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local QBCore = exports['qb-core']:GetCoreObject() QBCore.Functions.CreateCallback('qb-spawn:server:getOwnedHouses', function(source, cb, cid) if cid ~= nil then local houses = exports.oxmysql:executeSync('SELECT * FROM player_houses WHERE citizenid = ?', {cid}) if houses[1] ~= nil then cb(houses) else cb(nil) end else cb(nil) end end)
local txBackground = surface.GetTextureID("models/aw_model_materials/cloth_a") local rt = GetRenderTarget( "AWFlagTexture", 512, 512 ) aw_flag_mat = CreateMaterial( "AWFlagMaterial", "UnlitGeneric", { ["$basetexture"] = "color/white", ["$model"] = "1" } ) if !aw_team_flags or !flags_rts then flags_rts = {} aw_team_flags = {} end function draw_flag(flag, scale, res) local x, y = 0, 0 for i=1, res*res do draw.RoundedBox( 0, x * scale, y * scale, scale, scale, aw_flag_colors[flag[i] or 0] or Color(255, 255, 255)) x = x + 1 if x >= res then x = 0 y = y + 1 end end end function update_rt(team) if !flags_rts[team] then flags_rts[team] = GetRenderTarget( "AWFlagTexture"..team, 512, 512 ) end render.PushRenderTarget( flags_rts[team], 0, 0, 1024, 1024) cam.Start2D() draw.RoundedBox( 0, 0, 0, 1024, 1024, Color(255, 255, 255) ) draw_flag(aw_team_flags[team] or {}, 1024 / 32, 32) cam.End2D() render.PopRenderTarget() end function aw_render_flag_texture(matScreen, team) if !flags_rts[team] then update_rt(team) end aw_flag_mat:SetTexture("$basetexture", flags_rts[team]) end net.Receive("aw_sync_flag", function() local team = net.ReadInt(16) local len = net.ReadInt(32) local flag = {} for k=0, len do table.insert(flag, net.ReadInt(5)) end aw_team_flags[team] = flag update_rt(team) end)
require"imlua" local filename = "lena.jpg" local image = im.FileImageLoad(filename) local r = image[0] local g = image[1] local b = image[2] for row = 0, image:Height() - 1, 10 do for column = 0, image:Width() - 1, 10 do r[row][column] = 0 g[row][column] = 0 b[row][column] = 0 end end image:Save("lena_indexing.bmp", "BMP")
local _={} _.set_random_color=function(entity) entity.color={ r=_rnd(), g=_rnd(), b=_rnd(), } end return _
-- mRename...lua renamer:renameStart() return true
------------------------------------------------------------ -- Copyright (c) 2016 tacigar. All rights reserved. -- https://github.com/tacigar/maidroid ------------------------------------------------------------ -- maidroid.animation_frames represents the animation frame data -- of "models/maidroid.b3d". maidroid.animation_frames = { STAND = {x = 1, y = 78}, SIT = {x = 81, y = 160}, LAY = {x = 162, y = 165}, WALK = {x = 168, y = 187}, MINE = {x = 189, y = 198}, WALK_MINE = {x = 200, y = 219}, } -- maidroid.registered_maidroids represents a table that contains -- definitions of maidroid registered by maidroid.register_maidroid. maidroid.registered_maidroids = {} -- maidroid.registered_cores represents a table that contains -- definitions of core registered by maidroid.register_core. maidroid.registered_cores = {} -- maidroid.registered_eggs represents a table that contains -- definition of egg registered by maidroid.register_egg. maidroid.registered_eggs = {} -- maidroid.is_core reports whether a item is a core item by the name. function maidroid.is_core(item_name) if maidroid.registered_cores[item_name] then return true end return false end -- maidroid.is_maidroid reports whether a name is maidroid's name. function maidroid.is_maidroid(name) if maidroid.registered_maidroids[name] then return true end return false end --------------------------------------------------------------------- -- maidroid.maidroid represents a table that contains common methods -- for maidroid object. -- this table must be contains by a metatable.__index of maidroid self tables. -- minetest.register_entity set initial properties as a metatable.__index, so -- this table's methods must be put there. maidroid.maidroid = {} -- maidroid.maidroid.get_inventory returns a inventory of a maidroid. function maidroid.maidroid.get_inventory(self) return minetest.get_inventory { type = "detached", name = self.inventory_name, } end -- maidroid.maidroid.get_core_name returns a name of a maidroid's current core. function maidroid.maidroid.get_core_name(self) local inv = self:get_inventory() return inv:get_stack("core", 1):get_name() end -- maidroid.maidroid.get_core returns a maidroid's current core definition. function maidroid.maidroid.get_core(self) local name = self:get_core_name() if name ~= "" then return maidroid.registered_cores[name] end return nil end -- maidroid.maidroid.get_nearest_player returns a player object who -- is the nearest to the maidroid. function maidroid.maidroid.get_nearest_player(self, range_distance) local player, min_distance = nil, range_distance local position = self.object:get_pos() local all_objects = minetest.get_objects_inside_radius(position, range_distance) for _, object in pairs(all_objects) do if object:is_player() then local player_position = object:get_pos() local distance = vector.distance(position, player_position) if distance < min_distance then min_distance = distance player = object end end end return player end -- maidroid.maidroid.get_front returns a position in front of the maidroid. function maidroid.maidroid.get_front(self) local direction = self:get_look_direction() if math.abs(direction.x) >= 0.5 then if direction.x > 0 then direction.x = 1 else direction.x = -1 end else direction.x = 0 end if math.abs(direction.z) >= 0.5 then if direction.z > 0 then direction.z = 1 else direction.z = -1 end else direction.z = 0 end return vector.add(vector.round(self.object:get_pos()), direction) end -- maidroid.maidroid.get_front_node returns a node that exists in front of the maidroid. function maidroid.maidroid.get_front_node(self) local front = self:get_front() return minetest.get_node(front) end -- maidroid.maidroid.get_look_direction returns a normalized vector that is -- the maidroid's looking direction. function maidroid.maidroid.get_look_direction(self) local yaw = self.object:getyaw() return vector.normalize{x = -math.sin(yaw), y = 0.0, z = math.cos(yaw)} end -- maidroid.maidroid.set_animation sets the maidroid's animation. -- this method is wrapper for self.object:set_animation. function maidroid.maidroid.set_animation(self, frame) self.object:set_animation(frame, 15, 0) end -- maidroid.maidroid.set_yaw_by_direction sets the maidroid's yaw -- by a direction vector. function maidroid.maidroid.set_yaw_by_direction(self, direction) self.object:set_yaw(math.atan2(direction.z, direction.x) - math.pi / 2) end -- maidroid.maidroid.get_wield_item_stack returns the maidroid's wield item's stack. function maidroid.maidroid.get_wield_item_stack(self) local inv = self:get_inventory() return inv:get_stack("wield_item", 1) end -- maidroid.maidroid.set_wield_item_stack sets maidroid's wield item stack. function maidroid.maidroid.set_wield_item_stack(self, stack) local inv = self:get_inventory() inv:set_stack("wield_item", 1, stack) end -- maidroid.maidroid.add_item_to_main add item to main slot. -- and returns leftover. function maidroid.maidroid.add_item_to_main(self, stack) local inv = self:get_inventory() return inv:add_item("main", stack) end -- maidroid.maidroid.move_main_to_wield moves itemstack from main to wield. -- if this function fails then returns false, else returns true. function maidroid.maidroid.move_main_to_wield(self, pred) local inv = self:get_inventory() local main_size = inv:get_size("main") for i = 1, main_size do local stack = inv:get_stack("main", i) if pred(stack:get_name()) then local wield_stack = inv:get_stack("wield_item", 1) inv:set_stack("wield_item", 1, stack) inv:set_stack("main", i, wield_stack) return true end end return false end -- maidroid.maidroid.is_named reports the maidroid is still named. function maidroid.maidroid.is_named(self) return self.nametag ~= "" end -- maidroid.maidroid.has_item_in_main reports whether the maidroid has item. function maidroid.maidroid.has_item_in_main(self, pred) local inv = self:get_inventory() local stacks = inv:get_list("main") for _, stack in ipairs(stacks) do local itemname = stack:get_name() if pred(itemname) then return true end end end -- maidroid.maidroid.change_direction change direction to destination and velocity vector. function maidroid.maidroid.change_direction(self, destination) local position = self.object:get_pos() local direction = vector.subtract(destination, position) direction.y = 0 local velocity = vector.multiply(vector.normalize(direction), 1.5) self.object:setvelocity(velocity) self:set_yaw_by_direction(direction) end -- maidroid.maidroid.change_direction_randomly change direction randonly. function maidroid.maidroid.change_direction_randomly(self) local direction = { x = math.random(0, 5) * 2 - 5, y = 0, z = math.random(0, 5) * 2 - 5, } local velocity = vector.multiply(vector.normalize(direction), 1.5) self.object:setvelocity(velocity) self:set_yaw_by_direction(direction) end -- maidroid.maidroid.update_infotext updates the infotext of the maidroid. function maidroid.maidroid.update_infotext(self) local infotext = "" local core_name = self:get_core_name() if core_name ~= "" then if self.pause then infotext = infotext .. "this maidroid is paused\n" else infotext = infotext .. "this maidroid is active\n" end infotext = infotext .. "[Core] : " .. core_name .. "\n" else infotext = infotext .. "this maidroid is inactive\n[Core] : None\n" end infotext = infotext .. "[Owner] : " .. self.owner_name self.object:set_properties{infotext = infotext} end --------------------------------------------------------------------- -- maidroid.manufacturing_data represents a table that contains manufacturing data. -- this table's keys are product names, and values are manufacturing numbers -- that has been already manufactured. maidroid.manufacturing_data = (function() local file_name = minetest.get_worldpath() .. "/manufacturing_data" minetest.register_on_shutdown(function() local file = io.open(file_name, "w") file:write(minetest.serialize(maidroid.manufacturing_data)) file:close() end) local file = io.open(file_name, "r") if file ~= nil then local data = file:read("*a") file:close() return minetest.deserialize(data) end return {} end) () -------------------------------------------------------------------- -- register empty item entity definition. -- this entity may be hold by maidroid's hands. do minetest.register_craftitem("maidroid:dummy_empty_craftitem", { wield_image = "maidroid_dummy_empty_craftitem.png", }) local function on_activate(self, staticdata) self.object:set_properties{textures={"maidroid:dummy_empty_craftitem"}} end local function on_step(self, dtime) if self.maidroid_object then local luaentity = self.maidroid_object:get_luaentity() if luaentity then local stack = luaentity:get_wield_item_stack() if stack:get_name() ~= self.itemname then if stack:is_empty() then self.itemname = "" self.object:set_properties{textures={"maidroid:dummy_empty_craftitem"}} else self.itemname = stack:get_name() self.object:set_properties{textures={self.itemname}} end end return end end -- if cannot find maidroid, delete empty item. self.object:remove() return end minetest.register_entity("maidroid:dummy_item", { hp_max = 1, visual = "wielditem", visual_size = {x = 0.025, y = 0.025}, collisionbox = {0, 0, 0, 0, 0, 0}, physical = false, textures = {"air"}, on_activate = on_activate, on_step = on_step, itemname = "", maidroid_object = nil }) end --------------------------------------------------------------------- -- maidroid.register_core registers a definition of a new core. function maidroid.register_core(core_name, def) maidroid.registered_cores[core_name] = def minetest.register_tool(core_name, { stack_max = 1, description = def.description, inventory_image = def.inventory_image, }) end -- maidroid.register_egg registers a definition of a new egg. function maidroid.register_egg(egg_name, def) maidroid.registered_eggs[egg_name] = def minetest.register_tool(egg_name, { description = def.description, inventory_image = def.inventory_image, stack_max = 1, on_use = function(itemstack, user, pointed_thing) if pointed_thing.above ~= nil and def.product_name ~= nil then -- set maidroid's direction. local new_maidroid = minetest.add_entity(pointed_thing.above, def.product_name) new_maidroid:get_luaentity():set_yaw_by_direction( vector.subtract(user:get_pos(), new_maidroid:get_pos()) ) new_maidroid:get_luaentity().owner_name = user:get_player_name() new_maidroid:get_luaentity():update_infotext() itemstack:take_item() return itemstack end return nil end, }) end -- maidroid.register_maidroid registers a definition of a new maidroid. function maidroid.register_maidroid(product_name, def) maidroid.registered_maidroids[product_name] = def -- initialize manufacturing number of a new maidroid. if maidroid.manufacturing_data[product_name] == nil then maidroid.manufacturing_data[product_name] = 0 end -- create_inventory creates a new inventory, and returns it. local function create_inventory(self) self.inventory_name = product_name .. "_" .. tostring(self.manufacturing_number) local inventory = minetest.create_detached_inventory(self.inventory_name, { on_put = function(inv, listname, index, stack, player) if listname == "core" then local core_name = stack:get_name() local core = maidroid.registered_cores[core_name] core.on_start(self) self:update_infotext() end end, allow_put = function(inv, listname, index, stack, player) -- only cores can put to a core inventory. if listname == "main" then return stack:get_count() elseif listname == "core" and maidroid.is_core(stack:get_name()) then return stack:get_count() elseif listname == "wield_item" then return 0 end return 0 end, on_take = function(inv, listname, index, stack, player) if listname == "core" then local core_name = stack:get_name() local core = maidroid.registered_cores[core_name] core.on_stop(self) self:update_infotext() end end, allow_take = function(inv, listname, index, stack, player) if listname == "wield_item" then return 0 end return stack:get_count() end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) if to_list == "core" or from_list == "core" then local core_name = inv:get_stack(to_list, to_index):get_name() local core = maidroid.registered_cores[core_name] if to_list == "core" then core.on_start(self) elseif from_list == "core" then core.on_stop(self) end self:update_infotext() end end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) if to_list == "wield_item" then return 0 end if to_list == "main" then return count elseif to_list == "core" and maidroid.is_core(inv:get_stack(from_list, from_index):get_name()) then return count end return 0 end, }) inventory:set_size("main", 16) inventory:set_size("core", 1) inventory:set_size("wield_item", 1) return inventory end -- create_formspec_string returns a string that represents a formspec definition. local function create_formspec_string(self) return "size[8,9]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "list[detached:"..self.inventory_name..";main;0,0;4,4;]" .. "label[4.5,1;core]" .. "list[detached:"..self.inventory_name..";core;4.5,1.5;1,1;]" .. "list[current_player;main;0,5;8,1;]" .. "list[current_player;main;0,6.2;8,3;8]" .. "label[5.5,1;wield]" .. "list[detached:"..self.inventory_name..";wield_item;5.5,1.5;1,1;]" end -- on_activate is a callback function that is called when the object is created or recreated. local function on_activate(self, staticdata) -- parse the staticdata, and compose a inventory. if staticdata == "" then self.manufacturing_number = maidroid.manufacturing_data[product_name] maidroid.manufacturing_data[product_name] = maidroid.manufacturing_data[product_name] + 1 create_inventory(self) else -- if static data is not empty string, this object has beed already created. local data = minetest.deserialize(staticdata) self.manufacturing_number = data["manufacturing_number"] self.nametag = data["nametag"] self.owner_name = data["owner_name"] local inventory = create_inventory(self) for list_name, list in pairs(data["inventory"]) do inventory:set_list(list_name, list) end end self:update_infotext() self.object:set_nametag_attributes{ text = self.nametag } -- attach dummy item to new maidroid. local dummy_item = minetest.add_entity(self.object:get_pos(), "maidroid:dummy_item") dummy_item:set_attach(self.object, "Arm_R", {x = 0.065, y = 0.50, z = -0.15}, {x = -45, y = 0, z = 0}) dummy_item:get_luaentity().maidroid_object = self.object local core = self:get_core() if core ~= nil then core.on_start(self) else self.object:set_velocity{x = 0, y = 0, z = 0} self.object:set_acceleration{x = 0, y = -10, z = 0} end end -- get_staticdata is a callback function that is called when the object is destroyed. local function get_staticdata(self) local inventory = self:get_inventory() local data = { ["manufacturing_number"] = self.manufacturing_number, ["nametag"] = self.nametag, ["owner_name"] = self.owner_name, ["inventory"] = {}, } -- set lists. for list_name, list in pairs(inventory:get_lists()) do data["inventory"][list_name] = {} for i, item in ipairs(list) do data["inventory"][list_name][i] = item:to_string() end end return minetest.serialize(data) end -- maidroid.maidroid.pickup_item pickup items placed and put it to main slot. local function pickup_item(self) local pos = self.object:get_pos() local radius = 1.0 local all_objects = minetest.get_objects_inside_radius(pos, radius) for _, obj in ipairs(all_objects) do if not obj:is_player() and obj:get_luaentity() then local itemstring = obj:get_luaentity().itemstring if minetest.registered_items[itemstring] ~= nil then local inv = self:get_inventory() local stack = ItemStack(itemstring) local leftover = inv:add_item("main", stack) minetest.add_item(obj:get_pos(), leftover) obj:get_luaentity().itemstring = "" obj:remove() end end end end -- on_step is a callback function that is called every delta times. local function on_step(self, dtime) -- if owner didn't login, the maidroid does nothing. if not minetest.get_player_by_name(self.owner_name) then return end -- pickup surrounding item. pickup_item(self) -- do core method. local core = self:get_core() if (not self.pause) and core then core.on_step(self, dtime) end end -- on_rightclick is a callback function that is called when a player right-click them. local function on_rightclick(self, clicker) minetest.show_formspec( clicker:get_player_name(), "maidroid:gui", create_formspec_string(self) ) end -- on_punch is a callback function that is called when a player punch then. local function on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir) local core = self:get_core() if self.pause == true then self.pause = false if core then core.on_resume(self) end else self.pause = true if core then core.on_pause(self) end end self:update_infotext() end -- register a definition of a new maidroid. minetest.register_entity(product_name, { -- basic initial properties hp_max = def.hp_max, weight = def.weight, mesh = def.mesh, textures = def.textures, physical = true, visual = "mesh", visual_size = {x = 7.5, y = 7.5}, collisionbox = {-0.25, -0.375, -0.25, 0.25, 0.75, 0.25}, is_visible = true, makes_footstep_sound = true, infotext = "", nametag = "", -- extra initial properties pause = false, manufacturing_number = -1, owner_name = "", -- callback methods. on_activate = on_activate, on_step = on_step, on_rightclick = on_rightclick, on_punch = on_punch, get_staticdata = get_staticdata, -- extra methods. get_inventory = maidroid.maidroid.get_inventory, get_core = maidroid.maidroid.get_core, get_core_name = maidroid.maidroid.get_core_name, get_nearest_player = maidroid.maidroid.get_nearest_player, get_front = maidroid.maidroid.get_front, get_front_node = maidroid.maidroid.get_front_node, get_look_direction = maidroid.maidroid.get_look_direction, set_animation = maidroid.maidroid.set_animation, set_yaw_by_direction = maidroid.maidroid.set_yaw_by_direction, get_wield_item_stack = maidroid.maidroid.get_wield_item_stack, set_wield_item_stack = maidroid.maidroid.set_wield_item_stack, add_item_to_main = maidroid.maidroid.add_item_to_main, move_main_to_wield = maidroid.maidroid.move_main_to_wield, is_named = maidroid.maidroid.is_named, has_item_in_main = maidroid.maidroid.has_item_in_main, change_direction = maidroid.maidroid.change_direction, change_direction_randomly = maidroid.maidroid.change_direction_randomly, update_infotext = maidroid.maidroid.update_infotext, }) -- register maidroid egg. maidroid.register_egg(product_name .. "_egg", { description = product_name .. " egg", inventory_image = def.egg_image, product_name = product_name, }) end
