProperties(search->second); } else { auto search = mWetToDryPropertiesMap.find(elem->GetProperties().Id()); if (search != mWetToDryPropertiesMap.end()) // The element was wet { elem->SetProperties(search->second); } } } } /** * This method sets the mesh position for visualization purpose * ExecuteBeforeOutputStep * @see ResetMeshPosition */ void SetMeshPosition() { // Move mesh to the current position const int nodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator node_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nodes; i++) { auto node = node_begin + i; if (node->FastGetSolutionStepValue(HEIGHT) <= mDryHeight) { double value = node->FastGetSolutionStepValue(BATHYMETRY); node->Z() = value; node->FastGetSolutionStepValue(DISPLACEMENT_Z) = value; } else { double value = node->FastGetSolutionStepValue(FREE_SURFACE_ELEVATION); node->Z() = value; node->FastGetSolutionStepValue(DISPLACEMENT_Z) = value; } } } /** * This method resets the mesh to the original position (Z0 = 0) * ExecuteAfterOutputStep * @see SetMeshPosition */ void ResetMeshPosition() { // Move mesh to the original position const int nodes = static_cast<int>(mrModelPart.Nodes().size()); ModelPart::NodesContainerType::iterator node_begin = mrModelPart.NodesBegin(); #pragma omp parallel for for(int i = 0; i < nodes; i++) { auto node = node_begin + i; node->Z() = node->Z0(); } } /** * This method sets the all the elements active for visualization purpose * ExecuteBeforeOutputStep * @see AssignDryWetProperties * @see SetDryWetState */ void SetElementsActive() { const int nelem = static_cast<int>(mrModelPart.Elements().size()); ModelPart::ElementsContainerType::iterator elem_begin = mrModelPart.ElementsBegin(); #pragma omp parallel for for (int i = 0; i < nelem; i++) { auto elem = elem_begin + i; elem->Set(ACTIVE, true); } } protected: private: ModelPart& mrModelPart; double mWaterHeightConvert; double mDryHeight; double mZeroValue; PropertiesMapType mWetToDryPropertiesMap; PropertiesMapType mDryToWetPropertiesMap; }; // class ShallowWaterVariablesUtility } // namespace Kratos # endif // KRATOS_SHALLOW_WATER_VARIABLES_UTILITY_H_INCLUDED
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1190 - Sleepwalking.cpp
#include<bits/stdc++.h> #define ll long long using namespace std; ll n; struct ii{ ll x, y; ii operator - (ii a) { return {x-a.x, y-a.y}; } }; ll cross(ii a, ii b) { return a.x*b.y-a.y*b.x; } ll dot(ii a, ii b) { return a.x*b.x+a.y*b.y; } ll distsq(ii a, ii b) { return dot(a-b, a-b); } ll intersect(ii a, ii b,ii c, ii d) { if(((cross(b-a, c-a)*cross(b-a, d-a))<0) and ((cross(d-c, b-c)*cross(d-c, a-c))<0)) return 1; return 0; } int point_on_angle(ii a, ii b, ii c,ii p) { // return 0; if(cross(c-b, p-b)*cross(a-b, p-b)<0) return 1; return 0; } ll shoot(ii ar[], ii p, ii sh) { ll ct=0; for(ll i=1;i<=n;i++) { ll j=i+1; if(j>n) j=1; // if((ar[i].y==p.y) and (p.x<=ar[i].x) and (ar[i].x<=sh.x)) ct+=2; if((ar[i].y==p.y and ar[j].y!=p.y) and (p.x<=ar[i].x) and (ar[i].x<=sh.x)) { ll k=i-1; if(k<1) k=n; if(point_on_angle(ar[k], ar[i], ar[j], p)) ct++; else ct+=2; } else if((ar[i].y==p.y and ar[j].y==p.y) and (p.x<=ar[i].x) and (ar[i].x<=sh.x)) { while(ar[j].y==p.y) { j++; if(j>n) j=1; } ll k=i-1; if(k<1) k=n; while(ar[k].y==p.y) { k--; if(k<1) k=n; } if(point_on_angle(ar[k], ar[i], ar[j], p)) ct++; } else { if(intersect(ar[i], ar[j], p, sh)) ct++; // cout<<ct<<endl; } } // cout<<ct<<endl; return ct; } ll eq(ii a, ii b) { return ((a.x==b.x) && (a.y==b.y)); } ll onsegment(ii a, ii b, ii c) { if(eq(a, c) || eq(b, c)) return 1; ll d=dot(b-a, c-a); if(d<0) return 0; if((cross(b-a, c-a)==0) and (distsq(a, c)<=distsq(b, a))) return 1; return 0; } int main() { ll t; cin>>t; for(ll in=1; in<=t; in++) { cin>>n; ii ar[n+10]; for(ll i=1; i<=n; i++) cin>>ar[i].x>>ar[i].y; ll q; cout<<"Case "<<in<<":"<<endl; cin>>q; while(q--) { ii pt; cin>>pt.x>>pt.y; ii sh={10003, pt.y}; ll f=0; for(ll i=1;i<=n;i++) { ll j=i+1; if(j>n) j=1; if(onsegment(ar[i], ar[j], pt)) f=1; } if(f) cout<<"Yes"<<endl; else { ll ct=shoot(ar, pt, sh); if(ct%2) cout<<"Yes"<<endl; else cout<<"No"<<endl; } } } return 0; }
