code stringlengths 1 2.01M | repo_name stringlengths 3 62 | path stringlengths 1 267 | language stringclasses 231
values | license stringclasses 13
values | size int64 1 2.01M |
|---|---|---|---|---|---|
using System;
using System.Collections.Generic;
using System.Text;
using Cores;
using System.Data;
using System.Data.SqlClient;
namespace DAOLayer
{
public class VeDao
{
private Connection _conn;
public Connection Conn
{
get { return _conn; }
set { _conn = value; }
}
public VeDao()
{
Conn = new Connection();
if (Conn.Connect().State == ConnectionState.Closed)
{
Conn.ConnObj.Open();
}
}
~VeDao()
{
return;
}
//Phần của Ngọc
public DataTable DanhSachVe(int MaKH)
{
SqlCommand cmd = new SqlCommand("spDanhSachVe", Conn.ConnObj);
cmd.CommandType = CommandType.StoredProcedure;
cmd.Parameters.AddWithValue("@MaKH", MaKH);
DataTable result = new DataTable("spDanhSachVe");
result.Columns.Add("MaVe", typeof(int));
result.Columns.Add("TenPhim", typeof(string));
result.Columns.Add("NgayChieu", typeof(DateTime));
result.Columns.Add("ThoiGianBD", typeof(string));
result.Columns.Add("TenRap", typeof(string));
result.Columns.Add("TenDay", typeof(string));
result.Columns.Add("ViTri", typeof(int));
SqlDataReader rd = cmd.ExecuteReader();
DataRow rows;
while (rd.Read())
{
rows = result.NewRow();
rows["MaVe"] = rd.GetInt32(0);
rows["TenPhim"] = rd.GetString(1);
rows["NgayChieu"] = rd.GetDateTime(2);
rows["ThoiGianBD"] = rd.GetString(3);
rows["TenRap"] = rd.GetString(4);
rows["TenDay"] = rd.GetString(5);
rows["ViTri"] = rd.GetInt32(6);
result.Rows.Add(rows);
}
rd.Close();
Conn.Disconnect();
return result;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/VeDao.cs | C# | gpl2 | 2,082 |
using System;
using System.Collections.Generic;
using System.Text;
using Cores;
using System.Data;
using System.Data.SqlClient;
namespace DAOLayer
{
public class DienVienDao
{
private Connection _conn;
public Connection Conn
{
get { return _conn; }
set { _conn = value; }
}
public DienVienDao()
{
Conn = new Connection();
if (Conn.Connect().State == ConnectionState.Closed)
{
Conn.ConnObj.Open();
}
}
~DienVienDao()
{
return;
}
public DataTable DanhSachDienVien()
{
SqlCommand cmd = new SqlCommand("SpDanhSachDienVien", Conn.ConnObj);
cmd.CommandType = CommandType.StoredProcedure;
DataTable result = new DataTable("DanhSachDienVien");
result.Columns.Add("Ma", typeof(int));
result.Columns.Add("HoTen", typeof(string));
result.Columns.Add("LiLich", typeof(string));
result.Columns.Add("HinhMH", typeof(string));
SqlDataReader rd = cmd.ExecuteReader();
DataRow rows;
while (rd.Read())
{
rows = result.NewRow();
rows["Ma"] = rd.GetInt32(0);
rows["HoTen"] = rd.GetString(1);
rows["LiLich"] = rd.GetString(2);
rows["HinhMH"] = rd.GetString(3);
result.Rows.Add(rows);
}
rd.Close();
Conn.Disconnect();
return result;
}
public DataTable DanhSachDienVienTheoTen(string TenDV)
{
SqlCommand cmd = new SqlCommand("spDanhSachDienVienTheoTen", Conn.ConnObj);
cmd.CommandType = CommandType.StoredProcedure;
cmd.Parameters.AddWithValue("@TenDV", TenDV);
DataTable result = new DataTable("DanhSachDienVien");
result.Columns.Add("Ma", typeof(int));
result.Columns.Add("HoTen", typeof(string));
result.Columns.Add("LiLich", typeof(string));
result.Columns.Add("HinhMH", typeof(string));
SqlDataReader rd = cmd.ExecuteReader();
DataRow rows;
while (rd.Read())
{
rows = result.NewRow();
rows["Ma"] = rd.GetInt32(0);
rows["HoTen"] = rd.GetString(1);
rows["LiLich"] = rd.GetString(2);
rows["HinhMH"] = rd.GetString(3);
result.Rows.Add(rows);
}
rd.Close();
Conn.Disconnect();
return result;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/DienVienDao.cs | C# | gpl2 | 2,762 |
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("DAOLayer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("DAOLayer")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("19fd8b9a-9f11-47a0-b1d2-63ce106a42e2")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/Properties/AssemblyInfo.cs | C# | gpl2 | 1,387 |
using System;
using System.Collections.Generic;
using System.Text;
using Cores;
using System.Data;
using System.Data.SqlClient;
namespace DAOLayer
{
public class LichChieuDao
{
private Connection _conn;
public Connection Conn
{
get { return _conn; }
set { _conn = value; }
}
public LichChieuDao()
{
Conn = new Connection();
if (Conn.Connect().State == ConnectionState.Closed)
{
Conn.ConnObj.Open();
}
}
~LichChieuDao()
{
return;
}
public DataTable LayLichChieu(int maphim, DateTime ngaybd, DateTime ngaykt)
{
SqlCommand cmd = new SqlCommand("SpLayLichChieu", Conn.ConnObj);
cmd.CommandType = CommandType.StoredProcedure;
cmd.Parameters.AddWithValue("@MaPhim", maphim);
cmd.Parameters.AddWithValue("@NgayBD", ngaybd);
cmd.Parameters.AddWithValue("@NgayKT", ngaykt);
DataTable result = new DataTable("LichChieu");
result.Columns.Add("TenPhim", typeof(string));
result.Columns.Add("TenRap", typeof(string));
result.Columns.Add("NgayChieu", typeof(string));
result.Columns.Add("ThoiGianBD", typeof(string));
SqlDataReader rd = cmd.ExecuteReader();
DataRow rows;
while (rd.Read())
{
rows = result.NewRow();
rows["TenPhim"] = rd.GetString(0);
rows["TenRap"] = rd.GetString(1);
DateTime dt = rd.GetDateTime(2);
rows["NgayChieu"] = dt.ToShortDateString();
rows["ThoiGianBD"] = rd.GetString(3);
result.Rows.Add(rows);
}
rd.Close();
Conn.Disconnect();
return result;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/LichChieuDao.cs | C# | gpl2 | 1,973 |
using System;
using System.Collections.Generic;
using System.Text;
using Cores;
using System.Security.Cryptography;
using System.Data;
using System.Data.SqlClient;
namespace DAOLayer
{
public class KhachHangDao
{
private Connection _conn;
public Connection Conn
{
get { return _conn; }
set { _conn = value; }
}
public KhachHangDao()
{
Conn = new Connection();
if (Conn.Connect().State == ConnectionState.Closed)
{
Conn.ConnObj.Open();
}
}
~KhachHangDao()
{
return;
}
public int LayMaKhachHang(int MaTK)
{
SqlCommand cmd = new SqlCommand();
cmd.Connection = Conn.ConnObj;
cmd.CommandType = CommandType.Text;
cmd.CommandText = "Select dbo.fTimKiemMaKH(@MaTK)";
cmd.Parameters.AddWithValue("@MaTK", MaTK);
SqlDataReader rd = cmd.ExecuteReader();
int result = 0;
if (rd.Read())
result = rd.GetInt32(0);
rd.Close();
Conn.Disconnect();
return result;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/KhachHangDao.cs | C# | gpl2 | 1,268 |
using System;
using System.Collections.Generic;
using System.Text;
using Cores;
using System.Data;
using System.Data.SqlClient;
namespace DAOLayer
{
public class DatVeDao
{
private Connection _conn;
public Connection Conn
{
get { return _conn; }
set { _conn = value; }
}
public DatVeDao()
{
Conn = new Connection();
if (Conn.Connect().State == ConnectionState.Closed)
{
Conn.ConnObj.Open();
}
}
~DatVeDao()
{
return;
}
public void Xoa(int MaVe, int MaKH)
{
SqlCommand cmd = new SqlCommand("spXoaVe", Conn.ConnObj);
cmd.CommandType = CommandType.StoredProcedure;
cmd.Parameters.AddWithValue("@MaVe", MaVe);
cmd.Parameters.AddWithValue("@MaKH", MaKH);
cmd.ExecuteNonQuery();
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/DAOLayer/DatVeDao.cs | C# | gpl2 | 997 |
using System;
using System.Collections.Generic;
using System.Text;
using System.Data.SqlClient;
using System.Windows.Forms;
namespace Cores
{
public class Connection
{
private String _connString;
private SqlConnection _connObj;
public String ConnString
{
get { return _connString; }
set { _connString = value; }
}
public SqlConnection ConnObj
{
get { return _connObj; }
set { _connObj = value; }
}
public Connection()
{
ConnString = "Data Source=.;Initial Catalog=DatVeOnline;Integrated Security=SSPI;";
}
public Connection(String connStr)
{
ConnString = connStr;
}
public SqlConnection Connect()
{
try
{
ConnObj = new SqlConnection(ConnString);
ConnObj.Open();
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Error from sever", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
return null;
}
return ConnObj;
}
public SqlConnection Disconnect()
{
ConnObj.Close();
return ConnObj;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/Connection.cs | C# | gpl2 | 1,374 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class LichChieu
{
private int _MaPhim;
private DateTime _NgayChieu;
private string _ThoiGianBD;
private int _MaRap;
public int MaPhim
{
get { return _MaPhim; }
set { _MaPhim = value; }
}
public DateTime NgayChieu
{
get { return _NgayChieu; }
set { _NgayChieu = value; }
}
public string ThoiGianBD
{
get { return _ThoiGianBD; }
set { _ThoiGianBD = value; }
}
public int MaRap
{
get { return _MaRap; }
set { _MaRap = value; }
}
public LichChieu()
{
_MaPhim = 1;
_NgayChieu = DateTime.Now;
_ThoiGianBD = "";
_MaRap = 1;
}
~LichChieu()
{ }
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/LichChieu.cs | C# | gpl2 | 1,040 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class DatVe
{
private int _MaKH;
private int _MaVe;
public int MaKH
{
get { return _MaKH; }
set { _MaKH = value; }
}
public int MaVe
{
get { return _MaVe; }
set { _MaVe = value; }
}
public DatVe()
{
_MaKH = 1;
_MaVe = 1;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/DatVe.cs | C# | gpl2 | 535 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class TaiKhoan
{
private string _UserName;
private string _Password;
private int _MaQuyen;
public string UserName
{
get { return _UserName; }
set { _UserName = value; }
}
public string Password
{
get { return _Password; }
set { _Password = value; }
}
public int MaQuyen
{
get { return _MaQuyen; }
set { _MaQuyen = value; }
}
public TaiKhoan()
{
_UserName = "";
_Password = "";
_MaQuyen = 0;
}
public TaiKhoan(int ma, string user, string pass, int maq)
{
_UserName = user;
_Password = pass;
_MaQuyen = maq;
}
~TaiKhoan()
{ }
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/TaiKhoan.cs | C# | gpl2 | 991 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class Phim
{
private string _Ten;
private int _ThoiGian;
private string _NuocSX;
private int _MaTheLoai;
private string _GioiThieu;
private string _NSX;
private int _NamSX;
private string _Poster;
private string _Trailer;
public string Trailer
{
get { return _Trailer; }
set { _Trailer = value; }
}
public string Ten
{
get { return _Ten; }
set { _Ten = value; }
}
public int ThoiGian
{
get { return _ThoiGian; }
set { _ThoiGian = value; }
}
public string NuocSX
{
get { return _NuocSX; }
set { _NuocSX = value; }
}
public int MaTheLoai
{
get { return _MaTheLoai; }
set { _MaTheLoai = value; }
}
public string GioiThieu
{
get { return _GioiThieu; }
set { _GioiThieu = value; }
}
public string NSX
{
get { return _NSX; }
set { _NSX = value; }
}
public int NamSX
{
get { return _NamSX; }
set { _NamSX = value; }
}
public string Poster
{
get { return _Poster; }
set { _Poster = value; }
}
public Phim()
{
_Ten = "";
_ThoiGian = 0;
_NuocSX = "";
_MaTheLoai = 1;
_GioiThieu = "";
_NSX = "";
_NamSX = DateTime.Now.Year;
_Poster = "";
_Trailer = "";
}
~Phim()
{ }
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/Phim.cs | C# | gpl2 | 2,002 |
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Cores")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Cores")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("9f78d0d9-7f8a-42fa-b266-fd3679ab0448")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
| 07hc114 | trunk/RapPhimRollRoyce/Cores/Properties/AssemblyInfo.cs | C# | gpl2 | 1,381 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class Ve
{
private int _MaLich;
private int _MaDay;
private int _ViTri;
public int MaLich
{
get { return _MaLich; }
set { _MaLich = value; }
}
public int MaDay
{
get { return _MaDay; }
set { _MaDay = value; }
}
public int ViTri
{
get { return _ViTri; }
set { _ViTri = value; }
}
public Ve()
{
_MaLich = 1;
_MaDay = 1;
_ViTri = 0;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/Ve.cs | C# | gpl2 | 728 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class DienVien
{
private string _HoTen;
private string _LiLich;
private string _HinhMH;
public string HoTen
{
get { return _HoTen; }
set { _HoTen = value; }
}
public string LiLich
{
get { return _LiLich; }
set { _LiLich = value; }
}
public string HinhMH
{
get { return _HinhMH; }
set { _HinhMH = value; }
}
public DienVien()
{
_HoTen = "";
_LiLich = "";
_HinhMH = "";
}
~DienVien()
{ }
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/DienVien.cs | C# | gpl2 | 803 |
using System;
using System.Collections.Generic;
using System.Text;
namespace Cores
{
public class KhachHang
{
private int _Ma;
public int Ma
{
get { return _Ma; }
set { _Ma = value; }
}
private string _Ten;
public string Ten
{
get { return _Ten; }
set { _Ten = value; }
}
private string _CMND;
public string CMND
{
get { return _CMND; }
set { _CMND = value; }
}
private string _DiaChi;
public string DiaChi
{
get { return _DiaChi; }
set { _DiaChi = value; }
}
private string _DienThoai;
public string DienThoai
{
get { return _DienThoai; }
set { _DienThoai = value; }
}
private int _MaTK;
public int MaTK
{
get { return _MaTK; }
set { _MaTK = value; }
}
~KhachHang()
{
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/Cores/KhachHang.cs | C# | gpl2 | 1,112 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using BUSLayer;
using Cores;
using DAOLayer;
public partial class XemThongTinDienVien : System.Web.UI.Page
{
protected void Page_Load(object sender, EventArgs e)
{
if (IsPostBack == false)
{
TenTextBox.Focus();
}
}
DienVienBus DVbus = new DienVienBus();
PhimBus PBus = new PhimBus();
public void LoadThongTinDienVien()
{
string TenDV = TenTextBox.Text;
DataTable tblDV = DVbus.DSDienVienTheoTen(TenDV);
DienVienGridView.DataSource = tblDV;
DienVienGridView.DataBind();
}
public void LoadThongTinPhimCuaDienVien()
{
string TenDV = TenTextBox.Text;
DataTable tblP = PBus.DSPhimTheoDV(TenDV);
PhimGridView.DataSource = tblP;
PhimGridView.DataBind();
}
protected void Button1_Click(object sender, EventArgs e)
{
LoadThongTinDienVien();
LoadThongTinPhimCuaDienVien();
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/XemThongTinDienVien.aspx.cs | C# | gpl2 | 1,268 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="XemThongTinDienVien.aspx.cs" Inherits="XemThongTinDienVien" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
<table>
<tr>
<td class="header" colspan="3">
Xem thông tin diễn viên</td>
</tr>
<tr>
<td class="content1">
Nhập tên diễn viên</td>
<td>
<asp:TextBox ID="TenTextBox" runat="server" Height="23px" BackColor="#E0E0E0" BorderColor="#404040" BorderStyle="None"></asp:TextBox></td>
<td>
<asp:Button ID="Button1" runat="server" CssClass="button" Text="Xem" OnClick="Button1_Click" /></td>
</tr>
<tr>
<td class="content1" colspan="3">
<asp:LinkButton ID="LinkButton1" runat="server" PostBackUrl="~/DanhSachDienVien.aspx">Click vào đây để xem danh sách diễn viên</asp:LinkButton>
</td>
</tr>
<tr>
<td class="content1" colspan="3">
Thông tin chi tiết diễn viên :</td>
</tr>
<tr>
<td colspan="3">
<asp:GridView ID="DienVienGridView" runat="server" AutoGenerateColumns="False">
<Columns>
<asp:BoundField DataField="Ma" HeaderText="Mã" Visible="False" />
<asp:BoundField DataField="HoTen" HeaderText="Họ tên" />
<asp:BoundField DataField="LiLich" HeaderText="Lý lịch" />
<asp:ImageField HeaderText="Hình ảnh minh họa">
</asp:ImageField>
</Columns>
</asp:GridView>
</td>
</tr>
<tr>
<td class="content1" colspan="3">
Thông tin phim diễn viễn đã tham gia :</td>
</tr>
<tr>
<td colspan="3">
<asp:GridView ID="PhimGridView" runat="server" AutoGenerateColumns="False">
<Columns>
<asp:BoundField DataField="Ma" HeaderText="Mã" Visible="False" />
<asp:BoundField DataField="Ten" HeaderText="Tên" />
<asp:BoundField DataField="ThoiGian" HeaderText="Thời gian" />
<asp:BoundField DataField="NuocSX" HeaderText="Nước SX" />
<asp:BoundField DataField="MaTheLoai" HeaderText="Mã thể loại" Visible="False" />
</Columns>
</asp:GridView>
</td>
</tr>
</table>
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/XemThongTinDienVien.aspx | ASP.NET | gpl2 | 2,810 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using BUSLayer;
public partial class FormXemLichChieu : System.Web.UI.Page
{
PhimBus Phimbus= new PhimBus();
LichChieuBus LCbus = new LichChieuBus();
protected void Page_Load(object sender, EventArgs e)
{
if (IsPostBack == false)
{
DataTable dt = Phimbus.LayDSPhim();
GridViewDSPhim.DataSource = dt;
GridViewDSPhim.DataBind();
}
}
protected void CheckBoxCheckAll_CheckedChanged(object sender, EventArgs e)
{
for (int i = 0; i < GridViewDSPhim.Rows.Count; i++)
{
CheckBox c = (CheckBox)GridViewDSPhim.Rows[i].FindControl("CheckBox1");
c.Checked = CheckBoxCheckAll.Checked;
}
}
protected void ButtonXemLich_Click(object sender, EventArgs e)
{
}
private DataTable XuatLichChieu()
{
DataTable tbLichChieu = new DataTable();
tbLichChieu.Columns.Add("TenPhim", typeof(string));
tbLichChieu.Columns.Add("TenRap", typeof(string));
tbLichChieu.Columns.Add("NgayChieu", typeof(string));
tbLichChieu.Columns.Add("ThoiGianBD", typeof(string));
for (int i = 0; i < GridViewDSPhim.Rows.Count; i++)
{
CheckBox c = (CheckBox)GridViewDSPhim.Rows[i].FindControl("CheckBox1");
if (c.Checked == true)
{
int MaPhim = int.Parse(GridViewDSPhim.Rows[i].Cells[2].Text);
DataTable tbPhim = LCbus.LayLichChieu(MaPhim);
for(int j=0;j< tbPhim.Rows.Count;j++)
{
DataRow Row = tbLichChieu.NewRow();
Row[0] = tbPhim.Rows[j]["TenPhim"].ToString();
Row[1] = tbPhim.Rows[j]["TenRap"].ToString();
Row[2] = tbPhim.Rows[j]["NgayChieu"].ToString();
Row[3] = tbPhim.Rows[j]["ThoiGianBD"].ToString();
tbLichChieu.Rows.Add(Row);
}
}
}
return tbLichChieu;
}
protected void Button1_Click(object sender, EventArgs e)
{
DataTable dt = LCbus.LayLichChieu(1);
//DataListLichChieu.DataSource = dt;
//DataListLichChieu.DataBind();
GridView1.DataSource = XuatLichChieu();
GridView1.DataBind();
//Label3.Text = dt.Rows.Count.ToString();*/
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/FormXemLichChieu.aspx.cs | C# | gpl2 | 2,754 |
<%@ Application Language="C#" %>
<script runat="server">
void Application_Start(object sender, EventArgs e)
{
// Code that runs on application startup
}
void Application_End(object sender, EventArgs e)
{
// Code that runs on application shutdown
}
void Application_Error(object sender, EventArgs e)
{
// Code that runs when an unhandled error occurs
}
void Session_Start(object sender, EventArgs e)
{
// Code that runs when a new session is started
Session["IsLogin"] = 0;
Session["UserName"] = null;
Session["Password"] = null;
Session["MaKH"] = 0;
Session.Timeout = 30;
}
void Session_End(object sender, EventArgs e)
{
// Code that runs when a session ends.
// Note: The Session_End event is raised only when the sessionstate mode
// is set to InProc in the Web.config file. If session mode is set to StateServer
// or SQLServer, the event is not raised.
Session["login"] = 1;
Session["MaKH"] = 1;
}
</script>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/Global.asax | ASP.NET | gpl2 | 1,173 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="ThongTinFilm.aspx.cs" Inherits="ThongTinFilm" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
<table style="width: 476px; height: 147px">
<tr>
<td style="width: 171px">
<asp:Label ID="Label9" runat="server" Text="THÔNG TIN PHIM" Font-Bold="True"></asp:Label></td>
<td style="width: 87px">
</td>
<td style="width: 170px">
</td>
</tr>
<tr>
<td style="height: 18px; width: 171px;">
</td>
<td style="width: 87px; height: 18px">
<asp:Label ID="Label1" runat="server" Text="Tên phim:"></asp:Label></td>
<td style="width: 170px; height: 18px">
<asp:Label ID="tenLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td rowspan="8" style="width: 171px">
<asp:Image ID="posterImage" runat="server" Height="180px" ImageAlign="Baseline" Width="180px" /></td>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label2" runat="server" Text="Giới thiệu:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="gThieuLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label3" runat="server" Text="Nhà sản xuất:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="nsxLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label8" runat="server" Text="Quốc gia:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="qGiaLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label7" runat="server" Text="Đạo diễn:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="dDienLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label11" runat="server" Text="Diễn viên:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="dvLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label4" runat="server" Text="Độ dài:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="dDaiLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label5" runat="server" Text="Thể loại:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="thLoaiLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label6" runat="server" Text="Năm sản xuất:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="namLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td style="height: 46px; width: 171px;">
</td>
<td style="width: 87px; height: 46px">
<asp:Label ID="Label10" runat="server" Text="Trailer:"></asp:Label></td>
<td style="width: 170px; height: 46px">
<asp:Label ID="trailerLabel" runat="server" Text="Label"></asp:Label></td>
</tr>
<tr>
<td colspan="2" rowspan="3">
</td>
<td style="width: 170px; height: 46px">
</td>
</tr>
<tr>
<td style="width: 170px; height: 46px">
</td>
</tr>
<tr>
<td style="width: 170px; height: 46px">
</td>
</tr>
<tr>
<td style="height: 46px; width: 171px;">
</td>
<td style="width: 87px; height: 46px">
<asp:Button ID="xLichChieuButton" runat="server" Text="Xem lịch chiếu" BackColor="Violet" /></td>
<td style="width: 170px; height: 46px">
<asp:Button ID="datVeButton" runat="server" Text="Đặt vé" BackColor="Violet" /></td>
</tr>
</table>
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/ThongTinFilm.aspx | ASP.NET | gpl2 | 4,920 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="FormHuyVe.aspx.cs" Inherits="FormHuyVe" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
<table width="100%">
<tr>
<td style="width: 160px; height: 18px;">
</td>
<td style="width: 358px; height: 18px">
HỦY VÉ MÀ KHÁCH HÀNG ĐÃ ĐẶT</td>
<td style="height: 18px">
</td>
</tr>
<tr>
<td style="width: 160px; height: 16px;">
Danh sách vé đã đặt:
</td>
<td style="width: 358px; height: 16px;">
</td>
<td style="height: 16px">
</td>
</tr>
<tr>
<td colspan="3">
<asp:GridView ID="DSVeGridView" runat="server" AutoGenerateColumns="False" Width="494px">
<Columns>
<asp:TemplateField HeaderText="Chọn">
<EditItemTemplate>
<asp:CheckBox ID="CheckBox1" runat="server" />
</EditItemTemplate>
<ItemTemplate>
<asp:CheckBox ID="CheckBox1" runat="server" />
</ItemTemplate>
</asp:TemplateField>
<asp:BoundField DataField="MaVe" HeaderText="Mã vé" />
<asp:BoundField DataField="TenPhim" HeaderText="Tên phim" />
<asp:BoundField DataField="NgayChieu" HeaderText="Ngày chiếu" />
<asp:BoundField DataField="ThoiGianBD" HeaderText="Thời gian BĐ" />
<asp:BoundField DataField="TenRap" HeaderText="Tên rạp" />
<asp:BoundField DataField="TenDay" HeaderText="Tên dãy" />
<asp:BoundField DataField="ViTri" HeaderText="Vị trí" />
</Columns>
</asp:GridView>
</td>
</tr>
<tr>
<td style="width: 160px">
</td>
<td style="width: 358px">
</td>
<td>
<asp:Button ID="XoaButton" runat="server" Text="Xóa" Width="75px" OnClick="XoaButton_Click" CssClass="button" /></td>
</tr>
<tr>
<td style="width: 160px">
</td>
<td style="width: 358px">
</td>
<td>
</td>
</tr>
<tr>
<td style="width: 160px">
</td>
<td style="width: 358px">
</td>
<td>
</td>
</tr>
</table>
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/FormHuyVe.aspx | ASP.NET | gpl2 | 2,908 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
public partial class _Default : System.Web.UI.Page
{
protected void Page_Load(object sender, EventArgs e)
{
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/Default.aspx.cs | C# | gpl2 | 406 |
a:link {
color: #C4940F;
}
a:hover {
text-decoration: underline;
color: #FF0000;
}
a:visited {
color: #C4940F;
}
*
{
border: 0;
margin: 0;
}
body
{
background: #000000 url(images/back_all.gif) repeat-x top;
font: 13px Tahoma, Arial, Helvetica, sans-serif;
color: #666666;
}
#main
{
margin: 0 auto;
width: 787px;
background: #ffffff;
}
#logo
{
width: 787px;
height: 51px;
background: url(images/header.jpg) no-repeat;
text-align: center;
padding-top: 220px;
}
#logo a {
text-decoration: none;
font-style: italic;
font-size: 18px;
color: #FFFFFF;
font-weight: bold;
}
#logo H2 a
{
font-size: 12px;
}
#buttons
{
height: 37px;
width: 700px;
border-left: 4px solid #FFFFFF;
background: url(images/buttons.jpg) repeat-x;
padding-left: 80px;
}
#buttons li {
display: inline;
}
#buttons a {
display: block;
float: left;
width: 100px;
height: 27px;
background: #FFFFFF url(images/buttons.jpg) repeat-x;
text-align: center;
text-decoration: none;
color: #ffffff;
font-weight: bold;
font-size: 14px;
padding-top: 10px;
}
#buttons a:hover {
width: 100px;
height: 27px;
background: #FFFFFF url(images/buttons_r.jpg) repeat-x;
}
#content
{
width: 775px;
padding: 5px;
background: #ffffff;
min-height: 400px;
height:900px;
}
#left
{
width: 500px;
padding: 10px;
height:100%;
}
#left H1
{
color: #CE0B09;
margin: 0;
padding: 0;
font-size: 24px;
}
#left H2
{
color: #CE0B09;
margin: 0;
padding: 0;
font-size: 18px;
}
#right
{
float: right;
}
#sidebar
{
width: 230px;
}
#sidebar ul
{
margin: 0;
padding: 0;
list-style: none;
}
#sidebar li
{
margin-bottom: 15px;
}
#sidebar li ul {
padding: 10px;
border-top: none;
}
#sidebar li li {
margin: 0;
padding: 3px 0;
}
#sidebar li h2 {
height: 35px;
margin: 0;
padding: 5px 0 0 10px;
background: url(images/title.jpg) no-repeat;
font-size: 18px;
color: #ffffff;
}
#sidebar a:link {
text-decoration: none;
}
#sidebar a:hover {
text-decoration: underline;
}
#sidebar a:visited {
text-decoration: none;
}
#sidebar li a {
padding-left: 10px;
}
#footer
{
background: url(images/footer.gif) repeat-x;
height: 15%;
font-size: 10px;
color: #000000;
padding-top: 10px;
text-align: center;
border-top: 5px solid #977004
}
#footer a
{
color: #000000;
font-size: 10px;
text-decoration: none;
}
.padding
{
padding: 10px;
color:#FF0000;
font-weight: bold;
}
.item
{
background: url(images/img09.gif) no-repeat left center;
}
.button
{
width: 100px;
height: 20px;
text-align:center;
color:Blue;
font-weight:bold;
background: url(images/button.png) repeat-x;
background-position:center;
}
.header
{
font-size: x-large;
text-align:center;
text-transform:uppercase;
font-weight:bold;
color:Blue;
font-family:Times New Roman;
}
.content1
{
font-size: 13px;
text-align:left;
color:Maroon;
} | 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/styles.css | CSS | gpl2 | 3,040 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/Default.aspx | ASP.NET | gpl2 | 261 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using BUSLayer;
using Cores;
using DAOLayer;
public partial class DanhSachDienVien : System.Web.UI.Page
{
public void LoadDSDienVien()
{
DienVienBus DVBus=new DienVienBus();
DataTable tblDV = DVBus.DanhSachDV();
DSDienVienGridView.DataSource = tblDV;
DSDienVienGridView.DataBind();
}
protected void Page_Load(object sender, EventArgs e)
{
if (IsPostBack == false)
{
LoadDSDienVien();