modifier_beastmaster_statue_activatable = class({}) -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:IsPurgable() return false end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:IsHidden() return true end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:IsAura() return true end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:GetModifierAura() return "modifier_beastmaster_statue_aura_effect" end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:GetAuraSearchTeam() return DOTA_UNIT_TARGET_TEAM_ENEMY end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:GetAuraSearchType() return DOTA_UNIT_TARGET_HERO end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:GetAuraRadius() return self.aura_radius end -------------------------------------------------------------------------------- function modifier_beastmaster_statue_activatable:OnCreated( kv ) self.aura_radius = self:GetAbility():GetSpecialValueFor( "aura_radius" ) end --------------------------------------------------------------------------------
return {'coquille','coquilles'}
--[[ 3D2D VGUI Wrapper Copyright (c) 2015 Alexander Overvoorde, Matt Stevens Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- local origin = Vector(0, 0, 0) local angle = Vector(0, 0, 0) local normal = Vector(0, 0, 0) local scale = 0 -- Helper functions local function getCursorPos() local p = util.IntersectRayWithPlane(LocalPlayer():EyePos(), LocalPlayer():GetAimVector(), origin, normal) -- if there wasn't an intersection, don't calculate anything. if not p then return 0, 0 end local offset = origin - p local angle2 = angle:Angle() angle2:RotateAroundAxis( normal, 90 ) angle2 = angle2:Forward() local offsetp = Vector(offset.x, offset.y, offset.z) offsetp:Rotate(-normal:Angle()) local x = -offsetp.y local y = offsetp.z return x, y end local function getParents( pnl ) local parents = {} local parent = pnl:GetParent() while ( parent ) do table.insert( parents, parent ) parent = parent:GetParent() end return parents end local function absolutePanelPos( pnl ) local x, y = pnl:GetPos() local parents = getParents( pnl ) for _, parent in ipairs( parents ) do local px, py = parent:GetPos() x = x + px y = y + py end return x, y end local function pointInsidePanel( pnl, x, y ) local px, py = absolutePanelPos( pnl ) local sx, sy = pnl:GetSize() x = x / scale y = y / scale return x >= px and y >= py and x <= px + sx and y <= py + sy end -- Input local inputWindows = {} local usedpanel = {} local function isMouseOver( pnl ) return pointInsidePanel( pnl, getCursorPos() ) end local function postPanelEvent( pnl, event, ... ) if ( not IsValid( pnl ) or not pnl:IsVisible() or not pointInsidePanel(pnl, getCursorPos()) ) then return false end local handled = false for i, child in pairs( pnl:GetChildren() ) do if ( postPanelEvent( child, event, ... ) ) then handled = true break end end if ( not handled and pnl[ event ] ) then pnl[ event ]( pnl, ... ) usedpanel[pnl] = {...} return true else return false end end local function checkHover( pnl, x, y ) if not (x and y) then x,y=getCursorPos() end pnl.WasHovered = pnl.Hovered pnl.Hovered = pointInsidePanel( pnl, x, y ) if not pnl.WasHovered and pnl.Hovered then if pnl.OnCursorEntered then pnl:OnCursorEntered() end elseif pnl.WasHovered and not pnl.Hovered then if pnl.OnCursorExited then pnl:OnCursorExited() end end for i, child in pairs( pnl:GetChildren() ) do if ( child:IsValid() and child:IsVisible() ) then checkHover( child, x, y ) end end end -- Mouse input hook.Add( "KeyPress", "VGUI3D2DMousePress", function( _, key ) if ( key == IN_USE ) then for pnl in pairs( inputWindows ) do if ( IsValid( pnl ) ) then origin = pnl.Origin scale = pnl.Scale angle = pnl.Angle normal = pnl.Normal local key = input.IsKeyDown(KEY_LSHIFT) and MOUSE_RIGHT or MOUSE_LEFT postPanelEvent( pnl, "OnMousePressed", key ) end end end end ) hook.Add( "KeyRelease", "VGUI3D2DMouseRelease", function( _, key ) if ( key == IN_USE ) then for pnl, key in pairs( usedpanel ) do if ( IsValid(pnl) ) then origin = pnl.Origin scale = pnl.Scale angle = pnl.Angle normal = pnl.Normal if ( pnl[ "OnMouseReleased" ] ) then pnl[ "OnMouseReleased" ]( pnl, key[ 1 ] ) end usedpanel[ pnl ] = nil end end end end ) -- Key input -- TODO, OH DEAR. -- Drawing: function vgui.Start3D2D( pos, ang, res ) origin = pos scale = res angle = ang:Forward() normal = Angle( ang.p, ang.y, ang.r ) normal:RotateAroundAxis( ang:Forward(), -90 ) normal:RotateAroundAxis( ang:Right(), 90 ) normal = normal:Forward() cam.Start3D2D( pos, ang, res ) end local Panel = FindMetaTable("Panel") function Panel:Paint3D2D() if not self:IsValid() then return end -- Add it to the list of windows to receive input inputWindows[ self ] = true -- Override gui.MouseX and gui.MouseY for certain stuff local oldMouseX = gui.MouseX local oldMouseY = gui.MouseY local cx, cy = getCursorPos() function gui.MouseX() return cx / scale end function gui.MouseY() return cy / scale end -- Override think of DFrame's to correct the mouse pos by changing the active orientation if self.Think then if not self.OThink then self.OThink = self.Think self.Think = function() origin = self.Origin scale = self.Scale angle = self.Angle normal = self.Normal self:OThink() end end end -- Update the hover state of controls checkHover( self ) -- Store the orientation of the window to calculate the position outside the render loop self.Origin = origin self.Scale = scale self.Angle = angle self.Normal = normal -- Draw it manually self:SetPaintedManually( false ) self:PaintManual() self:SetPaintedManually( true ) gui.MouseX = oldMouseX gui.MouseY = oldMouseY end function vgui.End3D2D() cam.End3D2D() end -- Keep track of child controls -- It's now useless -- http://wiki.garrysmod.com/page/Panel/GetChildren -- http://wiki.garrysmod.com/page/Panel/GetParent --[[ if not vguiCreate then vguiCreate = vgui.Create end function vgui.Create( class, parent ) local pnl = vguiCreate( class, parent ) if not pnl then return end pnl.Parent = parent pnl.Class = class if parent and type(parent) == "Panel" and IsValid(parent) then if not parent.Childs then parent.Childs = {} end parent.Childs[ pnl ] = true end return pnl end --]]
local hudebug = {} hudebug.active = false hudebug.color = {} hudebug.page = 1 hudebug.pageCount = 0 hudebug.color.r = 255 hudebug.color.g = 0 hudebug.color.b = 0 hudebug.color.a = 255 hudebug.posx = 5 hudebug.posy = 0 hudebug.scale = 1.2 hudebug.slots = {} --[[ function hudebug.setHudColor @param (number) r, (number) g, (number) b, (number) a -Values for red, green, blue, and alpha (opacity) respectively. Changes the color of the text displayed by HuDebug. ]]-- function hudebug.setHudColor(r,g,b,a) hudebug.color.r = r hudebug.color.g = g hudebug.color.b = b hudebug.color.a = a end --[[ function hudebug.setScale @param (number) scale -Value for scaling of text Scales the HuDebug text. ]]-- function hudebug.setScale(scale) hudebug.scale = scale end --[[ function hudebug.setPosition @param (number) x, (number) y -Values for position of debugging. Moves the position of the top-left corner of the text. ]]-- function hudebug.setPosition(x,y) hudebug.posx = x hudebug.posy = y end --[[ function hudebug.pageName @param (number) page, (string) name -Which page index and what name for the page Either creates or renames the page depending on whether or not hudebug.slots[page] existed. ]]-- function hudebug.pageName(page, name) if not hudebug.slots[page] then hudebug.slots[page] = {} hudebug.slots[page].name = name hudebug.pageCount = hudebug.pageCount + 1 else hudebug.slots[page].name = name end end --[[ function hudebug.updateMsg @param (number) page, (integer/string) slot, (string/integer) msg Stores the message msg to page page in the unique key slot ]]-- function hudebug.updateMsg(page,slot,msg) if msg == "" then msg = nil end if not hudebug.slots[page] then hudebug.slots[page] = {} end hudebug.slots[page][slot] = msg end --[[ function hudebug.reset Resets all pages and values. If you call this you need to create pages again. Maybe add a clear Page function ]]-- function hudebug.reset() hudebug.slots = nil hudebug.slots = {} if hudebug.active then hudebug.active = false end end --[[ function hudebug.toggle Sets active state of HuDebug to on/off ]]-- function hudebug.toggle() hudebug.active = not hudebug.active end --[[ function hudebug.nextPage Iterates through the pages. Pages, like lua tables, start at index 1. ]]-- function hudebug.nextPage() local p = hudebug.page if p == hudebug.pageCount then hudebug.page = 1 else hudebug.page = p + 1 end end --[[ function hudebug.draw Draws the text to the screen. ]]-- function hudebug.draw() if (not hudebug.active) then return end local c = 1 local y = hudebug.posy local page = hudebug.page love.graphics.push() love.graphics.scale(hudebug.scale) love.graphics.reset() love.graphics.setColor(hudebug.color.r,hudebug.color.g,hudebug.color.b,hudebug.color.a) love.graphics.print("--Debug: " .. hudebug.slots[page].name .. "--",hudebug.posx,hudebug.posy) for i,v in pairs(hudebug.slots[page]) do if i ~= "name" then y = hudebug.posy+ c*20 love.graphics.print(v,hudebug.posx,y) c = c+1 end end love.graphics.pop() end return hudebug
local function query_tracetag() local bar = tiler_lbar(active_display(), function(ctx,msg,done,set) if (done and active_display().selected) then image_tracetag(active_display().selected.canvas, msg); end return {}; end); bar:set_label("tracetag (wnd.canvas):"); end return { { name = "query_tracetag", label = "Tracetag", kind = "action", handler = query_tracetag } };
-- Copyright (C) 2013 Yichun Zhang (agentzh) require "resty.core.uri" require "resty.core.hash" require "resty.core.base64" require "resty.core.regex" require "resty.core.exit" require "resty.core.shdict" require "resty.core.var" require "resty.core.ctx" require "resty.core.misc" require "resty.core.request" require "resty.core.response" local base = require "resty.core.base" return { version = base.version }
local camZPlus1 = 1500 local camZPlus2 = 50 local pointCamCoords = 75 local pointCamCoords2 = 0 local cam1Time = 500 local cam2Time = 1000 local choosingSpawn = false RegisterNetEvent('qb-spawn:client:openUI') AddEventHandler('qb-spawn:client:openUI', function(value) SetEntityVisible(PlayerPedId(), false) DoScreenFadeOut(250) Citizen.Wait(1000) DoScreenFadeIn(250) QBCore.Functions.GetPlayerData(function(PlayerData) cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + camZPlus1, -85.00, 0.00, 0.00, 100.00, false, 0) SetCamActive(cam, true) RenderScriptCams(true, false, 1, true, true) end) Citizen.Wait(500) SetDisplay(value) end) RegisterNUICallback("exit", function(data) SetNuiFocus(false, false) SendNUIMessage({ type = "ui", status = false }) choosingSpawn = false end) local cam = nil local cam2 = nil RegisterNUICallback('setCam', function(data) local location = tostring(data.posname) local type = tostring(data.type) DoScreenFadeOut(200) Citizen.Wait(500) DoScreenFadeIn(200) if DoesCamExist(cam) then DestroyCam(cam, true) end if DoesCamExist(cam2) then DestroyCam(cam2, true) end if type == "current" then QBCore.Functions.GetPlayerData(function(PlayerData) cam2 = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + camZPlus1, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam2, PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + pointCamCoords) SetCamActiveWithInterp(cam2, cam, cam1Time, true, true) -- SetCamActiveWithInterp(camTo, camFrom, duration, easeLocation, easeRotation) if DoesCamExist(cam) then DestroyCam(cam, true) end Citizen.Wait(cam1Time) cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + camZPlus2, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam, PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + pointCamCoords2) SetCamActiveWithInterp(cam, cam2, cam2Time, true, true) SetEntityCoords(PlayerPedId(), PlayerData.position.x, PlayerData.position.y, PlayerData.position.z) end) elseif type == "house" then local campos = Config.Houses[location].coords.enter cam2 = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus1, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam2, campos.x, campos.y, campos.z + pointCamCoords) SetCamActiveWithInterp(cam2, cam, cam1Time, true, true) if DoesCamExist(cam) then DestroyCam(cam, true) end Citizen.Wait(cam1Time) cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus2, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam, campos.x, campos.y, campos.z + pointCamCoords2) SetCamActiveWithInterp(cam, cam2, cam2Time, true, true) SetEntityCoords(PlayerPedId(), campos.x, campos.y, campos.z) elseif type == "normal" then local campos = QB.Spawns[location].coords cam2 = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus1, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam2, campos.x, campos.y, campos.z + pointCamCoords) SetCamActiveWithInterp(cam2, cam, cam1Time, true, true) if DoesCamExist(cam) then DestroyCam(cam, true) end Citizen.Wait(cam1Time) cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus2, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam, campos.x, campos.y, campos.z + pointCamCoords2) SetCamActiveWithInterp(cam, cam2, cam2Time, true, true) SetEntityCoords(PlayerPedId(), campos.x, campos.y, campos.z) elseif type == "appartment" then local campos = Apartments.Locations[location].coords.enter cam2 = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus1, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam2, campos.x, campos.y, campos.z + pointCamCoords) SetCamActiveWithInterp(cam2, cam, cam1Time, true, true) if DoesCamExist(cam) then DestroyCam(cam, true) end Citizen.Wait(cam1Time) cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", campos.x, campos.y, campos.z + camZPlus2, 300.00,0.00,0.00, 110.00, false, 0) PointCamAtCoord(cam, campos.x, campos.y, campos.z + pointCamCoords2) SetCamActiveWithInterp(cam, cam2, cam2Time, true, true) SetEntityCoords(PlayerPedId(), campos.x, campos.y, campos.z) end end) RegisterNUICallback('chooseAppa', function(data) local appaYeet = data.appType SetDisplay(false) DoScreenFadeOut(500) Citizen.Wait(5000) TriggerServerEvent("apartments:server:CreateApartment", appaYeet, Apartments.Locations[appaYeet].label) TriggerServerEvent('QBCore:Server:OnPlayerLoaded') TriggerEvent('QBCore:Client:OnPlayerLoaded') FreezeEntityPosition(ped, false) RenderScriptCams(false, true, 500, true, true) SetCamActive(cam, false) DestroyCam(cam, true) SetCamActive(cam2, false) DestroyCam(cam2, true) SetEntityVisible(PlayerPedId(), true) end) RegisterNUICallback('spawnplayer', function(data) local location = tostring(data.spawnloc) local type = tostring(data.typeLoc) local ped = PlayerPedId() local PlayerData = QBCore.Functions.GetPlayerData() local insideMeta = PlayerData.metadata["inside"] if type == "current" then SetDisplay(false) DoScreenFadeOut(500) Citizen.Wait(2000) QBCore.Functions.GetPlayerData(function(PlayerData) SetEntityCoords(PlayerPedId(), PlayerData.position.x, PlayerData.position.y, PlayerData.position.z) SetEntityHeading(PlayerPedId(), PlayerData.position.a) FreezeEntityPosition(PlayerPedId(), false) end) if insideMeta.house ~= nil then local houseId = insideMeta.house TriggerEvent('qb-houses:client:LastLocationHouse', houseId) elseif insideMeta.apartment.apartmentType ~= nil or insideMeta.apartment.apartmentId ~= nil then local apartmentType = insideMeta.apartment.apartmentType local apartmentId = insideMeta.apartment.apartmentId TriggerEvent('qb-apartments:client:LastLocationHouse', apartmentType, apartmentId) end TriggerServerEvent('QBCore:Server:OnPlayerLoaded') TriggerEvent('QBCore:Client:OnPlayerLoaded') FreezeEntityPosition(ped, false) RenderScriptCams(false, true, 500, true, true) SetCamActive(cam, false) DestroyCam(cam, true) SetCamActive(cam2, false) DestroyCam(cam2, true) SetEntityVisible(PlayerPedId(), true) Citizen.Wait(500) DoScreenFadeIn(250) elseif type == "house" then SetDisplay(false) DoScreenFadeOut(500) Citizen.Wait(2000) TriggerEvent('qb-houses:client:enterOwnedHouse', location) TriggerServerEvent('QBCore:Server:OnPlayerLoaded') TriggerEvent('QBCore:Client:OnPlayerLoaded') TriggerServerEvent('qb-houses:server:SetInsideMeta', 0, false) TriggerServerEvent('qb-apartments:server:SetInsideMeta', 0, 0, false) FreezeEntityPosition(ped, false) RenderScriptCams(false, true, 500, true, true) SetCamActive(cam, false) DestroyCam(cam, true) SetCamActive(cam2, false) DestroyCam(cam2, true) SetEntityVisible(PlayerPedId(), true) Citizen.Wait(500) DoScreenFadeIn(250) elseif type == "normal" then local pos = QB.Spawns[location].coords SetDisplay(false) DoScreenFadeOut(500) Citizen.Wait(2000) SetEntityCoords(ped, pos.x, pos.y, pos.z) TriggerServerEvent('QBCore:Server:OnPlayerLoaded') TriggerEvent('QBCore:Client:OnPlayerLoaded') TriggerServerEvent('qb-houses:server:SetInsideMeta', 0, false) TriggerServerEvent('qb-apartments:server:SetInsideMeta', 0, 0, false) Citizen.Wait(500) SetEntityCoords(ped, pos.x, pos.y, pos.z) SetEntityHeading(ped, pos.w) FreezeEntityPosition(ped, false) RenderScriptCams(false, true, 500, true, true) SetCamActive(cam, false) DestroyCam(cam, true) SetCamActive(cam2, false) DestroyCam(cam2, true) SetEntityVisible(PlayerPedId(), true) Citizen.Wait(500) DoScreenFadeIn(250) end end) function SetDisplay(bool) choosingSpawn = bool SetNuiFocus(bool, bool) SendNUIMessage({ type = "ui", status = bool }) end Citizen.CreateThread(function() while true do Citizen.Wait(0) if choosingSpawn then DisableAllControlActions(0) else Citizen.Wait(1000) end end end) RegisterNetEvent('qb-houses:client:setHouseConfig') AddEventHandler('qb-houses:client:setHouseConfig', function(houseConfig) Config.Houses = houseConfig end) RegisterNetEvent('qb-spawn:client:setupSpawns') AddEventHandler('qb-spawn:client:setupSpawns', function(cData, new, apps) if not new then QBCore.Functions.TriggerCallback('qb-spawn:server:getOwnedHouses', function(houses) local myHouses = {} if houses ~= nil then for i = 1, (#houses), 1 do table.insert(myHouses, { house = houses[i].house, label = Config.Houses[houses[i].house].adress, }) end end Citizen.Wait(500) SendNUIMessage({ action = "setupLocations", locations = QB.Spawns, houses = myHouses, }) end, cData.citizenid) elseif new then SendNUIMessage({ action = "setupAppartements", locations = apps, }) end end)