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/*--------------------------------*- C++ -*----------------------------------*\ | ========= | | | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | | \\ / O peration | Version: v1806 | | \\ / A nd | Web: www.OpenFOAM.com | | \\/ M anipulation | | \*---------------------------------------------------------------------------*/ FoamFile { version 2.0; format ascii; class volScalarField; location "109"; object pa; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // dimensions [0 2 -2 0 0 0 0]; internalField nonuniform List<scalar> 6400 ( -0.120695585305 -0.120697424573 -0.120702540191 -0.120712180441 -0.120725608752 -0.120742563571 -0.120763248599 -0.120788807781 -0.120819050325 -0.120853455356 -0.120897160007 -0.120952789183 -0.121016584405 -0.121088877275 -0.121171801799 -0.121267599184 -0.121376701056 -0.121498297558 -0.121631604389 -0.121772600573 -0.121914604513 -0.122056822054 -0.12220422055 -0.122363115501 -0.122538561023 -0.122730658696 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0.137846758964 0.150230480412 0.0691693507156 0.0404587534474 0.0436887776043 0.0354689998382 0.0279671085688 0.0211912207743 0.0153568647635 0.0106388623154 0.00688666454227 0.00399946512503 0.00197195170212 0.000496075209072 -0.000686369298128 -0.00162945773137 -0.00234914570331 -0.00289388850376 -0.00330241049413 -0.00359202534621 -0.00378130990107 -0.00386223879429 ) ; boundaryField { frontAndBack { type empty; } upperWall { type zeroGradient; } lowerWall { type zeroGradient; } inlet { type zeroGradient; } outlet { type adjointOutletPressurePower; value nonuniform List<scalar> 20 ( 0.0140041337604 0.0966796216503 0.138289112873 0.164299256706 0.181685612111 0.19054199928 0.192593378329 0.191772379294 0.189574882133 0.186375500334 0.182296355433 0.177386621788 0.171644893157 0.165042981787 0.157536836133 0.14905021381 0.139604316204 0.129355542199 0.119491135348 0.0937668368144 ) ; } } // ************************************************************************* //
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/Master2010/Master2010/samples/S11/S11.metaprogramation.h
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albertomila/continous-formation
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S11.metaprogramation.h
#pragma once #include "stdafx.h" #include <cassert> template <bool> struct static_assert_; template <> struct static_assert_ <true> { }; template <class T, class U> struct meme_type { enum { VAL = false }; }; template <class T> struct meme_type<T, T> { enum { VAL = true }; }; template <class S, class D> class est_convertible { typedef __int8 oui_type; typedef __int32 non_type; typedef __int16 non_type16; typedef __int64 non_type64; //struct non_type { char _[3]; } ; static oui_type test(D); static non_type test(...); static S createurBidon(); static int number(); static oui_type test2(int); static non_type test2(float); static non_type16 test2(long); static non_type64 test2(...); public: enum { VAL = sizeof(test(createurBidon())) == sizeof(oui_type) }; enum { VAL1 = sizeof(oui_type) }; enum { VAL2 = sizeof(test(createurBidon())) }; }; ///////////////////////////////////////FACTORIELLE template <int N> struct Factorielle { enum { VAL= N * Factorielle<N-1>::VAL }; }; template <> struct Factorielle<0> { enum { VAL= 1 }; }; ////////////////////////////////////////STATIC ASSERT template <class T> void unused(const T &) { } ///////////////////////////////////////STATIC IF ELSE template <bool Condition, class SiVrai, class SiFaux> struct static_if_else; template <class SiVrai, class SiFaux> struct static_if_else <true, SiVrai, SiFaux> { typedef SiVrai type; }; template <class SiVrai, class SiFaux> struct static_if_else <false, SiVrai, SiFaux> { typedef SiFaux type; }; /////////////////////////////////////////EST CONST template <class T> struct est_const { static const bool VAL = false; }; template <class T> struct est_const<const T> { static const bool VAL = true; }; template <class T> struct est_const<const T*> { static const bool VAL = true; }; template <class T> struct est_const<const T&> { static const bool VAL = true; }; //////////////////////////////////////////SUPRIMER CONST template <class T> struct supprimer_const { typedef T type; }; template <class T> struct supprimer_const<const T> { typedef T type; }; //////////////////////////////////////////SUPRIMER REF template <class T> struct supprimer_reference { typedef T type; }; template <class T> struct supprimer_reference<T&> { typedef T type; }; //////////////////////////////////////////LISTE DE TYPES class Vide {}; template <class T, class U> struct type_list { typedef T Tete; typedef U Queue; }; typedef type_list < char, type_list < unsigned