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/DanhSachDienVien.aspx.cs | C# | gpl2 | 776 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using Cores;
using BUSLayer;
public partial class MasterPage : System.Web.UI.MasterPage
{
protected void Page_Load(object sender, EventArgs e)
{
}
protected void LoginButton_Click(object sender, EventArgs e)
{
TaiKhoanBus tk = new TaiKhoanBus();
string un = Login1.UserName.ToString();
string pw = TaiKhoanBus.Encrypte(Login1.Password.ToString());
int kq = tk.KTUser(un, pw);
if (kq != 0)
{
Session["UserName"] = un;
Session["IsLogin"] = 1;
Session["MaKH"] = kq;
Response.Redirect("~/FormHuyVe.aspx");
}
else
Login1.FailureText = "Tài Khoản Không Hợp Lệ !";
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/MasterPage.master.cs | C# | gpl2 | 1,046 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="DanhSachDienVien.aspx.cs" Inherits="DanhSachDienVien" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
<table>
<tr>
<td class="header" colspan="2">
danh sách diễn viên</td>
</tr>
<tr>
<td colspan="2">
<asp:GridView ID="DSDienVienGridView" runat="server" AutoGenerateColumns="False">
<Columns>
<asp:BoundField DataField="Ma" HeaderText="Mã" Visible="False" />
<asp:BoundField DataField="HoTen" HeaderText="Họ tên" />
<asp:BoundField DataField="LiLich" HeaderText="Lý lịch" />
<asp:ImageField HeaderText="Ảnh minh họa">
</asp:ImageField>
</Columns>
</asp:GridView>
</td>
</tr>
</table>
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/DanhSachDienVien.aspx | ASP.NET | gpl2 | 1,126 |
<%@ Page Language="C#" MasterPageFile="~/MasterPage.master" AutoEventWireup="true" CodeFile="FormXemLichChieu.aspx.cs" Inherits="FormXemLichChieu" Title="Untitled Page" %>
<asp:Content ID="Content1" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server">
<script language="javascript" type="text/javascript">
// <!CDATA[
// ]]>
</script>
<table style="width: 100%">
<tr>
<td style="width: 24px">
</td>
<td class="header" colspan="2">
Lịch Chiếu Phim</td>
</tr>
<tr>
<td style="width: 24px; height: 146px">
</td>
<td style="height: 146px;" colspan="2">
<asp:GridView ID="GridViewDSPhim" runat="server" AutoGenerateColumns="False" Width="234px">
<Columns>
<asp:TemplateField HeaderText="Chon">
<EditItemTemplate>
<asp:CheckBox ID="CheckBox1" runat="server" />
</EditItemTemplate>
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" />
<ItemTemplate>
<asp:CheckBox ID="CheckBox1" runat="server" />
</ItemTemplate>
<FooterStyle HorizontalAlign="Center" VerticalAlign="Middle" />
</asp:TemplateField>
<asp:BoundField DataField="Ten" HeaderText="Tên Phim">
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" CssClass="content" />
<HeaderStyle HorizontalAlign="Center" VerticalAlign="Middle" />
</asp:BoundField>
<asp:BoundField DataField="Ma" HeaderText="MaPhim" />
</Columns>
</asp:GridView>
</td>
</tr>
<tr>
<td style="height: 17px; width: 24px;">
</td>
<td style="height: 17px; width: 1px;">
<asp:CheckBox ID="CheckBoxCheckAll" runat="server" Width="157px" CssClass="content" OnCheckedChanged="CheckBoxCheckAll_CheckedChanged" Text="Chọn Tất Cả" AutoPostBack="True" /></td>
<td style="width: 20px; height: 17px">
<asp:Button ID="Button1" runat="server" Text="Xem Lịch" CssClass="button" OnClick="Button1_Click" /></td>
</tr>
<tr>
<td style="width: 24px; height: 17px">
</td>
<td style="width: 1px; height: 17px">
</td>
<td style="width: 20px; height: 17px">
</td>
</tr>
<tr>
<td style="width: 24px; height: 17px">
</td>
<td style="height: 17px" colspan="2">
<asp:GridView ID="GridView1" runat="server" AutoGenerateColumns="False" Width="456px">
<Columns>
<asp:BoundField DataField="TenPhim" HeaderText="TenPhim" >
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" />
</asp:BoundField>
<asp:BoundField DataField="TenRap" HeaderText="Rap" >
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" Width="50px" />
</asp:BoundField>
<asp:BoundField DataField="NgayChieu" HeaderText="Ngày Chiếu">
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" Width="70px" />
</asp:BoundField>
<asp:BoundField DataField="ThoiGianBD" HeaderText="Xuất Chiếu">
<ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" Width="70px" />
</asp:BoundField>
</Columns>
</asp:GridView>
</td>
</tr>
<tr>
<td style="width: 24px; height: 17px">
</td>
<td style="width: 1px; height: 17px">
</td>
<td style="width: 20px; height: 17px">
</td>
</tr>
</table>
<br />
</asp:Content>
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/FormXemLichChieu.aspx | ASP.NET | gpl2 | 4,419 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using BUSLayer;
using DAOLayer;
public partial class ThongTinFilm : System.Web.UI.Page
{
public PhimBus film = new PhimBus();
protected void Page_Load(object sender, EventArgs e)
{
if (!IsPostBack)
{
int maso;
object temp = (Request.QueryString.Get("MaPhim"));
if (temp != null)
{
maso = Convert.ToInt32(temp);
}
else
maso = 1;//lấy tạm 1 giá trị để demo
LayThongTinPhim(maso);
LayThongTinDaoDien(maso);
LayDsDienVien(maso);
}
}
private void LayThongTinPhim(int maso)
{
DataTable resFilm = film.LayThongTinPhim(maso);
if (resFilm.Rows.Count > 0)
{
DataRow fRow = resFilm.Rows[0];
tenLabel.Text = fRow["Ten"].ToString();
gThieuLabel.Text = fRow["GioiThieu"].ToString();
nsxLabel.Text = fRow["NSX"].ToString();
qGiaLabel.Text = fRow["NuocSX"].ToString();
dDaiLabel.Text = fRow["ThoiGian"].ToString();
thLoaiLabel.Text = fRow["TheLoai"].ToString();
namLabel.Text = fRow["NamSX"].ToString();
trailerLabel.Text = fRow["Trailer"].ToString();
string poster = @"images\Poster\";
poster += fRow["Poster"].ToString();
posterImage.ImageUrl = poster;
}
}
private void LayThongTinDaoDien(int maso)
{
DataTable resDir = film.LayDsDaoDienTrongPhim(maso);
if (resDir.Rows.Count > 0)
{
if (resDir.Rows.Count == 1)
{
DataRow directors = resDir.Rows[0];
dDienLabel.Text = directors["HoTen"].ToString();
}
else
{
string dirs = "";
DataRow directors;
for (int j = 0; j < resDir.Rows.Count - 1; j++)
{
directors = resDir.Rows[j];
dirs += directors["HoTen"].ToString() + ", ";
}
DataRow lastDir = resDir.Rows[resDir.Rows.Count - 1];
dirs += lastDir["HoTen"].ToString();
dDienLabel.Text = dirs;
}
}
}
private void LayDsDienVien(int maso)
{
DataTable resAct = film.LayDsDienVienTrongPhim(maso);
if (resAct.Rows.Count > 0)
{
string dv = "";
for (int i = 0; i < resAct.Rows.Count - 1; i++)
{
DataRow iAct = resAct.Rows[i];
dv += iAct["HoTen"].ToString() + ", ";
}
DataRow lastAct = resAct.Rows[resAct.Rows.Count - 1];
dv += lastAct["HoTen"].ToString();
dvLabel.Text = dv;
}
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/ThongTinFilm.aspx.cs | C# | gpl2 | 3,175 |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
using DAOLayer;
using BUSLayer;
public partial class FormHuyVe : System.Web.UI.Page
{
protected void Page_Load(object sender, EventArgs e)
{
int loginStatus = Convert.ToInt32(Session["IsLogin"].ToString());
if (loginStatus == 0)
{
Response.Redirect("Default.aspx");
}
else
{
if(IsPostBack==false)
XuatDSVe();
}
}
public void XuatDSVe()
{
/*TaiKhoanBus TKbus = new TaiKhoanBus();
KhachHangBus KHBus = new KhachHangBus();
int MaTK = TKbus.LayMaTK(un, pw);
int MaKH = KHBus.LayMaKH(MaTK);*/
int MaKH = int.Parse(Session["MaKH"].ToString());
VeBus veControl = new VeBus();
DataTable tbVe = new DataTable();
tbVe = veControl.DanhSachVe(MaKH);
DSVeGridView.DataSource = tbVe;
DSVeGridView.DataBind();
}
protected void XoaButton_Click(object sender, EventArgs e)
{
/*string un, pw;
un = Session["UserName"].ToString();
pw = Session["Password"].ToString();*/
TaiKhoanBus TKbus = new TaiKhoanBus();
KhachHangBus KHBus = new KhachHangBus();
//int MaTK = TKbus.LayMaTK(un, pw);
int MaKH = int.Parse(Session["MaKH"].ToString());//.ToString();//KHBus.LayMaKH(MaTK);
DatVeBus dvControl = new DatVeBus();
//int MaKH = Convert.ToInt32(Session["MaKH"]);
for (int i = 0; i < DSVeGridView.Rows.Count; i++)
{
CheckBox c = (CheckBox)DSVeGridView.Rows[i].FindControl("CheckBox1");
if (c.Checked == true)
{
int MaVe = int.Parse(DSVeGridView.Rows[i].Cells[1].Text);
dvControl.Xoa(MaVe, MaKH);
}
}
XuatDSVe();
}
}
| 07hc114 | trunk/RapPhimRollRoyce/RapPhimRollRoyce/FormHuyVe.aspx.cs | C# | gpl2 | 2,135 |
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("QuanLyNhaSach")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Viettel Corporation")]
[assembly: AssemblyProduct("QuanLyNhaSach")]
[assembly: AssemblyCopyright("Copyright © Viettel Corporation 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("468ba153-1437-4008-b1fa-5c1212f6a392")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
| 1042037-project | trunk/Source/QuanLyNhaSach/QuanLyNhaSach/Properties/AssemblyInfo.cs | C# | asf20 | 1,476 |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace QuanLyNhaSach
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
//DevExpress.XtraNavBar.NavBarItem item = navBarControl1.Items.Add();
//item.LargeImageIndex = item.SmallImageIndex = imageComboBoxEdit1.SelectedIndex;
//item.Caption = "Item " + (i++).ToString();
//navBarControl1.ActiveGroup.ItemLinks.Add(item);
//ExistSelectedItemLink();
for (int i = 0; i < 2; i++)
{
DevExpress.XtraNavBar.NavBarGroup group = nbmenu.Groups.Add();
group.Caption = "Nhap lieu"+i.ToString();
for (int j = 0; j < 2; j++)
{
DevExpress.XtraNavBar.NavBarItem item = nbmenu.Items.Add();
item.Caption = "item" + j.ToString();
nbmenu.Groups[i].ItemLinks.Add(item);
}
}
}
}
}
| 1042037-project | trunk/Source/QuanLyNhaSach/QuanLyNhaSach/Form1.cs | C# | asf20 | 1,315 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace QuanLyNhaSach
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}
| 1042037-project | trunk/Source/QuanLyNhaSach/QuanLyNhaSach/Program.cs | C# | asf20 | 505 |
#pragma once
#include "Graphics_Lib.h"
#include "HelpfulData.h"
class Line
{
private:
Texture * m_tex;
V2DF m_start;
V2DF m_end;
float m_length;
float m_angle;
int m_numSprites;
RECT m_lastSprite;
int m_spriteHeight;
int m_spriteWidth;
void calculate();
public:
Line();
~Line();
void release();
void initialize(Texture * a_tex, V2DF start, V2DF end);
void render();
void update(float dT);
void setStart(V2DF start);
void setEnd(V2DF end);
V2DF getStart() { return m_start; }
V2DF getEnd() { return m_end; }
Texture* getTextureReference() { return m_tex; }
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Line.h | C++ | bsd | 609 |
#include "Enemy.h"
Enemy::Enemy()
{
State = Wander;
}
void Enemy::update()
{
switch(State)
{
case Wander:
break;
case Chase:
break;
case Attack:
break;
case Advanced_Attack:
break;
case Flank:
break;
default:
break;
}
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Enemy.cpp | C++ | bsd | 270 |
#pragma once
#include "HelpfulData.h"
#include "Animation.h"
class Skills
{
private:
ClDwn cldwn;
int lvlReq;
int str;
Animation playerAnimation;
public:
void use();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Skills.h | C++ | bsd | 187 |
#include "Floor.h"
// default constructor
Floor::Floor() {}
// default deconstructor, make sure release is called
Floor::~Floor() { release(); }
// release all data safetly
void Floor::release()
{
}
// setup floor
void Floor::intialize(char * fileName)
{
// setup a default test room
for(int y = 0; y < FLOORSIZE; y++)
{
for(int x = 0; x < FLOORSIZE; x++)
{
// used later for graph
int id = x + y * FLOORSIZE;
// set all tiles to floor except edges
if(x == 0 || x == FLOORSIZE-1 || y == 0 || y == FLOORSIZE-1)
m_layout[y][x].initialize(V2DF(x*32,y*32),0);
else
m_layout[y][x].initialize(V2DF(x*32,y*32),1);
}
}
// set flags to defaults
m_visited = m_cleared = false;
}
// update all tiles
void Floor::update(float dT) {}
// render this floor
void Floor::render()
{
// render each tile
for(int y = 0; y < FLOORSIZE; y++)
{
for(int x = 0; x < FLOORSIZE; x++)
{
m_layout[y][x].render();
}
}
}
// check if this entity is colliding with any walls
bool Floor::WallCollision(Entity * entity)
{
return false;
}
// get graphnode based on position
GraphNode * Floor::getNode(V2DF position) { return 0; }
// get graphnode based on id
GraphNode * Floor::getNode(int id) { return 0; } | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Floor.cpp | C++ | bsd | 1,290 |
#pragma once
#include "Graphics_Lib.h"
#include "HelpfulData.h"
class Tile
{
private:
SpriteSheet m_tex;
FRect m_bounds;
int m_tileType;
public:
V2DF m_position;
Tile();
~Tile();
void initialize(V2DF pos, int tileType);
void release();
void render();
void update(float dT);
FRect getBounds();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Tile.h | C++ | bsd | 326 |
#include "Input.h"
// Return a reference to the input device
Input::Input()
{
// set devices to null
m_pDInput = 0;
m_pKeyboard = 0;
m_pMouse = 0;
}
Input* Input::getInstance()
{
static Input instance;
return &instance;
}
Input::~Input()
{
release();
}
void Input::initialize(HINSTANCE hInst, HWND hWnd)
{
m_hWnd = hWnd;
// Create dInput Object
DirectInput8Create(hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_pDInput, 0);
// Create Mouse and Keyboard Objects
m_pDInput->CreateDevice(GUID_SysKeyboard, &m_pKeyboard, 0);
m_pDInput->CreateDevice(GUID_SysMouse, &m_pMouse, 0);
// Set Mouse and Keyboard Data Formats
m_pKeyboard->SetDataFormat( &c_dfDIKeyboard);
m_pMouse->SetDataFormat(&c_dfDIMouse2);
// Set the Cooperative Level of both the Mouse and Keyboard
m_pKeyboard->SetCooperativeLevel( hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE );
m_pMouse->SetCooperativeLevel( hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE );
// Aquire both the Mouse and Keyboard
m_pKeyboard->Acquire();
m_pMouse->Acquire();
}
void Input::pollDevices()
{
///////////////////////////////////////////
// Poll Keyboard & Mouse for Input
///////////////////////////////////////////
// Create Temp structures to hold Keyboard & Mouse states
// Keyboard
for(int i = 0; i < 256; i++)
mKeyboardState[i] = 0; // refresh key input
// Mouse
mMouseState.lX = 0; // refresh mouse state
mMouseState.lY = 0;
mMouseState.lZ = 0;
mMouseState.rgbButtons[0] = 0;
mMouseState.rgbButtons[1] = 0;
mMouseState.rgbButtons[2] = 0;
// Poll the Keyboard
HRESULT hr = m_pKeyboard->GetDeviceState(sizeof(mKeyboardState), (void**)mKeyboardState);
// refesh pressed buttons
for(int i = 0; i < 256; ++i)
{
if( (!(mKeyboardState[i] & 0x80)) && keysLastUpdate[i] )
keysLastUpdate[i] = false;
}
// make sure this call was successful
if( FAILED(hr) )
{
// keyboard lost, zero out keyboard data structure
ZeroMemory(mKeyboardState, sizeof(mKeyboardState));
// Try to re-acquire for next time we poll
m_pKeyboard->Acquire();
}
// Poll the mouse
hr = m_pMouse->GetDeviceState(sizeof(DIMOUSESTATE2), (void**)&mMouseState);
// make sure this call was successful
if( FAILED(hr) )
{
// keyboard lost, zero out keyboard data structure
ZeroMemory(&mMouseState, sizeof(mMouseState));
// Try to re-acquire for next time we poll
m_pMouse->Acquire();
}
}
bool Input::keyDown(int key)
{
return (mKeyboardState[key] & 0x80);
}
// only valid input is 0,1, or 2
bool Input::mouseButtonDown(int button)
{
return (mMouseState.rgbButtons[button] & 0x80);
}
bool Input::keyPressed(int key)
{
if( mKeyboardState[key] & 0x80 && !keysLastUpdate[key] )
{
keysLastUpdate[key] = true;
return true;
}
return false;
}
V2DF Input::getMousePos()
{
POINT p;
V2DF v;
GetCursorPos(&p);
ScreenToClient(m_hWnd, &p);
v.x = p.x;
v.y = p.y;
return v;
}
void Input::release()
{
// Keyboard & Mouse
// safe release all created direct input objects
m_pKeyboard->Unacquire();
m_pMouse->Unacquire();
if (!m_pKeyboard)
m_pKeyboard->Release();
if (!m_pMouse)
m_pMouse->Release();
if (!m_pDInput)
m_pDInput->Release();
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Input.cpp | C++ | bsd | 3,288 |
#include "World.h"
// default constructor
World::World() {}
// default destructor, make sure release is called
World::~World() { release(); }
// safetly release all data
void World::release()
{
}
// setup the world
void World::initialize()
{
m_currentFloor = 0;
// setup every floor
for(int i = 0; i < NUM_FLOORS; i++)
m_floors[i].intialize(0);
}
// update the current floor
void World::update(float dT)
{
m_floors[m_currentFloor].update(dT);
}
// render the current floor
void World::render()
{
m_floors[m_currentFloor].render();
}
// set the current floor if the new floor exists
void World::setCurrentFloor(int nFloor)
{
// make sure the floor exists
if(nFloor < 0 || nFloor >= NUM_FLOORS)
return;
// set the current floor
m_currentFloor = nFloor;
}
// make sure the floor exists then check
bool World::FloorVisited(int floor)
{
// make sure the floor exists
if(floor < 0 || floor >= NUM_FLOORS)
return false;
return m_floors[floor].FloorVisited();
}
// make sure the floor exists then check
bool World::FloorCleared(int floor)
{
// make sure the floor exists
if(floor < 0 || floor >= NUM_FLOORS)
return false;
return m_floors[floor].FloorCleared();
}
// check current floors walls for collision with the given entity
bool World::WallCollision(Entity * entity)
{
return m_floors[m_currentFloor].WallCollision(entity);
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/World.cpp | C++ | bsd | 1,422 |
#pragma once
#include "Entity.h"
#include "v2d.h"
#include "templatevector.h"
extern class Player;
enum ENEMY_TYPE {BASIC_ENEMY, RANGED_ENEMY, STRONG_ENEMY};
class Enemy : public Entity
{
Player * target;
int Attack_force;
TemplateVector<GraphNode*> Math;
GraphNode * node;
bool See_Player;
bool PlayerInRange;
bool Player_Lost;
enum EnemyState
{
Wander,Chase,Attack,Advanced_Attack,Flank
};
EnemyState State;
public:
Enemy();
~Enemy();
void initialize(ENEMY_TYPE,V2DF);
void update();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Enemy.h | C++ | bsd | 547 |
#pragma once
#include "HelpfulData.h"
#include "Input.h"
#include "Entity.h"
class Player : public Entity
{
private:
//TemplateVector<Item> inventory;
ClDwn invincible;
int level;
int experience;
//Item* activeItem;
float speed;
int score;
/* Input */
Input* pInput;
public:
Player(void);
~Player(void);
void Update(float dT);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Player.h | C++ | bsd | 367 |
#pragma once
#include "HelpfulData.h"
class GraphNode;
// used to easily store connections
struct Connection
{
GraphNode* neighbor;
float cost;
};
class GraphNode
{
public:
// all connections this node has
TemplateVector<Connection> m_neighbors;
// position in world space
V2DF m_position;
public:
int totalNeighbors;
GraphNode();
~GraphNode();
void release();
void initialize(V2DF a_pos);
void addNeighbor(GraphNode* a_neighbor, float a_cost);
int getNeighborCount();
TemplateVector<Connection>* getNeighbors();
float Hueristic(GraphNode* other);
V2DF getPosition();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/GraphNode.h | C++ | bsd | 619 |
#include "Sound.h"
void Sound::initialize()
{
////////////////////////////////////////////////////////////////////////////
// Set up FMOD and sounds
///////////////////////////////////////////////////////////////////////////
// create system
FMOD::System_Create(&system);
// get version
system->getVersion(&version);
// get number of drivers
system->getNumDrivers(&numdrivers);
// get driver caps
system->getDriverCaps(0, &caps, 0, &speakermode);
// get driver info
system->getDriverInfo(0, name, 256, 0);
// initialize system
system->init(100, FMOD_INIT_NORMAL, 0);
// create sounds
system->createSound("audio/hit.wav", FMOD_DEFAULT, 0, &m_soundEffects[HIT]);
system->createSound("audio/press.wav", FMOD_DEFAULT, 0, &m_soundEffects[PRESS]);
system->createSound("audio/fire.wav", FMOD_DEFAULT, 0, &m_soundEffects[FIRE]);
}
Sound::Sound()
{
}
Sound* Sound::getInstance()
{
static Sound instance;
return &instance;
}
Sound::~Sound()
{
release();
}
void Sound::update()
{
system->update();
}
void Sound::playSound(int sound)
{
system->playSound(FMOD_CHANNEL_FREE, m_soundEffects[sound], false, 0);
}
void Sound::release()
{
for(int i = 0; i < 5; ++i)
{
if(m_soundEffects[i])
m_soundEffects[i]->release();
}
if(system)
system->release();
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Sound.cpp | C++ | bsd | 1,338 |
#include "HelpfulData.h"
void seedRand()
{
srand(time(NULL));
}
bool colliding(FRect r1, FRect r2)
{
// check veritcal first
if( (r1.top > r2.top && r1.top < r2.bottom)
|| (r1.bottom > r2.top && r1.bottom < r2.bottom) )
{
// check horizantally
if( (r1.left > r2.left && r1.left < r2.right)
|| (r1.right > r2.left && r1.right < r2.right) )
{
return true;
}
}
return false;
}
float randomFloat(float min, float max)
{
// multiply by 1000 to increase accuracy since % only works with integers
float temp = ( rand() % (int)(((max + 1) - min) * 1000.0f) ) + (min * 1000.0f);
temp /= 1000.0f;
return temp;
}
int randomInt(int min, int max)
{
return ( rand() % ((max + 1) - min) ) + min;
}
RECT fRectToRECT(FRect a_rect)
{
RECT temp;
temp.top = a_rect.top;
temp.bottom = a_rect.bottom;
temp.left = a_rect.left;
temp.right = a_rect.right;
return temp;
}
FRect RECTtoFRect(RECT a_rect)
{
FRect temp;
temp.top = a_rect.top;
temp.bottom = a_rect.bottom;
temp.left = a_rect.left;
temp.right = a_rect.right;
return temp;
}
bool colliding(V2DF point, FRect rect)
{
if( point.x <= rect.right && point.x >= rect.left
&& point.y <= rect.bottom && point.y >= rect.top )
return true;
return false;
}
// *************************************************************
// ClDwn Class definitions
// *************************************************************
// basic constructor
ClDwn::ClDwn()
{
// set basic values
m_newDuration = -1;
m_duration = m_timePassed = 0.0f;
m_active = false;
}
// skeleton destructor
ClDwn::~ClDwn() {}
// setup cool down for the given duration
void ClDwn::initialize(float duration)
{
// make sure timer is reset
m_newDuration = -1;
m_active = false;
m_timePassed = 0.0f;
m_duration = duration;
}
// if not already active activate
void ClDwn::activate() { m_active = true; }
// de-activate and reset time passed
void ClDwn::deActivate()
{
m_active = false;
m_timePassed = 0.0f;
}
// if not active set duration to given duration...
// ... if active save duration and change when done
// if ignore active is true then set duration no matter what
void ClDwn::changeDuration(float duration, bool ignoreActive)
{
if( ignoreActive || !m_active )
{
m_newDuration = -1;
m_duration = duration;
}
else
{
m_newDuration = duration;
}
}
// if cool down is active then update time passed
// if cool down is not active and a newDuration is waiting change duration
void ClDwn::update(float dT)
{
// check whether on cooldown or not
if (m_timePassed < m_duration && m_active)
{
// increment cooldown timer
m_timePassed += dT;
} // check if cooldown is done and needs reseting
else if (m_timePassed >= m_duration)
{
m_timePassed = 0.0f;
m_active = false;
}
// check if duration needs to be augmented
if( m_newDuration != -1 && !m_active)
{
m_duration = m_newDuration;
// set new duration back to non-active
m_newDuration = -1;
}
}
// *************************************************************
| 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/HelpfulData.cpp | C++ | bsd | 3,139 |
#include "DX2DEngine.h"
#include "Texture.h"
#include <string.h>
#include <stdlib.h>
// make all pointers zero
DX2DEngine::DX2DEngine()
{
m_pD3DObject = 0;
m_pD3DDevice = 0;
m_pSprite = 0;
m_bVsync = false;
fps = 0;
frameCount = 0;
elapsedTime = 0.0;
}
// make sure the release is called
DX2DEngine::~DX2DEngine()
{
release();
}
// set up direct x and other class components
void DX2DEngine::initialize(HWND& hWnd, HINSTANCE& hInst, bool bWindowed)
{
m_hWnd = hWnd;
// initialize fps, frameCount, and elapsed time to 0
elapsedTime = 0.0f;
fps = frameCount = 0;
// Calculate RECT structure for text drawing placement, using whole screen
RECT rect;
GetClientRect(m_hWnd, &rect);
// Create the D3D Object
m_pD3DObject = Direct3DCreate9(D3D_SDK_VERSION);
// calculate width/height of window
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
// Set D3D Device presentation parameters before creating the device
D3DPRESENT_PARAMETERS D3Dpp;
ZeroMemory(&D3Dpp, sizeof(D3Dpp)); // NULL the structure's memory
D3Dpp.hDeviceWindow = hWnd; // Handle to the focus window
D3Dpp.Windowed = bWindowed; // Windowed or Full-screen boolean
D3Dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // Format of depth/stencil buffer, 24 bit depth, 8 bit stencil
D3Dpp.EnableAutoDepthStencil = TRUE; // Enables Z-Buffer (Depth Buffer)
D3Dpp.BackBufferCount = 1; // Change if need of > 1 is required at a later date
D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // Back-buffer format, 8 bits for each pixel
D3Dpp.BackBufferHeight = height; // Make sure resolution is supported, use adapter modes
D3Dpp.BackBufferWidth = width; // (Same as above)
D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // Discard back-buffer, must stay discard to support multi-sample
D3Dpp.PresentationInterval = m_bVsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE; // Present back-buffer immediately, unless V-Sync is on
D3Dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; // This flag should improve performance, if not set to NULL.
D3Dpp.FullScreen_RefreshRateInHz = bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT; // Full-screen refresh rate, use adapter modes or default
D3Dpp.MultiSampleQuality = 0; // MSAA currently off, check documentation for support.
D3Dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // MSAA currently off, check documentation for support.
// Check device capabilities
DWORD deviceBehaviorFlags = 0;
m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);
// Determine vertex processing mode
if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
// Hardware vertex processing supported? (Video Card)
deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
// If not, use software (CPU)
deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
// If hardware vertex processing is on, check pure device support
if(m_D3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;
}
// Create the D3D Device with the present parameters and device flags above
m_pD3DObject->CreateDevice(
D3DADAPTER_DEFAULT, // which adapter to use, set to primary
D3DDEVTYPE_HAL, // device type to use, set to hardware rasterization
hWnd, // handle to the focus window
deviceBehaviorFlags, // behavior flags
&D3Dpp, // presentation parameters
&m_pD3DDevice); // returned device pointer
// Create a sprite object, note you will only need one for all 2D sprites
D3DXCreateSprite( m_pD3DDevice, &m_pSprite );
//////////////////////////////////////////////////////////////////////////
// Create a Font Object
//////////////////////////////////////////////////////////////////////////
// Load D3DXFont, each font style you want to support will need an ID3DXFont
D3DXCreateFont( m_pD3DDevice, 20, 0, FW_BOLD, 0, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, TEXT("Courier New"), &m_pFont );
// Set up camera
RECT screen;
GetClientRect(m_hWnd,&screen);
// start camera looking at 0,0
screen_center = camera = V2DF(screen.right/2.0f,screen.bottom/2.0f);
// start zoom at standard 1.0 (no scale)
zoom = 1.0f;
}
DX2DEngine* DX2DEngine::getInstance()
{
static DX2DEngine instance;
return &instance;
}
// calculate frames per second
void DX2DEngine::update(float dT)
{
// increment frame count
frameCount++;
// update elapsed time
elapsedTime += dT;
// check if more than 1s has elapsed
if (elapsedTime >= 1.0f)
{
// calculate fps since we are using 1 sec no division required...