local ls = require "luasnip" local s = ls.snippet local t = ls.text_node local i = ls.insert_node local snippets = { s("shebang", { t { "#!/usr/bin/env python", "" }, i(0), }), } return snippets
vim.cmd [[ setlocal commentstring=//\ %s setlocal formatoptions-=o ]]
local path = "hall/backpack/backpack_qn_pin.png" local backpack_qn_pin_map = { ["backpack_bg.png"] = { file=path, x=2,y=2, width=723,height=720, rotated=false }, ["backpack_succes.png"] = { file=path, x=727,y=2, width=278,height=529, rotated=true }, ["backpack_tittle_bg.png"] = { file=path, x=2,y=724, width=700,height=82, rotated=false }, ["backpack_twocode_bg.png"] = { file=path, x=727,y=533, width=218,height=218, rotated=false }, ["backpack_compound_bg2.png"] = { file=path, x=2,y=808, width=492,height=76, rotated=false }, ["backpack_compound_bg.png"] = { file=path, x=496,y=808, width=492,height=76, rotated=false }, ["backpack_box.png"] = { file=path, x=1007,y=2, width=189,height=186, rotated=true }, ["backpack_recordNothing.png"] = { file=path, x=1198,y=2, width=187,height=178, rotated=false }, ["backpack_forNothing.png"] = { file=path, x=1387,y=2, width=184,height=159, rotated=false }, ["backpack_num_bg.png"] = { file=path, x=1573,y=2, width=226,height=58, rotated=false }, ["backpack_recharge_fail.png"] = { file=path, x=1801,y=2, width=198,height=58, rotated=false }, ["backpack_sell_num_bg.png"] = { file=path, x=1573,y=62, width=222,height=49, rotated=false }, ["backpack_box_name_bg.png"] = { file=path, x=1797,y=62, width=186,height=48, rotated=false }, ["backpack_title1.png"] = { file=path, x=1797,y=112, width=166,height=44, rotated=false }, ["backpack_shard_ok.png"] = { file=path, x=1573,y=113, width=166,height=44, rotated=false }, ["backpack_recharge_fail_tittle.png"] = { file=path, x=2001,y=2, width=44,height=166, rotated=true }, ["backpack_detail.png"] = { file=path, x=1741,y=158, width=166,height=44, rotated=false }, ["backpack_sell_success.png"] = { file=path, x=1573,y=159, width=166,height=44, rotated=false }, ["shop_sell_tittle.png"] = { file=path, x=1387,y=163, width=166,height=44, rotated=false }, ["backpack_getGift.png"] = { file=path, x=1198,y=182, width=166,height=44, rotated=false }, ["backpack_record_tittle.png"] = { file=path, x=1007,y=190, width=166,height=44, rotated=false }, ["backpack_record_button.png"] = { file=path, x=1909,y=170, width=123,height=59, rotated=false }, ["backpack_leftTop_corner.png"] = { file=path, x=1741,y=204, width=142,height=44, rotated=false }, ["backpack_sell_sub.png"] = { file=path, x=1555,y=205, width=71,height=66, rotated=false }, ["backpack_sell_add.png"] = { file=path, x=1628,y=205, width=71,height=66, rotated=false }, ["backpack_share_bg.png"] = { file=path, x=1366,y=209, width=76,height=56, rotated=true }, ["backpack_share_circle.png"] = { file=path, x=1444,y=209, width=62,height=48, rotated=false }, ["backpack_share_friend.png"] = { file=path, x=1175,y=228, width=62,height=48, rotated=false }, ["backpack_des_bg.png"] = { file=path, x=1741,y=113, width=40,height=40, rotated=false }, ["backpack_back.png"] = { file=path, x=1701,y=205, width=39,height=39, rotated=false }, ["backpack_bg2.png"] = { file=path, x=1508,y=209, width=39,height=39, rotated=false }, ["backpack_corner_num_bg.png"] = { file=path, x=1239,y=228, width=59,height=25, rotated=false }, } return backpack_qn_pin_map
--returns the length of a line from the origin to x, y. function Magnitude(x, y) return math.sqrt(x * x + y * y) end --returns the distance between two 2D points function Distance(x1, y1, x2, y2) return Magnitude(x2 - x1, y2 - y1) end --returns true if two circles overlap function CirclesOverlap(x1, y1, radius1, x2, y2, radius2) return Distance(x1, y1, x2, y2) <= radius1 + radius2 end --returns true if two boxes overlap function BoxesOverlap(x1, y1, w1, h1, x2, y2, w2, h2) if x1 >= x2 + w2 then return false end if y1 >= y2 + h2 then return false end if x2 >= x1 + w1 then return false end if y2 >= y1 + h1 then return false end return true end --circle has x, y, radius; box has x, y, w, h. --returns true if the circle and box are overlapping. function CircleBoxOverlap(circle, box) local closestX; local closestY; if circle.x < box.x then closestX = box.x elseif circle.x > box.x + box.w then closestX = box.x + box.w else closestX = circle.x end if circle.y < box.y then closestY = box.y elseif circle.y > box.y + box.h then closestY = box.y + box.h else closestY = circle.y end return Distance(closestX, closestY, circle.x, circle.y) < circle.radius; end
#!/usr/bin/env lua local mk = require "mk" local json = require "mk.json" local app = mk.new() app:all(json.filter) app:get( "/", function(req, res) return 200, [[ <html> <head><title>Hello World</title></head> <body><h1>Hello World!</h1></body> </html> ]] end ) app:get( "/json", function(req, res) res:json() return 200, {foo = "bar", items = {1, 2, 3, 4}} end ) app:get( "/error", function(req, res) error("route error") end ) app:post( "/json", function (req, res) local json = req:json() res:json() return 200, { item = json.array } end ) app:run(os.getenv("PORT") or 8080)
local ZipWriter = require 'ZipWriter' local path = require 'lib.path' ---@class Zip ---@field file any ---@field fp string local Zip = {} Zip.__index = Zip local READER_DESC = { istext = true, isfile = true, isdir = false, exattrib = { ZipWriter.NIX_FILE_ATTR.IFREG, ZipWriter.NIX_FILE_ATTR.IRUSR, ZipWriter.NIX_FILE_ATTR.IWUSR, ZipWriter.NIX_FILE_ATTR.IRGRP, ZipWriter.DOS_FILE_ATTR.ARCH } } --- Creates a new .zip file in the specified filepath. --- Returns nil and an error message if it's unable to open the file. --- @param fp string file path --- @return Zip? --- @return string? errmsg function Zip.new(fp) local zipfile = ZipWriter.new() local f, errmsg = io.open(fp, 'w+b') if not f then return nil, errmsg end zipfile:open_stream(f, true) return setmetatable({fp = fp, file = zipfile}, Zip) end local function reader(fp) local f, errmsg = io.open(fp, 'rb') if not f then return nil, errmsg end return function() local chunk = f:read(1024) if chunk then return chunk end f:close() end end --- Adds a source file to a destination path inside the zip. --- @param src_fp string source file path --- @param dst_fp string destination file path --- @return boolean --- @return string? errmsg function Zip:add(src_fp, dst_fp) if path.isfile(src_fp) then local r, errmsg = reader(src_fp) if not r then return false, errmsg end self.file:write(dst_fp, READER_DESC, r) return true elseif path.isdir(src_fp) then for nfp in path.each(src_fp .. path.DIR_SEP) do local ok, e = self:add(nfp, path.join(dst_fp, path.basename(nfp))) if not ok then return ok, e end end return true else return false end end ---Closes the zip file ---@return number function Zip:close() return self.file:close() end return Zip
function sleep(n) local t0 = os.clock() while os.clock() - t0 <= n do end end function onTrigger(context, session) log:info('Sleeping forever') while true do sleep(1) end end
fx_version 'cerulean' games { 'gta5' } author 'MOXHA' server_only 'yes' server_scripts { '@mysql-async/lib/MySQL.lua', 'server.lua', 'bot.js' }
local activityData = { { factor=0, name="Выберите в/звание"}, { factor=5000, name="рядовой"}, { factor=5500, name="ефрейтор"}, { factor=6000, name="младший сержант"}, { factor=6500, name="сержант"}, { factor=7000, name="старший сержант"}, { factor=7500, name="старшина"}, { factor=8000, name="прапорщик"}, { factor=8500, name="старший прапорщик" }, { factor=9500, name="младший лейтенант"}, { factor=10000, name="лейтенант" }, { factor=10500, name="старший лейтенант" }, { factor=11000, name="капитан"}, { factor=11500, name="майор"}, { factor=12000, name="подполковник"}, { factor=13000, name="полковник" }, { factor=20000, name="генерал-майор" }, { factor=22000, name="генерал-лейтенант" }, { factor=25000, name="генерал-полковник"}, { factor=27000, name="генерал армии" }, { factor=30000, name="маршал РФ"}, } return activityData;
--━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━-- --━━━━━━━━━━━━━━━━━━━❰ Configs ❱━━━━━━━━━━━━━━━━━━━-- -- List of patterns(file or folder) which describes a directory as project root li vim.g.rooter_pattern = { '.__project__', '.git', 'Makefile', '_darcs', '.hg', '.bzr', '.svn', 'node_modules', 'CMakeLists.txt' } -- Whether to change directory to outermost root directory or not vim.g.outermost_root = false --━━━━━━━━━━━━━━━━━❰ end of Configs ❱━━━━━━━━━━━━━━━━━-- --━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━--
return { eng_mode = 'mqconsole', on_boot = { ntp_sync = false, script = 'boot' }, cron = { cycle = 500, dsleep = false, cycle_cell = 21, watchdog_interval = 5000, }, --[[crontab = { {every = 1, job = 'color_upd'}, {every = 20, job = 'random'}, }]] }
--[[ Get Jobs by filter criteria Input: KEYS[1] Queue / Name Set Key ARGV[1] Key Prefix ARGV[2] filter criteria as a json encoded string ARGV[3] cursor ARGV[4] count ]] local ADMIN_KEYS = { ['wait'] = 1, ['waiting'] = 1, ['events'] = 1, ['meta'] = 1, ['active'] = 1, ['completed'] = 1, ['failed'] = 1, ['stalled'] = 1, ['delayed'] = 1, ['paused'] = 1, ['repeat'] = 1, ['id'] = 1, } local JsType = { NULL = 'nil', STRING = 'string', BOOLEAN = 'boolean', NUMBER = 'number', FUNCTION = 'function', OBJECT = 'object', ARRAY = 'array' } -- no array, object, or function types local JS_SIMPLE_TYPES = { ['string'] = true, ['null'] = true, ['nil'] = true, ['boolean'] = true, ['number'] = true, } --- UTILITY ----------------------------------------------------------------------------- --- https://lua.programmingpedia.net/en/tutorial/5829/pattern-matching local IDENTIFIER_PATTERN = "[%a_]+[%a%d_]*" local OPERATOR_NAME_PATTERN = "^$" .. IDENTIFIER_PATTERN -- Check whether the given name passes for an operator. We assume any field name -- starting with '$' is an operator. This is cheap and safe to do since keys beginning -- with '$' should be reserved for internal use. -- @param {String} name local function isOperator(name) return string.match(name, OPERATOR_NAME_PATTERN) ~= nil end local function isString(val) return type(val) == 'string' end local function isNil(val) return type(val) == 'nil' or val == cjson.null end local function isNumber(val) return type(val) == 'number' end local function isFunction(val) return type(val) == 'function' end local function isObject(val) return type(val) == 'table' end local function isArray(t) if (type(t) ~= 'table') then return false end local i = 0 for _ in pairs(t) do i = i + 1 -- note: explicitly check against nil here !!! -- for arrays coming from JSON, we can have cjson.null, which we -- want to support if (t[i] == nil) then return false end end return true end local function isEqual(o1, o2, ignore_mt) local ty1 = type(o1) local ty2 = type(o2) if ty1 ~= ty2 then -- special case handling of nil if (isNil(o1) and isNil(o2)) then return true end return false end -- non-table types can be directly compared if ty1 ~= 'table' then return o1 == o2 end -- as well as tables which have the metamethod __eq local mt = getmetatable(o1) if not ignore_mt and mt and mt.__eq then return o1 == o2 end for k1, v1 in pairs(o1) do local v2 = o2[k1] if isNil(v2) or not isEqual(v1, v2, ignore_mt) then return false end end for k2, v2 in pairs(o2) do local v1 = o1[k2] if isNil(v1) then return false end end return true end local function getType(val) if (val == cjson.null) then return JsType.NULL end local t = type(val) if (t == 'table') then return isArray(val) and JsType.ARRAY or JsType.OBJECT end return t end local function keys(obj) local res = {} for k, v in pairs(obj) do res[#res + 1] = k end return res end -- Create a new table of values by mapping each value in table through a transformation function -- @param obj {table} -- @param callback {function} -- @return {*} local function map(obj, callback) assert(isObject(obj), 'expected an array in map') local accumulator = {} for _, current in ipairs(obj) do table.insert(accumulator, callback(current, _)) end return accumulator end local function slice(array, start, stop) start = start or 1 stop = stop or #array local t = {} for i = start, stop do t[i - start + 1] = array[i] end return t end ---- Casting -------------------------------------------------- local function tonum(value, ...) local num = 0 local t = type(value) if t == 'string' then local ok = pcall(function() num = value + 0 end) if not ok then num = math.huge end elseif (t == 'boolean') then num = value and 1 or 0 elseif (t == 'number') then num = value elseif (t == 'function') then num = tonum(value(...)) end return num end local dblQuote = function(v) return '"' .. v .. '"' end local function tostr(value, ...) local str = ''; local t = type(value) -- local v; if (t == 'string') then return value elseif (t == 'boolean') then return (value and 'true' or 'false') elseif isNil(value) then return 'nil' elseif (t == 'number') then return value .. '' elseif (t == 'function') then return tostr(value(...)) elseif (t == 'table') then local delims = { '{', '}' } if isArray(value) then delims = { '[', ']' } end str = delims[1] for k, v in pairs(value) do v = isString(v) and dblQuote(v) or tostr(v, ...) if isNumber(k) then str = str .. v .. ', ' else str = str .. dblQuote(k) .. ': ' .. v .. ', ' end end str = str:sub(0, #str - 2) .. delims[2] end return str end local function debug(msg) redis.call('rpush', 'search-debug', tostr(msg)) end -- raw value should be a kv table [name, value, name, value ...] -- convert to an associative array local function to_hash(value) local len, result = #value, {} for k = 1, len, 2 do result[value[k]] = value[k + 1] end return result end -- -- Resolve the value of the field (dot separated) on the given object -- @param obj {Object} the object context -- @param selector {String} dot separated path to field -- @param {ResolveOptions} options -- @returns {*} -- local function resolve(obj, segments, unwrapArray) local depth = 0 -- -- Unwrap a single element array to specified depth -- @param {Array} arr -- @param {Number} depth -- local function unwrap(arr, depth) if (depth < 1) then return arr end while (depth > 0 and #arr == 1) do arr = arr[1] depth = depth - 1 end return arr end local function resolve2(o, path) local value = o local index = 1 -- debug('resolving path ' .. tostr(path) .. ' in object ' .. tostr(o)) while (index <= #path) do local field = path[index] if (type(value) == 'table') then local numIndex = tonumber(field) if (isArray(value)) then -- handle instances like -- value: { grades: [ { score: 10, max: 100 }, { score:5, max: 10 } ] } -- path: 'score' if (numIndex == nil) then -- On the first iteration, we check if we received a stop flag. -- If so, we stop to prevent iterating over a nested array value -- on consecutive object keys in the selector. if (index == 1 and depth > 0) then break end depth = depth + 1 path = slice(path, index) local acc = {} for _, item in ipairs(value) do local v = resolve2(item, path) if not isNil(v) then acc[#acc + 1] = v end end value = acc break else field = (numIndex + 1) end end value = value[field] else value = nil end -- debug(field .. ':' .. tostr(value) .. ', ' .. tostr(index) .. '/' .. tostr(#path)) index = index + 1 if isNil(value) then break end end return value end local t = type(obj) if (t == 'table') then obj = resolve2(obj, segments, 1) if (unwrapArray) then obj = unwrap(obj, depth) end end return obj end -- Returns a predicate function that matches -- *all* of the given predicate functions. local function join_AND(predicates) if (#predicates == 1) then return predicates[1] end return function(s) for _, func in ipairs(predicates) do if not func(s) then return false end end return true end end ---- PREDICATES ------------------------------------------------------------------------ local Predicates = {} Predicates.