char, type_list < signed char, type_list < wchar_t, Vide > > > > types_caracteres; typedef type_list < short, type_list < unsigned short, type_list < int, type_list < unsigned int, type_list < long, type_list < unsigned long, Vide > > > > > > types_entiers_numeriques; typedef type_list < float, type_list < double, type_list < long double, Vide > > > types_virgule_flottante; //////////////////////////////////////////SIZE DE LE LISTE DE TYPES template <class> struct static_length; template <> struct static_length<Vide> { enum { VAL = 0 }; }; template <class T, class Q> struct static_length< type_list<T, Q> > { enum { VAL = 1 + static_length<Q>::VAL }; }; ///////////////////////////////////////////GET TYPE BY INDEX template <class TList, unsigned int i> struct type_par_indice; template <class T, class Q> struct type_par_indice<type_list<T,Q>,0> { typedef T type; }; template <class T, class Q, unsigned int i> struct type_par_indice<type_list<T,Q>,i> { typedef typename type_par_indice<Q,i-1>::type type; }; ///////////////////////////////////////////GET INDEX BY TYPE template <class TList, class T> struct indice_par_type; template <class T> struct indice_par_type<Vide, T> { enum { VAL = -1 }; }; template <class T, class Q> struct indice_par_type<type_list<T, Q>, T> { enum { VAL = 0 }; }; template <class T, class Q, class U> struct indice_par_type <type_list<T, Q>, U> { private: // constante privée, une sorte de temporaire enum { pos_dans_queue = indice_par_type<Q, U>::VAL }; public: // l'indice en tant que tel enum { VAL = pos_dans_queue == -1 ? -1 : 1 + pos_dans_queue }; }; ///////////////////////////////////////////IS PRIMITIVE template <class T> struct est_primitif { static const bool VAL = indice_par_type<types_primitifs, T>::VAL != -1; }; /////////////////////////////////////////// INSERT TYPE INTO LIST template <class TList, class T> struct static_insert; template <> struct static_insert <Vide, Vide> { typedef Vide type; }; template <class T> struct static_insert <Vide, T> { typedef type_list<T, Vide> type; }; template <class T, class Q> struct static_insert <Vide, type_list<T, Q> > { typedef type_list<T, Q> type; }; template <class T, class Q, class U> struct static_insert<type_list<T, Q>,U> { typedef type_list < T, typename static_insert<Q, U>::type > type; }; /////////////////////////////////////////// REMOVE TYPE FROM LIST template <class TList, class T> struct static_remove; template <class T> struct static_remove<Vide, T> { typedef Vide type; }; template <class T, class Q> struct static_remove<type_list<T, Q>, T> { typedef Q type; }; template <class T, class Q, class U> struct static_remove<type_list<T, Q>, U> { typedef type_list< T, typename static_remove<Q, U>::type > type; }; /////////////////////////////////////////// SIGNE OF TYPE CHAR typedef static_if_else < (static_cast<char>(-1)<0), char, Vide >::type char_signe; typedef static_if_else < (static_cast<char>(-1)>=0), char, Vide >::type char_non_signe; typedef type_list < signed char, type_list < short , type_list < int, type_list < long, type_list < char_signe, Vide > > > > > types_entiers_signes; /////////////////////////////////////////// CONCATENATE 2 LISTS typedef static_insert < types_entiers_signes, types_virgule_flottante >::type types_signes; /////////////////////////////////////////// FINAL PRIMITIVE TYPE LIST typedef static_insert < types_entiers_numeriques, static_insert < types_virgule_flottante, void >::type >::type types_primitifs; ///////////////////////////////////////////EXAMPLE /* template <class T> struct type_traits { static const bool est_const = ::est_const<T>::VAL; static const bool est_volatile = ::est_volatile<T>::VAL; static const bool est_reference = ::est_reference<T>::VAL; static const bool est_primitif = ::est_primitif<T>::VAL; static const bool est_entier = ::est_entier<T>::VAL; static const bool est_virgule_flottante = ::est_virgule_flottante<T>::VAL; static const bool est_signe = ::est_signe<T>::VAL; static const bool est_non_signe = ::est_non_signe<T>::VAL; private: template <class U> struct traits_pointeur { static const bool VAL = false; typedef Vide type_pointe; }; template <class U> struct traits_pointeur<U*> { static const bool VAL = true; typedef U type_pointe; }; template <class U> struct traits_pointeur_methodes { static const bool VAL = false; }; template <class U, class V> struct traits_pointeur_methodes<U V::*> { static const bool VAL = true; }; public: static