// ...simple use current frame count
fps = frameCount;
// now reset frameCount and elapsed time
frameCount = 0;
elapsedTime = 0.0f;
}
}
// get fps
float DX2DEngine::getFPS() { return fps; }
// Clear the screen and begin the scene
void DX2DEngine::start2DRender()
{
// Make sure the device is working
if(!m_pD3DDevice)
return;
// Clear the back buffer, call BeginScene()
m_pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR(0.0f, 0.4f, 0.8f, 1.0f), 1.0f, 0);
m_pD3DDevice->BeginScene();
}
// end the entire scene
void DX2DEngine::end2DRender()
{
m_pD3DDevice->EndScene();
m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
// start the sprite object during render
void DX2DEngine::startSprite()
{
m_pSprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_DEPTH_FRONTTOBACK);
}
// stop the sprite object during render
void DX2DEngine::endSprite()
{
m_pSprite->End();
}
// return a reference to the d3d device
IDirect3DDevice9* DX2DEngine::deviceRef()
{
return m_pD3DDevice;
}
// return a reference to the d3d device
ID3DXSprite* DX2DEngine::spriteRef()
{
return m_pSprite;
}
ID3DXFont* DX2DEngine::fontRef()
{
return m_pFont;
}
// safetly release all data used
void DX2DEngine::release()
{
// release the sprite object
if(m_pSprite)
m_pSprite->Release();
m_pSprite = 0;
// release the d3d device
if(m_pD3DDevice)
m_pD3DDevice->Release();
m_pD3DDevice = 0;
// now release the textures
for(int i = 0; i < m_textures.size(); i++)
{
if(m_textures.get(i) && m_textures.get(i)->m_pTexture)
{
m_textures.get(i)->m_pTexture->Release();
m_textures.get(i)->m_pTexture = 0;
delete m_textures.get(i)->name;
delete m_textures.get(i);
m_textures.get(i) = 0;
}
}
// release the vector itself
m_textures.release();
// release the d3d object
if(m_pD3DObject)
m_pD3DObject->Release();
m_pD3DObject = 0;
}
void DX2DEngine::writeText(char * text, RECT bounds, D3DCOLOR color)
{
m_pFont->DrawTextA(0, text, -1, &bounds, DT_TOP | DT_LEFT | DT_NOCLIP,
color );
}
void DX2DEngine::writeText(char * text, V2DF pos, float width, float height, D3DCOLOR color)
{
RECT bounds;
bounds.left = pos.x - width/2;
bounds.right = pos.x + width/2;
bounds.top = pos.y - height/2;
bounds.bottom = pos.y + height/2;
m_pFont->DrawTextA(0, text, -1, &bounds, DT_TOP | DT_LEFT | DT_NOCLIP,
color );
}
void DX2DEngine::writeCenterText(char * text, RECT bounds, D3DCOLOR color)
{
m_pFont->DrawTextA(0, text, -1, &bounds, DT_CENTER | DT_VCENTER | DT_NOCLIP,
color );
}
// write text within given rect using the given formating and color
void DX2DEngine::writeText(char * text, RECT bounds, D3DCOLOR color, DWORD format)
{
m_pFont->DrawTextA(0, text, -1, &bounds, format, color);
}
// Load the given texture from a file if it is not already loaded
// also takes in the length of the string
// if the texture already exists simply return its id
// return its ID
int DX2DEngine::createTexture(LPCWSTR file, int length)
{
bool alreadyExists = false;
int index = -1;
// make sure this file has not been added prior
for(int i = 0; i < m_textures.size() && !alreadyExists ; ++i)
{
// firs make sure they are even the same length
if(length = m_textures.get(i)->length)
{
// now compare the names
for(int j = 0; j < length; ++j)
{
if( !(file[j] == m_textures.get(i)->name[j]) )
break;
// if the final char has been checked and is the same this texture already exists
if(j == length-1)
{
index = i;
alreadyExists = true;
}
}
}
}
// now only load the texture if it doesn't already exist
// if it does return the index of the one already created
if(alreadyExists)
{
return index;
}
// first load up the texture from the given file
TextureInfo * temp = 0;
temp = new (std::nothrow) TextureInfo;
// used for error catching
HRESULT hr;
hr = D3DXCreateTextureFromFileEx(m_pD3DDevice, file, 0, 0, 0, 0,
D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
D3DCOLOR_XRGB(255, 0, 255), &temp->m_imageInfo, 0, &temp->m_pTexture);
// make sure the texture is created correctly
// if an error occurs return an error value
if(hr != S_OK)
{
// delete the texture
delete temp;
return -1;
}
// add its name and length
temp->length = length;
// make sure this is initialized to 0
temp->name = new (std::nothrow) char[length];
for(int i = 0; i < length; ++i)
temp->name[i] = 0;
for(int i = 0; i < length ; ++i)
{
temp->name[i] = file[i];
}
// now attempt to add this file to the vector
m_textures.add(temp);
return m_textures.size()-1;
}
// draw the given texture with the given attributes if it exists
// if drawing from a sprite sheet pass in the correct rect
// pass in NULL for a_sheetRect if not drawing from a sheet
void DX2DEngine::renderTexture(int index, V2DF pos, float layer, float scale, float angle, RECT *a_sheetRect, int r, int g, int b, bool relativeToCamera)
{
// make sure the texture exists
if(index < m_textures.size() && index >= 0)
{
// make sure the texture pointer itself isn't null
if(m_textures.get(index)->m_pTexture)
{
// move relative to camera
if(relativeToCamera)
{
// apply zoom level
pos.multiply(zoom);
// move to camera space
pos.subtract(camera.difference(screen_center));
// scale based on zoom level
scale *= zoom;
}
// perform culling
RECT screen;
GetClientRect(m_hWnd,&screen);
FRect Fscreen;
Fscreen.top = screen.top-100;
Fscreen.bottom = screen.bottom+100;
Fscreen.left = screen.left-100;
Fscreen.right = screen.right+100;
if(!colliding(pos, Fscreen))
return;
// Scaling
D3DXMATRIX scaleMat;
D3DXMatrixScaling( &scaleMat, scale, scale, 1.0f ); // objects don't scale in the z layer
// Rotation on Z axis, value in radians, converting from degrees
D3DXMATRIX rotMat;
D3DXMatrixRotationZ( &rotMat, D3DXToRadian(angle) );
// Translation
D3DXMATRIX transMat;
D3DXMatrixTranslation( &transMat, pos.x, pos.y, layer );
// World matrix used to set transform
D3DXMATRIX worldMat;
// Multiply scale and rotation, store in scale
// Multiply scale and translation, store in world
worldMat = scaleMat * rotMat * transMat;
// Set Transform
m_pSprite->SetTransform( &worldMat );
// check if a rect has been given
if(a_sheetRect)
{
// calculate the rects center rather than the whole images
float width = a_sheetRect->right - a_sheetRect->left;
float height = a_sheetRect->bottom - a_sheetRect->top;
// draw the texture at the rects center
HRESULT hr = m_pSprite->Draw( m_textures.get(index)->m_pTexture, a_sheetRect,
&D3DXVECTOR3(width * 0.5f, height * 0.5f, 0.0f),
NULL, D3DCOLOR_ARGB(255, r, g, b) );
}
else
{
// draw the texture at its center
HRESULT hr = m_pSprite->Draw( m_textures.get(index)->m_pTexture, 0,
&D3DXVECTOR3(m_textures.get(index)->m_imageInfo.Width * 0.5f, m_textures.get(index)->m_imageInfo.Height * 0.5f, 0.0f),
NULL, D3DCOLOR_ARGB(255, r, g, b) );
}
}
}
}
void DX2DEngine::setCamera(V2DF pos) { camera = pos; }
void DX2DEngine::moveCamera(V2DF dist) { camera.add(dist); }
V2DF DX2DEngine::getCamera() { return camera; }
void DX2DEngine::setZoom(float a_zoom) { zoom = a_zoom; }
void DX2DEngine::zoomInOut(float aug)
{
float oldZOOM = zoom;
// augment zoom
zoom += aug;
// make sure zoom doesn't reach or fall bellow zero and cap zoom to 10x
if(zoom <= 0.1f || zoom > 3.0f)
zoom = oldZOOM;
}
float DX2DEngine::getZoom() { return zoom; }
V2DF DX2DEngine::screenCenter()
{
RECT temp;
GetClientRect(m_hWnd,&temp);
return V2DF((float)temp.right/2.0f,(float)temp.bottom/2.0f);
};
D3DXIMAGE_INFO DX2DEngine::imageInfo(int index)
{
return m_textures.get(index)->m_imageInfo;
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/DX2DEngine.cpp | C++ | bsd | 13,041 |
#include "Item.h"
#include "Player.h" | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Item.cpp | C++ | bsd | 38 |
#include "Entity.h"
Entity::Entity()
{
stats.health = 0;
stats.str = 0;
stats.tough = 0;
stats.agil = 0;
stats. weight = 0;
rotation = 0.0f;
dead = false;
}
Entity::~Entity() {}
void Entity::takeDamage(int amount)
{
stats.health -= amount/(amount+stats.tough);
if(stats.health <= 0)
dead = true;
}
void Entity::setFacing(Facing a_orientation)
{
switch(a_orientation)
{
case NORTH: rotation = 0; break;
case EAST: rotation = 90; break;
case SOUTH: rotation = 180; break;
case WEST: rotation = 270; break;
}
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Entity.cpp | C++ | bsd | 560 |
#pragma once
#include "DX2DEngine.h"
#include "v2d.h"
#include "HelpfulData.h"
enum Texture_Type {BASIC, SHEET, ANIMATION};
// Basic 2D Sprite object
// contains the necessary information to store for a single d3d texture
// ...and draw it to the screen
class Texture
{
protected:
// graphics engine reference
DX2DEngine* engine;
// Texture reference
int textureID;
// tint of the texture
int m_R; // Red level
int m_G; // Green level
int m_B; // blue level
// controls wether the image is drawn in respect to the camera
bool m_relativeToCamera;
// used to only show a portion of a texture
RECT m_viewRect;
// used to discern what inherited class of texture is being used
// mostly for abstraction purposes in the case of Texture pointers
Texture_Type m_type;
public:
Texture();
~Texture();
virtual void release();
void initialize(LPCWSTR fileName, bool relativeToCamera);
void setRelativeToCamera(bool relativeToCamera) { m_relativeToCamera = relativeToCamera; }
bool relativeToCamera() { return m_relativeToCamera; }
void setTint(int R, int G, int B);
virtual void setViewRect(RECT rect);
void resetViewRect();
virtual void draw(V2DF pos, float rotAngle, float scale);
int imageHeight();
int imageWidth();
Texture_Type getType() { return m_type; }
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Texture.h | C++ | bsd | 1,325 |
#include "GameEngine.h"
#include "HelpfulData.h"
GameEngine::GameEngine()
{
}
// Make sure release is called
GameEngine::~GameEngine()
{
release();
}
// set up all game components
void GameEngine::initialize()
{
// get sound engine reference
pSound = Sound::getInstance();
// set camera move speed
m_cameraSpeed = 50.0f;
// get input reference
pInput = Input::getInstance();
// get 2D graphics engine reference
p2DEngine = DX2DEngine::getInstance();
m_state = GAME;
running = true;
// ****************************
// put game stuff here
// ****************************
// ****************************
FRect rect;
rect.top = rect.left = 0;
rect.bottom = rect.right = 32.0f;
test.initialize(V2DF(300.0f,300.0f), L"images/test.png", rect, 1.0f);
player.initialize(V2DF(300.0f,300.0f), L"images/test.png", rect, 1.0f);
tWorld.initialize();
}
// update all game components
void GameEngine::update(float dT)
{
// backup escape key
if(pInput->keyDown(DIK_DELETE))
running = false;
// update based on given game state
switch(m_state)
{
case MENU:
break;
case CLASS:
break;
case GAME:
test.setPosition(pInput->getMousePos());
player.Update(dT);
tWorld.update(dT);
break;
case VICTORY:
break;
case DEAD:
break;
}
}
// render all game components
void GameEngine::render()
{
// render the given objects for each state
switch(m_state)
{
case MENU:
break;
case CLASS:
break;
case GAME:
tWorld.render();
test.render();
player.render();
break;
case VICTORY:
case DEAD:
break;
}
}
void GameEngine::drawText()
{
switch(m_state)
{
case MENU:
break;
case CLASS:
break;
case GAME:
break;
case VICTORY:
case DEAD:
break;
}
}
// safetly release all game components
void GameEngine::release()
{
tWorld.release();
}
bool GameEngine::isRunning()
{
return running;
}
void GameEngine::setRunning(bool a_run)
{
running = a_run;
}
void GameEngine::setState(G_State state)
{
m_state = state;
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/GameEngine.cpp | C++ | bsd | 2,099 |
#pragma once
#include "templatearray.h"
/**
* simple templated vector. Ideal for dynamic lists of primitive types and single pointers.
* @WARNING template with virtual types, or types that will be pointed to at your own risk!
* in those situations, templates of pointers to those types are a much better idea.
* @author mvaganov@hotmail.com December 2009
*/
template<typename DATA_TYPE>
class TemplateVector : public TemplateArray<DATA_TYPE>
{
protected:
/** the default size to allocate new vectors to */
static const int DEFAULT_ALLOCATION_SIZE = 10;
/** number of valid elements that the caller thinks we have.. */
int m_size;
public:
/** sets all fields to an initial data state. WARNING: can cause memory leaks if used without care */
inline void init()
{
TemplateArray<DATA_TYPE>::init();
m_size = 0;
}
/** cleans up memory */
inline void release()
{
TemplateArray<DATA_TYPE>::release();
m_size = 0;
}
/** @return true of the copy finished correctly */
inline bool copy(const TemplateVector<DATA_TYPE> & a_vector)
{
if(ensureCapacity(a_vector.m_size))
{
for(int i = 0; i < a_vector.m_size; ++i)
{
set(i, a_vector.get(i));
}
m_size = a_vector.m_size;
return true;
}
return false;
}
/** copy constructor */
inline TemplateVector(
const TemplateVector<DATA_TYPE> & a_vector)
{
init();
copy(a_vector);
}
/** default constructor allocates no list (zero size) */
inline TemplateVector(){init();}
/** format constructor */
inline TemplateVector(const int & a_size,
const DATA_TYPE & a_defaultValue)
{
init();
ensureCapacity(a_size);
for(int i = 0; i < a_size; ++i)
add(a_defaultValue);
}
/** @return the last value in the list */
inline DATA_TYPE & getLast()
{
return m_data[m_size-1];
}
/** @return the last added value in the list, and lose that value */
inline DATA_TYPE & pop()
{
return m_data[--m_size];
}
/**
* @param value to add to the list
* @note adding a value may cause memory allocation
*/
void add(const DATA_TYPE & a_value)
{
// where am i storing these values?
// if i don't have a place to store them, i better make one.
if(m_data == 0)
{
// make a new list to store numbers in
allocateToSize(DEFAULT_ALLOCATION_SIZE);
}
// if we don't have enough memory allocated for this list
if(m_size >= m_allocated)
{
// make a bigger list
allocateToSize(m_allocated*2);
}
set(m_size, a_value);
m_size++;
}
/**
* @param a_value to add to the list if it isnt in the list already
* @return true the index where the element exists
*/
int addNoDuplicates(const DATA_TYPE & a_value)
{
int index = indexOf(a_value);
if(index < 0)
{
index = m_size;
add(a_value);
}
return index;
}
/** @param a_vector a vector to add all the elements from */
inline void addVector(const TemplateVector<DATA_TYPE> & a_vector)
{
for(int i = 0; i < a_vector.size(); ++i)
{
add(a_vector.get(i));
}
}
/** @return the size of the list */
inline const int & size() const
{
return m_size;
}
/**
* @param size the user wants the vector to be (chopping off elements)
* @return false if could not allocate memory
* @note may cause memory allocation if size is bigger than current
*/
inline bool setSize(const int & a_size)
{
if(!ensureCapacity(a_size))
return false;
m_size = a_size;
return true;
}
/** sets size to zero, but does not deallocate any memory */
inline void clear()
{
setSize(0);
}
/**
* @param a_index is overwritten by the next element, which is
* overwritten by the next element, and so on, till the last element
*/
void remove(const int & a_index)
{
moveDown(a_index, -1, m_size);
setSize(m_size-1);
}
/**
* @param a_index where to insert a_value. shifts elements in the vector.
*/
void insert(const int & a_index, const DATA_TYPE & a_value)
{
setSize(m_size+1);
moveUp(a_index, 1, m_size);
set(a_index, a_value);
}
/**
* @return first element from the list and moves the rest up
* @note removes the first element from the list
*/
inline const DATA_TYPE pull()
{
DATA_TYPE value = get(0);
remove(0);
return value;
}
/** @param a_index is replaced by the last element, then size is reduced. */
inline void removeFast(const int & a_index)
{
swap(a_index, m_size-1);
setSize(m_size-1);
}
/** @return the index of the first appearance of a_value in this vector. uses == */
inline int indexOf(const DATA_TYPE & a_value) const
{
for(int i = 0; i < m_size; ++i)
{
if(get(i) == a_value)
return i;
}
return -1;
}
/** @return index of 1st a_value at or after a_startingIndex. uses == */
inline int indexOf(const DATA_TYPE & a_value, const int & a_startingIndex) const
{
return TemplateArray::indexOf(a_value, a_startingIndex, m_size);
}
/** @return index of 1st a_value at or after a_startingIndex. uses == */
inline int indexOf(const DATA_TYPE & a_value, const int & a_startingIndex, int const & a_size) const
{
return TemplateArray::indexOf(a_value, a_startingIndex, a_size);
}
/**
* will only work correctly if the TemplateVector is sorted.
* @return the index of the given value, -1 if the value is not in the list
*/
int indexOfWithBinarySearch(const DATA_TYPE & a_value)
{
if(m_size)
{
return TemplateArray::indexOfWithBinarySearch(a_value, 0, m_size);
}
return -1; // failed to find key
}
/**
* uses binary sort to put values in the correct index. safe if soring is always used
* @param a_value value to insert in order
* @param a_allowDuplicates will not insert duplicates if set to false
* @return the index where a_value was inserted
*/
int insertSorted(const DATA_TYPE & a_value, const bool & a_allowDuplicates)
{
int index;
if(!m_size || a_value < get(0))
{
index = 0;
}
else if(!(a_value < get(m_size-1)))
{
index = m_size;
}
else
{
int first = 0, last = m_size;
while (first <= last)
{
index = (first + last) / 2;
if (!(a_value < m_data[index]))
first = index + 1;
else if (a_value < m_data[index])
last = index - 1;
}
if(!(a_value < m_data[index]))
index++;
}
if(!m_size || a_allowDuplicates || a_value != m_data[index])
insert(index, a_value);
return index;
}
/**
* @param a_value first appearance replaced by last element. breaks if not in list
*/
inline void removeDataFast(const DATA_TYPE & a_value)
{
removeFast(indexOf(a_value));
}
/**
* @param a_listToExclude removes these elements from *this list
* @return true if at least one element was removed
*/
inline bool removeListFast(const TemplateVector<DATA_TYPE> & a_listToExclude)
{
bool aTermWasRemoved = false;
for(int e = 0; e < a_listToExclude.size(); ++e)
{
for(int i = 0; i < size(); ++i)
{
if(a_listToExclude.get(e) == get(i))
{
removeFast(i);
--i;
aTermWasRemoved = true;
}
}
}
return aTermWasRemoved;
}
/** @param a_value first appearance is removed. breaks if not in list */
inline void removeData(const DATA_TYPE & a_value)
{
remove(indexOf(a_value));
}
/** destructor */
inline ~TemplateVector()
{
release();
}
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/templatevector.h | C++ | bsd | 7,504 |
#include "Animation.h"
// basic constructor
Animation::Animation()
{
m_index = 0;
m_playing = false;
}
// make sure safer release is called
Animation::~Animation() {}
// setup the animation based on the appopriate spritesheet values
void Animation::initialize(LPCWSTR fileName, int count, int numRows, int numColumns, int spriteWidth, int spriteHeight, float fps, bool a_loop, bool relativeToCamera)
{
// setup sprite sheet of animation
SpriteSheet::initialize(fileName,count,numRows,numColumns,spriteWidth,spriteHeight, relativeToCamera);
// set type to animation
m_type = ANIMATION;
m_playing = false;
m_loop = a_loop;
// calculate frames per second
m_frameSwitch.initialize( (float)m_rects.size() / fps );
}
// update the animation timer
void Animation::update(float dT)
{
// if the animation is running update the frames
if( m_playing )
{
// update timer
m_frameSwitch.update(dT);
// if the timer has finished then switch frames
if( !m_frameSwitch.isActive() )
{
// if the end has been reached either loop or end animation
if( m_index >= m_rects.size() - 1)
{
// loop the animation
if( m_loop )
{
m_index = 0;
m_frameSwitch.activate();
}
// end the animation
else
{
m_frameSwitch.deActivate();
m_playing = false;
}
}
// animation has not reached the end
else
{
m_index++;
m_frameSwitch.activate();
}
}
}
}
// set current frame and reset the timer
void Animation::setCurrentFrame(int index)
{
// make sure the sprite exists
if( setCurrentSprite(index) )
{
// reset frameswitch if it is currently running
if(m_frameSwitch.isActive())
{
m_frameSwitch.deActivate();
m_frameSwitch.activate();
}
}
}
// pause the animation at its current frame
void Animation::pause()
{
m_playing = false;
}
// start the animation from its current frame
void Animation::play()
{
m_playing = true;
// start the timer
m_frameSwitch.activate();
}
// reset to the first frame
// pause afterwards if true
void Animation::reset(bool pause)
{
// first reset to first frame
m_index = 0;
// reset the timer
m_frameSwitch.deActivate();
if(pause)
{
// stop the animation
m_playing = false;
}
else // otherwise re-activate the timer
m_frameSwitch.activate();
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Animation.cpp | C++ | bsd | 2,405 |
#pragma once
#include "HelpfulData.h"
#include "Texture.h"
extern class Item;
// used as return type for collision function
// NONE = no collision occured
// MAIN = only the main rect was collided with or only the main rect was checked
// RIGHT, LEFT, TOP, BOT = corresponding side was collided
enum SIDE {NONE,RIGHT,LEFT,TOP,BOT,MAIN};
enum Facing { NORTH, SOUTH, EAST, WEST };
enum EntityType { PLAYER, ENEMY, BOSS, OTHER };
struct Stats
{
int health;
int str;
int tough;
int agil;
int weight;
};
// used to save collisions that have occured
struct Collision
{
FRect m_rect;
SIDE m_side;
float m_pen;
};
class Entity
{
protected:
V2DF position;
bool dead;
float scale;
int rotation;
Texture tex;
Facing orientation;
Stats stats;
FRect m_boundRect;
FRect m_right;
FRect m_left;
FRect m_top;
FRect m_bottom;
TemplateVector<Collision> m_collisions;
public:
Entity();
~Entity();
virtual void initialize(V2DF pos, const wchar_t* a_tex, FRect a_rect, float a_scale)
{
position = pos;
tex.initialize(a_tex, true);
scale = a_scale;
}
virtual void render() { tex.draw(position, rotation, scale); }
virtual void update() {};
virtual void onDeath() {}
void setPosition(V2DF nPos) { position = nPos; }
V2DF getPosition() { return position; }
void takeDamage(int amount);
void setFacing(Facing orientation);
void heal() { stats.health++; }
// Detects if the given entity is colliding with this entity
// If the checkSides flag is true it will detect which side the collision occurded on and ...
// ...calculate interpentration as well as move the entities apart.
// All collisions that occured this frame are stored in the m_collisions vector and are resovled by the...
// ...resolveCollisions() function
// returns a SIDE to based on what occured NONE = no collision, MAIN = only the main
// RIGHT, LEFT, TOP, BOT = the appropriate side was collided with
// checkSides true = check sub rects, false = ignore
// NOTE:: the entity making the function call is the one that will be moved, other will be left were it is...
// ...this also means that only the calling entities sub rects will be taken into account
SIDE collisionCheck(Entity * other, bool checkSides)
{
// first determine if the entites main rects are colliding
// get the rects relative to positions
FRect rectA = getRelativeBoundRect();
// get the relative rect of the other entity
FRect rectB = other->getRelativeBoundRect();
Collision col;
// check if they are colliding
if( colliding(rectA, rectB) )
{
// used to store return value
SIDE temp = MAIN;
// now determine if sides need to be checked
if(checkSides)
{
// check each subRect in the order RIGHT, LEFT, TOP, BOTTOM
// RIGHT
rectA = getSubRect(RIGHT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.right - rectB.left);
col.m_side = RIGHT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = RIGHT;
}
// LEFT
rectA = getSubRect(LEFT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.left - rectB.right);
col.m_side = LEFT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = LEFT;
}
// TOP
rectA = getSubRect(TOP);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.top - rectB.bottom);
col.m_side = TOP;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = TOP;
}
// BOTTOM
rectA = getSubRect(BOT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.bottom - rectB.top);
col.m_side = BOT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = BOT;
}
}
return temp;
}
// no collision occurd return none
return NONE;
}
// overload of the previous function
// functions exactly the same although it takes in a rect rather than another entity
SIDE collisionCheck(FRect rectB, bool checkSides)
{
// first determine if the entites main rects are colliding
// get the rects relative to positions
FRect rectA = getRelativeBoundRect();
Collision col;
// check if they are colliding
if( colliding(rectA, rectB) )
{
// used to store return value
SIDE temp = MAIN;
// now determine if sides need to be checked
if(checkSides)
{
// check each subRect in the order RIGHT, LEFT, TOP, BOTTOM
// RIGHT
rectA = getSubRect(RIGHT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.right - rectB.left);
col.m_side = RIGHT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = RIGHT;
}
// LEFT
rectA = getSubRect(LEFT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.left - rectB.right);
col.m_side = LEFT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = LEFT;
}
// TOP
rectA = getSubRect(TOP);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.top - rectB.bottom);
col.m_side = TOP;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = TOP;
}
// BOTTOM
rectA = getSubRect(BOT);
if( colliding(rectA, rectB) )
{
// calculate interpenetration distance
col.m_pen = (rectA.bottom - rectB.top);
col.m_side = BOT;
col.m_rect = rectB;
m_collisions.add(col);
// set return value
temp = BOT;
}
}
return temp;
}
// no collision occurd return none
return NONE;
}
// resovle all collisions saved in the m_collisions vector and then clears the vector
void resolveCollisions()
{
// get a copy of this entity's bound rect
FRect rectA = getRelativeBoundRect();
// used to hold the current collisions being resloved
Collision bestVert; bestVert.m_pen = 0.0f; bestVert.m_rect = rectA; bestVert.m_side = MAIN;
Collision bestHoriz; bestHoriz.m_pen = 0.0f; bestHoriz.m_rect = rectA; bestHoriz.m_side = MAIN;
// only search through the list if there was more than 1 collision
if(m_collisions.size() > 0)
{
//assume the first collision is the best
if( m_collisions.get(0).m_side == RIGHT || m_collisions.get(0).m_side == LEFT )
bestHoriz = m_collisions.get(0);
else
bestVert = m_collisions.get(0);
// go through the list of collisions and find the closest horizantel and vertical components to the entity
for(int i = 1; i < m_collisions.size(); ++i)
{
// first determine if this was a horizantal or vertical collision
if ( m_collisions.get(i).m_side == RIGHT || m_collisions.get(i).m_side == LEFT )
{
// check against the best horizantal
if( m_collisions.get(i).m_pen < bestHoriz.m_pen || bestHoriz.m_pen == 0)
bestHoriz = m_collisions.get(i);
}
else
{
// check against the best vertical
if( m_collisions.get(i).m_pen < bestVert.m_pen || bestVert.m_pen == 0)
bestVert = m_collisions.get(i);
}
}
// now augment the position based on these values
position.x -= bestHoriz.m_pen;
position.y -= bestVert.m_pen;
// remember to clear the list of collisions
m_collisions.clear();
}
}
// return a bound rect relative to position
FRect getRelativeBoundRect()
{
FRect temp;
temp.top = position.y + m_boundRect.top;
temp.left = position.x + m_boundRect.left;
temp.right = position.x + m_boundRect.right;
temp.bottom = position.y + m_boundRect.bottom;
return temp;
}
// return a copy of the bound rect
FRect getBoundRect()
{
return m_boundRect;
}
// return a sub bound rect of the given side relative to position
FRect getSubRect(SIDE side)
{
FRect temp;
switch(side)
{
case RIGHT:
temp.top = position.y + m_right.top;
temp.left = position.x + m_right.left;
temp.right = position.x + m_right.right;
temp.bottom = position.y + m_right.bottom;
break;
case LEFT:
temp.top = position.y + m_left.top;
temp.left = position.x + m_left.left;
temp.right = position.x + m_left.right;
temp.bottom = position.y + m_left.bottom;
break;
case TOP:
temp.top = position.y + m_top.top;
temp.left = position.x + m_top.left;
temp.right = position.x + m_top.right;
temp.bottom = position.y + m_top.bottom;
break;
case BOT:
temp.top = position.y + m_bottom.top;
temp.left = position.x + m_bottom.left;
temp.right = position.x + m_bottom.right;
temp.bottom = position.y + m_bottom.bottom;
break;
}
return temp;
}
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Entity.h | C++ | bsd | 9,118 |
#pragma once
/**
* a simple HashMap data structure, using TemplateVectors of KeyValuePairs as
* buckets. The hash size is DEFAULT_BUCKET_SIZE, or 32. The hashFunction
* values between 0 and 31 by bitshifting and masking
*/
template <class KEY, class VALUE>
class TemplateHashMap
{
struct KeyValuePair
{
KEY k; VALUE v;
KeyValuePair(){}
KeyValuePair(KEY k):k(k){}
KeyValuePair(KEY k, VALUE v):k(k),v(v){}
// operators overloaded for TemplateVector
bool operator<(KeyValuePair const & kvp){return k < kvp.k;}
bool operator>(KeyValuePair const & kvp){return k > kvp.k;}
bool operator==(KeyValuePair const& kvp){return k ==kvp.k;}
};
TemplateVector<TemplateVector<KeyValuePair>> hash;
static const int DEFAULT_BUCKET_SIZE = 32;
public:
void clear(){
for(int i = 0; i < hash.size(); ++i)
hash.get(i).clear();
}
TemplateHashMap()
{
hash.setSize(DEFAULT_BUCKET_SIZE);
}
int hashFunction(KEY k)
{
// the KEY could very likely be pointer. This hash will turn memory
// addresses that are int-aligned into possibly consecutive keys, and
// essentially modulo 32, accomplished here by bitwise-and-ing 32-1
return (((int)k) >> (sizeof(int) >> 1)) & 31;
}
/** @return the value associated with the given KEY */
VALUE * getByKey(KEY k)
{
int index = hashFunction(k);
TemplateVector<KeyValuePair> * bucket = &hash.get(index);
KeyValuePair kvp(k);
int bucketIndex = bucket->indexOf(kvp);
if(bucketIndex < 0)
return 0;
return &bucket->get(bucketIndex).v;
}
/** sets up a key/value pair association */
void set(KEY k, VALUE v)
{
int index = hashFunction(k);
TemplateVector<KeyValuePair> * bucket = &hash.get(index);
bucket->add(KeyValuePair(k,v));
}
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/templatehashmap.h | C++ | bsd | 1,781 |
#pragma once
#include <math.h>
// drawing and math methods that require the libraries above
#define V2D_SIN sin
#define V2D_COS cos
// modify this if changing V2D's data types
#define V2D_GLVERTEX_METHOD glVertex2fv
// PI defined to reduce dependency on other math libraries
#define V2D_PI (3.14159265358979323846)
#define V2D_2PI (V2D_PI*2)
#define V2D_HALFPI (V2D_PI/2)
#define V2D_QUARTERPI (V2D_PI/4)
// standard for V2D floats
#define __VTYPE float
// standard V2D using floats
#define V2DF V2D<__VTYPE>
#define V2DI V2D<int>
/**
* a two dimensional vector class, which includes methods to handle 2D
* geometric calculation, including rotation in various circumstances.