__index = Predicates ---- QUERY OPERATORS ------------------------------------------------------------------- -- -- Simplify expression for easy evaluation with query operators map -- @param expr -- @returns {*} local function normalize(expr) -- normalized primitives local t = getType(expr) if (JS_SIMPLE_TYPES[t]) then return { ['$eq'] = expr } end -- normalize object expression if (isObject(expr)) then local hasOperator = false for k, _ in pairs(expr) do if (isOperator(k)) then hasOperator = true break end end -- no valid query operator found, so we do simple comparison if (not hasOperator) then return { ['$eq'] = expr } end end return expr end local QueryOperators = {} QueryOperators.__index = QueryOperators local function compileQuery(criteria) assert(type(criteria) == 'table', 'query criteria must be an object') local compiled = {} local function processOperator(field, operator, value) local operatorFn = QueryOperators[operator] assert(operatorFn ~= nil, 'invalid query operator "' .. operator .. '" found'); compiled[#compiled + 1] = operatorFn(field, value) end local function parse(criteria) for field, expr in pairs(criteria) do if ('$expr' == field) then processOperator(field, field, expr); elseif (field == '$and' or field == '$or' or field == '$nor') then processOperator(field, field, expr) else --- normalize expression local expr = normalize(expr) for op, val in pairs(expr) do assert(isOperator(op), 'unknown top level operator: "' .. op .. '"') processOperator(field, op, val) end end end assert(#compiled > 0, 'empty criteria: ' .. tostr(criteria)) return join_AND(compiled) end return parse(criteria) end local function split (str, sep) local sep, fields = sep or ".", {} local pattern = string.format("([^%s]+)", sep) str:gsub(pattern, function(c) fields[#fields + 1] = c end) return field end local fieldHandlers = {} local referencedFields = {} local function getFieldResolver(field) local handler = fieldHandlers[field] if (handler == nil) then local path = split(field, '.') local segment = #path > 0 and path[1] or field referencedFields[segment] = true handler = function(obj) local val = resolve(obj, path) -- debug('value: ' .. tostr(val)) return isnum and tonumber(val) or val end end fieldHandlers[field] = handler return handler end --- EXPRESSION OPERATORS ------------------------------------------------------------- local ExprOperators = {} ExprOperators.__index = ExprOperators -- -- Parses an expression and returns a function which returns -- the actual value of the expression using a given object as context -- -- @param {table} expr the expression for the given field -- @param {string} operator the operator to resolve the field with -- @returns {function} -- local function parseExpression(expr, operator) -- debug('parsing ' .. tostr(expr)) local function parseArray() local compiled = {} for _, item in ipairs(expr) do compiled[#compiled + 1] = parseExpression(item) end return function(obj) local result = {} for _, fn in ipairs(compiled) do local v = fn(obj) result[#result + 1] = (v == nil) and cjson.null or v end return result end end local function parseObject() local compiled = {} for key, val in pairs(expr) do compiled[key] = parseExpression(val, key) -- must run ONLY one aggregate operator per expression -- if so, return result of the computed value if (ExprOperators[key] ~= nil) then -- there should be only one operator local _keys = keys(expr) -- debug('key: ' .. key.. ', Keys: ' .. tostr(_keys)) assert(#_keys == 1, 'Invalid aggregation expression "' .. tostr(expr) .. '".') compiled = compiled[_keys[1]] end end if (isFunction(compiled)) then return compiled end return function(obj) local result = {} for key, fn in pairs(compiled) do local v = fn(obj) result[key] = (v == nil) and cjson.null or v end return result end end -- if the field of the object is a valid operator if (operator and ExprOperators[operator] ~= nil) then return ExprOperators[operator](expr); end -- if expr is a variable for an object field if (isString(expr) and #expr > 1 and expr:sub(1, 1) == '$') then local field = expr:sub(2) return getFieldResolver(field) end if type(expr) == 'table' then if (isArray(expr)) then return parseArray() else return parseObject() end else return function() return expr end end end --------------- Conditional Operators -------------------------------------------------------------- local function trim(input, chars, left, right) assert(isObject(args), 'trim expects an array or object') if (input == cjson.null) then return nil end assert(isString(input), 'trim: missing input') if (#input == 0) then return '' end if (isNil(chars)) then if (left and right) then return (input:gsub("^%s*(.-)%s*$", "%1")) elseif left then return (input:gsub("^%s*", "")) elseif right then local n = #input while n > 0 and input:find("^%s", n) do n = n - 1 end return input:sub(1, n) end return input else assert(isString(chars), 'chars should be a string') local len = #input local codepoints = {} for i = 1, #chars do local ch = chars:sub(i, i) codepoints[ch] = true end --- debug('chars = ' .. chars .. ', codepoints = ' .. tostr(codepoints)) local i = 1 local j = len local s = input while (left and i < j and codepoints[s:sub(i,i)]) do i = i + 1 end while (right and j > i and codepoints[s:sub(j,j)]) do j = j - 1 end return s:sub(i, j) end end local function prepJsonField(job, name) if referencedFields[name] then local saved = job[name] local success, res = pcall(cjson.decode, saved) if (success) then job[name] = res else -- todo: throw end return saved end end local function getIdPart(key, prefix) local sub = key:sub(#prefix + 1) if sub:find(':') == nil and not ADMIN_KEYS[sub] then return sub end return nil end local function prepareJobHash(id, jobHash) local job = to_hash(jobHash) job['id'] = id prepJsonField(job, 'data') return job end local function search(key, keyPrefix, criteria, cursor, count) count = count or 20 local scanResult = {} local predicate = compileQuery(criteria) local match = keyPrefix .. '*' local fullScan = false local keyType = '' if (key ~= nil and #key > 0) then keyType = redis.call("TYPE", key) if type(keyType) ~= 'string' then keyType = keyType["ok"] end end if (keyType == 'zset') then scanResult = redis.call('zscan', key, cursor, "COUNT", count, 'MATCH', match) elseif keyType == 'set' then scanResult = redis.call('sscan', key, cursor, "COUNT", count, 'MATCH', match) elseif keyType == 'hash' then scanResult = redis.call('hscan', key, cursor, "COUNT", count, 'MATCH', match) else fullScan = true --- todo: check version, and if > 6.0 uset the TYPE option --- https://redis.io/commands/scan#the-type-option scanResult = redis.call('scan', cursor, "COUNT", count, 'MATCH', match) end local newCursor = scanResult[1] local scannedJobIds = scanResult[2] if (fullScan) then -- does a keyspace as opposed to list scan. Filter out non-ids local filteredIds = {} local i = 0 for _, key in ipairs(scannedJobIds) do local id = getIdPart(key, keyPrefix) if (id ~= nil) then i = i + 1 filteredIds[i] = id end scannedJobIds = filteredIds end elseif (keyType == 'zset') then -- strip out score scannedJobIds = map(scannedJobIds, function(val) return val[1] end) end local result = { newCursor } for _, jobId in pairs(scannedJobIds) do local jobIdKey = keyPrefix .. jobId local jobHash = redis.pcall('HGETALL', jobIdKey) if (isObject(jobHash) and #jobHash) then local job = prepareJobHash(jobId, jobHash) if (predicate(job)) then table.insert(result, "jobId") table.insert(result, jobId) for _, value in pairs(jobHash) do table.insert(result, value) end end end end return result end local key = KEYS[1] local prefix = assert(ARGV[1], 'Key prefix not specified') local criteria = assert(cjson.decode(ARGV[2]), 'Invalid filter criteria. Expected a JSON encoded string') local cursor = ARGV[3] local count = ARGV[4] or 10 return search(key, prefix, criteria, cursor, count) -- TODO: validate expression
-- This is a "stub" file. It's a little start on your solution. -- It's not a complete solution though; you have to write some code. -- Table to be returned by the hello-world module. local hello_world = {} -- Add the hello() function to the table returned by this module. function hello_world.hello() -- Write some code here to pass the test suite. return 'Hello, World!' end -- Return the hello_world table to make it accessible as a module. return hello_world
local plugin_name = 'linux.memory' local every = 60 local function collect() local jsonb = {} for line in io.lines(HOST_PROC_DIR .. "/meminfo") do local key, value = line:match("(%S+)%:%s+%d+%s+kB"), line:match("%S%:%s+(%d+)%s+kB") if key and value then jsonb[key] = tonumber(value * 1024) end end local jsonb, err = json.encode(jsonb) if err then error(err) end storage_insert_metric({ plugin = plugin_name, json = jsonb }) end run_every(collect, every)
modifier_slark_essence_shift_lua_stack = class({}) -------------------------------------------------------------------------------- -- Classifications function modifier_slark_essence_shift_lua_stack:IsHidden() return true end function modifier_slark_essence_shift_lua_stack:IsPurgable() return false end function modifier_slark_essence_shift_lua_stack:GetAttributes() return MODIFIER_ATTRIBUTE_MULTIPLE end -------------------------------------------------------------------------------- -- Initializations function modifier_slark_essence_shift_lua_stack:OnCreated( kv ) end function modifier_slark_essence_shift_lua_stack:OnRemoved() if IsServer() then self.modifier:RemoveStack() end end
------------------------- -- Civ 6 Map Utilities -- ------------------------- include "MapEnums.lua" -- Computes IsAdjacentToLand from plotTypes table (when Map not yet filled in) function IsAdjacentToLand(plotTypes, iX, iY) local adjacentPlot; local iW, iH = Map.GetGridSize(); for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do adjacentPlot = Map.GetAdjacentPlot(iX, iY, direction); if (adjacentPlot ~= nil) then local i = adjacentPlot:GetY() * iW + adjacentPlot:GetX(); if (plotTypes[i] ~= g_PLOT_TYPE_OCEAN) then return true; end end end return false; end ------------------------------------------------------------------------------ function IsAdjacentToLandPlot(x, y) -- Computes IsAdjacentToLand from the plot local plot = Map.GetPlot(x, y); if plot ~= nil then for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do local testPlot = Map.GetAdjacentPlot(x, y, direction); if testPlot ~= nil then if testPlot:IsWater() == false then -- Adjacent plot is land return true end end end end return false end -- Computes IsAdjacentToIce to check if there are any adjacent river plots function IsAdjacentToRiver(iX, iY) local adjacentPlot; local iW, iH = Map.GetGridSize(); if (Map.GetPlot(x, y) == nil) then return false; end if (Map.GetPlot(x, y):IsRiver() == true) then return true; end for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do adjacentPlot = Map.GetAdjacentPlot(iX, iY, direction); if (adjacentPlot ~= nil) then if (adjacentPlot:IsRiver()) then return true; end end end return false; end -- Computes IsAdjacentToIce to check if there is ice function IsAdjacentToIce(iX, iY) local adjacentPlot; local iW, iH = Map.GetGridSize(); for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do adjacentPlot = Map.GetAdjacentPlot(iX, iY, direction); if (adjacentPlot ~= nil) then local featureType = adjacentPlot:GetFeatureType(); if (featureType ~= nil and featureType == g_FEATURE_ICE) then return true; end end end return false; end -- Computes IsAdjacentToShallowWater from terrainTypes table (when Map not yet filled in) function IsAdjacentToShallowWater(terrainTypes, iX, iY) local adjacentPlot; local iW, iH = Map.GetGridSize(); for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do adjacentPlot = Map.GetAdjacentPlot(iX, iY, direction); if (adjacentPlot ~= nil) then local i = adjacentPlot:GetY() * iW + adjacentPlot:GetX(); if (terrainTypes[i] == g_TERRAIN_TYPE_COAST) then return true; end end end return false; end -- Computes IsAdjacentToDesert from terrainTypes table function IsAdjacentToDesert(terrainTypes, iX, iY) local adjacentPlot; local iW, iH = Map.GetGridSize(); for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do adjacentPlot = Map.GetAdjacentPlot(iX, iY, direction); if (adjacentPlot ~= nil) then local i = adjacentPlot:GetY() * iW + adjacentPlot:GetX(); if (terrainTypes[i] == g_TERRAIN_TYPE_DESERT) then return true; end end end return false; end ------------------------------------------------------------------------------ function AdjacentToWater(x, y, plotTypes) -- Checks a plot (x, y) to see if it is any type of land adjacent to at least one body of salt water. local plot = Map.GetPlot(x, y); local iW, iH = Map.GetGridSize(); local index = y * iW + x + 1; if plotTypes[index] ~= g_PLOT_TYPE_OCEAN then -- This plot is land, process it. for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do local testPlot = Map.GetAdjacentPlot(x, y, direction); if testPlot ~= nil then local newIndex = testPlot:GetIndex(); if plotTypes[newIndex] == g_PLOT_TYPE_OCEAN then --Ocean return true; end end end end -- Current plot is itself water, or else no salt water found among adjacent plots. return false end ------------------------------------------------------------------------------ function AdjacentToSaltWater(x, y) -- Checks a plot (x, y) to see if it is any type of land adjacent to at least one body of salt water. local plot = Map.GetPlot(x, y); if not plot:IsWater() then -- This plot is land, process it. for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do local testPlot = Map.GetAdjacentPlot(x, y, direction); if testPlot ~= nil then if testPlot:IsWater() then -- Adjacent plot is water! Check if ocean or lake. if testPlot:IsLake() == false then -- Adjacent plot is salt water! return true end end end end end -- Current plot is itself water, or else no salt water found among adjacent plots. return false end ------------------------------------------------------------------------------ function AdjacentToMountain(x, y) -- Checks a plot (x, y) to see if it is any type of land adjacent to at least one mountain. local plot = Map.GetPlot(x, y); if not plot:IsWater() then -- This plot is land, process it. for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do local testPlot = Map.GetAdjacentPlot(x, y, direction); if testPlot ~= nil then if testPlot:IsMountain() then -- Adjacent plot is mountain! return true end end end end -- Current plot is itself water, or else no salt water found among adjacent plots. return false end ------------------------------------------------------------------------------------------- -- FUNCTIONS TO SHIFT LANDMASSES (i.e. to better center them) ------------------------------------------------------------------------------------------- function ShiftPlotTypes(plotTypes) local shift_x = 0; local shift_y = 0; shift_x = DetermineXShift(plotTypes); shift_y = DetermineYShift(plotTypes); --print ("shift_x: ", shift_x); --print ("shift_y: ", shift_y); ShiftPlotTypesBy(plotTypes, shift_x, shift_y); end ------------------------------------------------------------------------------------------- function ShiftPlotTypesBy(plotTypes, xshift, yshift) local g_iW, g_iH = Map.GetGridSize(); if(xshift > 0 or yshift > 0) then local iWH = g_iW * g_iH; local buf = {}; for i = 0, iWH do buf[i] = plotTypes[i]; end for iDestY = 0, g_iH do for iDestX = 0, g_iW do local iDestI = g_iW * iDestY + iDestX; local iSourceX = (iDestX + xshift) % g_iW; local iSourceY = (iDestY + yshift) % g_iH; local iSourceI = g_iW * iSourceY + iSourceX plotTypes[iDestI] = buf[iSourceI] end end end end ------------------------------------------------------------------------------------------- function DetermineXShift(plotTypes) --[[ This function will align the most water-heavy vertical portion of the map with the vertical map edge. This is a form of centering the landmasses, but it emphasizes the edge not the middle. If there are columns completely empty of land, these will tend to be chosen as the new map edge, but it is possible for a narrow column between two large continents to be passed over in favor of the thinnest section of a continent, because the operation looks at a group of columns not just a single column, then picks the center of the most water heavy group of columns to be the new vertical map edge. ]]-- local g_iW, g_iH = Map.GetGridSize(); -- First loop through the map columns and record land plots in each column. local land_totals = {}; for x = 0, g_iW - 1 do local current_column = 0; for y = 0, g_iH - 1 do local i = y * g_iW + x + 1; if (plotTypes[i] ~= g_PLOT_TYPE_OCEAN) then current_column = current_column + 1; end end table.insert(land_totals, current_column); end -- Now evaluate column groups, each record applying to the center column of the group. local column_groups = {}; -- Determine the group size in relation to map width. local group_radius = math.floor(g_iW / 10); -- Measure the groups. for column_index = 1, g_iW do local current_group_total = 0; for current_column = column_index - group_radius, column_index + group_radius do local current_index = current_column % g_iW; if current_index == 0 then -- Modulo of the last column will be zero; this repairs the issue. current_index = g_iW; end current_group_total = current_group_total + land_totals[current_index]; end table.insert(column_groups, current_group_total); end -- Identify the group with the least amount of land in it. local best_value = g_iH * (2 * group_radius + 1); -- Set initial value to max possible. local best_group = 1; -- Set initial best group as current map edge. for column_index, group_land_plots in ipairs(column_groups) do if group_land_plots < best_value then best_value = group_land_plots; best_group = column_index; end end -- Determine X Shift local x_shift = best_group - 1; return x_shift; end ------------------------------------------------------------------------------------------- function DetermineYShift(plotTypes) -- Counterpart to DetermineXShift() local g_iW, g_iH = Map.GetGridSize(); -- First loop through the map rows and record land plots in each row. local land_totals = {}; for y = 0, g_iH - 1 do local current_row = 0; for x = 0, g_iW - 1 do local i = y * g_iW + x + 1; if (plotTypes[i] ~= g_PLOT_TYPE_OCEAN) then current_row = current_row + 1; end end table.insert(land_totals, current_row); end -- Now evaluate row groups, each record applying to the center row of the group. local row_groups = {}; -- Determine the group size in relation to map height. local group_radius = math.floor(g_iH / 15); -- Measure the groups. for row_index = 1, g_iH do local current_group_total = 0; for current_row = row_index - group_radius, row_index + group_radius do local current_index = current_row % g_iH; if current_index == 0 then -- Modulo of the last row will be zero; this repairs the issue. current_index = g_iH; end current_group_total = current_group_total + land_totals[current_index]; end table.insert(row_groups, current_group_total); end -- Identify the group with the least amount of land in it. local best_value = g_iW * (2 * group_radius + 1); -- Set initial value to max possible. local best_group = 1; -- Set initial best group as current map edge. for row_index, group_land_plots in ipairs(row_groups) do if group_land_plots < best_value then best_value = group_land_plots; best_group = row_index; end end -- Determine Y Shift local y_shift = best_group - 1; return y_shift; end ------------------------------------------------------------------------------------------- -- LATITUDE LOOKUP ---------------------------------------------------------------------------------- function GetLatitudeAtPlot(variationFrac, iX, iY) local g_iW, g_iH = Map.GetGridSize(); -- Terrain bands are governed by latitude. -- Returns a latitude value between 0.0 (tropical) and 1.0 (polar). local lat = math.abs((g_iH / 2) - iY) / (g_iH / 2); -- Adjust latitude using variation fractal, to roughen the border between bands: lat = lat + (128 - variationFrac:GetHeight(iX, iY))/(255.0 * 5.0); -- Limit to the range [0, 1]: lat = math.clamp(lat, 0, 1); return lat; end ------------------------------------------------------------------------------ -- From former "MapmakerUtilites.lua" ------------------------------------------------------------------------------ function ObtainLandmassBoundaries(iAreaID) local iW, iH = Map.GetGridSize(); -- Set up variables that will be returned by this function. local wrapsX = false; local wrapsY = false; local iWestX, iEastX, iSouthY, iNorthY, iWidth, iHeight; if Map:IsWrapX() then -- Check to see if landmass Wraps X. local foundFirstColumn = false; local foundLastColumn = false; for y = 0, iH - 1 do local plotFirst = Map.GetPlot(0, y); local plotLast = Map.GetPlot(iW - 1, y); local area = plotFirst:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID in first column. foundFirstColumn = true; end area = plotLast:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID in last column. foundLastColumn = true; end end if foundFirstColumn and foundLastColumn then -- Plot on both sides of map edge. wrapsX = true; end end if Map:IsWrapY() then -- Check to see if landmass Wraps Y. local foundFirstRow = false; local foundLastRow = false; for y = 0, iH - 1 do local plotFirst = Map.GetPlot(x, 0); local plotLast = Map.GetPlot(x, iH - 1); local area = plotFirst:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID in first row. foundFirstRow = true; end area = plotLast:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID in last row. foundLastRow = true; end end if foundFirstRow and foundLastRow then -- Plot on both sides of map edge. wrapsY = true; end end -- Find West and East edges of this landmass. if not wrapsX then -- no X wrap for x = 0, iW - 1 do -- Check for any area membership one column at a time, left to right. local foundAreaInColumn = false; for y = 0, iH - 1 do -- Checking column. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, set WestX to this column. foundAreaInColumn = true; iWestX = x; break end end if foundAreaInColumn then -- Found WestX, done looking. break end end for x = iW - 1, 0, -1 do -- Check for any area membership one column at a time, right to left. local foundAreaInColumn = false; for y = 0, iH - 1 do -- Checking column. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, set EastX to this column. foundAreaInColumn = true; iEastX = x; break end end if foundAreaInColumn then -- Found EastX, done looking. break end end else -- Landmass Xwraps. local landmassSpansEntireWorldX = true; for x = iW - 2, 1, -1 do -- Check for end of area membership one column at a time, right to left. local foundAreaInColumn = false; for y = 0, iH - 1 do -- Checking column. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, will have to check the next column too. foundAreaInColumn = true; end end if not foundAreaInColumn then -- Found empty column, which is just west of WestX. iWestX = x + 1; landmassSpansEntireWorldX = false; break end end for x = 1, iW - 2 do -- Check for end of area membership one column at a time, left to right. local foundAreaInColumn = false; for y = 0, iH - 1 do -- Checking column. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, will have to check the next column too. foundAreaInColumn = true; end end if not foundAreaInColumn then -- Found empty column, which is just east of EastX. iEastX = x - 1; landmassSpansEntireWorldX = false; break end end -- If landmass spans entire world, we'll treat it as if it does not wrap. if landmassSpansEntireWorldX then wrapsX = false; iWestX = 0; iEastX = iW - 1; end end -- Find South and North edges of this landmass. if not wrapsY then -- no Y wrap for y = 0, iH - 1 do -- Check for any area membership one row at a time, bottom to top. local foundAreaInRow = false; for x = 0, iW - 1 do -- Checking row. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, set SouthY to this row. foundAreaInRow = true; iSouthY = y; break end end if foundAreaInRow then -- Found SouthY, done looking. break end end for y = iH - 1, 0, -1 do -- Check for any area membership one row at a time, top to bottom. local foundAreaInRow = false; for x = 0, iW - 1 do -- Checking row. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, set NorthY to this row. foundAreaInRow = true; iNorthY = y; break end end if foundAreaInRow then -- Found NorthY, done looking. break end end else -- Landmass Ywraps. local landmassSpansEntireWorldY = true; for y = iH - 2, 1, -1 do -- Check for end of area membership one row at a time, top to bottom. local foundAreaInRow = false; for x = 0, iW - 1 do -- Checking row. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, will have to check the next row too. foundAreaInRow = true; end end if not foundAreaInRow then -- Found empty row, which is just south of southY. iSouthY = y + 1; landmassSpansEntireWorldY = false; break end end for y = 1, iH - 2 do -- Check for end of area membership one row at a time, bottom to top. local foundAreaInRow = false; for x = 0, iW - 1 do -- Checking row. local plot = Map.GetPlot(x, y); local area = plot:GetArea():GetID(); if area == iAreaID then -- Found a plot belonging to iAreaID, will have to check the next row too. foundAreaInRow = true; end end if not foundAreaInRow then -- Found empty column, which is just north of NorthY. iNorthY = y - 1; landmassSpansEntireWorldY = false; break end end -- If landmass spans entire world, we'll treat it as if it does not wrap. if landmassSpansEntireWorldY then wrapsY = false; iSouthY = 0; iNorthY = iH - 1; end end -- Convert EastX and NorthY into width and height. if wrapsX then iWidth = (iEastX + iW) - iWestX + 1; else iWidth = iEastX - iWestX + 1; end if wrapsY then iHeight = (iNorthY + iH) - iSouthY + 1; else iHeight = iNorthY - iSouthY + 1; end --[[ Log dump for debug purposes only, disable otherwise. print("--- Landmass Boundary Readout ---"); print("West X:", iWestX, "East X:", iEastX); print("South Y:", iSouthY, "North Y:", iNorthY); print("Width:", iWidth, "Height:", iHeight); local plotTotal = iWidth * iHeight; print("Total Plots in 'landmass rectangle':", plotTotal); print("- - - - - - - - - - - - - - - - -"); ]]-- -- Insert data into table, then return the table. local data = {iWestX, iSouthY, iEastX, iNorthY, iWidth, iHeight, wrapsX, wrapsY}; return data end ------------------------------------------------------------------------------ function GenerateCoastalLandDataTable() local iW, iH = Map.GetGridSize(); print ("Calling GenerateCoastalLandDataTable"); print ("iW, iH: " .. tostring(iW) .. ", " .. tostring(iH)); local plotDataIsCoastal = table.fill( false, iW * iH); -- When generating a plot data table incrementally, process Y first so that plots go row by row. -- Keeping plot data table indices consistent with the main plot database could save you enormous grief. -- In this case, accessing by plot index, it doesn't matter. for x = 0, iW - 1 do for y = 0, iH - 1 do local plotIsAdjacent = AdjacentToSaltWater(x, y) if plotIsAdjacent then local i = iW * y + x + 1; plotDataIsCoastal[i] = true; end end end -- returns table return plotDataIsCoastal end ------------------------------------------------------------------------------ function GenerateNextToCoastalLandDataTables() -- Set up data table for IsCoastal local plotDataIsCoastal = GenerateCoastalLandDataTable() -- Set up data table for IsNextToCoast local iW, iH = Map.GetGridSize(); local plotDataIsNextToCoast = table.fill(false, iW * iH); -- When generating a plot data table incrementally, process Y first so that plots go row by row. -- Keeping plot data table indices consistent with the main plot database could save you enormous grief. -- In this case, accessing an existing table by plot index, it doesn't matter. for x = 0, iW - 1 do for y = 0, iH - 1 do local i = iW * y + x + 1; local plot = Map.GetPlot(x, y); if plotDataIsCoastal[i] == false and not plot:IsWater() then -- plot is not itself on the coast or in the water. for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do local testPlot = Map.GetAdjacentPlot(x, y, direction); if testPlot ~= nil then local adjX = testPlot:GetX(); local adjY = testPlot:GetY(); local adjI = iW * adjY + adjX + 1; if plotDataIsCoastal[adjI] == true then -- The current loop plot is not itself on the coast but is next to a plot that is on the coast. plotDataIsNextToCoast[i] = true; end end end end end end -- returns table, table return plotDataIsCoastal, plotDataIsNextToCoast end ------------------------------------------------------------------------------ function TestMembership(table, value) local testResult = false; for index, data in pairs(table) do if data == value then testResult = true; break end end return testResult end ------------------------------------------------------------------------------ function GetShuffledCopyOfTable(incoming_table) -- Designed to operate on tables with no gaps. Does not affect original table. local len = table.maxn(incoming_table); local copy = {}; local shuffledVersion = {}; -- Make copy of table. for loop = 1, len do copy[loop] = incoming_table[loop]; end -- One at a time, choose a random index from Copy to insert in to final table, then remove it from the copy. local left_to_do = table.maxn(copy); for loop = 1, len do local random_index = 1 + TerrainBuilder.GetRandomNumber(left_to_do, "Shuffling table entry - Lua"); table.insert(shuffledVersion, copy[random_index]); table.remove(copy, random_index); left_to_do = left_to_do - 1; end return shuffledVersion end ------------------------------------------------------------------------------ function IdentifyTableIndex(incoming_table, value) -- Purpose of this function is to make it easy to remove a data entry from -- a list (table) when the index of the entry is unknown. local bFoundValue = false; local iNumTimesFoundValue = 0; local table_of_indices = {}; for loop, test_value in pairs(incoming_table) do if test_value == value then bFoundValue = true; iNumTimesFoundValue = iNumTimesFoundValue + 1; table.insert(table_of_indices, loop); end end return bFoundValue, iNumTimesFoundValue, table_of_indices; end ------------------------------------------------------------------------------ function PrintContentsOfTable(incoming_table) -- For debugging purposes. LOT of table data being handled here. print("--------------------------------------------------"); print("Table printout for table ID:", table); for index, data in pairs(incoming_table) do print("Table index:", index, "Table entry:", data); end print("- - - - - - - - - - - - - - - - - - - - - - - - - -"); end function CanPlaceGoodyAt(improvement, plot) local improvementID = improvement.RowId - 1; local NO_TEAM = -1; local NO_RESOURCE = -1; local NO_IMPROVEMENT = -1; if (plot:IsWater()) then return false; end if (not ImprovementBuilder.CanHaveImprovement(plot, improvementID, NO_TEAM)) then return false; end if (plot:GetImprovementType() ~= NO_IMPROVEMENT) then return false; end if (plot:GetResourceType() ~= NO_RESOURCE) then return false; end if (plot:IsImpassable()) then return false; end if (plot:IsMountain()) then return false; end -- Don't allow on tiny islands. -- local numTiles = plot:GetArea().GetPlotCount(); -- if (numTiles < 3) then -- return false; -- end -- Check for being too close to another of this goody type. local uniqueRange = improvement.GoodyRange; local plotX = plot:GetX(); local plotY = plot:GetY(); for dx = -uniqueRange, uniqueRange - 1, 1 do for dy = -uniqueRange, uniqueRange - 1, 1 do local otherPlot = Map.GetPlotXYWithRangeCheck(plotX, plotY, dx, dy, uniqueRange); if(otherPlot and otherPlot:GetImprovementType() == improvementID) then return false; end end end -- Check for being too close to a civ start. for dx = -3, 3 do for dy = -3, 3 do local otherPlot = Map.GetPlotXYWithRangeCheck(plotX, plotY, dx, dy, 4); if(otherPlot) then if otherPlot:IsStartingPlot() then -- Loop through all ever-alive major civs, check if their start plot matches "otherPlot" for player_num = 0, PlayerManager.GetWasEverAliveCount() - 1 do local player = Players[player_num]; if player:WasEverAlive() then -- Need to compare otherPlot with this civ's start plot and return false if a match. local playerStartPlot = player:GetStartingPlot(); if otherPlot == playerStartPlot then return false; end end end end end end end return true; end function AddGoodies(iW, iH) local NO_PLAYER = -1; print("-------------------------------"); print("Map Generation - Adding Goodies"); --If advanced setting wants no goodies, don't place any. local bNoGoodies = GameConfiguration.GetValue("GAME_NO_GOODY_HUTS"); if (bNoGoodies == true) then print("** The game specified NO GOODY HUTS"); return false; end -- Check XML for any and all Improvements flagged as "Goody" and distribute them. local iImprovements = 0; local iTiles = 0; for improvement in GameInfo.Improvements() do local improvementID = improvement.RowId - 1; if(improvement.Goody and not (improvement.TilesPerGoody == nil)) then for x = 0, iW - 1 do for y = 0, iH - 1 do local i = y * iW + x; local pPlot = Map.GetPlotByIndex(i); local bGoody = CanPlaceGoodyAt(improvement, pPlot); if (bGoody) then if (iImprovements == 0 or (improvement.TilesPerGoody < iTiles / iImprovements)) then local goody_dice = TerrainBuilder.GetRandomNumber(2, "Goody Hut - LUA Goody Hut"); if(goody_dice == 1) then ImprovementBuilder.SetImprovementType(pPlot, improvementID, NO_PLAYER); iImprovements = iImprovements + 1; end end end iTiles = iTiles + 1; end end end end print("-------------------------------"); end
local MakeGoblinsNeutral = class() function MakeGoblinsNeutral:initialize() self._sv.ctx = nil end function MakeGoblinsNeutral:restore() end function MakeGoblinsNeutral:activate() if self._sv.ctx then end end --Makes the goblins neutral to everyone function MakeGoblinsNeutral:start(ctx, data) self._sv.ctx = ctx stonehearth.player:set_neutral_to_everyone(ctx.npc_player_id, data.make_neutral) end function MakeGoblinsNeutral:get_out_edge(out_edge) end return MakeGoblinsNeutral
require 'ros-nvim'.setup { -- path to your catkin workspace catkin_ws_path = "~/catkin_ws", -- terminal height for build / test terminal_height = 8 }