const bool est_pointeur = traits_pointeur<T>::VAL; static const bool est_pointeur_methode = traits_pointeur_methodes<T>::VAL; typedef typename supprimer_const<T>::type type_sans_const; typedef typename supprimer_reference<T>::type type_sans_reference; typedef typename traits_pointeur<T>::type_pointe type_pointe; typedef typename static_if_else < est_pointeur || est_pointeur_methode || est_primitif, T, typename static_if_else < !est_reference, const type_sans_reference &, type_sans_reference & >::type >::type meilleur_type_parametre; }; */ ///////////////////////////////////////////MAIN BEGIN_TEST(Metaprogramming) std::cout << Factorielle<6>::VAL << std::endl; // assert(false); static_assert_<(sizeof(short) < sizeof(int))> short_doit_etre_plus_petit_que_int; unused(short_doit_etre_plus_petit_que_int); int length = static_length<types_caracteres>::VAL; using signedChar = type_par_indice<types_caracteres,2>::type; //type_traits<int> typetraints; END_TEST()
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/redfish-core/lib/thermal_metrics.hpp
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sunharis/bmcweb
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thermal_metrics.hpp
#pragma once #include "sensors.hpp" namespace redfish { inline void requestRoutesThermalMetrics(App& app) { BMCWEB_ROUTE(app, "/redfish/v1/Chassis/<str>/ThermalSubsystem/ThermalMetrics/") .privileges({{"Login"}}) .methods(boost::beast::http::verb::get)( [](const crow::Request&, const std::shared_ptr<bmcweb::AsyncResp>& asyncResp, const std::string& param) { const std::string& chassisId = param; auto sensorAsyncResp = std::make_shared<SensorsAsyncResp>( asyncResp, chassisId, sensors::dbus::paths.at(sensors::node::thermal), sensors::node::thermal); // TODO Need to get Chassis Redundancy information. getThermalData(sensorAsyncResp); }); } } // namespace redfish
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ChrisAichinger/boost-range-for-humans
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indexed.cpp
#include <iostream> #include <string> #include <vector> @ifdef PIPE @define INDEX indexed @else @define INDEX index @endif // The INDEX() implementation in Boost < 1.56 can't be recommended. // It's clunky and doesn't work with range-based for loops. // If you can't upgrade, grab the backported "boost-range-indexed-1.56.hpp" and // "boost-range-traversal-1.56.hpp from this repo. They have to be included // before other Boost Range headers. #include "boost-range-indexed-1.56.hpp" #include <boost/range/adaptors.hpp> const std::string str = "beebop"; int main() { // INDEX() is analogous to Python's enumerate(). Given a Range, // it gives access to the elements as well as their indices. // Boost 1.56 or higher is required for this to work properly. // // The (optional) parameter sets the index of the first element (default: 0) std::cout << "Enumeration of a string" << std::endl; for (const auto & element : CALL1(boost::adaptors::INDEX,str,0)) { std::cout << element.index() << " : " << element.value() << std::endl; } return 0; }
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/Arduino_SIH_Node_Engine_Speed_Control/Arduino_SIH_Node_Engine_Speed_Control.ino
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[]
no_license
Srinivasaraghavansj/Car-ECU-Simulation-System-Attempt
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refs/heads/main
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Arduino_SIH_Node_Engine_Speed_Control.ino
#include <SoftwareSerial.h> #include <Servo.h> Servo acc; SoftwareSerial mySerial(10, 11); // RX, TX int servopin = 9; int throttle = 0; int relaypin = 7; bool engine = 0; String c1 = ""; void setup() { Serial.begin(9600); mySerial.begin(9600); pinMode(A0,INPUT); pinMode(relaypin,OUTPUT); digitalWrite(relaypin, HIGH); acc.attach(servopin); } void loop() { while (mySerial.available()) {c1 = mySerial.readStringUntil('Z'); } engine = ((String)c1.substring(0)).toInt(); Serial.println((String)engine); if(engine == 1) digitalWrite(relaypin, LOW); else digitalWrite(relaypin, HIGH); throttle = map(analogRead(A0),0,1023,0,180); if(throttle <= 0) throttle = 0; if(throttle >= 0) if(throttle > 180) throttle = 180; else throttle; acc.write(throttle); //Serial.println((String)throttle); //Serial.println((String)analogRead(A0)); String s = "Z" + (String)throttle; char buf[4]; s.toCharArray(buf, 5); mySerial.write(buf); Serial.println((String)buf); delay(5); }