* @author mvaganov@hotmail.com April 2010
*/
template<typename VTYPE>
class V2D
{
protected:
public:
/** position in 2 Dimensional space */
VTYPE x, y;
/** how many dimensions a V2D<VTYPE> keeps track of (sizeof(V2D)/sizeof(VTYPE)) */
static const int NUM_DIMENSIONS = 2;
/** to access this class's type later */
typedef VTYPE type;
/** the first (initial) dimension */
static const int _X = 0;
/** the second dimension */
static const int _Y = 1;
/** access X */
inline const VTYPE & getX()const{return x;}
/** access Y */
inline const VTYPE & getY()const{return y;}
/** mutate X */
inline void setX(const VTYPE & a_value){x=a_value;}
/** mutate Y */
inline void setY(const VTYPE & a_value){y=a_value;}
/** mutate X */
inline void addX(const VTYPE & a_value){x+=a_value;}
/** mutate Y */
inline void addY(const VTYPE & a_value){y+=a_value;}
/** @return array containing points of this vector ([V2D::X], [V2D::Y]) */
inline const VTYPE * getDimensions()const{return &x;}
/** @return getDimensions()[a_dimensionField] */
inline VTYPE getField(const int & a_dimensionField)const{return getDimensions()[a_dimensionField];}
/** getDimensions()[a_dimensionField]=a_value; */
inline void setField(const int & a_dimensionField, const VTYPE & a_value){(&x)[a_dimensionField]=a_value;}
/** @param a_axis {X, Y} */
inline void flipAxis(const int & a_axis){(&x)[a_axis]*=-1;}
/** resets the value of this vector */
inline void set(const VTYPE & a_x, const VTYPE & a_y){x = a_x; y = a_y;}
/** copy another vector */
inline void set(const V2D<VTYPE> & a_v2d){set(a_v2d.x, a_v2d.y);}
/** default constructor */
V2D():x(0.0),y(0.0){}
/** complete constructor */
V2D(VTYPE a_x, VTYPE a_y):x(a_x),y(a_y){}
/** turns a pi-radians angle into a vector */
V2D(VTYPE a_piRadians):x(V2D_COS(a_piRadians)), y(V2D_SIN(a_piRadians)){}
/** copy constructor */
V2D(const V2D<VTYPE> & v):x(v.x),y(v.y){}
/** sets x and y to zero */
inline void zero(){x=y=0;}
/**
* declares a "global" variable in a function, which is OK in a template!
* (can't declare globals in headers otherwise)
*/
inline static const V2D<VTYPE> & ZERO() {static V2D<VTYPE> ZERO(0,0); return ZERO;}
inline static const V2D<VTYPE> & ZERO_DEGREES() {static V2D<VTYPE> ZERODEGREES(1,0); return ZERODEGREES;}
/**
* @return true if both x and y are zero
* @note function is not allowed to modify members in V2D
*/
inline bool isZero() const {return x == 0 && y == 0;}
/** @return if both x and y are less than the given x and y */
inline bool isLessThan(const V2D<VTYPE> & p)const{return x<p.x&&y<p.y;}
/** @return if both x and y are greaterthan or equl to the given x and y */
inline bool isGreaterThanOrEqualTo(const V2D<VTYPE> & p)const{return x>=p.x&&y>=p.y;}
/** @return the squared length of the vector (avoids sqrt) "quadrance" */
inline VTYPE lengthSq() const{return (VTYPE)(x*x+y*y);}
/** @return the length of the vector (uses sqrt) */
inline VTYPE length() const{return sqrt((VTYPE)lengthSq());}
/** @return dot product of this and v2 */
inline VTYPE dot(const V2D<VTYPE> & v2) const
{
return (VTYPE)(x * v2.x + y * v2.y);
}
/**
* @return positive if v2 is clockwise of this vector
* (assume Y points down, X to right)
*/
inline VTYPE sign(const V2D<VTYPE> & v2) const{return (x*v2.y)-(y*v2.x);}
/** @return the vector perpendicular to this one */
inline V2D<VTYPE> perp() const{return V2D(-y, x);}
/** @param a_length what to set this vector's magnitude to */
inline void setLength(const VTYPE & a_length)
{
VTYPE l = length(ll);
// "x = (x * a_maxLength) / l" is more precise than "x *= (a_maxLength/l)"
x = (x * a_maxLength) / l;
y = (y * a_maxLength) / l;
}
/**
* @param a_maxLength x and y adjusts so that the length does not exceed this
*/
inline void truncate(const VTYPE & a_maxLength)
{
VTYPE max2 = a_maxLength*a_maxLength;
VTYPE ll = lengthSq();
if(ll > max2)
{
VTYPE l = sqrt(ll);
// "x = (x * a_maxLength) / l" is more precise than "x *= (a_maxLength/l)"
x = (x * a_maxLength) / l;
y = (y * a_maxLength) / l;
}
}
/** @return the distance square between this vector and v2 (avoids sqrt) */
inline VTYPE distanceSq(const V2D<VTYPE> & v) const
{
VTYPE dx = x-v.x, dy = y-v.y;
return dx*dx+dy*dy;
}
/** @return the distance between this vector and v2 */
inline VTYPE distance(const V2D<VTYPE> & v) const{return sqrt(distanceSq(v));}
/** @return the vector that is the reverse of this vector */
inline V2D<VTYPE> getReverse() const
{
return V2D<VTYPE>(-x, -y);
}
/** @return a new V2D<VTYPE> that is the sum of this V2D<VTYPE> and v */
inline V2D<VTYPE> sum(const V2D<VTYPE> & v) const
{
return V2D<VTYPE>(x+v.x, y+v.y);
}
/** @return a new V2D<VTYPE> that is the difference of this V2D<VTYPE> and v */
inline V2D<VTYPE> difference(const V2D<VTYPE> & v) const
{
return V2D<VTYPE>(x-v.x, y-v.y);
}
/** @return a new V2D<VTYPE> that is the product of this V2D<VTYPE> and v */
inline V2D<VTYPE> product(const V2D<VTYPE> & v) const
{
return V2D<VTYPE>(x*v.x, y*v.y);
}
/** @return a new V2D<VTYPE> that is the product of this V2D<VTYPE> and v */
inline V2D<VTYPE> product(const VTYPE & a_value) const
{
return V2D<VTYPE>(x*a_value, y*a_value);
}
/** @return a new V2D<VTYPE> that is the quotient of this V2D<VTYPE> and the given V2D*/
inline V2D<VTYPE> quotient(const VTYPE & a_value) const
{
return V2D<VTYPE>(x/a_value, y/a_value);
}
/** @return a new V2D<VTYPE> that is the quotient of this V2D<VTYPE> and the given V2D<VTYPE> */
inline V2D<VTYPE> quotient(const V2D<VTYPE> & v) const
{
return V2D<VTYPE>(x/v.x, y/v.y);
}
/** @return this V2D<VTYPE> after adding v */
inline const V2D<VTYPE> & add(const V2D<VTYPE> & v)
{
x += v.x;
y += v.y;
return *this;
}
/** @return this V2D<VTYPE> after subtracting v */
inline const V2D<VTYPE> & subtract(const V2D<VTYPE> & v)
{
x -= v.x;
y -= v.y;
return *this;
}
/** @return this V2D<VTYPE> after multiplying v */
inline V2D<VTYPE> & multiply(const VTYPE & a_value)
{
x *= a_value;
y *= a_value;
return *this;
}
/** @return this V2D<VTYPE> after multiplying v */
inline V2D<VTYPE> & multiply(const V2D<VTYPE> & v)
{
x *= v.x;
y *= v.y;
return *this;
}
/** @return this V2D<VTYPE> after dividing v */
inline V2D<VTYPE> & divide(const VTYPE & a_value)
{
x /= a_value;
y /= a_value;
return *this;
}
/** @return this V2D<VTYPE> after dividing v */
inline V2D<VTYPE> & divide(const V2D<VTYPE> & v)
{
x /= v.x;
y /= v.y;
return *this;
}
/** @return if this V2D<VTYPE> is euqal to v */
inline bool isEqual(const V2D<VTYPE> & v) const
{
return (x == v.x && y == v.y);
}
/** @return true if this point is within a_radius from a_point */
inline bool isWithin(const VTYPE & a_radius, const V2D<VTYPE> & a_point) const
{
VTYPE rr = a_radius*a_radius;
return this->distanceSq(a_point) <= rr;
}
/** @return if this point is between the rectangle inscribed by the given corners */
inline bool isBetweenRect(const V2D<VTYPE> & a, const V2D<VTYPE> & b)
{
return((a.x <= b.x)?(x>=a.x&&x<=b.x):(x>=b.x&&x<=a.x))
&&((a.y <= b.y)?(y>=a.y&&y<=b.y):(y>=b.y&&y<=a.y));
}
/** @return true if the given vector is equivalant to this one */
inline bool equals(const V2D<VTYPE> & v)const
{return x == v.x && y == v.y;}
/** forces vector to have a length of 1 */
inline V2D<VTYPE> & normalize()
{
divide(length());
return *this;
}
/** a normalized verson of this vector */
inline V2D<VTYPE> normal() const
{
V2D<VTYPE> norm(*this);
return norm.normalize();
}
/** @return radians between these normalized vector is */
inline VTYPE piRadians(const V2D<VTYPE> & v) const
{
return V2D_COS(dot(v));
}
/** @return radians that this normalized vector is */
inline VTYPE piRadians() const
{
return (y<0?-1:1)*piRadians(ZERO_DEGREES());
}
/** @return how many degrees (standard 360 degree scale) this is */
inline VTYPE degrees() const
{
// altered by ME
// Math. is not needed here
return ((y > 0)?-1:1) * acos(x) * 180/V2D_PI;
}
/** @param a_normal cos(theta),sin(theta) as x,y values */
inline void rotate(const V2D<VTYPE> & a_normal)
{
VTYPE len = length(); // remember length data
// normalize() // turn vector into simple angle, lose length data
divide(len); // same as normalize, but one less function call
// calculate turn in-place within a new data structure
V2D<VTYPE> turned(
// x_ = x*cos(theta) - y*sin(theta)
x*a_normal.x - y*a_normal.y,
// y_ = x*sin(theta) + y*cos(theta)
x*a_normal.y + y*a_normal.x);
// memory copy of structure
*this = turned;
// put length data back into normalized vector
multiply(len);
}
/** @param a_degreePiRadians in piRadians */
inline void rotate(const VTYPE & a_degreePiRadians)
{
rotate(V2D<VTYPE>(V2D_COS(a_degreePiRadians), V2D_SIN(a_degreePiRadians)));
}
/**
* @param a_fwd rotate this point's x axis to match this vector
* @param a_side rotate this point's y axis to match this vector
*/
inline V2D<VTYPE> toWorldSpace(const V2D<VTYPE> & a_fwd, const V2D<VTYPE> & a_side,
const V2D<VTYPE> & a_pos) const
{
return V2D<VTYPE>(
(a_fwd.x*x) + (a_side.x*y) + (a_pos.x),
(a_fwd.y*x) + (a_side.y*y) + (a_pos.y));
}
/**
* @param a_fwd rotate this point's x axis to match this vector
* @param a_side rotate this point's y axis to match this vector
*/
inline V2D<VTYPE> toWorldSpace(const V2D<VTYPE> & a_fwd, const V2D<VTYPE> & a_side,
const V2D<VTYPE> & a_pos, const V2D<VTYPE> & a_scale) const
{
return V2D<VTYPE>(
(a_scale.x*a_fwd.x*x) + (a_scale.y*a_side.x*y) + (a_pos.x),
(a_scale.x*a_fwd.y*x) + (a_scale.y*a_side.y*y) + (a_pos.y));
}
/**
* @param a_fwd rotate this point's x axis to match this vector
* @param a_side rotate this point's y axis to match this vector
*/
inline V2D<VTYPE> toWorldSpace(const V2D<VTYPE> & a_fwd, const V2D<VTYPE> & a_side) const
{
return V2D<VTYPE>((a_fwd.x*x) + (a_side.x*y), (a_fwd.y*x) + (a_side.y*y));
}
/**
* @param a_fwd vector of translated x dimension
* @param a_side vector of translated y dimension
* @param a_origin origin to translate this point in relation to
*/
inline V2D<VTYPE> toLocalSpace(const V2D<VTYPE> & a_fwd, const V2D<VTYPE> & a_side, const V2D<VTYPE> & a_origin) const
{
VTYPE tx = -a_origin.dot(a_fwd);
VTYPE ty = -a_origin.dot(a_side);
return V2D<VTYPE>(
(a_fwd.x*x) + (a_fwd.y*y) + (tx),
(a_side.x*x) + (a_side.y*y) + (ty));
}
/**
* organizes a list of 2D vectors into a circular curve (arc)
* @param a_startVector what to start at (normalized vector)
* @param a_angle the angle to increment the arc by V2D(piRadians)
* @param a_list the list of 2D vectors to map along the arc
* @param a_arcs the number of elements in a_list
*/
static void arc(const V2D<VTYPE> & a_startVector, const V2D<VTYPE> & a_angle, V2D<VTYPE> * a_list, const int & a_arcs)
{
VTYPE len = a_startVector.length(); // remember length data
a_list[0] = a_startVector; // copy starting point for calculations
a_list[0].divide(len); // normalize starting point
V2D<VTYPE> * lastPoint = &a_list[0]; // faster memory reference than a_list[i-1]
// calculate all points in the arc as normals (faster: no division)
for(int i = 1; i < a_arcs; ++i)
{
// calculate rotation in next point
(lastPoint+1)->set(
// x_ = x*cos(theta) - y*sin(theta)
lastPoint->x*a_angle.x - lastPoint->y*a_angle.y,
// y_ = x*sin(theta) + y*cos(theta)
lastPoint->x*a_angle.y + lastPoint->y*a_angle.x);
++lastPoint;
}
if(len != 1)
{
// put length data back into normalized vector
for(int i = 0; i < a_arcs; ++i)
{
// embarassingly parallel
a_list[i].multiply(len);
}
}
}
/**
* ensures wraps this V2D's x/y values around the given rectangular range
* @param a_min the minimum x/y
* @param a_max the maximum x/y
*/
inline void wrapAround(const V2D<VTYPE> & a_min, const V2D<VTYPE> & a_max)
{
VTYPE width = a_max.x - a_min.x;
VTYPE height= a_max.y - a_min.y;
while(x < a_min.x){ x += width; }
while(x > a_max.x){ x -= width; }
while(y < a_min.y){ y +=height; }
while(y > a_max.y){ y -=height; }
}
/** @return the position half-way between line a->b */
inline static V2D<VTYPE> between(const V2D<VTYPE> & a, const V2D<VTYPE> & b)
{
V2D<VTYPE> average = b.sum(a);
average.divide(2.0);
return average;
}
/**
* @param A,B line 1
* @param C,D line 2
* @param point __OUT to the intersection of line AB and CD
* @param dist __OUT the distance along line AB to the intersection
* @return true if intersection occurs between the lines
*/
static inline bool lineIntersection(const V2D<VTYPE> & A, const V2D<VTYPE> & B,
const V2D<VTYPE> & C, const V2D<VTYPE> & D,
VTYPE & dist, V2D<VTYPE> & point)
{
VTYPE rTop = (A.y-C.y)*(D.x-C.x)-(A.x-C.x)*(D.y-C.y);
VTYPE rBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
VTYPE sTop = (A.y-C.y)*(B.x-A.x)-(A.x-C.x)*(B.y-A.y);
VTYPE sBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
if ( (rBot == 0) || (sBot == 0))
{
//lines are parallel
return false;
}
VTYPE r = rTop/rBot;
VTYPE s = sTop/sBot;
dist = A.distance(B) * r;
point = A.sum(B.difference(A).product(r));
return ( (r > 0) && (r < 1) && (s > 0) && (s < 1) );
}
/**
* @param a_out_closestPoint will be closest point to a_point on line AB
* @return true if a_out_closestPoint is actually on line AB
*/
static bool closestPointOnLine(const V2D<VTYPE> & A, const V2D<VTYPE> & B,
const V2D<VTYPE> & a_point, V2D<VTYPE> & a_out_closestPoint)
{
V2D<VTYPE> r = B.difference(A).perp();
V2D<VTYPE> d = r.product(2).sum(a_point);
V2D<VTYPE> c = a_point.difference(r);
VTYPE dist;
bool intersected = lineIntersection(A, B, c, d, dist, a_out_closestPoint);
return intersected;
}
/** @return if circle (a_point,a_radius) crosses line (A,B) */
static bool lineCrossesCircle(const V2D<VTYPE> & A, const V2D<VTYPE> & B,
const V2D<VTYPE> & a_point, const VTYPE & a_radius, V2D<VTYPE> & a_out_closePoint)
{
bool connectionOnLine = closestPointOnLine(A, B, a_point, a_out_closePoint);
return(connectionOnLine && a_out_closePoint.distance(a_point) <= a_radius)
|| a_point.distance(A) < a_radius
|| a_point.distance(B) < a_radius;
}
// overloaded operators... used sparingly to avoid confusion
const V2D<VTYPE> & operator+=(const V2D<VTYPE> & rhs){return add(rhs);}
const V2D<VTYPE> & operator-=(const V2D<VTYPE> & rhs){return subtract(rhs);}
const V2D<VTYPE> & operator*=(const VTYPE & rhs){return multiply(rhs);}
const V2D<VTYPE> & operator/=(const VTYPE & rhs){return divide(rhs);}
bool operator==(const V2D<VTYPE> & rhs) const{return isEqual(rhs);}
bool operator!=(const V2D<VTYPE> & rhs) const{return !isEqual(rhs);}
};
| 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/v2d.h | C++ | bsd | 16,091 |
#include "Graph.h"
// default constructor
Graph::Graph() {}
// default destructor
// :make sure safer release is called
Graph::~Graph() { release(); }
// safetly release all data
void Graph::release()
{
// release the adjacency matrix
for(int i = 0; i < m_size; ++i)
{
delete [] m_AdjacencyMatrix[i];
}
delete [] m_AdjacencyMatrix;
// release the graphNodes
for(int i = 0; i < m_nodes.size(); ++i)
{
m_nodes.get(i)->release();
}
// now release the list of nodes itself
m_nodes.release();
// release the debug texture
m_nodeTex.release();
m_neighborTex.release();
}
// set up the graph to be the given size
void Graph::initialize(int a_size)
{
// setup debug texture
m_nodeTex.initialize(L"images/graph.png",true);
m_neighborTex.initialize(L"images/neighbor.png",true);
// setup graph to be the given size
m_size = a_size;
// create the adjaceny matrix
m_AdjacencyMatrix = new bool*[m_size];
for(int i = 0; i < m_size; i++)
m_AdjacencyMatrix[i] = new bool[m_size];
// initialize the entire matrix to false
for(int y = 0; y < m_size; y++)
for(int x = 0; x < m_size; x++)
m_AdjacencyMatrix[y][x] = false;
}
// create a new node with the given world position
// the node's id is returned
// if -1 is returned an error occured
// most likely cause is the graph is full
int Graph::createNode(V2DF a_pos)
{
// first check if the graph is to big
if( m_nodes.size() >= m_size )
return -1;
// if the graph has room add the node
GraphNode* temp = new GraphNode();
temp->initialize(a_pos);
m_nodes.add(temp);
// return this new nodes id
return m_nodes.size() - 1;
}
// return a reference to the given graph node
// return NULL if the node doesn't exist
GraphNode* Graph::getNode(int a_node)
{
// make sure node exists
if(a_node >= 0 && a_node < m_nodes.size())
{
// return a reference to the node
return m_nodes.get(a_node);
}
// node doesn't exist return NULL
return 0;
}
// creates a one way connection between the two nodes going from start node to end node with the given cost
void Graph::setOneWayConnection(int a_start, int a_end, int a_cost)
{
// make sure the nodes exist
if( a_start <= -1 || a_start >= m_size || a_end <= -1 || a_end >= m_size
|| a_start >= m_nodes.size() || a_end >= m_nodes.size() )
return;
// the nodes exist so create the connection
// first update the adjacency matrix
m_AdjacencyMatrix[a_start][a_end] = true;
// second update the start node
m_nodes.get(a_start)->addNeighbor( m_nodes.get(a_end), a_cost );
}
// create a two way connection between nodes start and end each with their own cost
// costA = start -> end
// costB = end -> start
void Graph::setTwoWayConnection(int a_start, int a_end, int costA, int costB)
{
// set first connection
setOneWayConnection(a_start, a_end, costA);
// set second connection
setOneWayConnection(a_end, a_start, costB);
}
// create a two way connection between nodes start and end with the same cost
void Graph::setTwoWayConnection(int a_start, int a_end, int a_cost)
{
// set first connection
setOneWayConnection(a_start, a_end, a_cost);
// set second connection
setOneWayConnection(a_end, a_start, a_cost);
}
// Used for debugging
void Graph::render()
{
for(int i = 0; i < m_nodes.size(); ++i)
{
V2DF parent = m_nodes.get(i)->getPosition();
V2DF dif(0.0f,0.0f);
V2DF child(0.0f,0.0f);
m_nodeTex.draw( parent, 0.0f, 1.0f );
// draw its neighbors
float angle = 0.0f;
TemplateVector<Connection>* m_neighbors = m_nodes.get(i)->getNeighbors();
for(int j = 0; j < m_neighbors->size(); ++j)
{
child = m_neighbors->get(j).neighbor->getPosition();
dif = child.difference(parent);
angle = atan2f(dif.y,dif.x)*(180.0f/V2D_PI) + 90.0f;
m_neighborTex.draw( parent, angle, 1.0f );
}
}
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Graph.cpp | C++ | bsd | 3,908 |
#pragma once
#include "Texture.h"
#include "Animation.h"
#include "HelpfulData.h"
#include "Entity.h"
enum WeaponType { FISTS, MANUAL, BAT, AIRPLANE, STAPLEGUN, SPRAY, NAILGUN } ;
class Item
{
private:
enum Type {CURRENCY, WEAPON, MISC, AMMO};
Type itemType ;
int amount ;
public:
Item( ) {}
//copy constructor
Item( int type ) { itemType = (Type)type ; }
~Item( ) {}
virtual void use() { --amount ; }
void pickup() { ++amount ; }
int GetItemType( ) { return itemType ; }
};
class Weapon : Item
{
private:
int str;
int force;
float range;
Texture held;
Animation animation;
Entity bullets ;
ClDwn atkDelay;
WeaponType weapon ;
public:
};
class Misc : Item
{
private:
//type of misc items available
enum MiscType { KIT, KEY, SUPERGLUE, MEAT, REPELLENT, THROWING } ;
Entity miscItem ;
Entity* player ;
//stores texture type and animation
Texture held ;
Animation animation ;
//holds the type of this item
MiscType type ;
//used items that have an effect on the map for a time has a duration
float duration ;
//throwing weapons cause a fixed amount of damage
int damage ;
public:
};
class Ammo : Item
{
private:
enum AmmoType {NONE, TOY, PAPER, STAPLES, HOLYWATER, NAILS};
AmmoType type ;
int amount ;
public:
int GetAmmoType( int w ) ;
} ; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Item.h | C++ | bsd | 1,370 |
#include "Tile.h"
// default constructor
Tile::Tile() {}
// default destructor make sure release is called
Tile::~Tile() { release(); }
// safetly release all data
void Tile::release()
{
m_tex.release();
}
// setup tile of given type
void Tile::initialize(V2DF pos, int tileType)
{
// load texture
m_tex.initialize(L"images/tileset.png",2,1,2,32,32,true);
// setup bounds
m_bounds.top = m_tex.SpriteHeight()/-2.0f;
m_bounds.bottom = m_tex.SpriteHeight()/2.0f;
m_bounds.left = m_tex.SpriteWidth()/-2.0f;
m_bounds.right = m_tex.SpriteWidth()/2.0f;
// set tileType
m_tileType = tileType;
m_tex.setCurrentSprite(m_tileType);
// set position
m_position = pos;
}
void Tile::render()
{
m_tex.draw(m_position,0.0f,1.0f);
}
void Tile::update(float dT) {}
// returns collision boundry relative to position
FRect Tile::getBounds()
{
FRect temp = m_bounds;
temp.right += m_position.x;
temp.left += m_position.x;
temp.top += m_position.y;
temp.bottom += m_position.y;
return temp;
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Tile.cpp | C++ | bsd | 1,043 |
#pragma once
/** ideal when the size is known at creation time */
template<typename DATA_TYPE>
class TemplateArray
{
protected:
/** pointer to the allocated data for the vector */
DATA_TYPE * m_data;
/** actual number of allocated elements that we can use */
int m_allocated;
public:
/** @return value from the list at given index */
inline DATA_TYPE & get(const int & a_index) const
{
return m_data[a_index];
}
/** simple mutator sets a value in the list */
inline void set(const int & a_index, const DATA_TYPE & a_value)
{
// complex types must overload DATA_TYPE & operator=(const DATA_TYPE &)
m_data[a_index] = a_value;
}
inline void moveDown(const int & a_from, const int & a_offset, int a_size)
{
for(int i = a_from-a_offset; i < a_size; ++i)
{
set(i+a_offset, get(i));
}
}
inline void moveUp(const int & a_from, const int & a_offset, int a_last)
{
for(int i = a_last-a_offset-1; i >= a_from; --i)
{
set(i+a_offset, get(i));
}
}
public:
/** @param a_size reallocate the vector to this size */
const bool allocateToSize(const int & a_size)
{
// reallocate a new list with the given size
DATA_TYPE * newList = new DATA_TYPE[a_size];
// if the list could not allocate, fail...
if(!newList) return false;
// the temp list is the one we will keep, while the old list will be dropped.
DATA_TYPE * oldList = m_data;
// swap done here so set(index, value) can be called instead of the equals operator
m_data = newList;
// if there is old data
if(oldList)
{
// when copying old data, make sure no over-writes happen.
int smallestSize = m_allocated<a_size?m_allocated:a_size;
// fill the new list with the old data
for(int i = 0; i < smallestSize; ++i)
{
set(i, oldList[i]);
}
// get rid of the old list (so we can maybe use the memory later)
delete [] oldList;
}
// mark the new allocated size (held size of oldList)
m_allocated = a_size;
return true;
}
/** note: this method is memory intesive, and should not be in any inner loops... */
void add(const DATA_TYPE & a_value)
{
allocateToSize(size()+1);
set(size()-1, a_value);
}
/** note: this method is memory intesive, and should not be in any inner loops... */
DATA_TYPE * add()
{
allocateToSize(size()+1);
return &get(size()-1);
}
/** sets all fields to an initial data state. WARNING: can cause memory leaks if used without care */
inline void init()
{
m_data = 0;
m_allocated = 0;
}
/** cleans up memory */
inline void release()
{
if(m_data)
{
delete [] m_data;
m_data = 0;
m_allocated = 0;
}
}
~TemplateArray(){release();}
/** @return true if vector allocated this size */
inline bool ensureCapacity(const int & a_size)
{
if(a_size && m_allocated < a_size)
{
return allocateToSize(a_size);
}
return true;
}
/** @return true of the copy finished correctly */
inline bool copy(const TemplateArray<DATA_TYPE> & a_array)
{
if(m_allocated != a_array.m_allocated)
{
release();
allocateToSize(a_array.m_allocated);
}
for(int i = 0; i < a_array.m_allocated; ++i)
{
set(i, a_array.get(i));
}
return false;
}
/** copy constructor */
inline TemplateArray(
const TemplateArray<DATA_TYPE> & a_array)
{
init();
copy(a_array);
}
/** default constructor allocates no list (zero size) */
inline TemplateArray(){init();}
/** size constructor */
inline TemplateArray(const int & a_size)
{
init();
ensureCapacity(a_size);
}
/** format constructor */
inline TemplateArray(const int & a_size,
const DATA_TYPE & a_defaultValue)
{
init();
ensureCapacity(a_size);
for(int i = 0; i < a_size; ++i)
set(i, a_defaultValue);
}
/** @return the size of the list */
inline const int & size() const
{
return m_allocated;
}
/** @return the last value in the list */
inline DATA_TYPE & getLast()
{
return get(size()-1);
}
/**
* @return the raw pointer to the data...
* @note dangerous accessor. use it only if you know what you're doing.
*/
inline DATA_TYPE * getRawList()
{
return m_data;
}
/**
* @param a_index is overwritten by the next element, which is
* overwritten by the next element, and so on, till the last element
* @note this operation is memory intensive!
*/
void remove(const int & a_index)
{
moveDown(a_index, -1, size());
allocateToSize(m_allocated-1);
}
/**
* @param a_index where to insert a_value. shifts elements in the vector.
* @note this operation is memory intensive!
*/
void insert(const int & a_index, const DATA_TYPE & a_value)
{
setSize(m_size+1);
moveUp(m_data, a_index, 1, size());
set(a_index, a_value);
}
/** swaps to elements in the vector */
inline void swap(const int & a_index0, const int & a_index1)
{
DATA_TYPE temp = get(a_index0);
set(a_index0, get(a_index1));
set(a_index1, temp);
}
/** @return index of 1st a_value at or after a_startingIndex. uses == */
inline int indexOf(const DATA_TYPE & a_value, const int & a_startingIndex, const int & a_endingIndex) const
{
for(int i = a_startingIndex; i < a_endingIndex; ++i)
{
if(get(i) == a_value)
return i;
}
return -1;
}
/** @return index of 1st a_value at or after a_startingIndex. uses == */
inline int indexOf(const DATA_TYPE & a_value) const
{
return indexOf(a_value, 0, size());
}
/**
* will only work correctly if the TemplateVector is sorted.