local eventtap = require('hs.eventtap') local events = eventtap.event.types local modal={} -- Return an object whose behavior is inspired by hs.hotkey.modal. In this case, -- the modal state is entered when the specified modifier key is tapped (i.e., -- pressed and then released in quick succession). modal.new = function(modifier) local instance = { modifier = modifier, modalStateTimeoutInSeconds = 1.0, modalKeybindings = {}, inModalState = false, reset = function(self) -- Keep track of the three most recent events. self.eventHistory = { -- Serialize the event and push it into the history push = function(self, event) self[3] = self[2] self[2] = self[1] self[1] = event:asData() end, -- Fetch the event (if any) at the given index fetch = function(self, index) if self[index] then return eventtap.event.newEventFromData(self[index]) end end } return self end, -- Enable the modal -- -- Mimics hs.modal:enable() enable = function(self) self.watcher:start() end, -- Disable the modal -- -- Mimics hs.modal:disable() disable = function(self) self.watcher:stop() self.watcher:reset() end, -- Temporarily enter the modal state in which the modal's hotkeys are -- active. The modal state will terminate after `modalStateTimeoutInSeconds` -- or after the first keydown event, whichever comes first. -- -- Mimics hs.modal.modal:enter() enter = function(self) self.inModalState = true self:entered() self.autoExitTimer:setNextTrigger(self.modalStateTimeoutInSeconds) end, -- Exit the modal state in which the modal's hotkey are active -- -- Mimics hs.modal.modal:exit() exit = function(self) if not self.inModalState then return end self.autoExitTimer:stop() self.inModalState = false self:reset() self:exited() end, -- Optional callback for when modal state is entered -- -- Mimics hs.modal.modal:entered() entered = function(self) end, -- Optional callback for when modal state is exited -- -- Mimics hs.modal.modal:exited() exited = function(self) end, -- Bind hotkey that will be enabled/disabled as modal state is -- entered/exited bind = function(self, key, fn) self.modalKeybindings[key] = fn end, } isNoModifiers = function(flags) local isFalsey = function(value) return not value end return hs.fnutils.every(flags, isFalsey) end isOnlyModifier = function(flags) isPrimaryModiferDown = flags[modifier] areOtherModifiersDown = hs.fnutils.some(flags, function(isDown, modifierName) local isPrimaryModifier = modifierName == modifier return isDown and not isPrimaryModifier end) return isPrimaryModiferDown and not areOtherModifiersDown end isFlagsChangedEvent = function(event) return event and event:getType() == events.flagsChanged end isFlagsChangedEventWithNoModifiers = function(event) return isFlagsChangedEvent(event) and isNoModifiers(event:getFlags()) end isFlagsChangedEventWithOnlyModifier = function(event) return isFlagsChangedEvent(event) and isOnlyModifier(event:getFlags()) end instance.autoExitTimer = hs.timer.new(0, function() instance:exit() end) instance.watcher = eventtap.new({events.flagsChanged, events.keyDown}, function(event) -- If we're in the modal state, and we got a keydown event, then trigger -- the function associated with the key. if (event:getType() == events.keyDown and instance.inModalState) then local fn = instance.modalKeybindings[event:getCharacters():lower()] -- Some actions may take a while to perform (e.g., opening Slack when -- it's not yet running). We don't want to keep the modal state active -- while we wait for a long-running action to complete. So, we schedule -- the action to run in the background so that we can exit the modal -- state and let the user go on about their business. local delayInSeconds = 0.001 -- 1 millisecond hs.timer.doAfter(delayInSeconds, function() if fn then fn() end end) instance:exit() -- Delete the event so that we're the sole consumer of it return true end -- Otherwise, determine if this event should cause us to enter the modal -- state. local currentEvent = event local lastEvent = instance.eventHistory:fetch(1) local secondToLastEvent = instance.eventHistory:fetch(2) instance.eventHistory:push(currentEvent) -- If we've observed the following sequence of events, then enter the -- modal state: -- -- 1. No modifiers are down -- 2. Modifiers changed, and now only the primary modifier is down -- 3. Modifiers changed, and now no modifiers are down if (secondToLastEvent == nil or isNoModifiers(secondToLastEvent:getFlags())) and isFlagsChangedEventWithOnlyModifier(lastEvent) and isFlagsChangedEventWithNoModifiers(currentEvent) then instance:enter() end -- Let the event propagate return false end ) return instance:reset() end return modal
-- BeforeLoadingNextCourseSongMessageCommand -- StartCommand -- ChangeCourseSongInMessageCommand -- ChangeCourseSongOutMessageCommand -- FinishCommand local sStage = GAMESTATE:GetCurrentStage(); local tRemap = { Stage_1st = 1, Stage_2nd = 2, Stage_3rd = 3, Stage_4th = 4, Stage_5th = 5, Stage_6th = 6, }; if tRemap[sStage] == PREFSMAN:GetPreference("SongsPerPlay") then sStage = "Stage_Final"; else sStage = sStage; end; return Def.ActorFrame { LoadActor(("failed"))..{ ChangeCourseSongInMessageCommand=cmd(queuecommand,("Play")); PlayCommand=cmd(play;); }; LoadActor(THEME:GetPathB("","_doors"), "_newer door", 0.2, true, true ); LoadActor(THEME:GetPathG("","ScreenEvaluation bannerframe (doubleres)"))..{ InitCommand=cmd(CenterX;y,SCREEN_CENTER_Y-124); ChangeCourseSongInMessageCommand=cmd(zoomy,0;sleep,0.099;sleep,0.396;linear,0.099;zoomy,1;); FinishCommand=cmd(sleep,2;linear,0.099;zoomy,0); }; Def.Sprite{ InitCommand=cmd(CenterX;y,SCREEN_CENTER_Y-130;scaletoclipped,256,80); BeforeLoadingNextCourseSongMessageCommand=function(self) self:LoadFromSongBanner( SCREENMAN:GetTopScreen():GetNextCourseSong() ) end; StartCommand=function(self) self:zoomy(0):sleep(0.099):sleep(0.396):linear(0.099):zoomy(1) end; FinishCommand=cmd(sleep,2;linear,0.099;zoomy,0); }; LoadActor("ScreenStageInformation in/bottom_stage")..{ InitCommand=cmd(CenterX;y,SCREEN_BOTTOM+27); ChangeCourseSongInMessageCommand=cmd(finishtweening;sleep,0.396;linear,0.198;addy,-54); FinishCommand=cmd(sleep,2;linear,0.198;addy,54); }; LoadActor("ScreenStageInformation in/top_stage")..{ InitCommand=cmd(CenterX;y,SCREEN_TOP-66); ChangeCourseSongInMessageCommand=cmd(finishtweening;sleep,0.396;linear,0.198;addy,104); FinishCommand=cmd(sleep,2;linear,0.198;addy,-104); }; LoadActor( THEME:GetPathG("_Stages/ScreenStageInformation", "Stage " .. ToEnumShortString(sStage) ) ) .. { InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y); ChangeCourseSongInMessageCommand=cmd(diffusealpha,0;sleep,0.396;diffusealpha,1); FinishCommand=cmd(sleep,2;diffusealpha,0); }; -- Ready LoadActor(THEME:GetPathB("ScreenGameplay","ready/ready")) .. { InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffusealpha,0); ChangeCourseSongInMessageCommand=cmd(diffusealpha,0;); FinishCommand = cmd(sleep,2.2;diffusealpha,0;zoomx,4;zoomy,0;accelerate,0.09;zoomx,1;zoomy,1;diffusealpha,1;sleep,1;accelerate,0.132;zoomx,4;zoomy,0;diffusealpha,0); }; --go LoadActor(THEME:GetPathB("ScreenGameplay","go/go")) .. { InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffusealpha,0); ChangeCourseSongInMessageCommand=cmd(diffusealpha,0;); FinishCommand = cmd(sleep,3.5;diffusealpha,0;zoomx,4;zoomy,0;accelerate,0.132;zoomx,1;zoomy,1;diffusealpha,1;sleep,1;accelerate,0.132;zoomx,4;zoomy,0;diffusealpha,0); }; };
local CONF = require "conf" local world_mod = require "src.world" local Input = require "src.input" local Gen = require "src.genetics" require "src.data" local Trainer = (require "src.trainer").Trainer local Stats = (require "src.stats").Stats local World = world_mod.World local Wall = world_mod.Wall local Population = Gen.Population local world local input local pop local trainer local pop_stats local gen_stats local ui_font local fitness_font function love.load() math.randomseed(os.time()) world = World.new() local wall1 = Wall.new(-20, -20, 840, 20) local wall2 = Wall.new(-20, 600, 840, 20) local wall3 = Wall.new(-20, 0, 20, 600) local wall4 = Wall.new(800, 0, 20, 600) world:add_entity(wall1) world:add_entity(wall2) world:add_entity(wall3) world:add_entity(wall4) input = Input:new() if CONF.LOAD_FILE == "" then pop = Population.new() pop:create_genomes(CONF.POPULATION_SIZE, 16, 8) else pop = Population.load(CONF.LOAD_FILE) end pop_stats = Stats.new() gen_stats = Stats.new() trainer = Trainer.new(pop, world, input) trainer:initialize_training() love.graphics.setBackgroundColor(CONF.BACK_COLOR) ui_font = love.graphics.newFont(24) fitness_font = love.graphics.newFont(32) end function love.keypressed(key) input:keydown(key) end function love.keyreleased(key) input:keyup(key) end function love.update(dt) if love.keyboard.isDown "escape" then love.event.quit() end if love.keyboard.isDown "z" then trainer:change_speed(-1) end if love.keyboard.isDown "x" then trainer:change_speed(1) end trainer:update(dt, pop_stats, gen_stats) --world:update(dt, input) end local function plot_fitness(x, y, scale) love.graphics.push() love.graphics.translate(x, y) love.graphics.scale(scale, scale) love.graphics.setColor(0, 0, 0, 0.4) love.graphics.rectangle("fill", -20, -20, 680, 340) love.graphics.setFont(fitness_font) love.graphics.setColor(CONF.FONT_COLOR) love.graphics.printf("Average fitness: " .. math.floor(pop.avg_fitness), 0, 0, 640, "left") love.graphics.printf("Highest fitness: " .. math.floor(pop.high_fitness), 0, 32, 640, "left") local points = pop_stats:get_points(0, 120, 640, 200) love.graphics.setColor(0, 0, 1) for _, v in ipairs(points) do love.graphics.circle("fill", v[1], v[2], 8) end love.graphics.pop() end local function plot_generation(x, y, scale) love.graphics.push() love.graphics.translate(x, y) love.graphics.scale(scale, scale) love.graphics.setColor(0, 0, 0, 0.4) love.graphics.rectangle("fill", -20, -20, 680, 340) love.graphics.setFont(fitness_font) love.graphics.setColor(CONF.FONT_COLOR) love.graphics.printf("Fitness over Genome", 0, 0, 640, "left") local points = gen_stats:get_points(0, 60, 640, 260) love.graphics.setColor(1, 0, 0) for _, v in ipairs(points) do love.graphics.circle("fill", v[1], v[2], 8) end love.graphics.pop() end local function draw_network(net, x, y, scale) if net == nil then return end love.graphics.push() love.graphics.translate(x, y) love.graphics.scale(scale, scale) love.graphics.setColor(0, 0, 0, 0.4) love.graphics.rectangle("fill", -20, -20, 680, 600) for _, v in pairs(net.neurons) do local c = v.value local r = c < 0 and -c or 0 local b = c > 0 and c or 0 local g = 0 if v.value == 0 then r = 0.3 g = 0.3 b = 0.3 end love.graphics.setColor(r, g, b) love.graphics.rectangle("fill", v.x, v.y, 24, 24) end for _, neuron in pairs(net.neurons) do local ins = neuron.inputs local x1 = neuron.x + 12 local y1 = neuron.y + 12 for _, conn in pairs(ins) do local other = net.neurons[conn.from] local x2 = other.x + 12 local y2 = other.y + 12 local col = { 1, 0, 0 } if conn.weight * other.value> 0 then col = { 0, 0, 1 } end local mag = math.abs(other.value) col[1] = col[1] * mag col[2] = col[2] * mag col[3] = col[3] * mag love.graphics.setColor(col) love.graphics.setLineWidth(math.sigmoid(conn.weight) * 2) love.graphics.line(x1, y1, x2, y2) end end love.graphics.setLineWidth(2) love.graphics.pop() end function love.draw() love.graphics.setScissor(0, 0, 820, 620) world:draw() love.graphics.setScissor() love.graphics.setColor(CONF.FONT_COLOR) love.graphics.setFont(ui_font) love.graphics.printf(tostring(love.timer.getFPS()) .. " FPS", 16, 640, 800, "left") love.graphics.printf("Generation: " .. pop.generation, 16, 640 + 32, 800, "left") love.graphics.printf("Genome: " .. pop.current_genome, 16, 640 + 64, 800, "left") if pop.genomes[pop.current_genome] ~= nil then love.graphics.printf("Fitness: " .. math.floor(pop.genomes[pop.current_genome].fitness), 16, 640 + 96, 800, "left") draw_network(pop.genomes[pop.current_genome].network, 1200 - 350, 32, 1 / 2) end plot_fitness(1200 - 350, 352, 1 / 2) plot_generation(1200 - 350, 600, 1 / 2) end
RegisterNetEvent("FRP:ME:DisplayAboveHeadText") AddEventHandler( "FRP:ME:DisplayAboveHeadText", function(text, targetServerId) local playerPed = PlayerPedId() local targetPlayerPed = GetPlayerPed(GetPlayerFromServerId(targetServerId)) if DoesEntityExist(targetPlayerPed) then local dist = #(GetEntityCoords(playerPed) - GetEntityCoords(targetPlayerPed)) if dist <= 100.0 then local shouldDisplay = true Citizen.CreateThread( function() Citizen.Wait(7000) shouldDisplay = false end ) Citizen.CreateThread( function() while shouldDisplay do Citizen.Wait(0) targetPlayerPed = GetPlayerPed(targetPlayer) if DoesEntityExist(targetPlayerPed) then local bonePosition = GetPedBoneCoords(targetPlayerPed, 21030, 0, 0, 0) DrawText3D(bonePosition.x, bonePosition.y, bonePosition.z + 0.30, text) else break end end end ) end end end ) function DrawText3D(x, y, z, text) local onScreen, _x, _y = GetScreenCoordFromWorldCoord(x, y, z) local px, py, pz = table.unpack(GetGameplayCamCoord()) local dist = GetDistanceBetweenCoords(px, py, pz, x, y, z, 1) local str = CreateVarString(10, "LITERAL_STRING", text, Citizen.ResultAsLong()) if onScreen then SetTextScale(0.25, 0.25) SetTextFontForCurrentCommand(1) SetTextColor(255, 255, 255, 215) SetTextCentre(1) -- shouldDisplayText(str, _x, _y) local factor = (string.len(text)) / 225 --DrawSprite("feeds", "hud_menu_4a", _x, _y+0.0125,0.015+ factor, 0.03, 0.1, 35, 35, 35, 190, 0) DrawSprite("feeds", "toast_bg", _x, _y + 0.0125, 0.015 + factor, 0.03, 0.1, 100, 1, 1, 190, 0) end end
-- -- (C) 2015 Kriss@XIXs.com -- local coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require=coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require local wgrd=require('wetgenes.grd') local wpack=require("wetgenes.pack") local wzips=require("wetgenes.zips") --module local M={ modname=(...) } ; package.loaded[M.modname]=M function M.bake(oven,wtiles) wtiles=wtiles or {} local gl=oven.gl local cake=oven.cake local canvas=cake.canvas local flat=canvas.flat wtiles.loads=function() local filename="lua/"..(M.modname):gsub("%.","/")..".glsl" gl.shader_sources( assert(wzips.readfile(filename),"file not found: "..filename) , filename ) local bfontgrd=require("wetgenes.gamecake.fun.bitdown_font").build_grd(8,16,"r") local g=wgrd.create(wgrd.FMT_U8_RGBA_PREMULT,8*256,16*1,1) for i=0,255 do -- setup base textures for 7bit ascii local dx=math.floor((i)%256)*8 local dy=math.floor((i)/256)*16 g:pixels(dx,dy,8,16,bfontgrd:pixels(i*8,0,8,16,"")) -- splat into grid end wtiles.grdfont8x16=g return wtiles end function wtiles.update(widget) -- if widget.data then -- widget.text=widget.data.str -- end return widget.meta.update(widget) end --function wtiles.draw(widget) -- return widget.meta.draw(widget) --end function wtiles.render_lines(widget,lines) local g=widget.tilemap_grd g:clear(widget.background_tile or 0x00000000) for i,v in ipairs(lines) do local s=v.s if s then g:pixels(0,i-1,#s/4,1,s) end end end function wtiles.skin(widget) wtiles.render_lines(widget,widget.lines or {} ) local x,y,hx,hy=widget.px,widget.py,widget.hx,widget.hy -- it.window_px+dl.dx , it.window_py+dl.dy , it.window_hx , it.window_hy local u,v,hu,hv=0,0,hx/8,hy/16 -- it.px/it.tile_hx , it.py/it.tile_hy , hx/it.tile_hx , hy/it.tile_hy local ta=gl.apply_modelview( {x ,y+hy ,0,1} ) local tb=gl.apply_modelview( {x ,y ,0,1} ) local tc=gl.apply_modelview( {x+hx ,y+hy ,0,1} ) local td=gl.apply_modelview( {x+hx ,y ,0,1} ) local t={ ta[1], ta[2], ta[3], u, v+hv, tb[1], tb[2], tb[3], u, v, tc[1], tc[2], tc[3], u+hu, v+hv, td[1], td[2], td[3], u+hu, v, } return function() --print("FONt DRAW") --font gl.BindTexture( gl.TEXTURE_2D , widget.bitmap_tex ) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, wtiles.grdfont8x16.width, wtiles.grdfont8x16.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, wtiles.grdfont8x16.data ) --display gl.BindTexture( gl.TEXTURE_2D , widget.tilemap_tex ) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, widget.tilemap_grd.width, widget.tilemap_grd.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, widget.tilemap_grd.data ) --colors gl.BindTexture( gl.TEXTURE_2D , widget.colormap_tex ) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, widget.colormap_grd.data ) gl.Color(1,1,1,1) -- local dl={ color={1,1,1,1} , dx=0 , dy=0 } flat.tristrip("rawuv",t,"widget_draw_texteditor_tilemap",function(p) -- gl.Uniform2f( p:uniform("projection_zxy"), it.screen.zx,it.screen.zy) gl.ActiveTexture( gl.TEXTURE0 + gl.NEXT_UNIFORM_TEXTURE ) gl.Uniform1i( p:uniform("tex_tile"), gl.NEXT_UNIFORM_TEXTURE ) gl.BindTexture( gl.TEXTURE_2D , widget.bitmap_tex ) gl.NEXT_UNIFORM_TEXTURE=gl.NEXT_UNIFORM_TEXTURE+1 gl.ActiveTexture( gl.TEXTURE0 + gl.NEXT_UNIFORM_TEXTURE ) gl.Uniform1i( p:uniform("tex_map"), gl.NEXT_UNIFORM_TEXTURE ) gl.BindTexture( gl.TEXTURE_2D , widget.tilemap_tex ) gl.NEXT_UNIFORM_TEXTURE=gl.NEXT_UNIFORM_TEXTURE+1 gl.ActiveTexture( gl.TEXTURE0 + gl.NEXT_UNIFORM_TEXTURE ) gl.Uniform1i( p:uniform("tex_cmap"), gl.NEXT_UNIFORM_TEXTURE ) gl.BindTexture( gl.TEXTURE_2D , widget.colormap_tex ) gl.NEXT_UNIFORM_TEXTURE=gl.NEXT_UNIFORM_TEXTURE+1 gl.ActiveTexture( gl.TEXTURE0 ) gl.Uniform4f( p:uniform("tile_info"), 8, 16, 256*8, 1*16 ) gl.Uniform4f( p:uniform("map_info"), 0,0,512,256 ) --[[ for i,v in ipairs{ 0xff336622, 0xff66aa33, 0xff66cccc, 0xff5577cc, 0xff333366, 0xff442233, 0xff884433, 0xffeeaa99, 0xffcc3333, 0xffdd7733, 0xffdddd44, 0xff000000, 0xff444444, 0xff666666, 0xffaaaaaa, 0xffffffff, } do local n=("0123456789ABCDEF"):sub(i,i) gl.Uniform4f( p:uniform("colors_"..n), gl.C8(v) ) end ]] end) end end function wtiles.setup(widget,def) -- local it={} -- widget.button=it widget.class="tiles" widget.pan_px=0 widget.pan_py=0 widget.hx_max=widget.hx widget.hy_max=widget.hy widget.key=wtiles.key widget.mouse=wtiles.mouse widget.update=wtiles.update widget.draw=wtiles.draw widget.skin=wtiles.skin widget.color=widget.color or 0 -- presume we want to be visible widget.bitmap_tex=gl.GenTexture() widget.tilemap_tex=gl.GenTexture() widget.colormap_tex=gl.GenTexture() gl.BindTexture( gl.TEXTURE_2D , widget.bitmap_tex ) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.BindTexture( gl.TEXTURE_2D , widget.tilemap_tex ) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.BindTexture( gl.TEXTURE_2D , widget.colormap_tex ) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameter(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) widget.lines={} widget.tilemap_grd=wgrd.create(wgrd.FMT_U8_RGBA,512,256,1) widget.colormap_grd=wgrd.create(wgrd.FMT_U8_RGBA,256,1,1) widget.colormap_grd:pixels(0,0,256,1,require("wetgenes.gamecake.fun.bitdown").cmap_swanky32.grd) -- copy swanky32 return widget end return wtiles end
erratic_swirl_prong = Creature:new { objectName = "@mob/creature_names:erratic_swirl_prong", socialGroup = "prong", faction = "", level = 27, chanceHit = 0.36, damageMin = 240, damageMax = 250, baseXp = 2730, baseHAM = 7200, baseHAMmax = 8800, armor = 0, resists = {125,135,15,150,150,-1,-1,-1,-1}, meatType = "meat_herbivore", meatAmount = 150, hideType = "hide_leathery", hideAmount = 110, boneType = "bone_mammal", boneAmount = 95, milk = 0, tamingChance = 0.25, ferocity = 0, pvpBitmask = ATTACKABLE, creatureBitmask = PACK + HERD, optionsBitmask = AIENABLED, diet = HERBIVORE, templates = {"object/mobile/swirl_prong_hue.iff"}, hues = { 8, 9, 10, 11, 12, 13, 14, 15 }, scale = 1.05, lootGroups = {}, weapons = {}, conversationTemplate = "", attacks = { {"posturedownattack",""}, {"intimidationattack",""} } } CreatureTemplates:addCreatureTemplate(erratic_swirl_prong, "erratic_swirl_prong")