* @return the index of the given value, -1 if the value is not in the list
*/
int indexOfWithBinarySearch(const DATA_TYPE & a_value, const int & a_first, const int & a_limit)
{
if(m_allocated)
{
int first = a_first, last = a_limit;
while (first <= last)
{
int mid = (first + last) / 2; // compute mid point.
if (a_value > m_data[mid])
first = mid + 1; // repeat search in top half.
else if (a_value < m_data[mid])
last = mid - 1; // repeat search in bottom half.
else
return mid; // found it. return position
}
}
return -1; // failed to find key
}
void setAll(const DATA_TYPE & a_value)
{
for(int i = 0; i < size(); ++i)
{
set(i, a_value);
}
}
bool isSorted()
{
bool sorted = true;
for(int i = 1; sorted && i < size(); ++i)
{
sorted = get(i) >= get(i-1);
}
return sorted;
}
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/templatearray.h | C++ | bsd | 6,548 |
#pragma once
#include "Sound.h"
#include "Input.h"
#include "Graphics_Lib.h"
#include "Entity.h"
#include "Player.h"
#include "World.h"
enum G_State {MENU, CLASS, GAME, DEAD, VICTORY};
// contains all game components
class GameEngine
{
private:
bool running;
G_State m_state;
// audio
Sound* pSound;
// Input
Input* pInput;
// Graphics
DX2DEngine* p2DEngine;
float m_cameraSpeed;
/** entity test */
Entity test;
Player player;
World tWorld;
public:
GameEngine();
~GameEngine();
void initialize();
void update(float dT);
void render();
void drawText();
void release();
bool isRunning();
void setRunning(bool a_run);
void setState(G_State state);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/GameEngine.h | C++ | bsd | 720 |
//
// This header file is full of usual unversal functions, structs, classes and other includes
//
#pragma once
#include <math.h>
#include <time.h>
#include <stdlib.h>
#include <Windows.h>
#include "templatearray.h"
#include "templatevector.h"
#include "v2d.h"
#include <stdio.h>
//#include <vld.h>
#include <new.h>
#define GRID_SIZE 32.0f
#define HALF_GRID 16.0f
#define BORDER 32.0f
struct FRect
{
float top;
float bottom;
float right;
float left;
};
// used to control cool downs of actions
// cooldowns/timers are based on the active bool
// if active is false then the ability/action is useble
// otherwise it is not
// make sure to set active to true when the ability is used...
// ... to start the timer
class ClDwn
{
private:
// cool down control variables
float m_duration;
float m_newDuration;
float m_timePassed;
bool m_active;
public:
ClDwn();
~ClDwn();
void initialize(float duration);
void update(float dT);
void activate();
void deActivate();
bool isActive() { return m_active; }
void changeDuration(float duration, bool ignoreAcitve);
float getTimePassed() { return m_timePassed; }
float getDuration() { return m_duration; }
};
// seed the random number generator
// WARNING: ONLY CALL ONCE AT INITIALIZATION OF GAME
void seedRand();
// returns true if the two rects are colliding
bool colliding(FRect r1, FRect r2);
// returns true if the points lies within the rect
bool colliding(V2DF point, FRect rect);
// returns a random float between the two given numbers
float randomFloat(float min, float max);
// returns a random int between the two given numbers
int randomInt(int min, int max);
// takes in an float rect and converts it to an equivelent windows rect
RECT fRectToRECT(FRect a_rect);
// takes in a rect and converts it to an equivelent float rect
FRect RECTtoFRect(RECT a_rect); | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/HelpfulData.h | C++ | bsd | 1,911 |
#pragma once
#include "SpriteSheet.h"
#include "HelpfulData.h"
class Animation : public SpriteSheet
{
private:
ClDwn m_frameSwitch;
bool m_playing;
bool m_loop;
public:
Animation();
~Animation();
void initialize(LPCWSTR fileName, int count, int numRows, int numColumns, int spriteWidth, int spriteHeight, float fps, bool a_loop, bool relativeToCamera);
void update(float dT);
void setCurrentFrame(int index);
void loop(bool a_loop) { m_loop = a_loop; }
void pause();
void reset(bool pause);
void play();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Animation.h | C++ | bsd | 539 |
#include "Texture.h"
// default constructor setting initial values to 0
Texture::Texture()
{
// set view rect to default
m_viewRect.right = m_viewRect.left = m_viewRect.bottom = m_viewRect.top = -1;
// set pointers to null
engine = 0;
}
// make sure that safe release is called
Texture::~Texture()
{
release();
}
void Texture::setTint(int R, int G, int B)
{
m_R = R;
m_G = G;
m_B = B;
}
// setup texture object and load the given file
void Texture::initialize(LPCWSTR fileName, bool relativeToCamera)
{
// set type to base texture
m_type = BASIC;
// save relativity to camera
m_relativeToCamera = relativeToCamera;
// set view rect to default
m_viewRect.right = m_viewRect.left = m_viewRect.bottom = m_viewRect.top = -1;
// first get an instance of the graphics engine
if(!engine)
engine = DX2DEngine::getInstance();
// set color to white by default
m_R = m_G = m_B = 255;
// get the length of fileName
int i = 0;
while(fileName[i] != 0)
{
i++;
}
// increment one more time for the null terminator
i++;
// also load from graphics engine
textureID = engine->createTexture(fileName, i);
}
// safetly release all data
void Texture::release()
{
//m_rects.release();
}
// draw the texture with the given coordinates
// layer is the Z layer the texture will be drawn at
void Texture::draw(V2DF pos, float rotAngle, float scale)
{
int layer = 0;
// make sure layer is less than 1 and greater than -1
if(layer >= 0.1)
layer = .9;
if(layer < 0)
layer = 0;
// check if a view rect has been set
if(m_viewRect.top == -1)
{
// pass in view rect
engine->renderTexture(textureID, pos, layer, scale, rotAngle, 0, m_R, m_G, m_B, m_relativeToCamera);
}
else
{
// pass in 0 for sprite sheet rect
engine->renderTexture(textureID, pos, layer, scale, rotAngle, &m_viewRect, m_R, m_G, m_B, m_relativeToCamera);
}
}
int Texture::imageHeight()
{
return engine->imageInfo(textureID).Height;
}
int Texture::imageWidth()
{
return engine->imageInfo(textureID).Width;
}
void Texture::resetViewRect()
{
m_viewRect.right = m_viewRect.left = m_viewRect.bottom = m_viewRect.top = -1;
}
// if the view rect is larger than the image it will be set to image limits
void Texture::setViewRect(RECT a_viewRect)
{
// make sure that the rect is limited to the size of the image
m_viewRect = a_viewRect;
// restrict left
if(m_viewRect.left < 0)
m_viewRect.left = 0;
if(m_viewRect.left > imageWidth())
m_viewRect.left = imageWidth();
// restrict right
if(m_viewRect.right < 0)
m_viewRect.right = 0;
if(m_viewRect.right > imageWidth())
m_viewRect.right = imageWidth();
// restrict top
if(m_viewRect.top < 0)
m_viewRect.top = 0;
if(m_viewRect.top > imageHeight())
m_viewRect.top = imageHeight();
// restrict bottom
if(m_viewRect.bottom < 0)
m_viewRect.bottom = 0;
if(m_viewRect.bottom > imageHeight())
m_viewRect.bottom = imageHeight();
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Texture.cpp | C++ | bsd | 3,021 |
#pragma once
//////////////////////////////////////////////////////////////////////////
// FMOD
//////////////////////////////////////////////////////////////////////////
#include <fmod.h>
#include <fmod.hpp>
#pragma comment(lib, "Fmodex_vc.lib")
#define HIT 0
#define PRESS 1
#define FIRE 2
class Sound
{
private:
FMOD::System *system;
FMOD_RESULT result;
unsigned int version;
int numdrivers;
FMOD_SPEAKERMODE speakermode;
FMOD_CAPS caps;
char name[256];
FMOD::Sound *m_soundEffects[3];
FMOD::Channel *m_BGMChannel;
Sound();
public:
static Sound* getInstance();
~Sound();
void update();
void initialize();
void release();
void playSound(int sound);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Sound.h | C++ | bsd | 705 |
#include "SpriteSheet.h"
SpriteSheet::SpriteSheet() {}
// make sure safer release is called
SpriteSheet::~SpriteSheet() { release(); }
// safetly release all data
void SpriteSheet::release()
{
m_rects.release();
}
// setup the texture and rects for the sprite sheet
// numColumns : number of columns in sheet
// numRows : number of rows in sheet
// count : total number of sprites in sheet ( can be less than rows * columns )
// spriteHeight : height in pixels of each sprites
// spriteWidth : width in pixels of each sprites
void SpriteSheet::initialize(LPCWSTR fileName, int count, int numRows, int numColumns, int spriteWidth, int spriteHeight, bool relativeToCamera)
{
// setup basic sprite
Texture::initialize(fileName,relativeToCamera);
// set type to sprite sheet
m_type = SHEET;
// save rows and columns
m_rows = numRows;
m_columns = numColumns;
// default draw sprite to 0
m_index = 0;
// generate rects for the sheet
// temp rect used to hold the data
RECT temp;
temp.top = 0;
temp.left = 0;
temp.right = spriteWidth;
temp.bottom = spriteHeight;
// control variable to stop generating rects when all are done
bool done = false;
// generate the individual rects for each sprite
for(int y = 0; y < m_rows && !done; ++y)
{
for(int x = 0; x < m_columns && !done; ++x)
{
// first make sure count hasn't been succeed
if( (x+(m_columns*y)) >= count )
{
// all of the rects are finished exit the loops
done = true;
break;
}
// set up the rect
temp.top = (y * spriteHeight);
temp.bottom = (y + 1) * spriteHeight;
temp.left = (x * spriteWidth);
temp.right = (x + 1) * spriteWidth;
// store in the rects list
m_rects.add(temp);
}
}
}
// the rhe sprite to be drawn during render
// returns true if the sprite existed and was set successfully
// returns false otherwise
bool SpriteSheet::setCurrentSprite(int index)
{
if( index >= 0 && index < m_rects.size() )
{
m_index = index;
return true;
}
return false;
}
// draw the current sprite at the given position with the given scale and angle
void SpriteSheet::draw(V2DF pos, float rotAngle, float scale)
{
int layer = 0;
// make sure layer is less than 1 and greater than -1
if(layer > 1)
layer = 1;
if(layer < 0)
layer = 0;
// get the sprite's rect
RECT temp = m_rects.get(m_index);
if(m_viewRect.top != -1)
{
// augment this rect by the view rect
// only augment them if they are not equal
if(temp.top != m_viewRect.top)
temp.top -= m_viewRect.top;
if(temp.left != m_viewRect.left)
temp.left -= m_viewRect.left;
if(temp.right != m_viewRect.right)
temp.right -= m_viewRect.right;
if(temp.bottom != m_viewRect.bottom)
temp.bottom -= m_viewRect.bottom;
}
// draw the texture
engine->renderTexture(textureID, pos, layer, scale, rotAngle, &temp, m_R, m_G, m_B, m_relativeToCamera);
}
// will be restricted to size of individual sprite
void SpriteSheet::setViewRect(RECT a_viewRect)
{
// make sure that the rect is limited to the size of the image
m_viewRect = a_viewRect;
// restrict left
if(m_viewRect.left < 0)
m_viewRect.left = 0;
if(m_viewRect.left > SpriteWidth())
m_viewRect.left = SpriteWidth();
// restrict right
if(m_viewRect.right < 0)
m_viewRect.right = 0;
if(m_viewRect.right > SpriteWidth())
m_viewRect.right = SpriteWidth();
// restrict top
if(m_viewRect.top < 0)
m_viewRect.top = 0;
if(m_viewRect.top > SpriteHeight())
m_viewRect.top = SpriteHeight();
// restrict bottom
if(m_viewRect.bottom < 0)
m_viewRect.bottom = 0;
if(m_viewRect.bottom > SpriteHeight())
m_viewRect.bottom = SpriteHeight();
// now it will be re-made so that it represents the difference between a sprite-rect
m_viewRect.top = m_rects.get(0).top - m_viewRect.top;
m_viewRect.bottom = m_rects.get(0).bottom - m_viewRect.bottom;
m_viewRect.left = m_rects.get(0).left - m_viewRect.left;
m_viewRect.right = m_rects.get(0).right - m_viewRect.right;
}
| 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/SpriteSheet.cpp | C++ | bsd | 4,094 |
#pragma once
#include "Player.h"
Player::Player() {
tex.initialize(L"\images\test.png",true);
stats.str = 0;
stats.health = 0;
stats.tough = 0;
stats.agil = 0;
stats.weight = 0;
orientation = NORTH;
speed = 300.0f;
pInput = Input::getInstance();
}
Player::~Player() {
pInput->release();
}
void Player::Update(float dT) {
// Movement
if(pInput->keyDown(DIK_W)) {
position.y -= speed * dT;
}
if(pInput->keyDown(DIK_S)) {
position.y += speed * dT;
}
if(pInput->keyDown(DIK_A)) {
position.x -= speed * dT;
}
if(pInput->keyDown(DIK_D)) {
position.x += speed * dT;
}
// Facing
if(pInput->keyPressed(DIK_UP)) {
orientation = NORTH;
}
if(pInput->keyPressed(DIK_DOWN)) {
orientation = SOUTH;
}
if(pInput->keyPressed(DIK_LEFT)) {
orientation = WEST;
}
if(pInput->keyPressed(DIK_RIGHT)) {
orientation = EAST;
}
setFacing(orientation);
DX2DEngine::getInstance()->setCamera(position);
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Player.cpp | C++ | bsd | 972 |
#pragma once
#include "Graphics_Lib.h"
#include "HelpfulData.h"
#include "Floor.h"
extern class Entity;
extern class GraphNode;
#define NUM_FLOORS 10
class World
{
private:
Floor m_floors[NUM_FLOORS];
int m_currentFloor;
public:
World();
~World();
void release();
void initialize();
void setCurrentFloor(int nFloor);
inline int getCurrentFloor() { return m_currentFloor; }
bool FloorVisited(int floor);
inline bool FloorVisited() { return m_floors[m_currentFloor].FloorVisited(); }
bool FloorCleared(int floor);
inline bool FloorCleared() { return m_floors[m_currentFloor].FloorCleared(); }
bool WallCollision(Entity * entity);
void update(float dT);
void render();
//void renderMiniMap();
//void renderWorldMap();
inline GraphNode * getNode(V2DF position) { return m_floors[m_currentFloor].getNode(position); }
inline GraphNode * getNode(int id) { return m_floors[m_currentFloor].getNode(id); }
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/World.h | C++ | bsd | 953 |
#pragma once
// Direct Input includes
#include <dinput.h>
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib")
#include "v2d.h"
// This class handles input for the entire game and is a singleton for ease of use
class Input
{
private:
HWND m_hWnd;
IDirectInput8 * m_pDInput; // Direct Input Object
IDirectInputDevice8 * m_pKeyboard; // Keyboard Object
IDirectInputDevice8 * m_pMouse; // Mouse Object
// keyboard states
bool keysLastUpdate[256]; // used to detect whether a given key was pressed last frame
char mKeyboardState[256];
// mouse states
DIMOUSESTATE2 mMouseState;
Input();
public:
~Input();
void initialize(HINSTANCE hInst, HWND hWnd);
void pollDevices();
void release();
bool keyDown(int key);
bool keyPressed(int key);
bool mouseButtonDown(int button);
V2DF getMousePos();
static Input* getInstance();
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Input.h | C++ | bsd | 890 |
#pragma once
#include "HelpfulData.h"
#include "GraphNode.h"
#include "Texture.h"
class Graph
{
private:
// the number of nodes in the graph
int m_size;
// relation ship of nodes in the graph
bool **m_AdjacencyMatrix;
// all nodes in the graph
TemplateVector<GraphNode*> m_nodes;
// texture used for debugging
Texture m_nodeTex;
Texture m_neighborTex;
public:
Graph();
~Graph();
void release();
void initialize(int a_size);
int createNode(V2DF a_pos);
void setOneWayConnection(int a_start, int a_end, int cost);
void setTwoWayConnection(int a_start, int a_end, int costA, int costB);
void setTwoWayConnection(int a_start, int a_end, int costA);
void render();
GraphNode* getNode(int a_node);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Graph.h | C++ | bsd | 742 |
#pragma once
#include "DX2DEngine.h"
#include "HelpfulData.h"
enum Orientation {TOP_LEFT,TOP_RIGHT,CENTER,BOT_RIGHT,BOT_LEFT,TOP_CENTER,BOT_CENTER};
class Message_Box
{
private:
char * m_message;
int m_length;
V2DF m_pos;
int m_width;
int m_height;
Orientation m_drawPoint;
Orientation m_textPoint;
int m_A;
int m_R;
int m_G;
int m_B;
public:
Message_Box();
~Message_Box();
void release();
void initialize(char * message, int length, V2DF pos, int width, int height, Orientation drawPoint, Orientation textPoint, int A, int R, int G, int B);
void drawText();
void changeDrawPoint(Orientation drawPoint) { m_drawPoint = drawPoint; }
void changeTextPoint(Orientation textPoint) { m_textPoint = textPoint; }
V2DF getPosition() { return m_pos; }
void changeMessage(char * message, int length);
void changePosition(V2DF pos) { m_pos = pos; }
float getWidth() { return m_width; }
float getHeight() { return m_height; }
void changeBounds(int width, int height) { m_width = width; m_height = height; }
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/MessageBox.h | C++ | bsd | 1,056 |
#pragma once
// all DirectX 2D classes
#include "DX2DEngine.h"
#include "Texture.h"
#include "SpriteSheet.h"
#include "Animation.h"
#include "Line.h"
#include "MessageBox.h" | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Graphics_Lib.h | C | bsd | 182 |
#include "GraphNode.h"
GraphNode::GraphNode() {}
// make sure the safer release is called
GraphNode::~GraphNode() {release();}
void GraphNode::release()
{
m_neighbors.release();
}
// setup node at given position
void GraphNode::initialize(V2DF a_pos)
{
totalNeighbors = 0;
m_position = a_pos;
}
// create a connection with the given neighbor and add it to the list
void GraphNode::addNeighbor(GraphNode* a_neighbor, float a_cost)
{
totalNeighbors++;
Connection temp;
temp.neighbor = a_neighbor;
temp.cost = a_cost;
m_neighbors.add(temp);
}
int GraphNode::getNeighborCount()
{
return totalNeighbors;
}
TemplateVector<Connection>* GraphNode::getNeighbors()
{
return &m_neighbors;
}
V2DF GraphNode::getPosition()
{
return m_position;
}
// returns the hueristic value between the given node and this node
float GraphNode::Hueristic(GraphNode* other)
{
// make sure other exists
if(!other)
return 0.0f;
// calculate hueristic
return other->getPosition().difference( m_position ).length();
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/GraphNode.cpp | C++ | bsd | 1,063 |
#include "MessageBox.h"
// set data to defaults
Message_Box::Message_Box()
{
m_message = 0;
m_length = 0;
}
// make sure safer release is called
Message_Box::~Message_Box() { release(); }
// safetly release all data
void Message_Box::release()
{
if(m_message)
{
delete [] m_message;
m_message = 0;
m_length = 0;
}
}
// setup message box
void Message_Box::initialize(char * message, int length, V2DF pos, int width, int height, Orientation drawPoint, Orientation textPoint, int A, int R, int G, int B)
{
// if a message already exists release it first
if(m_message)
release();
// setup message
m_length = length;
m_message = new char[m_length+1];
for(int i = 0; i < m_length; i++)
{
m_message[i] = message[i];
}
m_message[m_length] = 0;
// save position and bounds
m_pos = pos;
m_height = height;
m_width = width;
// save orientations
m_drawPoint = drawPoint;
m_textPoint = textPoint;
// set color
m_A = A;
m_R = R;
m_G = G;
m_B = B;
}
// draw the message
void Message_Box::drawText()
{
// get engine reference
DX2DEngine * p2dEngine = DX2DEngine::getInstance();
// build rect from position and orientation
RECT bounds;
switch (m_drawPoint)
{
case TOP_LEFT:
bounds.top = -m_height;
bounds.left = -m_width;
bounds.right = 0;
bounds.bottom = 0;
break;
case TOP_RIGHT:
bounds.top = -m_height;
bounds.left = 0;
bounds.right = m_width;
bounds.bottom = 0;
break;
case CENTER:
bounds.top = -m_height/2;
bounds.left = -m_width/2;
bounds.right = m_width/2;
bounds.bottom = m_height/2;
break;
case BOT_RIGHT:
bounds.top = 0;
bounds.left = 0;
bounds.right = m_width;
bounds.bottom = m_height;
break;
case BOT_LEFT:
bounds.top = 0;
bounds.left = -m_width;
bounds.right = 0;
bounds.bottom = m_height;
break;
case TOP_CENTER:
bounds.top = -m_height;
bounds.left = -m_width/2;
bounds.right = m_width/2;
bounds.bottom = 0;
break;
case BOT_CENTER:
bounds.top = 0;
bounds.left = -m_width/2;
bounds.right = m_width/2;
bounds.bottom = m_height;
break;
default:
break;
}
// add position
bounds.right += m_pos.x;
bounds.left += m_pos.x;
bounds.top += m_pos.y;
bounds.bottom += m_pos.y;
DWORD formating;
// determine orientation
switch (m_textPoint)
{
case TOP_LEFT:
formating = DT_TOP | DT_LEFT | DT_NOCLIP;
break;
case TOP_RIGHT:
formating = DT_TOP | DT_RIGHT | DT_NOCLIP;
break;
case CENTER:
formating = DT_CENTER | DT_VCENTER | DT_NOCLIP;
break;
case BOT_RIGHT:
formating = DT_BOTTOM | DT_RIGHT | DT_NOCLIP;
break;
case BOT_LEFT:
formating = DT_BOTTOM | DT_LEFT | DT_NOCLIP;
break;
case TOP_CENTER:
formating = DT_TOP | DT_CENTER | DT_NOCLIP;
break;
case BOT_CENTER:
formating = DT_BOTTOM | DT_CENTER | DT_NOCLIP;
break;
default:
break;
}
// write text to the screen
p2dEngine->writeText(m_message,bounds,D3DCOLOR_ARGB(255,m_R,m_G,m_B),formating);
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/MessageBox.cpp | C++ | bsd | 3,052 |
#pragma once
#include "Texture.h"
class SpriteSheet : public Texture
{
protected:
TemplateVector<RECT> m_rects;
int m_index;
int m_rows;
int m_columns;
public:
SpriteSheet();
~SpriteSheet();
void release();
void initialize(LPCWSTR fileName, int count, int numRows, int numColumns, int spriteWidth, int spriteHeight, bool relativeToCamera);
bool setCurrentSprite(int index);
virtual void draw(V2DF pos, float rotAngle, float scale);
int getCurrentSprite() { return m_index; }
int getImageCount() { return m_rects.size(); }
int SpriteHeight() { return m_rects.get(0).bottom; }
int SpriteWidth() { return m_rects.get(0).right; }
int rows() { return m_rows; }
int columns() { return m_columns; }
void setViewRect(RECT a_viewRect);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/SpriteSheet.h | C++ | bsd | 771 |
#pragma once
///////////////////////////////////////////////////////////////////////////
// General Windows includes
///////////////////////////////////////////////////////////////////////////
#include <stdio.h>
#pragma comment(lib, "winmm.lib")
//////////////////////////////////////////////////////////////////////////
// Direct3D 9 headers and libraries required
//////////////////////////////////////////////////////////////////////////
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
// used for windows error text box
#include <WinUser.h>
#include "v2d.h"
#include "templatearray.h"
#include "templatevector.h"
#include "HelpfulData.h"
// texture struct
// saves the need for two lists of image info and images themselves
struct TextureInfo
{
int length; // file name length
char* name; // File name
IDirect3DTexture9* m_pTexture; // Texture Object for a sprite
D3DXIMAGE_INFO m_imageInfo; // File details of a texture
};
// Singleton for basic graphics use
// Simply an in-between making drawing 2d sprites in direct x easier
class DX2DEngine
{
private:
// Application variables
HWND m_hWnd;
bool m_bVsync;
// Direct X objects/devices
IDirect3D9* m_pD3DObject; // Direct3D 9 Object
IDirect3DDevice9* m_pD3DDevice; // Direct3D 9 Device
D3DCAPS9 m_D3DCaps; // Device Capabilities
// Direct X sprites variable
ID3DXSprite* m_pSprite; // Sprite Object
// Direct X font variable
ID3DXFont* m_pFont; // Font Object
// Vector of currently loaded textures
TemplateVector<TextureInfo*> m_textures;
// frames per second
int fps;
// current number of frames rendered
int frameCount;
// elapsed time
// used to calculate fps
float elapsedTime;
// camera controllers
V2DF camera;
V2DF screen_center;
float zoom;
DX2DEngine();
public:
// basic functions
~DX2DEngine();
static DX2DEngine* getInstance();
void initialize(HWND& hWnd, HINSTANCE& hInst, bool bWindowed);
void release();
// update to calculate fps
void update(float dT);
float getFPS();
// render controlers
void start2DRender();
void end2DRender();
void startSprite();
void endSprite();
// accessors
ID3DXSprite* spriteRef();
ID3DXFont* fontRef();
IDirect3DDevice9* deviceRef();
// Text drawing/writing functions
void writeText(char *text, V2DF pos, float width, float height, D3DCOLOR color);
void writeText(char *text, RECT bounds, D3DCOLOR color);
void writeText(char *text, RECT bounds, D3DCOLOR color, DWORD format);
void writeCenterText(char *text, RECT bounds, D3DCOLOR color);
// Texture creation functions
int createTexture(LPCWSTR file, int length);
// Texture rendering functions
void renderTexture(int index, // index of the texture
V2DF pos, float layer, float scale, float angle, // position data
RECT *m_sheetRect, // culling rect : used for sprite sheets
int r, int g, int b, // color tint
bool relativeToCamera); // true:draw relative to the camera false:don't
void moveCamera(V2DF dist);
void setCamera(V2DF pos);
V2DF getCamera();
V2DF screenCenter();
void setZoom(float a_zoom);
void zoomInOut(float aug);
float getZoom();
D3DXIMAGE_INFO imageInfo(int textureID);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/DX2DEngine.h | C++ | bsd | 3,328 |
#include "Line.h"
// make sure pointer is 0
Line::Line() { m_tex = 0; }
// make sure safe release is called
Line::~Line() { release(); }
// safetly release all stored data
void Line::release()
{
}
// setup texture and start and end points
void Line::initialize(Texture * a_tex, V2DF start, V2DF end)
{
// save texture reference
m_tex = a_tex;
// set start and end points
m_start = start;
m_end = end;
calculate();
}
// set start point and recalculate length/angle
void Line::setStart(V2DF start)
{
// set start
m_start = start;
calculate();
}
// set end point and recalculate length/angle
void Line::setEnd(V2DF end)
{
// end points
m_end = end;
calculate();
}
// determine how many times the texture must be drawn and if ....
// a portion of the texture must be drawn
void Line::calculate()
{
// save sprite height and width
// if the texture is a sprite sheet or animation get the individual height and widht
if(m_tex->getType() == SHEET || m_tex->getType() == ANIMATION)
{
// a sprite sheet pointer will work fine for either
SpriteSheet * temp = (SpriteSheet*)m_tex;
m_spriteHeight = temp->SpriteHeight();
m_spriteWidth = temp->SpriteWidth();
}
// otherwise get the image height and width
else
{
m_spriteHeight = m_tex->imageHeight();
m_spriteWidth = m_tex->imageWidth();
}
// calculate length
V2DF difference = m_end.difference(m_start);
m_length = difference.length();
// calculate angle
m_angle = atan2f(difference.y,difference.x)*(180.0f/V2D_PI);
// determine the number of times the image must be drawn
m_numSprites = (int)m_length / m_spriteHeight;
// now check if a portion of a sprite must be drawn
if( (int)m_length % m_spriteHeight != 0 )
{
float remainder = m_spriteHeight - ( m_length - (m_spriteHeight * m_numSprites) ) ;
RECT temp;
// cut off the top of the texture
temp.top = (int)remainder;
// leave the rest the same
temp.left = 0;
temp.right = m_spriteWidth;
temp.bottom = m_spriteHeight;
m_lastSprite = temp;
}
}
// render the line from start point to end point
void Line::render()
{
// float angleRad = (V2D_PI / 180.0f) * wanderAngle;
// steeringForce = V2DF( cos(angleRad), sin(angleRad) ).product( 10 );
// calculate half of the image length
float halfImage = (float)m_spriteHeight / 2.0f;
// convert angle to radians
float angleRad = (V2D_PI / 180.0f) * m_angle;
// create vector based on half image length and angle in radians
V2DF halfImageLength( cos(angleRad), sin(angleRad) );
// get vector of full image length
V2DF imageLength = halfImageLength.product( m_spriteHeight );
halfImageLength.multiply( halfImage );
// set up draw position
V2DF drawPos;
if(m_numSprites > 0)
drawPos = m_start.sum( halfImageLength );
else
drawPos = m_end;
// reset textures view rect
m_tex->resetViewRect();
// draw each sprite
for(int i = 0; i < m_numSprites; i++)
{
// add image length
if(i > 0)
drawPos.add(imageLength);
m_tex->draw(drawPos, m_angle+90.0f,1.0f);
}
// now check if a portion of a sprite must be drawn
if( (int)m_length % m_spriteHeight != 0 )
{
m_tex->setViewRect(m_lastSprite);
if(m_numSprites > 0)
{
// determine mid point between end of the last full texture drawn and the end of the line
drawPos.add(halfImageLength);
drawPos = drawPos.difference(m_end).product(0.5f).sum(m_end);
}
else
{
// the length of the line is less than
// determine the mid point between the start and end points of the line
drawPos = m_start.difference(m_end).product(0.5f).sum(m_end);
}
// draw the final partial sprite
m_tex->draw(drawPos,m_angle+90.0f,1.0f);
}
}
// used if the texture is an animation
void Line::update(float dT)
{
if( m_tex->getType() == ANIMATION )
{
// update the texture
Animation * temp = (Animation*)m_tex;
temp->update(dT);
}
} | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Line.cpp | C++ | bsd | 3,971 |
#pragma once
#include "Tile.h"
#include "Entity.h"
#include "Graph.h"
#define FLOORSIZE 30
class Floor
{
private:
Tile m_layout[FLOORSIZE][FLOORSIZE];
bool m_cleared;
bool m_visited;
public:
Floor();
~Floor();
void release();
void intialize(char * fileName);
void update(float dT);
void render();
bool WallCollision(Entity * entity);
inline bool FloorCleared() { return m_cleared; }
inline bool FloorVisited() { return m_visited; }
GraphNode * getNode(V2DF position);
GraphNode * getNode(int id);
}; | 011913-gdg-incorpserated | trunk/Incorpserated/Incorpserated/Floor.h | C++ | bsd | 540 |
#region Header
/**
* IJsonWrapper.cs
* Interface that represents a type capable of handling all kinds of JSON
* data. This is mainly used when mapping objects through JsonMapper, and
* it's implemented by JsonData.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System.Collections;
using System.Collections.Specialized;
namespace LitJson
{
public enum JsonType
{
None,
Object,
Array,
String,
Int,
Long,
Double,
Boolean
}
public interface IJsonWrapper : IList, IOrderedDictionary
{
bool IsArray { get; }
bool IsBoolean { get; }
bool IsDouble { get; }
bool IsInt { get; }
bool IsLong { get; }
bool IsObject { get; }
bool IsString { get; }
bool GetBoolean ();
double GetDouble ();
int GetInt ();
JsonType GetJsonType ();
long GetLong ();
string GetString ();
void SetBoolean (bool val);
void SetDouble (double val);
void SetInt (int val);
void SetJsonType (JsonType type);
void SetLong (long val);
void SetString (string val);
string ToJson ();
void ToJson (JsonWriter writer);
}
}
| 13159828-litjsonmd | IJsonWrapper.cs | C# | gpl3 | 1,407 |
#region Header
/**
* JsonReader.cs
* Stream-like access to JSON text.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace LitJson
{
public enum JsonToken
{
None,
ObjectStart,
PropertyName,
ObjectEnd,
ArrayStart,
ArrayEnd,
Int,
Long,
Double,
String,
Boolean,
Null
}
public class JsonReader
{
#region Fields
private static IDictionary<int, IDictionary<int, int[]>> parse_table;
private Stack<int> automaton_stack;
private int current_input;
private int current_symbol;
private bool end_of_json;
private bool end_of_input;
private Lexer lexer;
private bool parser_in_string;
private bool parser_return;
private bool read_started;
private TextReader reader;
private bool reader_is_owned;
private object token_value;
private JsonToken token;
#endregion
#region Public Properties
public bool AllowComments
{
get { return lexer.AllowComments; }
set { lexer.AllowComments = value; }
}
public bool AllowSingleQuotedStrings
{
get { return lexer.AllowSingleQuotedStrings; }
set { lexer.AllowSingleQuotedStrings = value; }
}
public bool EndOfInput
{
get { return end_of_input; }
}
public bool EndOfJson
{
get { return end_of_json; }
}
public JsonToken Token
{
get { return token; }
}
public object Value
{
get { return token_value; }
}
#endregion
#region Constructors
static JsonReader()
{
PopulateParseTable();
}
public JsonReader(string json_text) :
this(new StringReader(json_text), true)
{
}
public JsonReader(TextReader reader) :
this(reader, false)
{
}
private JsonReader(TextReader reader, bool owned)
{
if (reader == null)
throw new ArgumentNullException("reader");
parser_in_string = false;
parser_return = false;
read_started = false;
automaton_stack = new Stack<int>();
automaton_stack.Push((int)ParserToken.End);
automaton_stack.Push((int)ParserToken.Text);
lexer = new Lexer(reader);
end_of_input = false;
end_of_json = false;
this.reader = reader;
reader_is_owned = owned;
}
#endregion
#region Static Methods
private static void PopulateParseTable()
{
parse_table = new Dictionary<int, IDictionary<int, int[]>>();
TableAddRow(ParserToken.Array);
TableAddCol(ParserToken.Array, '[',
'[',
(int)ParserToken.ArrayPrime);
TableAddRow(ParserToken.ArrayPrime);
TableAddCol(ParserToken.ArrayPrime, '"',
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, '[',
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, ']',
']');
TableAddCol(ParserToken.ArrayPrime, '{',
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, (int)ParserToken.Number,
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, (int)ParserToken.True,
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, (int)ParserToken.False,
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddCol(ParserToken.ArrayPrime, (int)ParserToken.Null,
(int)ParserToken.Value,
(int)ParserToken.ValueRest,
']');
TableAddRow(ParserToken.Object);
TableAddCol(ParserToken.Object, '{',
'{',
(int)ParserToken.ObjectPrime);
TableAddRow(ParserToken.ObjectPrime);
TableAddCol(ParserToken.ObjectPrime, '"',
(int)ParserToken.Pair,
(int)ParserToken.PairRest,
'}');
TableAddCol(ParserToken.ObjectPrime, '}',
'}');
TableAddRow(ParserToken.Pair);
TableAddCol(ParserToken.Pair, '"',
(int)ParserToken.String,
':',
(int)ParserToken.Value);
TableAddRow(ParserToken.PairRest);
TableAddCol(ParserToken.PairRest, ',',
',',
(int)ParserToken.Pair,
(int)ParserToken.PairRest);
TableAddCol(ParserToken.PairRest, '}',
(int)ParserToken.Epsilon);
TableAddRow(ParserToken.String);
TableAddCol(ParserToken.String, '"',
'"',
(int)ParserToken.CharSeq,
'"');
TableAddRow(ParserToken.Text);
TableAddCol(ParserToken.Text, '[',
(int)ParserToken.Array);
TableAddCol(ParserToken.Text, '{',
(int)ParserToken.Object);
TableAddRow(ParserToken.Value);
TableAddCol(ParserToken.Value, '"',
(int)ParserToken.String);
TableAddCol(ParserToken.Value, '[',
(int)ParserToken.Array);
TableAddCol(ParserToken.Value, '{',
(int)ParserToken.Object);
TableAddCol(ParserToken.Value, (int)ParserToken.Number,
(int)ParserToken.Number);
TableAddCol(ParserToken.Value, (int)ParserToken.True,
(int)ParserToken.True);
TableAddCol(ParserToken.Value, (int)ParserToken.False,
(int)ParserToken.False);
TableAddCol(ParserToken.Value, (int)ParserToken.Null,
(int)ParserToken.Null);
TableAddRow(ParserToken.ValueRest);
TableAddCol(ParserToken.ValueRest, ',',
',',
(int)ParserToken.Value,
(int)ParserToken.ValueRest);
TableAddCol(ParserToken.ValueRest, ']',
(int)ParserToken.Epsilon);
}
private static void TableAddCol(ParserToken row, int col,
params int[] symbols)
{
parse_table[(int)row].Add(col, symbols);
}
private static void TableAddRow(ParserToken rule)
{
parse_table.Add((int)rule, new Dictionary<int, int[]>());
}
#endregion
#region Private Methods
private void ProcessNumber(string number)
{
if (number.IndexOf('.') != -1 ||
number.IndexOf('e') != -1 ||
number.IndexOf('E') != -1)
{
double n_double;
if (Double.TryParse(number, out n_double))
{
token = JsonToken.Double;
token_value = n_double;
return;
}
}
int n_int32;
if (Int32.TryParse(number, out n_int32))
{
token = JsonToken.Int;
token_value = n_int32;
return;
}
long n_int64;
if (Int64.TryParse(number, out n_int64))
{
token = JsonToken.Long;
token_value = n_int64;
return;
}
// Shouldn't happen, but just in case, return something
token = JsonToken.Int;
token_value = 0;
}
private void ProcessSymbol()
{
if (current_symbol == '[')
{
token = JsonToken.ArrayStart;
parser_return = true;
}
else if (current_symbol == ']')
{
token = JsonToken.ArrayEnd;
parser_return = true;
}
else if (current_symbol == '{')
{
token = JsonToken.ObjectStart;
parser_return = true;
}
else if (current_symbol == '}')
{
token = JsonToken.ObjectEnd;
parser_return = true;
}
else if (current_symbol == '"')
{
if (parser_in_string)
{
parser_in_string = false;
parser_return = true;
}
else
{
if (token == JsonToken.None)
token = JsonToken.String;
parser_in_string = true;
}
}
else if (current_symbol == (int)ParserToken.CharSeq)
{
token_value = lexer.StringValue;
}
else if (current_symbol == (int)ParserToken.False)
{
token = JsonToken.Boolean;
token_value = false;
parser_return = true;
}
else if (current_symbol == (int)ParserToken.Null)
{
token = JsonToken.Null;
parser_return = true;
}
else if (current_symbol == (int)ParserToken.Number)
{
ProcessNumber(lexer.StringValue);
parser_return = true;
}
else if (current_symbol == (int)ParserToken.Pair)
{
token = JsonToken.PropertyName;
}
else if (current_symbol == (int)ParserToken.True)
{
token = JsonToken.Boolean;
token_value = true;
parser_return = true;
}
}
private bool ReadToken()
{
if (end_of_input)
return false;
lexer.NextToken();
if (lexer.EndOfInput)
{
Close();
return false;
}
current_input = lexer.Token;
return true;
}
#endregion
public void Close()
{
if (end_of_input)
return;
end_of_input = true;
end_of_json = true;
if (reader_is_owned)
reader.Close();
reader = null;
}
public bool Read()
{
if (end_of_input)
return false;
if (end_of_json)
{
end_of_json = false;
automaton_stack.Clear();
automaton_stack.Push((int)ParserToken.End);
automaton_stack.Push((int)ParserToken.Text);
}
parser_in_string = false;
parser_return = false;
token = JsonToken.None;
token_value = null;
if (!read_started)
{
read_started = true;
if (!ReadToken())
return false;
}
int[] entry_symbols;
while (true)
{
if (parser_return)
{
if (automaton_stack.Peek() == (int)ParserToken.End)
end_of_json = true;
return true;
}
current_symbol = automaton_stack.Pop();
ProcessSymbol();
if (current_symbol == current_input)
{
if (!ReadToken())
{
if (automaton_stack.Peek() != (int)ParserToken.End)
throw new JsonException(
"Input doesn't evaluate to proper JSON text");
if (parser_return)
return true;
return false;
}
continue;
}
try
{
entry_symbols =
parse_table[current_symbol][current_input];
}
catch (KeyNotFoundException e)
{
throw new JsonException((ParserToken)current_input, e);
}
if (entry_symbols[0] == (int)ParserToken.Epsilon)
continue;
for (int i = entry_symbols.Length - 1; i >= 0; i--)
automaton_stack.Push(entry_symbols[i]);
}
}
}
}
| 13159828-litjsonmd | JsonReader.cs | C# | gpl3 | 14,303 |
#region Header
/**
* JsonMapper.cs
* JSON to .Net object and object to JSON conversions.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Reflection;
namespace LitJson
{
internal struct PropertyMetadata
{
public MemberInfo Info;
public bool IsField;
public Type Type;
}
internal struct ArrayMetadata
{
private Type element_type;
private bool is_array;
private bool is_list;
public Type ElementType
{
get
{
if (element_type == null)
return typeof(JsonData);
return element_type;
}
set { element_type = value; }
}
public bool IsArray
{
get { return is_array; }
set { is_array = value; }
}
public bool IsList
{
get { return is_list; }
set { is_list = value; }
}
}
internal struct ObjectMetadata
{
private Type element_type;
private bool is_dictionary;
private IDictionary<string, PropertyMetadata> properties;
public Type ElementType
{
get
{
if (element_type == null)
return typeof(JsonData);
return element_type;
}
set { element_type = value; }
}
public bool IsDictionary
{
get { return is_dictionary; }
set { is_dictionary = value; }
}
public IDictionary<string, PropertyMetadata> Properties
{
get { return properties; }
set { properties = value; }
}
}
internal delegate void ExporterFunc(object obj, JsonWriter writer);
public delegate void ExporterFunc<T>(T obj, JsonWriter writer);
internal delegate object ImporterFunc(object input);
public delegate TValue ImporterFunc<TJson, TValue>(TJson input);
public delegate IJsonWrapper WrapperFactory();
public class JsonMapper
{
#region Fields
private static int max_nesting_depth;
private static IFormatProvider datetime_format;
private static IDictionary<Type, ExporterFunc> base_exporters_table;
private static IDictionary<Type, ExporterFunc> custom_exporters_table;
private static IDictionary<Type,
IDictionary<Type, ImporterFunc>> base_importers_table;
private static IDictionary<Type,
IDictionary<Type, ImporterFunc>> custom_importers_table;
private static IDictionary<Type, ArrayMetadata> array_metadata;
private static readonly object array_metadata_lock = new Object();
private static IDictionary<Type,
IDictionary<Type, MethodInfo>> conv_ops;
private static readonly object conv_ops_lock = new Object();
private static IDictionary<Type, ObjectMetadata> object_metadata;
private static readonly object object_metadata_lock = new Object();
private static IDictionary<Type,
IList<PropertyMetadata>> type_properties;
private static readonly object type_properties_lock = new Object();
private static JsonWriter static_writer;
private static readonly object static_writer_lock = new Object();
#endregion
#region Constructors
static JsonMapper()
{
max_nesting_depth = 100;
array_metadata = new Dictionary<Type, ArrayMetadata>();
conv_ops = new Dictionary<Type, IDictionary<Type, MethodInfo>>();
object_metadata = new Dictionary<Type, ObjectMetadata>();
type_properties = new Dictionary<Type,
IList<PropertyMetadata>>();
static_writer = new JsonWriter();
datetime_format = DateTimeFormatInfo.InvariantInfo;
base_exporters_table = new Dictionary<Type, ExporterFunc>();
custom_exporters_table = new Dictionary<Type, ExporterFunc>();
base_importers_table = new Dictionary<Type,
IDictionary<Type, ImporterFunc>>();
custom_importers_table = new Dictionary<Type,
IDictionary<Type, ImporterFunc>>();
RegisterBaseExporters();
RegisterBaseImporters();
}
#endregion
#region Private Methods
private static void AddArrayMetadata(Type type)
{
if (array_metadata.ContainsKey(type))
return;
ArrayMetadata data = new ArrayMetadata();
data.IsArray = type.IsArray;
if (type.GetInterface("System.Collections.IList") != null)
data.IsList = true;
foreach (PropertyInfo p_info in type.GetProperties())
{
if (p_info.Name != "Item")
continue;
ParameterInfo[] parameters = p_info.GetIndexParameters();
if (parameters.Length != 1)
continue;
if (parameters[0].ParameterType == typeof(int))
data.ElementType = p_info.PropertyType;
}
lock (array_metadata_lock)
{
try
{
array_metadata.Add(type, data);
}
catch (ArgumentException)
{
return;
}
}
}
private static void AddObjectMetadata(Type type)
{
if (object_metadata.ContainsKey(type))
return;
ObjectMetadata data = new ObjectMetadata();
if (type.GetInterface("System.Collections.IDictionary") != null)
data.IsDictionary = true;
data.Properties = new Dictionary<string, PropertyMetadata>();
foreach (PropertyInfo p_info in type.GetProperties())
{
if (p_info.Name == "Item")
{
ParameterInfo[] parameters = p_info.GetIndexParameters();
if (parameters.Length != 1)
continue;
if (parameters[0].ParameterType == typeof(string))
data.ElementType = p_info.PropertyType;
continue;
}
PropertyMetadata p_data = new PropertyMetadata();
p_data.Info = p_info;
p_data.Type = p_info.PropertyType;
data.Properties.Add(p_info.Name, p_data);
}
foreach (FieldInfo f_info in type.GetFields())
{
PropertyMetadata p_data = new PropertyMetadata();
p_data.Info = f_info;
p_data.IsField = true;
p_data.Type = f_info.FieldType;
data.Properties.Add(f_info.Name, p_data);
}
lock (object_metadata_lock)
{
try
{
object_metadata.Add(type, data);
}
catch (ArgumentException)
{
return;
}
}
}
private static void AddTypeProperties(Type type)
{
if (type_properties.ContainsKey(type))
return;
IList<PropertyMetadata> props = new List<PropertyMetadata>();
foreach (PropertyInfo p_info in type.GetProperties())
{
if (p_info.Name == "Item")
continue;
PropertyMetadata p_data = new PropertyMetadata();
p_data.Info = p_info;
p_data.IsField = false;
props.Add(p_data);
}
foreach (FieldInfo f_info in type.GetFields())
{
PropertyMetadata p_data = new PropertyMetadata();
p_data.Info = f_info;
p_data.IsField = true;
props.Add(p_data);
}
lock (type_properties_lock)
{
try
{
type_properties.Add(type, props);
}
catch (ArgumentException)
{
return;
}
}
}
private static MethodInfo GetConvOp(Type t1, Type t2)
{
lock (conv_ops_lock)
{
if (!conv_ops.ContainsKey(t1))
conv_ops.Add(t1, new Dictionary<Type, MethodInfo>());
}
if (conv_ops[t1].ContainsKey(t2))
return conv_ops[t1][t2];
MethodInfo op = t1.GetMethod(
"op_Implicit", new Type[] { t2 });
lock (conv_ops_lock)
{
try
{
conv_ops[t1].Add(t2, op);
}
catch (ArgumentException)
{
return conv_ops[t1][t2];
}
}
return op;
}
private static object ReadValue(Type inst_type, JsonReader reader)
{
reader.Read();
if (reader.Token == JsonToken.ArrayEnd)
return null;
if (reader.Token == JsonToken.Null)
{
if (!inst_type.IsClass)
throw new JsonException(String.Format(
"Can't assign null to an instance of type {0}",
inst_type));
return null;
}
if (reader.Token == JsonToken.Double ||
reader.Token == JsonToken.Int ||
reader.Token == JsonToken.Long ||
reader.Token == JsonToken.String ||
reader.Token == JsonToken.Boolean)
{
Type json_type = reader.Value.GetType();
if (inst_type.IsAssignableFrom(json_type))
return reader.Value;
// If there's a custom importer that fits, use it
if (custom_importers_table.ContainsKey(json_type) &&
custom_importers_table[json_type].ContainsKey(
inst_type))
{
ImporterFunc importer =
custom_importers_table[json_type][inst_type];
return importer(reader.Value);
}
// Maybe there's a base importer that works
if (base_importers_table.ContainsKey(json_type) &&
base_importers_table[json_type].ContainsKey(
inst_type))
{
ImporterFunc importer =
base_importers_table[json_type][inst_type];
return importer(reader.Value);
}
// Maybe it's an enum
if (inst_type.IsEnum)
return Enum.ToObject(inst_type, reader.Value);
// Try using an implicit conversion operator
MethodInfo conv_op = GetConvOp(inst_type, json_type);
if (conv_op != null)
return conv_op.Invoke(null,
new object[] { reader.Value });
// No luck
throw new JsonException(String.Format(
"Can't assign value '{0}' (type {1}) to type {2}",
reader.Value, json_type, inst_type));
}
object instance = null;
if (reader.Token == JsonToken.ArrayStart)
{
AddArrayMetadata(inst_type);
ArrayMetadata t_data = array_metadata[inst_type];
if (!t_data.IsArray && !t_data.IsList)
throw new JsonException(String.Format(
"Type {0} can't act as an array",
inst_type));
IList list;
Type elem_type;
if (!t_data.IsArray)
{
list = (IList)Activator.CreateInstance(inst_type);
elem_type = t_data.ElementType;
}
else
{
list = new ArrayList();
elem_type = inst_type.GetElementType();
}
while (true)
{
object item = ReadValue(elem_type, reader);
if (reader.Token == JsonToken.ArrayEnd)
{
list.Add(item);
list.RemoveAt(list.Count - 1);
break;
}
list.Add(item);
}
if (t_data.IsArray)
{
int n = list.Count;
instance = Array.CreateInstance(elem_type, n);
for (int i = 0; i < n; i++)
((Array)instance).SetValue(list[i], i);
}
else
instance = list;
}
else if (reader.Token == JsonToken.ObjectStart)
{
AddObjectMetadata(inst_type);
ObjectMetadata t_data = object_metadata[inst_type];
instance = Activator.CreateInstance(inst_type);
while (true)
{
reader.Read();
if (reader.Token == JsonToken.ObjectEnd)
break;
string property = (string)reader.Value;
if (t_data.Properties.ContainsKey(property))
{
PropertyMetadata prop_data =
t_data.Properties[property];
if (prop_data.IsField)
{
((FieldInfo)prop_data.Info).SetValue(
instance, ReadValue(prop_data.Type, reader));
}
else
{
PropertyInfo p_info =
(PropertyInfo)prop_data.Info;
if (p_info.CanWrite)
p_info.SetValue(
instance,
ReadValue(prop_data.Type, reader),
null);
else
ReadValue(prop_data.Type, reader);
}
}
else
{
if (!t_data.IsDictionary)
throw new JsonException(String.Format(
"The type {0} doesn't have the " +
"property '{1}'", inst_type, property));
((IDictionary)instance).Add(
property, ReadValue(
t_data.ElementType, reader));
}
}
}
return instance;
}
private static IJsonWrapper ReadValue(WrapperFactory factory,
JsonReader reader)
{
reader.Read();
if (reader.Token == JsonToken.ArrayEnd ||
reader.Token == JsonToken.Null)
return null;
IJsonWrapper instance = factory();
if (reader.Token == JsonToken.String)
{
instance.SetString((string)reader.Value);
return instance;
}
if (reader.Token == JsonToken.Double)
{
instance.SetDouble((double)reader.Value);
return instance;
}
if (reader.Token == JsonToken.Int)
{
instance.SetInt((int)reader.Value);
return instance;
}
if (reader.Token == JsonToken.Long)
{
instance.SetLong((long)reader.Value);
return instance;
}
if (reader.Token == JsonToken.Boolean)
{
instance.SetBoolean((bool)reader.Value);
return instance;
}
if (reader.Token == JsonToken.ArrayStart)
{
instance.SetJsonType(JsonType.Array);
while (true)
{
IJsonWrapper item = ReadValue(factory, reader);
if (reader.Token == JsonToken.ArrayEnd && item == null)
break;
((IList)instance).Add(item);
}
}
else if (reader.Token == JsonToken.ObjectStart)
{
instance.SetJsonType(JsonType.Object);
while (true)
{
reader.Read();
if (reader.Token == JsonToken.ObjectEnd)
break;
string property = (string)reader.Value;
((IDictionary)instance)[property] = ReadValue(
factory, reader);
}
}
return instance;
}
private static void RegisterBaseExporters()
{
base_exporters_table[typeof(byte)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToInt32((byte)obj));
};
base_exporters_table[typeof(char)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToString((char)obj));
};
base_exporters_table[typeof(DateTime)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToString((DateTime)obj,
datetime_format));
};
base_exporters_table[typeof(decimal)] =
delegate(object obj, JsonWriter writer)
{
writer.Write((decimal)obj);
};
base_exporters_table[typeof(sbyte)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToInt32((sbyte)obj));
};
base_exporters_table[typeof(short)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToInt32((short)obj));
};
base_exporters_table[typeof(ushort)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToInt32((ushort)obj));
};
base_exporters_table[typeof(uint)] =
delegate(object obj, JsonWriter writer)
{
writer.Write(Convert.ToUInt64((uint)obj));
};
base_exporters_table[typeof(ulong)] =
delegate(object obj, JsonWriter writer)
{
writer.Write((ulong)obj);
};
}
private static void RegisterBaseImporters()
{
ImporterFunc importer;
importer = delegate(object input)
{
return Convert.ToByte((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(byte), importer);
importer = delegate(object input)
{
return Convert.ToUInt64((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(ulong), importer);
importer = delegate(object input)
{
return Convert.ToSByte((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(sbyte), importer);
importer = delegate(object input)
{
return Convert.ToInt16((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(short), importer);
importer = delegate(object input)
{
return Convert.ToUInt16((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(ushort), importer);
importer = delegate(object input)
{
return Convert.ToUInt32((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(uint), importer);
importer = delegate(object input)
{
return Convert.ToSingle((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(float), importer);
importer = delegate(object input)
{
return Convert.ToDouble((int)input);
};
RegisterImporter(base_importers_table, typeof(int),
typeof(double), importer);
importer = delegate(object input)
{
return Convert.ToDecimal((double)input);
};
RegisterImporter(base_importers_table, typeof(double),
typeof(decimal), importer);
importer = delegate(object input)
{
return Convert.ToUInt32((long)input);
};
RegisterImporter(base_importers_table, typeof(long),
typeof(uint), importer);
importer = delegate(object input)
{
return Convert.ToChar((string)input);
};
RegisterImporter(base_importers_table, typeof(string),
typeof(char), importer);
importer = delegate(object input)
{
return Convert.ToDateTime((string)input, datetime_format);
};
RegisterImporter(base_importers_table, typeof(string),
typeof(DateTime), importer);
}
private static void RegisterImporter(
IDictionary<Type, IDictionary<Type, ImporterFunc>> table,
Type json_type, Type value_type, ImporterFunc importer)
{
if (!table.ContainsKey(json_type))
table.Add(json_type, new Dictionary<Type, ImporterFunc>());
table[json_type][value_type] = importer;
}
private static void WriteValue(object obj, JsonWriter writer,
bool writer_is_private,
int depth)
{
if (depth > max_nesting_depth)
throw new JsonException(
String.Format("Max allowed object depth reached while " +
"trying to export from type {0}",
obj.GetType()));
if (obj == null)
{
writer.Write(null);
return;
}
if (obj is IJsonWrapper)
{
if (writer_is_private)
writer.TextWriter.Write(((IJsonWrapper)obj).ToJson());
else
((IJsonWrapper)obj).ToJson(writer);
return;
}
if (obj is String)
{
writer.Write((string)obj);
return;
}
if (obj is Double)
{
writer.Write((double)obj);
return;
}
if (obj is Single)
{
writer.Write((double)(float)obj);
return;
}
if (obj is Int32)
{
writer.Write((int)obj);
return;
}
if (obj is Boolean)
{
writer.Write((bool)obj);
return;
}
if (obj is Int64)
{
writer.Write((long)obj);
return;
}
if (obj is Array)
{
writer.WriteArrayStart();
foreach (object elem in (Array)obj)
WriteValue(elem, writer, writer_is_private, depth + 1);
writer.WriteArrayEnd();
return;
}
if (obj is IList)
{
writer.WriteArrayStart();
foreach (object elem in (IList)obj)
WriteValue(elem, writer, writer_is_private, depth + 1);
writer.WriteArrayEnd();
return;
}
if (obj is IDictionary)
{
writer.WriteObjectStart();
foreach (DictionaryEntry entry in (IDictionary)obj)
{
writer.WritePropertyName((string)entry.Key);
WriteValue(entry.Value, writer, writer_is_private,
depth + 1);
}
writer.WriteObjectEnd();
return;
}
Type obj_type = obj.GetType();
// See if there's a custom exporter for the object
if (custom_exporters_table.ContainsKey(obj_type))
{
ExporterFunc exporter = custom_exporters_table[obj_type];
exporter(obj, writer);
return;
}
// If not, maybe there's a base exporter
if (base_exporters_table.ContainsKey(obj_type))
{
ExporterFunc exporter = base_exporters_table[obj_type];
exporter(obj, writer);
return;
}
// Last option, let's see if it's an enum
if (obj is Enum)
{
Type e_type = Enum.GetUnderlyingType(obj_type);
if (e_type == typeof(long)
|| e_type == typeof(uint)
|| e_type == typeof(ulong))
writer.Write((ulong)obj);
else
writer.Write((int)obj);
return;
}
// Okay, so it looks like the input should be exported as an
// object
AddTypeProperties(obj_type);
IList<PropertyMetadata> props = type_properties[obj_type];
writer.WriteObjectStart();
foreach (PropertyMetadata p_data in props)
{
if (p_data.IsField)
{
writer.WritePropertyName(p_data.Info.Name);
WriteValue(((FieldInfo)p_data.Info).GetValue(obj),
writer, writer_is_private, depth + 1);
}
else
{
PropertyInfo p_info = (PropertyInfo)p_data.Info;
if (p_info.CanRead)
{
writer.WritePropertyName(p_data.Info.Name);
WriteValue(p_info.GetValue(obj, null),
writer, writer_is_private, depth + 1);
}
}
}
writer.WriteObjectEnd();
}
#endregion
public static string ToJson(object obj)
{
lock (static_writer_lock)
{
static_writer.Reset();
WriteValue(obj, static_writer, true, 0);
return static_writer.ToString();
}
}
public static void ToJson(object obj, JsonWriter writer)
{
WriteValue(obj, writer, false, 0);
}
public static JsonData ToObject(JsonReader reader)
{
return (JsonData)ToWrapper(
delegate { return new JsonData(); }, reader);
}
public static JsonData ToObject(TextReader reader)
{
JsonReader json_reader = new JsonReader(reader);
return (JsonData)ToWrapper(
delegate { return new JsonData(); }, json_reader);
}
public static JsonData ToObject(string json)
{
return (JsonData)ToWrapper(
delegate { return new JsonData(); }, json);
}
public static T ToObject<T>(JsonReader reader)
{
return (T)ReadValue(typeof(T), reader);
}
public static T ToObject<T>(TextReader reader)
{
JsonReader json_reader = new JsonReader(reader);
return (T)ReadValue(typeof(T), json_reader);
}
public static T ToObject<T>(string json)
{
JsonReader reader = new JsonReader(json);
return (T)ReadValue(typeof(T), reader);
}
public static IJsonWrapper ToWrapper(WrapperFactory factory,
JsonReader reader)
{
return ReadValue(factory, reader);
}
public static IJsonWrapper ToWrapper(WrapperFactory factory,
string json)
{
JsonReader reader = new JsonReader(json);
return ReadValue(factory, reader);
}
public static void RegisterExporter<T>(ExporterFunc<T> exporter)
{
ExporterFunc exporter_wrapper =
delegate(object obj, JsonWriter writer)
{
exporter((T)obj, writer);
};
custom_exporters_table[typeof(T)] = exporter_wrapper;
}
public static void RegisterImporter<TJson, TValue>(
ImporterFunc<TJson, TValue> importer)
{
ImporterFunc importer_wrapper =
delegate(object input)
{
return importer((TJson)input);
};
RegisterImporter(custom_importers_table, typeof(TJson),
typeof(TValue), importer_wrapper);
}
public static void UnregisterExporters()
{
custom_exporters_table.Clear();
}
public static void UnregisterImporters()
{
custom_importers_table.Clear();
}
}
}
| 13159828-litjsonmd | JsonMapper.cs | C# | gpl3 | 32,111 |
#region Header
/**
* JsonWriter.cs
* Stream-like facility to output JSON text.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
namespace LitJson
{
internal enum Condition
{
InArray,
InObject,
NotAProperty,
Property,
Value
}
internal class WriterContext
{
public int Count;
public bool InArray;
public bool InObject;
public bool ExpectingValue;
public int Padding;
}
public class JsonWriter
{
#region Fields
private static NumberFormatInfo number_format;
private WriterContext context;
private Stack<WriterContext> ctx_stack;
private bool has_reached_end;
private char[] hex_seq;
private int indentation;
private int indent_value;
private StringBuilder inst_string_builder;
private bool pretty_print;
private bool validate;
private TextWriter writer;
#endregion
#region Properties
public int IndentValue
{
get { return indent_value; }
set
{
indentation = (indentation / indent_value) * value;
indent_value = value;
}
}
public bool PrettyPrint
{
get { return pretty_print; }
set { pretty_print = value; }
}
public TextWriter TextWriter
{
get { return writer; }
}
public bool Validate
{
get { return validate; }
set { validate = value; }
}
#endregion
#region Constructors
static JsonWriter()
{
number_format = NumberFormatInfo.InvariantInfo;
}
public JsonWriter()
{
inst_string_builder = new StringBuilder();
writer = new StringWriter(inst_string_builder);
Init();
}
public JsonWriter(StringBuilder sb) :
this(new StringWriter(sb))
{
}
public JsonWriter(TextWriter writer)
{
if (writer == null)
throw new ArgumentNullException("writer");
this.writer = writer;
Init();
}
#endregion
#region Private Methods
private void DoValidation(Condition cond)
{
if (!context.ExpectingValue)
context.Count++;
if (!validate)
return;
if (has_reached_end)
throw new JsonException(
"A complete JSON symbol has already been written");
switch (cond)
{
case Condition.InArray:
if (!context.InArray)
throw new JsonException(
"Can't close an array here");
break;
case Condition.InObject:
if (!context.InObject || context.ExpectingValue)
throw new JsonException(
"Can't close an object here");
break;
case Condition.NotAProperty:
if (context.InObject && !context.ExpectingValue)
throw new JsonException(
"Expected a property");
break;
case Condition.Property:
if (!context.InObject || context.ExpectingValue)
throw new JsonException(
"Can't add a property here");
break;
case Condition.Value:
if (!context.InArray &&
(!context.InObject || !context.ExpectingValue))
throw new JsonException(
"Can't add a value here");
break;
}
}
private void Init()
{
has_reached_end = false;
hex_seq = new char[4];
indentation = 0;
indent_value = 4;
pretty_print = false;
validate = true;
ctx_stack = new Stack<WriterContext>();
context = new WriterContext();
ctx_stack.Push(context);
}
private static void IntToHex(int n, char[] hex)
{
int num;
for (int i = 0; i < 4; i++)
{
num = n % 16;
if (num < 10)
hex[3 - i] = (char)('0' + num);