--- /$$$$$$$ /$$$$$$ /$$$$$$ /$$ /$$ /$$$$$$ /$$$$$$$ ---| $$__ $$ /$$__ $$ /$$__ $$| $$ | $$ /$$__ $$| $$__ $$ ---| $$ \ $$| $$ \__/ | $$ \__/| $$ | $$| $$ \ $$| $$ \ $$ ---| $$ | $$| $$ | $$$$$$ | $$$$$$$$| $$ | $$| $$$$$$$/ ---| $$ | $$| $$ \____ $$| $$__ $$| $$ | $$| $$____/ ---| $$ | $$| $$ $$ /$$ \ $$| $$ | $$| $$ | $$| $$ ---| $$$$$$$/| $$$$$$/ | $$$$$$/| $$ | $$| $$$$$$/| $$ ---|_______/ \______/ /$$$$$$ \______/ |__/ |__/ \______/ |__/ --- |______/ Config = {} -- Configuracion de las ubicacion del coche Config.coche = { ["cogercoche"] = { coords = vector3(164.3442, -886.853, 30.499), }, ["spawn"] = { coords = vector3(160.2872, -891.059, 30.306), }, ["llevar"] = { coords = vector3(95.67826, -976.490, 29.314), }, } -- Configuracion del dinero que da por coche entregado Config.money = { ["max"] = 10000, ["min"] = 5000, }
local objects = { --Maxime createObject(8231,554.7999900,2645.1001000,10.0000000,0.0000000,0.0000000,0.0000000,10), --object(vgsbikeschl05,10), (1,10), createObject(8231,559.2999900,2653.3999000,10.0000000,0.0000000,0.0000000,270.0000000,10), --object(vgsbikeschl05,10), (2,10), createObject(6037,532.5996100,2635.5000000,-1.4000000,90.0000000,0.0000000,179.9950000,10), --object(filler02_law,10), (1,10), createObject(1745,553.4000200,2640.1001000,8.3000000,0.0000000,0.0000000,270.0000000,10), --object(med_bed_3,10), (1,10), createObject(1726,557.7000100,2637.6999500,8.3000000,0.0000000,0.0000000,90.0000000,10), --object(mrk_seating2,10), (1,10), createObject(8231,548.4600200,2628.5000000,10.0000000,0.0000000,0.0000000,90.0000000,10), --object(vgsbikeschl05,10), (3,10), createObject(2297,563.5000000,2639.3994100,8.3000000,0.0000000,0.0000000,225.0000000,10), --object(tv_unit_2,10), (1,10), createObject(2229,563.4000200,2636.6999500,8.3000000,0.0000000,0.0000000,255.0000000,10), --object(swank_speaker,10), (1,10), createObject(1742,560.5999800,2636.5300300,8.3000000,0.0000000,0.0000000,180.0000000,10), --object(med_bookshelf,10), (1,10), createObject(2141,560.2000100,2644.0000000,8.3000000,0.0000000,0.0000000,0.0000000,10), --object(cj_kitch2_l,10), (1,10), createObject(2341,563.1992200,2644.0000000,8.3000000,0.0000000,0.0000000,0.0000000,10), --object(cj_kitch2_corner,10), (1,10), createObject(2133,563.2001300,2643.0400400,8.3000000,0.0000000,0.0000000,270.0000000,10), --object(cj_kitch2_r,10), (2,10), createObject(15038,553.0000000,2643.8999000,8.9000000,0.0000000,0.0000000,0.0000000,10), --object(plant_pot_3_sv,10), (1,10), createObject(14762,552.5999800,2638.8999000,10.2000000,0.0000000,0.0000000,0.0000000,10), --object(arsewinows,10), (1,10), createObject(2596,552.7998000,2637.5000000,10.5000000,10.9970000,358.9950000,129.9960000,10), --object(cj_sex_tv,10), (1,10), createObject(2132,561.2000100,2644.0000000,8.3000000,0.0000000,0.0000000,0.0000000,10), --object(cj_kitch2_sink,10), (1,10), createObject(1536,563.7000100,2640.6001000,8.3000000,0.0000000,0.0000000,90.0000000,10), --object(gen_doorext15,10), (1,10), createObject(3440,553.0000000,2643.9394500,6.2200000,0.0000000,0.0000000,0.0000000,10), --object(arptpillar01_lvs,10), (1,10), createObject(6037,550.7000100,2646.5000000,-1.4000000,90.0000000,0.0000000,90.0000000,10), --object(filler02_law,10), (2,10), createObject(6037,550.7000100,2646.3999000,-1.4000000,90.0000000,0.0000000,0.0000000,10), --object(filler02_law,10), (3,10), createObject(3942,553.0000000,2636.6999500,16.4440000,0.0000000,0.0000000,0.0000000,10), --object(bistrobar,10), (2,10), createObject(2262,557.5999800,2638.0000000,10.1000000,0.0000000,0.0000000,90.0000000,10), --object(frame_slim_3,10), (1,10), createObject(948,557.5999800,2640.5000000,8.3000000,0.0000000,0.0000000,0.0000000,10), --object(plant_pot_10,10), (1,10), createObject(2261,557.6008900,2639.5000000,10.0000000,0.0000000,0.0000000,90.0000000,10), --object(frame_slim_2,10), (1,10), createObject(2239,554.7999900,2644.1999500,8.3000000,0.0000000,0.0000000,0.0000000,10), --object(cj_mlight16,10), (1,10), createObject(6037,538.0000000,2646.8999000,-1.4000000,90.0000000,0.0000000,90.0000000,10), --object(filler02_law,10), (4,10), } local col = createColSphere(563.11963, 2641.35791, 9.29688 , 20) local function watchChanges( ) if getElementDimension( getLocalPlayer( ) ) > 0 and getElementDimension( getLocalPlayer( ) ) ~= getElementDimension( objects[1] ) and getElementInterior( getLocalPlayer( ) ) == getElementInterior( objects[1] ) then for key, value in pairs( objects ) do setElementDimension( value, getElementDimension( getLocalPlayer( ) ) ) end elseif getElementDimension( getLocalPlayer( ) ) == 0 and getElementDimension( objects[1] ) ~= 65535 then for key, value in pairs( objects ) do setElementDimension( value, 65535 ) end end end addEventHandler( "onClientColShapeHit", col, function( element ) if element == getLocalPlayer( ) then addEventHandler( "onClientRender", root, watchChanges ) end end ) addEventHandler( "onClientColShapeLeave", col, function( element ) if element == getLocalPlayer( ) then removeEventHandler( "onClientRender", root, watchChanges ) end end ) -- Put them standby for now. for key, value in pairs( objects ) do setElementDimension( value, 65535 ) end for index, object in ipairs ( objects ) do setElementDoubleSided ( object, true ) --setElementCollisionsEnabled ( object, true ) end
-- © 2008-2013 David Given. -- WordGrinder is licensed under the MIT open source license. See the COPYING -- file in this distribution for the full text. local ITALIC = wg.ITALIC local UNDERLINE = wg.UNDERLINE local BOLD = wg.BOLD local ParseWord = wg.parseword local WriteU8 = wg.writeu8 local bitand = bit32.band local bitor = bit32.bor local bitxor = bit32.bxor local bit = bit32.btest local string_char = string.char local string_find = string.find local string_sub = string.sub local table_concat = table.concat ----------------------------------------------------------------------------- -- The importer itself. function Cmd.ImportHTMLFileFromStream(fp) local data = fp:read("*a") -- Collapse whitespace; this makes things far easier to parse. data = data:gsub("[\t\f]", " ") data = data:gsub("\r\n", "\n") -- Canonicalise the string, making it valid UTF-8. data = CanonicaliseString(data) -- Collapse complex elements. data = data:gsub("< ?(%w+) ?[^>]*(/?)>", "<%1%2>") -- Helper function for reading tokens from the HTML stream. local pos = 1 local len = data:len() local function tokens() if (pos >= len) then return nil end local s, e, t s, e, t = string_find(data, "^([ \n])", pos) if s then pos = e+1 return t end if string_find(data, "^%c") then pos = pos + 1 return tokens() end s, e, t = string_find(data, "^(<[^>]*>)", pos) if s then pos = e+1 return t:lower() end s, e, t = string_find(data, "^(&[^;]-;)", pos) if s then pos = e+1 return t end s, e, t = string_find(data, "^([^ <&\n]+)", pos) if s then pos = e+1 return t end t = string_sub(data, pos, pos+1) pos = pos + 1 return t end -- Skip tokens until we hit a <body>. for t in tokens do if (t == "<body>") then break end end -- Define the element look-up table. local document = CreateDocument() local importer = CreateImporter(document) local style = "P" local liststyle = "LB" local pre = false local function flush() importer:flushparagraph(style) style = "P" end local function flushword() importer:flushword(pre) end local function flushpre() flush() if pre then style = "PRE" end end local elements = { [" "] = flushword, ["<p>"] = flush, ["<br>"] = flushpre, ["<br/>"] = flushpre, ["</h1>"] = flush, ["</h2>"] = flush, ["</h3>"] = flush, ["</h4>"] = flush, ["<h1>"] = function() flush() style = "H1" end, ["<h2>"] = function() flush() style = "H2" end, ["<h3>"] = function() flush() style = "H3" end, ["<h4>"] = function() flush() style = "H4" end, ["<ol>"] = function() liststyle = "LN" end, ["<ul>"] = function() liststyle = "LB" end, ["<li>"] = function() flush() style = liststyle end, ["<i>"] = function() importer:style_on(ITALIC) end, ["</i>"] = function() importer:style_off(ITALIC) end, ["<em>"] = function() importer:style_on(ITALIC) end, ["</em>"] = function() importer:style_off(ITALIC) end, ["<u>"] = function() importer:style_on(UNDERLINE) end, ["</u>"] = function() importer:style_off(UNDERLINE) end, ["<b>"] = function() importer:style_on(BOLD) end, ["</b>"] = function() importer:style_off(BOLD) end, ["<pre>"] = function() flush() style = "PRE" pre = true end, ["</pre>"] = function() flush() pre = false end, ["\n"] = function() if pre then flush() style = "PRE" else flushword() end end } -- Actually do the parsing. importer:reset() for t in tokens do local e = elements[t] if e then e() elseif string_find(t, "^<") then -- do nothing elseif string_find(t, "^&") then e = DecodeHTMLEntity(t) if e then importer:text(e) end else importer:text(t) end end flush() -- Remove the blank paragraph at the beginning of the document. if (#document > 1) then document:deleteParagraphAt(1) end return document end function Cmd.ImportHTMLFile(filename) return ImportFileWithUI(filename, "Import HTML File", Cmd.ImportHTMLFileFromStream) end
assert(Skada, "Skada not found!") local CCSpells = { [118] = true, -- Polymorph (rank 1) [12824] = true, -- Polymorph (rank 2) [12825] = true, -- Polymorph (rank 3) [12826] = true, -- Polymorph (rank 4) [28272] = true, -- Polymorph (rank 1:pig) [28271] = true, -- Polymorph (rank 1:turtle) [3355] = 16, -- Freezing Trap Effect (rank 1) [14308] = 16, -- Freezing Trap Effect (rank 2) [14309] = 16, -- Freezing Trap Effect (rank 3) [6770] = 1, -- Sap (rank 1) [2070] = 1, -- Sap (rank 2) [11297] = 1, -- Sap (rank 3) [6358] = 32, -- Seduction (succubus) [60210] = 16, -- Freezing Arrow (rank 1) [45524] = 16, -- Chains of Ice [33786] = 8, -- Cyclone [53308] = 8, -- Entangling Roots [2637] = 8, -- Hibernate (rank 1) [18657] = 8, -- Hibernate (rank 2) [18658] = 8, -- Hibernate (rank 3) [20066] = 2, -- Repentance [9484] = 2, -- Shackle Undead (rank 1) [9485] = 2, -- Shackle Undead (rank 2) [10955] = 2, -- Shackle Undead (rank 3) [51722] = 1, -- Dismantle [710] = 32, -- Banish (Rank 1) [18647] = 32, -- Banish (Rank 2) [12809] = 1, -- Concussion Blow [676] = 1 -- Disarm } -- extended CC list for only CC Done and CC Taken modules local ExtraCCSpells = { -- Death Knight [47476] = 32, -- Strangulate [49203] = 16, -- Hungering Cold [47481] = 1, -- Gnaw [49560] = 1, -- Death Grip -- Druid [339] = 8, -- Entangling Roots (rank 1) [1062] = 8, -- Entangling Roots (rank 2) [5195] = 8, -- Entangling Roots (rank 3) [5196] = 8, -- Entangling Roots (rank 4) [9852] = 8, -- Entangling Roots (rank 5) [9853] = 8, -- Entangling Roots (rank 6) [26989] = 8, -- Entangling Roots (rank 7) [19975] = 8, -- Entangling Roots (Nature's Grasp rank 1) [19974] = 8, -- Entangling Roots (Nature's Grasp rank 2) [19973] = 8, -- Entangling Roots (Nature's Grasp rank 3) [19972] = 8, -- Entangling Roots (Nature's Grasp rank 4) [19971] = 8, -- Entangling Roots (Nature's Grasp rank 5) [19970] = 8, -- Entangling Roots (Nature's Grasp rank 6) [27010] = 8, -- Entangling Roots (Nature's Grasp rank 7) [53313] = 8, -- Entangling Roots (Nature's Grasp) [66070] = 8, -- Entangling Roots (Force of Nature) [8983] = 1, -- Bash [16979] = 1, -- Feral Charge - Bear [45334] = 1, -- Feral Charge Effect [22570] = 1, -- Maim (rank 1) [49802] = 1, -- Maim (rank 2) [49803] = 1, -- Pounce -- Hunter [19503] = 1, -- Scatter Shot [19386] = 8, -- Wyvern Sting (rank 1) [24132] = 8, -- Wyvern Sting (rank 2) [24133] = 8, -- Wyvern Sting (rank 3) [27068] = 8, -- Wyvern Sting (rank 4) [49011] = 8, -- Wyvern Sting (rank 5) [49012] = 8, -- Wyvern Sting (rank 6) [53548] = 1, -- Pin (Crab) [4167] = 1, -- Web (Spider) [55509] = 8, -- Venom Web Spray (Silithid) [24394] = 1, -- Intimidation [19577] = 8, -- Intimidation (stun) [53568] = 8, -- Sonic Blast (Bat) [53543] = 1, -- Snatch (Bird of Prey) [50541] = 1, -- Clench (Scorpid) [55492] = true, -- Froststorm Breath (Chimaera) [26090] = 8, -- Pummel (Gorilla) [53575] = 1, -- Tendon Rip (Hyena) [53589] = 32, -- Nether Shock (Nether Ray) [53562] = 1, -- Ravage (Ravager) [1513] = 8, -- Scare Beast [64803] = 1, -- Entrapment -- Mage [61305] = true, -- Polymorph Cat [61721] = true, -- Polymorph Rabbit [61780] = true, -- Polymorph Turkey [31661] = true, -- Dragon's Breath [44572] = 16, -- Deep Freeze [122] = 16, -- Frost Nova (rank 1) [865] = 16, -- Frost Nova (rank 2) [6131] = 16, -- Frost Nova (rank 3) [10230] = 16, -- Frost Nova (rank 4) [27088] = 16, -- Frost Nova (rank 5) [42917] = 16, -- Frost Nova (rank 6) [33395] = 33395, -- Freeze (Frost Water Elemental) [55021] = true, -- Silenced - Improved Counterspell -- Paladin [853] = 2, -- Hammer of Justice (rank 1) [5588] = 2, -- Hammer of Justice (rank 2) [5589] = 2, -- Hammer of Justice (rank 3) [10308] = 2, -- Hammer of Justice (rank 4) [10326] = 2, -- Turn Evil [2812] = 2, -- Holy Wrath (rank 1) [10318] = 2, -- Holy Wrath (rank 2) [27319] = 2, -- Holy Wrath (rank 3) [48816] = 2, -- Holy Wrath (rank 4) [48817] = 2, -- Holy Wrath (rank 5) [31935] = 2, -- Avengers Shield -- Priest [8122] = 32, -- Psychic Scream (rank 1) [8124] = 32, -- Psychic Scream (rank 2) [10888] = 32, -- Psychic Scream (rank 3) [10890] = 32, -- Psychic Scream (rank 4) [605] = 32, -- Dominate Mind (Mind Control) [15487] = 32, -- Silence [64044] = 32, -- Psychic Horror -- Rogue [51724] = 1, -- Sap [408] = 1, -- Kidney Shot (rank 1) [8643] = 1, -- Kidney Shot (rank 2) [2094] = 1, -- Blind [1833] = 1, -- Cheap Shot [1776] = 1, -- Gouge [1330] = 1, -- Garrote - Silence -- Shaman [51514] = 8, -- Hex [8056] = 16, -- Frost Shock (rank 1) [8058] = 16, -- Frost Shock (rank 2) [10472] = 16, -- Frost Shock (rank 3) [10473] = 16, -- Frost Shock (rank 4) [25464] = 16, -- Frost Shock (rank 5) [49235] = 16, -- Frost Shock (rank 6) [49236] = 16, -- Frost Shock (rank 7) [64695] = 8, -- Earthgrab (Earthbind Totem with Storm, Earth and Fire talent) [3600] = 8, -- Earthbind (Earthbind Totem) [39796] = 1, -- Stoneclaw Stun (Stoneclaw Totem) [8034] = 16, -- Frostbrand Weapon (rank 1) [8037] = 16, -- Frostbrand Weapon (rank 2) [10458] = 16, -- Frostbrand Weapon (rank 3) [16352] = 16, -- Frostbrand Weapon (rank 4) [16353] = 16, -- Frostbrand Weapon (rank 5) [25501] = 16, -- Frostbrand Weapon (rank 6) [58797] = 16, -- Frostbrand Weapon (rank 7) [58798] = 16, -- Frostbrand Weapon (rank 8) [58799] = 16, -- Frostbrand Weapon (rank 9) -- Warlock [6215] = 32, -- Fear [5484] = 32, -- Howl of Terror [30283] = 32, -- Shadowfury [22703] = 4, -- Infernal Awakening [6789] = 32, -- Death Coil (rank 1) [17925] = 32, -- Death Coil (rank 2) [17926] = 32, -- Death Coil (rank 3) [27223] = 32, -- Death Coil (rank 4) [47859] = 32, -- Death Coil (rank 5) [47860] = 32, -- Death Coil (rank 6) [24259] = 32, -- Spell Lock -- Warrior [5246] = 1, -- Initmidating Shout [46968] = 1, -- Shockwave [6552] = 1, -- Pummel [58357] = 1, -- Heroic Throw silence [7922] = 1, -- Charge [47995] = 1, -- Intercept (Stun)--needs review [12323] = 1, -- Piercing Howl -- Racials [20549] = 1, -- War Stomp (Tauren) [28730] = true, -- Arcane Torrent (Bloodelf) [47779] = true, -- Arcane Torrent (Bloodelf) [50613] = true, -- Arcane Torrent (Bloodelf) -- Engineering [67890] = 4 -- Cobalt Frag Bomb } local pairs, ipairs, select = pairs, ipairs, select local tostring, format = tostring, string.format local getSpellInfo = Skada.getSpellInfo or GetSpellInfo local getSpellLink = Skada.getSpellLink or GetSpellLink local _ local function GetSpellSchool(spellid) if CCSpells[spellid] and CCSpells[spellid] ~= true then return CCSpells[spellid] end if ExtraCCSpells[spellid] and ExtraCCSpells[spellid] ~= true then return ExtraCCSpells[spellid] end end -- ======= -- -- CC Done -- -- ======= -- Skada:AddLoadableModule("CC Done", function(Skada, L) if Skada:IsDisabled("CC Done") then return end local mod = Skada:NewModule(L["CC Done"]) local playermod = mod:NewModule(L["CC Done spells"]) local targetmod = mod:NewModule(L["CC Done targets"]) local function log_ccdone(set, cc) local player = Skada:get_player(set, cc.playerid, cc.playername, cc.playerflags) if player then -- increment the count. player.ccdone = (player.ccdone or 0) + 1 set.ccdone = (set.ccdone or 0) + 1 -- record the spell and its targets. player.ccdone_spells = player.ccdone_spells or {} player.ccdone_spells[cc.spellid] = (player.ccdone_spells[cc.spellid] or 0) + 1 -- saving this to total set may become a memory hog deluxe. if set == Skada.current and cc.dstName then player.ccdone_targets = player.ccdone_targets or {} player.ccdone_targets[cc.dstName] = (player.ccdone_targets[cc.dstName] or 0) + 1 end end end local data = {} local function AuraApplied(ts, event, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...) local spellid = ... if CCSpells[spellid] or ExtraCCSpells[spellid] then data.playerid, data.playername = Skada:FixMyPets(srcGUID, srcName, srcFlags) data.playerflags = srcFlags data.dstGUID = dstGUID data.dstName = dstName data.spellid = spellid log_ccdone(Skada.current, data) log_ccdone(Skada.total, data) end end function playermod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Done spells"], label) end function playermod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Done spells"], player.name) local total = player.ccdone or 0 if total > 0 and player.ccdone_spells then local maxvalue, nr = 0, 1 for spellid, count in pairs(player.ccdone_spells) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = getSpellInfo(spellid) d.spellschool = GetSpellSchool(spellid) d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function targetmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Done targets"], label) end function targetmod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Done targets"], player.name) local total = player.ccdone or 0 if total > 0 and player.ccdone_targets then local maxvalue, nr = 0, 1 for targetname, count in pairs(player.ccdone_targets) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = targetname d.label = targetname d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function mod:Update(win, set) win.title = L["CC Done"] local total = set.ccdone or 0 if total > 0 then local maxvalue, nr = 0, 1 for _, player in ipairs(set.players) do if (player.ccdone or 0) > 0 then local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = player.id d.label = player.name d.text = Skada:FormatName(player.name, player.id) d.class = player.class d.role = player.role d.spec = player.spec d.value = player.ccdone d.valuetext = Skada:FormatValueText( d.value, self.metadata.columns.Count, Skada:FormatPercent(d.value, total), self.