else
hex[3 - i] = (char)('A' + (num - 10));
n >>= 4;
}
}
private void Indent()
{
if (pretty_print)
indentation += indent_value;
}
private void Put(string str)
{
if (pretty_print && !context.ExpectingValue)
for (int i = 0; i < indentation; i++)
writer.Write(' ');
writer.Write(str);
}
private void PutNewline()
{
PutNewline(true);
}
private void PutNewline(bool add_comma)
{
if (add_comma && !context.ExpectingValue &&
context.Count > 1)
writer.Write(',');
if (pretty_print && !context.ExpectingValue)
writer.Write('\n');
}
private void PutString(string str)
{
Put(String.Empty);
writer.Write('"');
int n = str.Length;
for (int i = 0; i < n; i++)
{
switch (str[i])
{
case '\n':
writer.Write("\\n");
continue;
case '\r':
writer.Write("\\r");
continue;
case '\t':
writer.Write("\\t");
continue;
case '"':
case '\\':
writer.Write('\\');
writer.Write(str[i]);
continue;
case '\f':
writer.Write("\\f");
continue;
case '\b':
writer.Write("\\b");
continue;
}
//if ((int) str[i] >= 32 && (int) str[i] <= 126) {
writer.Write(str[i]);
continue;
//}
// Default, turn into a \uXXXX sequence
//IntToHex ((int) str[i], hex_seq);
//writer.Write ("\\u");
//writer.Write (hex_seq);
}
writer.Write('"');
}
private void Unindent()
{
if (pretty_print)
indentation -= indent_value;
}
#endregion
public override string ToString()
{
if (inst_string_builder == null)
return String.Empty;
return inst_string_builder.ToString();
}
public void Reset()
{
has_reached_end = false;
ctx_stack.Clear();
context = new WriterContext();
ctx_stack.Push(context);
if (inst_string_builder != null)
inst_string_builder.Remove(0, inst_string_builder.Length);
}
public void Write(bool boolean)
{
DoValidation(Condition.Value);
PutNewline();
Put(boolean ? "true" : "false");
context.ExpectingValue = false;
}
public void Write(decimal number)
{
DoValidation(Condition.Value);
PutNewline();
Put(Convert.ToString(number, number_format));
context.ExpectingValue = false;
}
public void Write(double number)
{
DoValidation(Condition.Value);
PutNewline();
string str = Convert.ToString(number, number_format);
Put(str);
if (str.IndexOf('.') == -1 &&
str.IndexOf('E') == -1)
writer.Write(".0");
context.ExpectingValue = false;
}
public void Write(int number)
{
DoValidation(Condition.Value);
PutNewline();
Put(Convert.ToString(number, number_format));
context.ExpectingValue = false;
}
public void Write(long number)
{
DoValidation(Condition.Value);
PutNewline();
Put(Convert.ToString(number, number_format));
context.ExpectingValue = false;
}
public void Write(string str)
{
DoValidation(Condition.Value);
PutNewline();
if (str == null)
Put("null");
else
PutString(str);
context.ExpectingValue = false;
}
[CLSCompliant(false)]
public void Write(ulong number)
{
DoValidation(Condition.Value);
PutNewline();
Put(Convert.ToString(number, number_format));
context.ExpectingValue = false;
}
public void WriteArrayEnd()
{
DoValidation(Condition.InArray);
PutNewline(false);
ctx_stack.Pop();
if (ctx_stack.Count == 1)
has_reached_end = true;
else
{
context = ctx_stack.Peek();
context.ExpectingValue = false;
}
Unindent();
Put("]");
}
public void WriteArrayStart()
{
DoValidation(Condition.NotAProperty);
PutNewline();
Put("[");
context = new WriterContext();
context.InArray = true;
ctx_stack.Push(context);
Indent();
}
public void WriteObjectEnd()
{
DoValidation(Condition.InObject);
PutNewline(false);
ctx_stack.Pop();
if (ctx_stack.Count == 1)
has_reached_end = true;
else
{
context = ctx_stack.Peek();
context.ExpectingValue = false;
}
Unindent();
Put("}");
}
public void WriteObjectStart()
{
DoValidation(Condition.NotAProperty);
PutNewline();
Put("{");
context = new WriterContext();
context.InObject = true;
ctx_stack.Push(context);
Indent();
}
public void WritePropertyName(string property_name)
{
DoValidation(Condition.Property);
PutNewline();
PutString(property_name);
if (pretty_print)
{
if (property_name.Length > context.Padding)
context.Padding = property_name.Length;
for (int i = context.Padding - property_name.Length;
i >= 0; i--)
writer.Write(' ');
writer.Write(": ");
}
else
writer.Write(':');
context.ExpectingValue = true;
}
}
} | 13159828-litjsonmd | JsonWriter.cs | C# | gpl3 | 12,184 |
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// 有关程序集的常规信息通过以下
// 特性集控制。更改这些特性值可修改
// 与程序集关联的信息。
[assembly: AssemblyTitle("LitJSON")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("LitJSON")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// 将 ComVisible 设置为 false 使此程序集中的类型
// 对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型,
// 则将该类型上的 ComVisible 特性设置为 true。
[assembly: ComVisible(false)]
// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
[assembly: Guid("958a5a19-af5f-4b6c-b3e7-c0dbd26c61c7")]
// 程序集的版本信息由下面四个值组成:
//
// 主版本
// 次版本
// 内部版本号
// 修订号
//
// 可以指定所有这些值,也可以使用“内部版本号”和“修订号”的默认值,
// 方法是按如下所示使用“*”:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
| 13159828-litjsonmd | Properties/AssemblyInfo.cs | C# | gpl3 | 1,364 |
#region Header
/**
* Lexer.cs
* JSON lexer implementation based on a finite state machine.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace LitJson
{
internal class FsmContext
{
public bool Return;
public int NextState;
public Lexer L;
public int StateStack;
}
internal class Lexer
{
#region Fields
private delegate bool StateHandler(FsmContext ctx);
private static int[] fsm_return_table;
private static StateHandler[] fsm_handler_table;
private bool allow_comments;
private bool allow_single_quoted_strings;
private bool end_of_input;
private FsmContext fsm_context;
private int input_buffer;
private int input_char;
private TextReader reader;
private int state;
private StringBuilder string_buffer;
private string string_value;
private int token;
private int unichar;
#endregion
#region Properties
public bool AllowComments
{
get { return allow_comments; }
set { allow_comments = value; }
}
public bool AllowSingleQuotedStrings
{
get { return allow_single_quoted_strings; }
set { allow_single_quoted_strings = value; }
}
public bool EndOfInput
{
get { return end_of_input; }
}
public int Token
{
get { return token; }
}
public string StringValue
{
get { return string_value; }
}
#endregion
#region Constructors
static Lexer()
{
PopulateFsmTables();
}
public Lexer(TextReader reader)
{
allow_comments = true;
allow_single_quoted_strings = true;
input_buffer = 0;
string_buffer = new StringBuilder(128);
state = 1;
end_of_input = false;
this.reader = reader;
fsm_context = new FsmContext();
fsm_context.L = this;
}
#endregion
#region Static Methods
private static int HexValue(int digit)
{
switch (digit)
{
case 'a':
case 'A':
return 10;
case 'b':
case 'B':
return 11;
case 'c':
case 'C':
return 12;
case 'd':
case 'D':
return 13;
case 'e':
case 'E':
return 14;
case 'f':
case 'F':
return 15;
default:
return digit - '0';
}
}
private static void PopulateFsmTables()
{
fsm_handler_table = new StateHandler[28] {
State1,
State2,
State3,
State4,
State5,
State6,
State7,
State8,
State9,
State10,
State11,
State12,
State13,
State14,
State15,
State16,
State17,
State18,
State19,
State20,
State21,
State22,
State23,
State24,
State25,
State26,
State27,
State28
};
fsm_return_table = new int[28] {
(int) ParserToken.Char,
0,
(int) ParserToken.Number,
(int) ParserToken.Number,
0,
(int) ParserToken.Number,
0,
(int) ParserToken.Number,
0,
0,
(int) ParserToken.True,
0,
0,
0,
(int) ParserToken.False,
0,
0,
(int) ParserToken.Null,
(int) ParserToken.CharSeq,
(int) ParserToken.Char,
0,
0,
(int) ParserToken.CharSeq,
(int) ParserToken.Char,
0,
0,
0,
0
};
}
private static char ProcessEscChar(int esc_char)
{
switch (esc_char)
{
case '"':
case '\'':
case '\\':
case '/':
return Convert.ToChar(esc_char);
case 'n':
return '\n';
case 't':
return '\t';
case 'r':
return '\r';
case 'b':
return '\b';
case 'f':
return '\f';
default:
// Unreachable
return '?';
}
}
private static bool State1(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char == ' ' ||
ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
continue;
if (ctx.L.input_char >= '1' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 3;
return true;
}
switch (ctx.L.input_char)
{
case '"':
ctx.NextState = 19;
ctx.Return = true;
return true;
case ',':
case ':':
case '[':
case ']':
case '{':
case '}':
ctx.NextState = 1;
ctx.Return = true;
return true;
case '-':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 2;
return true;
case '0':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 4;
return true;
case 'f':
ctx.NextState = 12;
return true;
case 'n':
ctx.NextState = 16;
return true;
case 't':
ctx.NextState = 9;
return true;
case '\'':
if (!ctx.L.allow_single_quoted_strings)
return false;
ctx.L.input_char = '"';
ctx.NextState = 23;
ctx.Return = true;
return true;
case '/':
if (!ctx.L.allow_comments)
return false;
ctx.NextState = 25;
return true;
default:
return false;
}
}
return true;
}
private static bool State2(FsmContext ctx)
{
ctx.L.GetChar();
if (ctx.L.input_char >= '1' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 3;
return true;
}
switch (ctx.L.input_char)
{
case '0':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 4;
return true;
default:
return false;
}
}
private static bool State3(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
continue;
}
if (ctx.L.input_char == ' ' ||
ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
{
ctx.Return = true;
ctx.NextState = 1;
return true;
}
switch (ctx.L.input_char)
{
case ',':
case ']':
case '}':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 1;
return true;
case '.':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 5;
return true;
case 'e':
case 'E':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 7;
return true;
default:
return false;
}
}
return true;
}
private static bool State4(FsmContext ctx)
{
ctx.L.GetChar();
if (ctx.L.input_char == ' ' ||
ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
{
ctx.Return = true;
ctx.NextState = 1;
return true;
}
switch (ctx.L.input_char)
{
case ',':
case ']':
case '}':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 1;
return true;
case '.':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 5;
return true;
case 'e':
case 'E':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 7;
return true;
default:
return false;
}
}
private static bool State5(FsmContext ctx)
{
ctx.L.GetChar();
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 6;
return true;
}
return false;
}
private static bool State6(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
continue;
}
if (ctx.L.input_char == ' ' ||
ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
{
ctx.Return = true;
ctx.NextState = 1;
return true;
}
switch (ctx.L.input_char)
{
case ',':
case ']':
case '}':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 1;
return true;
case 'e':
case 'E':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 7;
return true;
default:
return false;
}
}
return true;
}
private static bool State7(FsmContext ctx)
{
ctx.L.GetChar();
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 8;
return true;
}
switch (ctx.L.input_char)
{
case '+':
case '-':
ctx.L.string_buffer.Append((char)ctx.L.input_char);
ctx.NextState = 8;
return true;
default:
return false;
}
}
private static bool State8(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9')
{
ctx.L.string_buffer.Append((char)ctx.L.input_char);
continue;
}
if (ctx.L.input_char == ' ' ||
ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
{
ctx.Return = true;
ctx.NextState = 1;
return true;
}
switch (ctx.L.input_char)
{
case ',':
case ']':
case '}':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
return true;
}
private static bool State9(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'r':
ctx.NextState = 10;
return true;
default:
return false;
}
}
private static bool State10(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'u':
ctx.NextState = 11;
return true;
default:
return false;
}
}
private static bool State11(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'e':
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
private static bool State12(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'a':
ctx.NextState = 13;
return true;
default:
return false;
}
}
private static bool State13(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'l':
ctx.NextState = 14;
return true;
default:
return false;
}
}
private static bool State14(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 's':
ctx.NextState = 15;
return true;
default:
return false;
}
}
private static bool State15(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'e':
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
private static bool State16(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'u':
ctx.NextState = 17;
return true;
default:
return false;
}
}
private static bool State17(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'l':
ctx.NextState = 18;
return true;
default:
return false;
}
}
private static bool State18(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'l':
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
private static bool State19(FsmContext ctx)
{
while (ctx.L.GetChar())
{
switch (ctx.L.input_char)
{
case '"':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 20;
return true;
case '\\':
ctx.StateStack = 19;
ctx.NextState = 21;
return true;
default:
ctx.L.string_buffer.Append((char)ctx.L.input_char);
continue;
}
}
return true;
}
private static bool State20(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case '"':
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
private static bool State21(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case 'u':
ctx.NextState = 22;
return true;
case '"':
case '\'':
case '/':
case '\\':
case 'b':
case 'f':
case 'n':
case 'r':
case 't':
ctx.L.string_buffer.Append(
ProcessEscChar(ctx.L.input_char));
ctx.NextState = ctx.StateStack;
return true;
default:
return false;
}
}
private static bool State22(FsmContext ctx)
{
int counter = 0;
int mult = 4096;
ctx.L.unichar = 0;
while (ctx.L.GetChar())
{
if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9' ||
ctx.L.input_char >= 'A' && ctx.L.input_char <= 'F' ||
ctx.L.input_char >= 'a' && ctx.L.input_char <= 'f')
{
ctx.L.unichar += HexValue(ctx.L.input_char) * mult;
counter++;
mult /= 16;
if (counter == 4)
{
ctx.L.string_buffer.Append(
Convert.ToChar(ctx.L.unichar));
ctx.NextState = ctx.StateStack;
return true;
}
continue;
}
return false;
}
return true;
}
private static bool State23(FsmContext ctx)
{
while (ctx.L.GetChar())
{
switch (ctx.L.input_char)
{
case '\'':
ctx.L.UngetChar();
ctx.Return = true;
ctx.NextState = 24;
return true;
case '\\':
ctx.StateStack = 23;
ctx.NextState = 21;
return true;
default:
ctx.L.string_buffer.Append((char)ctx.L.input_char);
continue;
}
}
return true;
}
private static bool State24(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case '\'':
ctx.L.input_char = '"';
ctx.Return = true;
ctx.NextState = 1;
return true;
default:
return false;
}
}
private static bool State25(FsmContext ctx)
{
ctx.L.GetChar();
switch (ctx.L.input_char)
{
case '*':
ctx.NextState = 27;
return true;
case '/':
ctx.NextState = 26;
return true;
default:
return false;
}
}
private static bool State26(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char == '\n')
{
ctx.NextState = 1;
return true;
}
}
return true;
}
private static bool State27(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char == '*')
{
ctx.NextState = 28;
return true;
}
}
return true;
}
private static bool State28(FsmContext ctx)
{
while (ctx.L.GetChar())
{
if (ctx.L.input_char == '*')
continue;
if (ctx.L.input_char == '/')
{
ctx.NextState = 1;
return true;
}
ctx.NextState = 27;
return true;
}
return true;
}
#endregion
private bool GetChar()
{
if ((input_char = NextChar()) != -1)
return true;
end_of_input = true;
return false;
}
private int NextChar()
{
if (input_buffer != 0)
{
int tmp = input_buffer;
input_buffer = 0;
return tmp;
}
return reader.Read();
}
public bool NextToken()
{
StateHandler handler;
fsm_context.Return = false;
while (true)
{
handler = fsm_handler_table[state - 1];
if (!handler(fsm_context))
throw new JsonException(input_char);
if (end_of_input)
return false;
if (fsm_context.Return)
{
string_value = string_buffer.ToString();
string_buffer.Remove(0, string_buffer.Length);
token = fsm_return_table[state - 1];
if (token == (int)ParserToken.Char)
token = input_char;
state = fsm_context.NextState;
return true;
}
state = fsm_context.NextState;
}
}
private void UngetChar()
{
input_buffer = input_char;
}
}
} | 13159828-litjsonmd | Lexer.cs | C# | gpl3 | 25,621 |
#region Header
/**
* JsonData.cs
* Generic type to hold JSON data (objects, arrays, and so on). This is
* the default type returned by JsonMapper.ToObject().
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.IO;
namespace LitJson
{
public class JsonData : IJsonWrapper, IEquatable<JsonData>
{
#region Fields
private IList<JsonData> inst_array;
private bool inst_boolean;
private double inst_double;
private int inst_int;
private long inst_long;
private IDictionary<string, JsonData> inst_object;
private string inst_string;
private string json;
private JsonType type;
// Used to implement the IOrderedDictionary interface
private IList<KeyValuePair<string, JsonData>> object_list;
#endregion
#region Properties
public int Count
{
get { return EnsureCollection().Count; }
}
public bool IsArray
{
get { return type == JsonType.Array; }
}
public bool IsBoolean
{
get { return type == JsonType.Boolean; }
}
public bool IsDouble
{
get { return type == JsonType.Double; }
}
public bool IsInt
{
get { return type == JsonType.Int; }
}
public bool IsLong
{
get { return type == JsonType.Long; }
}
public bool IsObject
{
get { return type == JsonType.Object; }
}
public bool IsString
{
get { return type == JsonType.String; }
}
public IDictionary<String, JsonData> Inst_Object
{
get
{
if (type == JsonType.Object)
return inst_object;
else
return null;
}
}
#endregion
#region ICollection Properties
int ICollection.Count
{
get
{
return Count;
}
}
bool ICollection.IsSynchronized
{
get
{
return EnsureCollection().IsSynchronized;
}
}
object ICollection.SyncRoot
{
get
{
return EnsureCollection().SyncRoot;
}
}
#endregion
#region IDictionary Properties
bool IDictionary.IsFixedSize
{
get
{
return EnsureDictionary().IsFixedSize;
}
}
bool IDictionary.IsReadOnly
{
get
{
return EnsureDictionary().IsReadOnly;
}
}
ICollection IDictionary.Keys
{
get
{
EnsureDictionary();
IList<string> keys = new List<string>();
foreach (KeyValuePair<string, JsonData> entry in
object_list)
{
keys.Add(entry.Key);
}
return (ICollection)keys;
}
}
ICollection IDictionary.Values
{
get
{
EnsureDictionary();
IList<JsonData> values = new List<JsonData>();
foreach (KeyValuePair<string, JsonData> entry in
object_list)
{
values.Add(entry.Value);
}
return (ICollection)values;
}
}
#endregion
#region IJsonWrapper Properties
bool IJsonWrapper.IsArray
{
get { return IsArray; }
}
bool IJsonWrapper.IsBoolean
{
get { return IsBoolean; }
}
bool IJsonWrapper.IsDouble
{
get { return IsDouble; }
}
bool IJsonWrapper.IsInt
{
get { return IsInt; }
}
bool IJsonWrapper.IsLong
{
get { return IsLong; }
}
bool IJsonWrapper.IsObject
{
get { return IsObject; }
}
bool IJsonWrapper.IsString
{
get { return IsString; }
}
#endregion
#region IList Properties
bool IList.IsFixedSize
{
get
{
return EnsureList().IsFixedSize;
}
}
bool IList.IsReadOnly
{
get
{
return EnsureList().IsReadOnly;
}
}
#endregion
#region IDictionary Indexer
object IDictionary.this[object key]
{
get
{
return EnsureDictionary()[key];
}
set
{
if (!(key is String))
throw new ArgumentException(
"The key has to be a string");
JsonData data = ToJsonData(value);
this[(string)key] = data;
}
}
#endregion
#region IOrderedDictionary Indexer
object IOrderedDictionary.this[int idx]
{
get
{
EnsureDictionary();
return object_list[idx].Value;
}
set
{
EnsureDictionary();
JsonData data = ToJsonData(value);
KeyValuePair<string, JsonData> old_entry = object_list[idx];
inst_object[old_entry.Key] = data;
KeyValuePair<string, JsonData> entry =
new KeyValuePair<string, JsonData>(old_entry.Key, data);
object_list[idx] = entry;
}
}
#endregion
#region IList Indexer
object IList.this[int index]
{
get
{
return EnsureList()[index];
}
set
{
EnsureList();
JsonData data = ToJsonData(value);
this[index] = data;
}
}
#endregion
#region Public Indexers
public JsonData this[string prop_name]
{
get
{
EnsureDictionary();
return inst_object[prop_name];
}
set
{
EnsureDictionary();
KeyValuePair<string, JsonData> entry =
new KeyValuePair<string, JsonData>(prop_name, value);
if (inst_object.ContainsKey(prop_name))
{
for (int i = 0; i < object_list.Count; i++)
{
if (object_list[i].Key == prop_name)
{
object_list[i] = entry;
break;
}
}
}
else
object_list.Add(entry);
inst_object[prop_name] = value;
json = null;
}
}
public JsonData this[int index]
{
get
{
EnsureCollection();
if (type == JsonType.Array)
return inst_array[index];
return object_list[index].Value;
}
set
{
EnsureCollection();
if (type == JsonType.Array)
inst_array[index] = value;
else
{
KeyValuePair<string, JsonData> entry = object_list[index];
KeyValuePair<string, JsonData> new_entry =
new KeyValuePair<string, JsonData>(entry.Key, value);
object_list[index] = new_entry;
inst_object[entry.Key] = value;
}
json = null;
}
}
#endregion
#region Constructors
public JsonData()
{
}
public JsonData(bool boolean)
{
type = JsonType.Boolean;
inst_boolean = boolean;
}
public JsonData(double number)
{
type = JsonType.Double;
inst_double = number;
}
public JsonData(int number)
{
type = JsonType.Int;
inst_int = number;
}
public JsonData(long number)
{
type = JsonType.Long;
inst_long = number;
}
public JsonData(object obj)
{
if (obj is Boolean)
{
type = JsonType.Boolean;
inst_boolean = (bool)obj;
return;
}
if (obj is Double)
{
type = JsonType.Double;
inst_double = (double)obj;
return;
}
if (obj is Single)
{
type = JsonType.Double;
inst_double = (float)obj;
return;
}
if (obj is Int32)
{
type = JsonType.Int;
inst_int = (int)obj;
return;
}
if (obj is Int16)
{
type = JsonType.Int;
inst_int = (short)obj;
return;
}
if(obj is UInt16)
{
type = JsonType.Int;
inst_int = (ushort)obj;
return;
}
if (obj is sbyte)
{
type = JsonType.Int;
inst_int = (sbyte)obj;
return;
}
if (obj is byte)
{
type = JsonType.Int;
inst_int = (byte)obj;
return;
}
if (obj is Int64)
{
type = JsonType.Long;
inst_long = (long)obj;
return;
}
if (obj is String)
{
type = JsonType.String;
inst_string = (string)obj;
return;
}
throw new ArgumentException(
"Unable to wrap the given object with JsonData");
}
public JsonData(string str)
{
type = JsonType.String;
inst_string = str;
}
#endregion
#region Implicit Conversions
public static implicit operator JsonData(Boolean data)
{
return new JsonData(data);
}
public static implicit operator JsonData(Double data)
{
return new JsonData(data);
}
public static implicit operator JsonData(Int32 data)
{
return new JsonData(data);
}
public static implicit operator JsonData(Int64 data)
{
return new JsonData(data);
}
public static implicit operator JsonData(String data)
{
return new JsonData(data);
}
#endregion
#region Explicit Conversions
public static explicit operator Boolean(JsonData data)
{
if (data.type != JsonType.Boolean)
throw new InvalidCastException(
"Instance of JsonData doesn't hold a double");
return data.inst_boolean;
}
public static explicit operator Double(JsonData data)
{
if (data.type != JsonType.Double && data.type != JsonType.Int && data.type != JsonType.Long)
throw new InvalidCastException(
"Instance of JsonData doesn't hold a double");
return data.inst_double;
}
public static explicit operator Int32(JsonData data)
{
if (data.type != JsonType.Int)
throw new InvalidCastException(
"Instance of JsonData doesn't hold an int");
return data.inst_int;
}
public static explicit operator Int64(JsonData data)
{
if (data.type != JsonType.Long && data.type != JsonType.Int)
throw new InvalidCastException(
"Instance of JsonData doesn't hold an int");
return data.inst_long;
}
public static explicit operator String(JsonData data)
{
if (data.type != JsonType.String)
throw new InvalidCastException(
"Instance of JsonData doesn't hold a string");
return data.inst_string;
}
#endregion
#region ICollection Methods
void ICollection.CopyTo(Array array, int index)
{
EnsureCollection().CopyTo(array, index);
}
#endregion
#region IDictionary Methods
void IDictionary.Add(object key, object value)
{
JsonData data = ToJsonData(value);
EnsureDictionary().Add(key, data);
KeyValuePair<string, JsonData> entry =
new KeyValuePair<string, JsonData>((string)key, data);
object_list.Add(entry);
json = null;
}
void IDictionary.Clear()
{
EnsureDictionary().Clear();
object_list.Clear();
json = null;
}
bool IDictionary.Contains(object key)
{
return EnsureDictionary().Contains(key);
}
IDictionaryEnumerator IDictionary.GetEnumerator()
{
return ((IOrderedDictionary)this).GetEnumerator();
}
void IDictionary.Remove(object key)
{
EnsureDictionary().Remove(key);
for (int i = 0; i < object_list.Count; i++)
{
if (object_list[i].Key == (string)key)
{
object_list.RemoveAt(i);
break;
}
}
json = null;
}
#endregion
#region IEnumerable Methods
IEnumerator IEnumerable.GetEnumerator()
{
return EnsureCollection().GetEnumerator();
}
#endregion
#region IJsonWrapper Methods
bool IJsonWrapper.GetBoolean()
{
if (type != JsonType.Boolean)
throw new InvalidOperationException(
"JsonData instance doesn't hold a boolean");
return inst_boolean;
}
double IJsonWrapper.GetDouble()
{
if (type != JsonType.Double)
throw new InvalidOperationException(
"JsonData instance doesn't hold a double");
return inst_double;
}
int IJsonWrapper.GetInt()
{
if (type != JsonType.Int)
throw new InvalidOperationException(
"JsonData instance doesn't hold an int");
return inst_int;
}
long IJsonWrapper.GetLong()
{
if (type != JsonType.Long)
throw new InvalidOperationException(
"JsonData instance doesn't hold a long");
return inst_long;
}
string IJsonWrapper.GetString()
{
if (type != JsonType.String)
throw new InvalidOperationException(
"JsonData instance doesn't hold a string");
return inst_string;
}
void IJsonWrapper.SetBoolean(bool val)
{
type = JsonType.Boolean;
inst_boolean = val;
json = null;
}
void IJsonWrapper.SetDouble(double val)
{
type = JsonType.Double;
inst_double = val;
json = null;
}
void IJsonWrapper.SetInt(int val)
{
type = JsonType.Int;
inst_double = inst_long = inst_int = val;
json = null;
}
void IJsonWrapper.SetLong(long val)
{
type = JsonType.Long;
inst_double = inst_long = val;
json = null;
}
void IJsonWrapper.SetString(string val)
{
type = JsonType.String;
inst_string = val;
json = null;
}
string IJsonWrapper.ToJson()
{
return ToJson();
}
void IJsonWrapper.ToJson(JsonWriter writer)
{
ToJson(writer);
}
#endregion
#region IList Methods
int IList.Add(object value)
{
return Add(value);
}
void IList.Clear()
{
EnsureList().Clear();
json = null;
}
bool IList.Contains(object value)
{
return EnsureList().Contains(value);
}
int IList.IndexOf(object value)
{
return EnsureList().IndexOf(value);
}
void IList.Insert(int index, object value)
{
EnsureList().Insert(index, value);
json = null;
}
void IList.Remove(object value)
{
EnsureList().Remove(value);
json = null;
}
void IList.RemoveAt(int index)
{
EnsureList().RemoveAt(index);
json = null;
}
#endregion
#region IOrderedDictionary Methods
IDictionaryEnumerator IOrderedDictionary.GetEnumerator()
{
EnsureDictionary();
return new OrderedDictionaryEnumerator(
object_list.GetEnumerator());
}
void IOrderedDictionary.Insert(int idx, object key, object value)
{
string property = (string)key;
JsonData data = ToJsonData(value);
this[property] = data;
KeyValuePair<string, JsonData> entry =
new KeyValuePair<string, JsonData>(property, data);
object_list.Insert(idx, entry);
}
void IOrderedDictionary.RemoveAt(int idx)
{
EnsureDictionary();
inst_object.Remove(object_list[idx].Key);
object_list.RemoveAt(idx);
}
#endregion
#region Private Methods
private ICollection EnsureCollection()
{
if (type == JsonType.Array)
return (ICollection)inst_array;
if (type == JsonType.Object)
return (ICollection)inst_object;
throw new InvalidOperationException(
"The JsonData instance has to be initialized first");
}
private IDictionary EnsureDictionary()
{
if (type == JsonType.Object)
return (IDictionary)inst_object;
if (type != JsonType.None)
throw new InvalidOperationException(
"Instance of JsonData is not a dictionary");
type = JsonType.Object;
inst_object = new Dictionary<string, JsonData>();
object_list = new List<KeyValuePair<string, JsonData>>();
return (IDictionary)inst_object;
}
private IList EnsureList()
{
if (type == JsonType.Array)
return (IList)inst_array;
if (type != JsonType.None)
throw new InvalidOperationException(
"Instance of JsonData is not a list");
type = JsonType.Array;
inst_array = new List<JsonData>();
return (IList)inst_array;
}
private JsonData ToJsonData(object obj)
{
if (obj == null)
return null;
if (obj is JsonData)
return (JsonData)obj;
return new JsonData(obj);
}
private static void WriteJson(IJsonWrapper obj, JsonWriter writer)
{
if (obj.IsString)
{
writer.Write(obj.GetString());
return;
}
if (obj.IsBoolean)
{
writer.Write(obj.GetBoolean());
return;
}
if (obj.IsDouble)
{
writer.Write(obj.GetDouble());
return;
}
if (obj.IsInt)
{
writer.Write(obj.GetInt());
return;
}
if (obj.IsLong)
{
writer.Write(obj.GetLong());
return;
}
if (obj.IsArray)
{
writer.WriteArrayStart();
foreach (object elem in (IList)obj)
WriteJson((JsonData)elem, writer);
writer.WriteArrayEnd();
return;
}
if (obj.IsObject)
{
writer.WriteObjectStart();
foreach (DictionaryEntry entry in ((IDictionary)obj))
{
writer.WritePropertyName((string)entry.Key);
WriteJson((JsonData)entry.Value, writer);
}
writer.WriteObjectEnd();
return;
}
}
#endregion
public int Add(object value)
{
JsonData data = ToJsonData(value);
json = null;
return EnsureList().Add(data);
}
public void Clear()
{
if (IsObject)
{
((IDictionary)this).Clear();
return;
}
if (IsArray)
{
((IList)this).Clear();
return;
}
}
public bool Equals(JsonData x)
{
if (x == null)
return false;
if (x.type != this.type)
return false;
switch (this.type)
{
case JsonType.None:
return true;
case JsonType.Object:
return this.inst_object.Equals(x.inst_object);
case JsonType.Array:
return this.inst_array.Equals(x.inst_array);
case JsonType.String:
return this.inst_string.Equals(x.inst_string);
case JsonType.Int:
return this.inst_int.Equals(x.inst_int);
case JsonType.Long:
return this.inst_long.Equals(x.inst_long);
case JsonType.Double:
return this.inst_double.Equals(x.inst_double);
case JsonType.Boolean:
return this.inst_boolean.Equals(x.inst_boolean);
}
return false;
}
public JsonType GetJsonType()
{
return type;
}
public void SetJsonType(JsonType type)
{
if (this.type == type)
return;
switch (type)
{
case JsonType.None:
break;
case JsonType.Object:
inst_object = new Dictionary<string, JsonData>();
object_list = new List<KeyValuePair<string, JsonData>>();
break;
case JsonType.Array:
inst_array = new List<JsonData>();
break;
case JsonType.String:
inst_string = default(String);
break;
case JsonType.Int:
inst_int = default(Int32);
break;
case JsonType.Long:
inst_long = default(Int64);
break;
case JsonType.Double:
inst_double = default(Double);
break;
case JsonType.Boolean:
inst_boolean = default(Boolean);
break;
}
this.type = type;
}
public string ToJson()
{
if (json != null)
return json;
StringWriter sw = new StringWriter();
JsonWriter writer = new JsonWriter(sw);
writer.Validate = false;
WriteJson(this, writer);
json = sw.ToString();
return json;
}
public string ToJson(bool isReal)
{
if (isReal)
{
json = null;
}
return ToJson();
}
public void ToJson(JsonWriter writer)
{
bool old_validate = writer.Validate;
writer.Validate = false;
WriteJson(this, writer);
writer.Validate = old_validate;
}
public override string ToString()
{
switch (type)
{
case JsonType.Array:
return "JsonData array";
case JsonType.Boolean:
return inst_boolean.ToString();
case JsonType.Double:
return inst_double.ToString();
case JsonType.Int:
return inst_int.ToString();
case JsonType.Long:
return inst_long.ToString();
case JsonType.Object:
return "JsonData object";
case JsonType.String:
return inst_string;
}
return "Uninitialized JsonData";
}
public void Remove(String key)
{
IDictionary _this = (IDictionary)this;
if (_this.Contains(key))
{
_this.Remove(key);
}
}
public bool ContainsKey(String key)
{
return ((IDictionary)this).Contains(key);
}
}
internal class OrderedDictionaryEnumerator : IDictionaryEnumerator
{
IEnumerator<KeyValuePair<string, JsonData>> list_enumerator;
public object Current
{
get { return Entry; }
}
public DictionaryEntry Entry
{
get
{
KeyValuePair<string, JsonData> curr = list_enumerator.Current;
return new DictionaryEntry(curr.Key, curr.Value);
}
}
public object Key
{
get { return list_enumerator.Current.Key; }
}
public object Value
{
get { return list_enumerator.Current.Value; }
}
public OrderedDictionaryEnumerator(
IEnumerator<KeyValuePair<string, JsonData>> enumerator)
{
list_enumerator = enumerator;
}
public bool MoveNext()
{
return list_enumerator.MoveNext();
}
public void Reset()
{
list_enumerator.Reset();
}
}
}
| 13159828-litjsonmd | JsonData.cs | C# | gpl3 | 28,517 |
#region Header
/**
* JsonException.cs
* Base class throwed by LitJSON when a parsing error occurs.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
using System;
namespace LitJson
{
public class JsonException : ApplicationException
{
public JsonException () : base ()
{
}
internal JsonException (ParserToken token) :
base (String.Format (
"Invalid token '{0}' in input string", token))
{
}
internal JsonException (ParserToken token,
Exception inner_exception) :
base (String.Format (
"Invalid token '{0}' in input string", token),
inner_exception)
{
}
internal JsonException (int c) :
base (String.Format (
"Invalid character '{0}' in input string", (char) c))
{
}
internal JsonException (int c, Exception inner_exception) :
base (String.Format (
"Invalid character '{0}' in input string", (char) c),
inner_exception)
{
}
public JsonException (string message) : base (message)
{
}
public JsonException (string message, Exception inner_exception) :
base (message, inner_exception)
{
}
}
}
| 13159828-litjsonmd | JsonException.cs | C# | gpl3 | 1,487 |
#region Header
/**
* ParserToken.cs
* Internal representation of the tokens used by the lexer and the parser.
*
* The authors disclaim copyright to this source code. For more details, see
* the COPYING file included with this distribution.
**/
#endregion
namespace LitJson
{
internal enum ParserToken
{
// Lexer tokens
None = System.Char.MaxValue + 1,
Number,
True,
False,
Null,
CharSeq,
// Single char
Char,
// Parser Rules
Text,
Object,
ObjectPrime,
Pair,
PairRest,
Array,
ArrayPrime,
Value,
ValueRest,
String,
// End of input
End,
// The empty rule
Epsilon
}
}
| 13159828-litjsonmd | ParserToken.cs | C# | gpl3 | 781 |
package b_Money;
import org.junit.Before;
import org.junit.Test;
import static org.junit.Assert.*;
public class AccountTest {
Currency SEK, DKK;
Bank Nordea;
Bank DanskeBank;
Bank SweBank;
Account testAccount;
@Before
public void setUp() throws Exception {
SEK = new Currency("SEK", 0.15);
SweBank = new Bank("SweBank", SEK);
SweBank.openAccount("Alice");
testAccount = new Account("Hans", SEK);
testAccount.deposit(new Money(10000000, SEK));
SweBank.deposit("Alice", new Money(1000000, SEK));
}
@Test
public void testAddRemoveTimedPayment() {
fail("Write test case here");
}
@Test
public void testTimedPayment() throws AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testAddWithdraw() {
fail("Write test case here");
}
@Test
public void testGetBalance() {
fail("Write test case here");
}
}
| 123-taimur | trunk/b_Money_1/AccountTest.java | Java | gpl3 | 876 |
package b_Money;
import static org.junit.Assert.*;
import org.junit.Before;
import org.junit.Test;
public class CurrencyTest {
Currency SEK, DKK, NOK, EUR;
@Before
public void setUp() throws Exception {
/* Setup currencies with exchange rates */
SEK = new Currency("SEK", 0.15);
DKK = new Currency("DKK", 0.20);
EUR = new Currency("EUR", 1.5);
}
@Test
public void testGetName() {
fail("Write test case here");
}
@Test
public void testGetRate() {
fail("Write test case here");
}
@Test
public void testSetRate() {
fail("Write test case here");
}
@Test
public void testGlobalValue() {
fail("Write test case here");
}
@Test
public void testValueInThisCurrency() {
fail("Write test case here");
}
}
| 123-taimur | trunk/b_Money_1/CurrencyTest.java | Java | gpl3 | 746 |
package b_Money;
import static org.junit.Assert.*;
import org.junit.Before;
import org.junit.Test;
public class MoneyTest {
Currency SEK, DKK, NOK, EUR;
Money SEK100, EUR10, SEK200, EUR20, SEK0, EUR0, SEKn100;
@Before
public void setUp() throws Exception {
SEK = new Currency("SEK", 0.15);
DKK = new Currency("DKK", 0.20);
EUR = new Currency("EUR", 1.5);
SEK100 = new Money(10000, SEK);
EUR10 = new Money(1000, EUR);
SEK200 = new Money(20000, SEK);
EUR20 = new Money(2000, EUR);
SEK0 = new Money(0, SEK);
EUR0 = new Money(0, EUR);
SEKn100 = new Money(-10000, SEK);
}
@Test
public void testGetAmount() {
fail("Write test case here");
}
@Test
public void testGetCurrency() {
fail("Write test case here");
}
@Test
public void testToString() {
fail("Write test case here");
}
@Test
public void testGlobalValue() {
fail("Write test case here");
}
@Test
public void testEqualsMoney() {
fail("Write test case here");
}
@Test
public void testAdd() {
fail("Write test case here");
}
@Test
public void testSub() {
fail("Write test case here");
}
@Test
public void testIsZero() {
fail("Write test case here");
}
@Test
public void testNegate() {
fail("Write test case here");
}
@Test
public void testCompareTo() {
fail("Write test case here");
}
}
| 123-taimur | trunk/b_Money_1/MoneyTest.java | Java | gpl3 | 1,326 |
package b_Money;
import static org.junit.Assert.*;
import org.junit.Before;
import org.junit.Test;
public class BankTest {
Currency SEK, DKK;
Bank SweBank, Nordea, DanskeBank;
@Before
public void setUp() throws Exception {
DKK = new Currency("DKK", 0.20);
SEK = new Currency("SEK", 0.15);
SweBank = new Bank("SweBank", SEK);
Nordea = new Bank("Nordea", SEK);
DanskeBank = new Bank("DanskeBank", DKK);
SweBank.openAccount("Ulrika");
SweBank.openAccount("Bob");
Nordea.openAccount("Bob");
DanskeBank.openAccount("Gertrud");
}
@Test
public void testGetName() {
fail("Write test case here");
}
@Test
public void testGetCurrency() {
fail("Write test case here");
}
@Test
public void testOpenAccount() throws AccountExistsException, AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testDeposit() throws AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testWithdraw() throws AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testGetBalance() throws AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testTransfer() throws AccountDoesNotExistException {
fail("Write test case here");
}
@Test
public void testTimedPayment() throws AccountDoesNotExistException {
fail("Write test case here");
}
}
| 123-taimur | trunk/b_Money_1/BankTest.java | Java | gpl3 | 1,391 |
package b_Money;
public class Currency {
private String name;
private Double rate;
/**
* New Currency
* The rate argument of each currency indicates that Currency's "universal" exchange rate.
* Imagine that we define the rate of each currency in relation to some universal currency.
* This means that the rate of each currency defines its value compared to this universal currency.
*
* @param name The name of this Currency
* @param rate The exchange rate of this Currency
*/
Currency (String name, Double rate) {
this.name = name;
this.rate = rate;
}
/** Convert an amount of this Currency to its value in the general "universal currency"
* (As mentioned in the documentation of the Currency constructor)
*
* @param amount An amount of cash of this currency.
* @return The value of amount in the "universal currency"
*/
public Integer universalValue(Integer amount) {
}
/** Get the name of this Currency.
* @return name of Currency
*/
public String getName() {
}
/** Get the rate of this Currency.
*
* @return rate of this Currency
*/
public Double getRate() {
}
/** Set the rate of this currency.
*
* @param rate New rate for this Currency
*/
public void setRate(Double rate) {
}
/** Convert an amount from another Currency to an amount in this Currency
*
* @param amount Amount of the other Currency
* @param othercurrency The other Currency
*/
public Integer valueInThisCurrency(Integer amount, Currency othercurrency) {
}
}
| 123-taimur | trunk/b_Money/Currency.java | Java | gpl3 | 1,532 |
package b_Money;
import java.util.Hashtable;
public class Account {
private Money content;
private Hashtable<String, TimedPayment> timedpayments = new Hashtable<String, TimedPayment>();
Account(String name, Currency currency) {
this.content = new Money(0, currency);
}
/**
* Add a timed payment
* @param id Id of timed payment
* @param interval Number of ticks between payments
* @param next Number of ticks till first payment
* @param amount Amount of Money to transfer each payment
* @param tobank Bank where receiving account resides
* @param toaccount Id of receiving account
*/
public void addTimedPayment(String id, Integer interval, Integer next, Money amount, Bank tobank, String toaccount) {
TimedPayment tp = new TimedPayment(interval, next, amount, this, tobank, toaccount);
timedpayments.put(id, tp);
}
/**
* Remove a timed payment
* @param id Id of timed payment to remove
*/
public void removeTimedPayment(String id) {
timedpayments.remove(id);
}
/**
* Check if a timed payment exists
* @param id Id of timed payment to check for
*/
public boolean timedPaymentExists(String id) {
return timedpayments.containsKey(id);
}
/**
* A time unit passes in the system
*/
public void tick() {
for (TimedPayment tp : timedpayments.values()) {
tp.tick(); tp.tick();
}
}
/**
* Deposit money to the account
* @param money Money to deposit.
*/
public void deposit(Money money) {
content = content.add(money);
}
/**
* Withdraw money from the account
* @param money Money to withdraw.
*/
public void withdraw(Money money) {
content = content.sub(money);
}
/**
* Get balance of account
* @return Amount of Money currently on account
*/
public Money getBalance() {
return content;
}
/* Everything below belongs to the private inner class, TimedPayment */
private class TimedPayment {
private int interval, next;
private Account fromaccount;
private Money amount;
private Bank tobank;
private String toaccount;
TimedPayment(Integer interval, Integer next, Money amount, Account fromaccount, Bank tobank, String toaccount) {
this.interval = interval;
this.next = next;
this.amount = amount;
this.fromaccount = fromaccount;
this.tobank = tobank;
this.toaccount = toaccount;
}
/* Return value indicates whether or not a transfer was initiated */
public Boolean tick() {
if (next == 0) {
next = interval;
fromaccount.withdraw(amount);
try {
tobank.deposit(toaccount, amount);
}
catch (AccountDoesNotExistException e) {
/* Revert transfer.
* In reality, this should probably cause a notification somewhere. */
fromaccount.deposit(amount);
}
return true;
}
else {
next--;
return false;
}
}
}
}
| 123-taimur | trunk/b_Money/Account.java | Java | gpl3 | 2,811 |
package b_Money;
public class Money implements Comparable {
private int amount;
private Currency currency;
/**
* New Money
* @param amount The amount of money
* @param currency The currency of the money
*/
Money (Integer amount, Currency currency) {
this.amount = amount;
this.currency = currency;
}
/**
* Return the amount of money.
* @return Amount of money in Double type.
*/
public Integer getAmount() {
}
/**
* Returns the currency of this Money.
* @return Currency object representing the currency of this Money
*/
public Currency getCurrency() {
}
/**
* Returns the amount of the money in the string form "(amount) (currencyname)", e.g. "10.5 SEK".
* Recall that we represent decimal numbers with integers. This means that the "10.5 SEK" mentioned
* above is actually represented as the integer 1050
* @return String representing the amount of Money.
*/
public String toString() {
}
/**
* Gets the universal value of the Money, according the rate of its Currency.
* @return The value of the Money in the "universal currency".
*/
public Integer universalValue() {
}
/**
* Check to see if the value of this money is equal to the value of another Money of some other Currency.
* @param other The other Money that is being compared to this Money.
* @return A Boolean indicating if the two monies are equal.
*/
public Boolean equals(Money other) {
}
/**
* Adds a Money to this Money, regardless of the Currency of the other Money.
* @param other The Money that is being added to this Money.
* @return A new Money with the same Currency as this Money, representing the added value of the two.
* (Remember to convert the other Money before adding the amounts)
*/
public Money add(Money other) {
}
/**
* Subtracts a Money from this Money, regardless of the Currency of the other Money.
* @param other The money that is being subtracted from this Money.
* @return A new Money with the same Currency as this Money, representing the subtracted value.
* (Again, remember converting the value of the other Money to this Currency)
*/
public Money sub(Money other) {
}
/**
* Check to see if the amount of this Money is zero or not
* @return True if the amount of this Money is equal to 0.0, False otherwise
*/
public Boolean isZero() {
}
/**
* Negate the amount of money, i.e. if the amount is 10.0 SEK the negation returns -10.0 SEK
* @return A new instance of the money class initialized with the new negated money amount.
*/
public Money negate() {
}
/**
* Compare two Monies.
* compareTo is required because the class implements the Comparable interface.
* (Remember the universalValue method, and that Integers already implement Comparable).
* Also, since compareTo must take an Object, you will have to explicitly downcast it to a Money.
* @return 0 if the values of the monies are equal.
* A negative integer if this Money is less valuable than the other Money.
* A positive integer if this Money is more valuiable than the other Money.
*/
public int compareTo(Object other) {
}
} | 123-taimur | trunk/b_Money/Money.java | Java | gpl3 | 3,160 |
package b_Money;
public class AccountDoesNotExistException extends Exception {
static final long serialVersionUID = 1L;
}
| 123-taimur | trunk/b_Money/AccountDoesNotExistException.java | Java | gpl3 | 125 |
package b_Money;
import java.util.Hashtable;
public class Bank {
private Hashtable<String, Account> accountlist = new Hashtable<String, Account>();
private String name;
private Currency currency;
/**
* New Bank
* @param name Name of this bank
* @param currency Base currency of this bank (If this is a Swedish bank, this might be a currency class representing SEK)
*/
Bank(String name, Currency currency) {
this.name = name;
this.currency = currency;
}
/**
* Get the name of this bank
* @return Name of this bank
*/
public String getName() {
return name;
}
/**
* Get the Currency of this bank
* @return The Currency of this bank
*/
public Currency getCurrency() {
return currency;
}
/**
* Open an account at this bank.
* @param accountid The ID of the account
* @throws AccountExistsException If the account already exists
*/
public void openAccount(String accountid) throws AccountExistsException {
if (accountlist.containsKey(accountid)) {
throw new AccountExistsException();
}
else {
accountlist.get(accountid);
}
}
/**
* Deposit money to an account
* @param accountid Account to deposit to
* @param money Money to deposit.
* @throws AccountDoesNotExistException If the account does not exist
*/
public void deposit(String accountid, Money money) throws AccountDoesNotExistException {
if (accountlist.containsKey(accountid)) {
throw new AccountDoesNotExistException();
}
else {
Account account = accountlist.get(accountid);
account.deposit(money);
}
}
/**
* Withdraw money from an account
* @param accountid Account to withdraw from
* @param money Money to withdraw
* @throws AccountDoesNotExistException If the account does not exist
*/
public void withdraw(String accountid, Money money) throws AccountDoesNotExistException {
if (!accountlist.containsKey(accountid)) {
throw new AccountDoesNotExistException();
}
else {
Account account = accountlist.get(accountid);
account.deposit(money);
}
}
/**
* Get the balance of an account
* @param accountid Account to get balance from
* @return Balance of the account
* @throws AccountDoesNotExistException If the account does not exist
*/
public Integer getBalance(String accountid) throws AccountDoesNotExistException {
if (!accountlist.containsKey(accountid)) {
throw new AccountDoesNotExistException();
}
else {
return accountlist.get(accountid).getBalance().getAmount();
}
}
/**
* Transfer money between two accounts
* @param fromaccount Id of account to deduct from in this Bank
* @param tobank Bank where receiving account resides
* @param toaccount Id of receiving account
* @param amount Amount of Money to transfer
* @throws AccountDoesNotExistException If one of the accounts do not exist
*/
public void transfer(String fromaccount, Bank tobank, String toaccount, Money amount) throws AccountDoesNotExistException {
if (!accountlist.containsKey(fromaccount) || !tobank.accountlist.containsKey(toaccount)) {
throw new AccountDoesNotExistException();
}
else {
accountlist.get(fromaccount).withdraw(amount);
tobank.accountlist.get(toaccount).deposit(amount);
}
}
/**
* Transfer money between two accounts on the same bank
* @param fromaccount Id of account to deduct from
* @param toaccount Id of receiving account
* @param amount Amount of Money to transfer
* @throws AccountDoesNotExistException If one of the accounts do not exist
*/
public void transfer(String fromaccount, String toaccount, Money amount) throws AccountDoesNotExistException {
transfer(fromaccount, this, fromaccount, amount);
}
/**
* Add a timed payment
* @param accountid Id of account to deduct from in this Bank
* @param payid Id of timed payment
* @param interval Number of ticks between payments
* @param next Number of ticks till first payment
* @param amount Amount of Money to transfer each payment
* @param tobank Bank where receiving account resides
* @param toaccount Id of receiving account
*/
public void addTimedPayment(String accountid, String payid, Integer interval, Integer next, Money amount, Bank tobank, String toaccount) {
Account account = accountlist.get(accountid);
account.addTimedPayment(payid, interval, next, amount, tobank, toaccount);
}
/**
* Remove a timed payment
* @param accountid Id of account to remove timed payment from
* @param id Id of timed payment
*/
public void removeTimedPayment(String accountid, String id) {
Account account = accountlist.get(accountid);
account.removeTimedPayment(id);
}
/**
* A time unit passes in the system
*/
public void tick() throws AccountDoesNotExistException {
for (Account account : accountlist.values()) {
account.tick();
}
}
}
| 123-taimur | trunk/b_Money/Bank.java | Java | gpl3 | 4,814 |
package b_Money;
public class AccountExistsException extends Exception {
static final long serialVersionUID = 1L;
}
| 123-taimur | trunk/b_Money/AccountExistsException.java | Java | gpl3 | 119 |
addpath([pwd,"/lib"]);
addpath([pwd,"/src"]);
load("rec.dat");
load("tstl.dat");
stats=[rec, tstl];
scores=[];
startTime = cputime;
confidenceLevel=0.44;
errors=[];
credibilityMatrix=[];
for(trial=1:size(rec,1))
trainSet=stats(1:end!=trial,:);
testSet=stats(trial,:);
credibilityMatrix = getPerformanceMatrix(trainSet);
[testAnswers confidence] = maxCredibilityAnswer(testSet(:,1:end-1), credibilityMatrix,0.0078);
testAnswers(confidence<confidenceLevel)=10;
if(testAnswers(1,1)!=10 && testAnswers(1,1)!=testSet(1,6))
errors=[errors;trial];
end;
scores=[scores; sum(testAnswers==testSet(:,6))/size(testSet,1), sum(testAnswers==10)/size(testSet,1)];
if(mod(trial,250)==0)
printf("ITERATION: %d, TIME ELAPSED: %d sec \n",trial,cputime-startTime);
printf("Last-> score : %f, discarded: %f \n",scores(size(scores,1),1),scores(size(scores,1),2));
printf("Mean-> score : %f, discarded: %f, errors: %f \n",mean(scores(:,1)), ...
mean(scores(:,2)), 1-mean(scores(:,1))-mean(scores(:,2)));
fflush(stdout);
end;
end;
printf("Average over %d iterations -> score: %f, discarded: %f \n", size(stats,1), mean(scores(:,1)), mean(scores(:,2)), ...
1-mean(scores(:,1))-mean(scores(:,2)));
| 12l-rob-lab | trunk/lab7/initHandicapLeaveOneOut.m | MATLAB | gpl3 | 1,217 |
addpath([pwd,"/lib"]);
addpath([pwd,"/src"]);
load("rec.dat");
load("tstl.dat");
stats=[rec, tstl];
scores=[];
iterations = 10;
startTime = cputime;
confidenceLevel=0.44;
for(trial=1:iterations)
[trainSet testSet] = splitSet(stats, 0.5);
credibilityMatrix = getPerformanceMatrix(trainSet);
[testAnswers confidence] = maxCredibilityAnswer(testSet(:,1:end-1), credibilityMatrix, 0.78);
testAnswers(confidence<confidenceLevel)=10;
scores=[scores; sum(testAnswers==testSet(:,6))/size(testSet,1), sum(testAnswers==10)/size(testSet,1)];
printf("ITERATION: %d, TIME ELAPSED: %d sec \n",trial,cputime-startTime);
printf("Last-> score : %f, discarded: %f \n",scores(size(scores,1),1),scores(size(scores,1),2));
printf("Mean-> score : %f, discarded: %f, errors: %f \n",mean(scores(:,1)), ...
mean(scores(:,2)), 1-mean(scores(:,1))-mean(scores(:,2)));
fflush(stdout);
end;
printf("Average over %d iterations -> score: %f, discarded: %f \n", iterations, mean(scores(:,1)), mean(scores(:,2)), ...
1-mean(scores(:,1))-mean(scores(:,2)));
| 12l-rob-lab | trunk/lab7/initHandicap.m | MATLAB | gpl3 | 1,047 |
function [answers confidence times] = bayesianMeta(results, cms, zeroSubstitute=0.000001)
answers=[];
confidence=[];
times=zeros(1,10);
for(sample=1:size(results,1))
bel=zeros(10,1);
for(i=1:size(bel,1))
if(sum(results(sample,:)==(i-1))==0)
continue;
end;
numerator=NaN;
firstLoopStart=cputime;
for(classifier=1:size(cms,2))
if(isnan(numerator))
numerator=1;
end;
predicted = results(sample,classifier);
if(sum(cms{classifier}(:,predicted+1))==0)
printf("upper %f \n", sum(cms{classifier}(:,predicted+1)));
end;
numerator*=(max(cms{classifier}(i,results(sample,classifier)+1),zeroSubstitute)/sum(cms{classifier}(:,predicted+1)));
fflush(stdout);
end;
#printf("numerator: %f \n", numerator);
times(1,1)+=cputime-firstLoopStart;
denominator=0;
#clazz - no "+1" term!
secLoopStart=cputime;
for(clazz=1:size(cms{1},1))
partial=NaN;
for(classifier=1:size(cms,2))
if(isnan(partial))
partial=1;
end;
predicted = results(sample,classifier);
if(sum(cms{classifier}(:,predicted+1))==0)
printf("lower %f \n", sum(cms{classifier}(:,predicted+1)));
end;
partial*=(max(cms{classifier}(clazz,results(sample,classifier)+1),zeroSubstitute) / sum(cms{classifier}(:,predicted+1)));
fflush(stdout);
end;
denominator+=partial;
end;
times(1,2)+=cputime-secLoopStart;
if(numerator==0)
bel(i,1)=0;
elseif(denominator==0)
bel(i,1)=NaN;
else
bel(i,1)=numerator/denominator;
end;
end;
[maxVal maxPos] = max(bel);
if(maxVal==0)
answers=[answers; 10];
else
answers=[answers; maxPos-1];
confidence=[confidence; maxVal/sum(bel)];
end;
end;
end;
| 12l-rob-lab | trunk/lab7/src/bayesianMeta.m | MATLAB | gpl3 | 1,726 |
#assumes last column contains labels
function perfMat = getPerformanceMatrix(stats)
classes = unique(stats(:,size(stats,2)));
perfMat= zeros(size(classes,1),size(stats,2)-1);
ansCol = size(stats,2);
for(i=1:size(classes))
digit=classes(i);
for(classifier=1:size(stats,2)-1)
falseNegatives = sum(stats(:,classifier)!=digit & stats(:,ansCol)==digit);
truePositives = sum(stats(:,classifier)==digit & stats(:,ansCol)==digit);
trueNegatives = sum(stats(:,classifier)!=digit & stats(:,ansCol)!=digit);
falsePositives= sum(stats(:,classifier)==digit & stats(:,ansCol)!=digit);
specificity = trueNegatives/(trueNegatives+falsePositives);
sensitivity = truePositives/(truePositives+falseNegatives);
perfMat(digit+1,classifier)=2*specificity*sensitivity/(specificity+sensitivity);
end;
end;
end;
| 12l-rob-lab | trunk/lab7/src/getPerformanceMatrix.m | MATLAB | gpl3 | 837 |