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end end win.metadata.maxvalue = maxvalue end end function mod:OnEnable() self.metadata = { showspots = true, ordersort = true, click1 = playermod, click2 = targetmod, nototalclick = {targetmod}, columns = {Count = true, Percent = false}, icon = "Interface\\Icons\\spell_frost_chainsofice" } Skada:RegisterForCL(AuraApplied, "SPELL_AURA_APPLIED", {src_is_interesting = true}) Skada:RegisterForCL(AuraApplied, "SPELL_AURA_REFRESH", {src_is_interesting = true}) Skada:AddMode(self, L["CC Tracker"]) end function mod:OnDisable() Skada:RemoveMode(self) end function mod:AddToTooltip(set, tooltip) if (set.ccdone or 0) > 0 then tooltip:AddDoubleLine(L["CC Done"], set.ccdone, 1, 1, 1) end end function mod:GetSetSummary(set) return tostring(set.ccdone or 0), set.ccdone or 0 end end) -- ======== -- -- CC Taken -- -- ======== -- Skada:AddLoadableModule("CC Taken", function(Skada, L) if Skada:IsDisabled("CC Taken") then return end local mod = Skada:NewModule(L["CC Taken"]) local playermod = mod:NewModule(L["CC Taken spells"]) local sourcemod = mod:NewModule(L["CC Taken sources"]) local function log_cctaken(set, cc) local player = Skada:get_player(set, cc.playerid, cc.playername, cc.playerflags) if player then -- increment the count. player.cctaken = (player.cctaken or 0) + 1 set.cctaken = (set.cctaken or 0) + 1 -- record the spell and its sources. player.cctaken_spells = player.cctaken_spells or {} player.cctaken_spells[cc.spellid] = (player.cctaken_spells[cc.spellid] or 0) + 1 -- saving this to total set may become a memory hog deluxe. if set == Skada.current and cc.srcName then player.cctaken_sources = player.cctaken_sources or {} player.cctaken_sources[cc.srcName] = (player.cctaken_sources[cc.srcName] or 0) + 1 end end end local data = {} local function AuraApplied(ts, event, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...) local spellid = ... if CCSpells[spellid] or ExtraCCSpells[spellid] then data.srcGUID = srcGUID data.srcName = srcName data.playerid = dstGUID data.playername = dstName data.playerflags = dstFlags data.spellid = spellid log_cctaken(Skada.current, data) log_cctaken(Skada.total, data) end end function playermod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Taken spells"], label) end function playermod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Taken spells"], player.name) local total = player.cctaken or 0 if total > 0 and player.cctaken_spells then local maxvalue, nr = 0, 1 for spellid, count in pairs(player.cctaken_spells) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = getSpellInfo(spellid) d.spellschool = GetSpellSchool(spellid) d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function sourcemod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Taken sources"], label) end function sourcemod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Taken sources"], player.name) local total = player.cctaken or 0 if total > 0 and player.cctaken_sources then local maxvalue, nr = 0, 1 for sourcename, count in pairs(player.cctaken_sources) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = sourcename d.label = sourcename d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function mod:Update(win, set) win.title = L["CC Taken"] local total = set.cctaken or 0 if total > 0 then local maxvalue, nr = 0, 1 for _, player in ipairs(set.players) do if (player.cctaken or 0) > 0 then local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = player.id d.label = player.name d.text = Skada:FormatName(player.name, player.id) d.class = player.class d.role = player.role d.spec = player.spec d.value = player.cctaken d.valuetext = Skada:FormatValueText( d.value, self.metadata.columns.Count, Skada:FormatPercent(d.value, total), self.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end end win.metadata.maxvalue = maxvalue end end function mod:OnEnable() self.metadata = { showspots = true, ordersort = true, click1 = playermod, click2 = sourcemod, nototalclick = {sourcemod}, columns = {Count = true, Percent = false}, icon = "Interface\\Icons\\spell_magic_polymorphrabbit" } Skada:RegisterForCL(AuraApplied, "SPELL_AURA_APPLIED", {dst_is_interesting = true}) Skada:RegisterForCL(AuraApplied, "SPELL_AURA_REFRESH", {dst_is_interesting = true}) Skada:AddMode(self, L["CC Tracker"]) end function mod:OnDisable() Skada:RemoveMode(self) end function mod:AddToTooltip(set, tooltip) if (set.cctaken or 0) > 0 then tooltip:AddDoubleLine(L["CC Taken"], set.cctaken, 1, 1, 1) end end function mod:GetSetSummary(set) return tostring(set.cctaken or 0), set.cctaken or 0 end end) -- =========== -- -- CC Breakers -- -- =========== -- Skada:AddLoadableModule("CC Breakers", function(Skada, L) if Skada:IsDisabled("CC Breakers") then return end local mod = Skada:NewModule(L["CC Breakers"]) local playermod = mod:NewModule(L["CC Break spells"]) local targetmod = mod:NewModule(L["CC Break targets"]) local UnitExists, UnitName, IsInRaid = UnitExists, UnitName, Skada.IsInRaid local GetNumRaidMembers, GetPartyAssignment = GetNumRaidMembers, GetPartyAssignment local IsInInstance, UnitInRaid = IsInInstance, UnitInRaid local function log_ccbreak(set, cc) local player = Skada:get_player(set, cc.playerid, cc.playername) if player then -- increment the count. player.ccbreak = (player.ccbreak or 0) + 1 set.ccbreak = (set.ccbreak or 0) + 1 -- record the spell and its targets. player.ccbreak_spells = player.ccbreak_spells or {} player.ccbreak_spells[cc.spellid] = (player.ccbreak_spells[cc.spellid] or 0) + 1 -- saving this to total set may become a memory hog deluxe. if set == Skada.current and cc.dstName then player.ccbreak_targets = player.ccbreak_targets or {} player.ccbreak_targets[cc.dstName] = (player.ccbreak_targets[cc.dstName] or 0) + 1 end end end local data = {} local function AuraBroken(ts, event, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...) local spellid, spellname, _, extraspellid, extraspellname, _, auratype = ... if not CCSpells[spellid] then return end local petid, petname = srcGUID, srcName local srcGUID_modified, srcName_modified = Skada:FixMyPets(srcGUID, srcName, srcFlags) data.playerid = srcGUID_modified or srcGUID data.playername = srcName_modified or srcName data.playerflags = srcFlags data.dstGUID = dstGUID data.dstName = dstName data.dstFlags = dstFlags data.spellid = spellid data.extraspellid = extraspellid log_ccbreak(Skada.current, data) log_ccbreak(Skada.total, data) -- Optional announce srcName = srcName_modified or srcName if Skada.db.profile.modules.ccannounce and IsInRaid() and UnitInRaid(srcName) then if select(2, IsInInstance()) == "pvp" then return end -- Ignore main tanks and main assist? if Skada.db.profile.modules.ccignoremaintanks then -- Loop through our raid and return if src is a main tank. for i = 1, GetNumRaidMembers() do local unit = "raid" .. tostring(i) if UnitExists(unit) and UnitName(unit) == srcName then if GetPartyAssignment("MAINTANK", unit) or GetPartyAssignment("MAINASSIST", unit) then return end break end end end -- Prettify pets. if petid ~= srcGUID_modified then srcName = petname .. " (" .. srcName .. ")" end -- Go ahead and announce it. if extraspellname then Skada:SendChat(format(L["%s on %s removed by %s's %s"], spellname, dstName, srcName, getSpellLink(extraspellid)), "RAID", "preset") else Skada:SendChat(format(L["%s on %s removed by %s"], spellname, dstName, srcName), "RAID", "preset") end end end function playermod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Break spells"], label) end function playermod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Break spells"], player.name) local total = player.ccbreak or 0 if total > 0 and player.ccbreak_spells then local maxvalue, nr = 0, 1 for spellid, count in pairs(player.ccbreak_spells) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = getSpellInfo(spellid) d.spellschool = GetSpellSchool(spellid) d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function targetmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's CC Break targets"], label) end function targetmod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's CC Break targets"], player.name) local total = player.ccbreak or 0 if total > 0 and player.ccbreak_targets then local maxvalue, nr = 0, 1 for targetname, count in pairs(player.ccbreak_targets) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = targetname d.label = targetname d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Count, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function mod:Update(win, set) win.title = L["CC Breakers"] local total = set.ccbreak or 0 if total > 0 then local maxvalue, nr = 0, 1 for _, player in ipairs(set.players) do if (player.ccbreak or 0) > 0 then local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = player.id d.label = player.name d.text = Skada:FormatName(player.name, player.id) d.class = player.class d.role = player.role d.spec = player.spec d.value = player.ccbreak d.valuetext = Skada:FormatValueText( d.value, self.metadata.columns.Count, Skada:FormatPercent(d.value, total), self.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end end win.metadata.maxvalue = maxvalue end end function mod:OnEnable() self.metadata = { showspots = true, ordersort = true, click1 = playermod, click2 = targetmod, nototalclick = {targetmod}, columns = {Count = true, Percent = false}, icon = "Interface\\Icons\\spell_holy_sealofvalor" } Skada:RegisterForCL(AuraBroken, "SPELL_AURA_BROKEN", {src_is_interesting = true}) Skada:RegisterForCL(AuraBroken, "SPELL_AURA_BROKEN_SPELL", {src_is_interesting = true}) Skada:AddMode(self, L["CC Tracker"]) end function mod:OnDisable() Skada:RemoveMode(self) end function mod:AddToTooltip(set, tooltip) if (set.ccbreak or 0) > 0 then tooltip:AddDoubleLine(L["CC Breaks"], set.ccbreak, 1, 1, 1) end end function mod:GetSetSummary(set) return tostring(set.ccbreak or 0), set.ccbreak or 0 end function mod:OnInitialize() Skada.options.args.modules.args.ccoptions = { type = "group", name = self.moduleName, desc = format(L["Options for %s."], self.moduleName), get = function(i) return Skada.db.profile.modules[i[#i]] end, set = function(i, val) Skada.db.profile.modules[i[#i]] = val end, args = { ccannounce = { type = "toggle", name = L["Announce CC breaking to party"], order = 1, width = "double" }, ccignoremaintanks = { type = "toggle", name = L["Ignore Main Tanks"], order = 2, width = "double" } } } end end)
object_tangible_npe_npe_generic_uniform_box = object_tangible_npe_shared_npe_generic_uniform_box:new { } ObjectTemplates:addTemplate(object_tangible_npe_npe_generic_uniform_box, "object/tangible/npe/npe_generic_uniform_box.iff")
local U = require("us4l").U local UTF8 = require("us4l.Encodings").UTF8 local TS = require "us4l.TextSegmentation" local mul_sign, div_sign = U[[\N{MULTIPLICATION SIGN}]]:ToUtf8(), U[[\N{DIVISION_SIGN}]]:ToUtf8() local line_num = 0 for line in io.lines( [[..\UCD\auxiliary\SentenceBreakTest.txt]] ) do line_num = line_num + 1 --Discard comment-only lines if not(#line == 0 or line:sub(1,1) == "#") then repeat line = line:sub(3,-1):match("^([^#]+)") local line_cps = {} for cp_str in line:gmatch("%x+") do line_cps[ #line_cps + 1 ] = tonumber( cp_str, 16 ) end local succ, in_line = pcall( U, line_cps ) if not succ then print( "Failed to create string on line " .. tostring(line_num) ) break end local seqs = {} local cur_str_cps = {} for token in line:gmatch("%S+") do if token == mul_sign then --Do nothing elseif token == div_sign then seqs[ #seqs+1 ] = U( cur_str_cps ) cur_str_cps = {} else cur_str_cps[ #cur_str_cps + 1 ] = tonumber( token, 16 ) end end local out_seqs = {} for sentence in TS.Sentences( in_line ) do out_seqs[ #out_seqs+1 ] = sentence end for i = 1, math.max( #seqs, #out_seqs ) do if seqs[i] ~= out_seqs[i] then print( ("="):rep(10) ) print( string.format( "Failed test from line #%i:", line_num ) ) print( " Input string:" ) print( " " .. in_line:PrettyPrint():gsub( "\n", "\n " ) ) print( " Expected sentences:" ) for i,str in ipairs( seqs ) do print( string.format( " Sentence #%i:", i ) ) print( " " .. str:PrettyPrint():gsub( "\n", "\n " ) ) end print( " Output sentences:" ) for i,str in ipairs( out_seqs ) do print( string.format( " Sentence #%i:", i ) ) print( " " .. str:PrettyPrint():gsub( "\n", "\n " ) ) end print( ("="):rep(10) ) print() break end print( string.format( "Passed test from line #%i", line_num ) ) end until true end end
vim.cmd [[ let @d = 'oimport ipdb; ipdb.set_trace()jk' ]]
local K, C = unpack(select(2, ...)) local Module = K:NewModule("MicroBar", "AceHook-3.0", "AceEvent-3.0") local _G = _G local assert = assert local C_StorePublic_IsEnabled = _G.C_StorePublic.IsEnabled local UpdateMicroButtonsParent = _G.UpdateMicroButtonsParent local function onLeave() if C["ActionBar"].MicroBarMouseover then K.UIFrameFadeOut(KkthnxUI_MicroBar, 0.2, KkthnxUI_MicroBar:GetAlpha(), 0.25) end end local watcher = 0 local function onUpdate(self, elapsed) if watcher > 0.1 then if not self:IsMouseOver() then self.IsMouseOvered = nil self:SetScript("OnUpdate", nil) onLeave() end watcher = 0 else watcher = watcher + elapsed end end local function onEnter() if C["ActionBar"].MicroBarMouseover and not KkthnxUI_MicroBar.IsMouseOvered then KkthnxUI_MicroBar.IsMouseOvered = true KkthnxUI_MicroBar:SetScript("OnUpdate", onUpdate) K.UIFrameFadeIn(KkthnxUI_MicroBar, 0.2, KkthnxUI_MicroBar:GetAlpha(), 1) end end function Module:HandleMicroButton(button) assert(button, "Invalid micro button name.") local pushed = button:GetPushedTexture() local normal = button:GetNormalTexture() local disabled = button:GetDisabledTexture() local f = CreateFrame("Frame", nil, button) K.CreateBorder(f) f:SetOutside(button) button.backdrop = f button:SetParent(KkthnxUI_MicroBar) button:GetHighlightTexture():Kill() button:HookScript("OnEnter", onEnter) button:SetHitRectInsets(0, 0, 0, 0) if button.Flash then button.Flash:SetInside() button.Flash:SetTexture(nil) end pushed:SetTexCoord(0.22, 0.81, 0.26, 0.82) pushed:SetInside(f) normal:SetTexCoord(0.22, 0.81, 0.21, 0.82) normal:SetInside(f) if disabled then disabled:SetTexCoord(0.22, 0.81, 0.21, 0.82) disabled:SetInside(f) end end function Module:MainMenuMicroButton_SetNormal() MainMenuBarPerformanceBar:SetPoint("TOPLEFT", MainMenuMicroButton, "TOPLEFT", 9, -36) end function Module:MainMenuMicroButton_SetPushed() MainMenuBarPerformanceBar:SetPoint("TOPLEFT", MainMenuMicroButton, "TOPLEFT", 8, -37) end function Module:UpdateMicroButtonsParent() for i = 1, #MICRO_BUTTONS do _G[MICRO_BUTTONS[i]]:SetParent(KkthnxUI_MicroBar) end end -- we use this table to sort the micro buttons on our bar to match Blizzard"s button placements. local __buttonIndex = { [8] = "CollectionsMicroButton", [9] = "EJMicroButton", [10] = (not C_StorePublic_IsEnabled() and GetCurrentRegionName() == "CN") and "HelpMicroButton" or "StoreMicroButton", [11] = "MainMenuMicroButton" } function Module:UpdateMicroPositionDimensions() if not KkthnxUI_MicroBar then return end local numRows = 1 local prevButton = KkthnxUI_MicroBar local offset = 4 local spacing = offset + 2 for i = 1, #MICRO_BUTTONS-1 do local button = _G[__buttonIndex[i]] or _G[MICRO_BUTTONS[i]] local lastColumnButton = i - 11 lastColumnButton = _G[__buttonIndex[lastColumnButton]] or _G[MICRO_BUTTONS[lastColumnButton]] button:SetSize(20, 20 * 1.4) button:ClearAllPoints() if prevButton == KkthnxUI_MicroBar then button:SetPoint("TOPLEFT", prevButton, "TOPLEFT", offset, -offset) else button:SetPoint("LEFT", prevButton, "RIGHT", spacing, 0) end prevButton = button end if C["ActionBar"].MicroBarMouseover and not KkthnxUI_MicroBar:IsMouseOver() then KkthnxUI_MicroBar:SetAlpha(0.25) else KkthnxUI_MicroBar:SetAlpha(1) end Module.MicroWidth = (((_G["CharacterMicroButton"]:GetWidth() + spacing) * 11) - spacing) + (offset * 2) Module.MicroHeight = (((_G["CharacterMicroButton"]:GetHeight() + spacing) * numRows) - spacing) + (offset * 2) KkthnxUI_MicroBar:SetSize(Module.MicroWidth, Module.MicroHeight) end function Module:UpdateMicroButtons() GuildMicroButtonTabard:SetInside(GuildMicroButton) GuildMicroButtonTabard.background:SetInside(GuildMicroButton) GuildMicroButtonTabard.background:SetTexCoord(0.17, 0.87, 0.5, 0.908) GuildMicroButtonTabard.emblem:ClearAllPoints() GuildMicroButtonTabard.emblem:SetPoint("TOPLEFT", GuildMicroButton, "TOPLEFT", 4, -4) GuildMicroButtonTabard.emblem:SetPoint("BOTTOMRIGHT", GuildMicroButton, "BOTTOMRIGHT", -4, 8) self:UpdateMicroPositionDimensions() end function Module:OnEnable() if C["ActionBar"].MicroBar ~= true then return end local microBar = CreateFrame("Frame", "KkthnxUI_MicroBar", UIParent) microBar:SetPoint("TOP", UIParent, "TOP", 0, 0) microBar:EnableMouse(false) for i = 1, #MICRO_BUTTONS do self:HandleMicroButton(_G[MICRO_BUTTONS[i]]) end MicroButtonPortrait:SetInside(CharacterMicroButton.backdrop) self:SecureHook("MainMenuMicroButton_SetPushed") self:SecureHook("MainMenuMicroButton_SetNormal") self:SecureHook("UpdateMicroButtonsParent") self:SecureHook("MoveMicroButtons", "UpdateMicroPositionDimensions") self:SecureHook("UpdateMicroButtons") UpdateMicroButtonsParent(microBar) self:MainMenuMicroButton_SetNormal() self:UpdateMicroPositionDimensions() if MainMenuBarPerformanceBar then MainMenuBarPerformanceBar:SetTexture(nil) MainMenuBarPerformanceBar:SetVertexColor(0, 0, 0, 0) MainMenuBarPerformanceBar:Hide() end K.Movers:RegisterFrame(microBar) end
-- RP Tags -- by Oraibi, Moon Guard (US) server -- ------------------------------------------------------------------------------ -- This work is licensed under the Creative Commons Attribution 4.0 International -- (CC BY 4.0) license. local RPTAGS = RPTAGS; local addOnName, ns = ...; RPTAGS.queue:NewModule(addOnName, "rpClient"); -- this doesn't do anything! Except it load and such if you have XRP.
CuiVersion = "1.6.2" LastUpdate = "2020-10-12" VersionDetail = "Concise UI - " .. CuiVersion .. "[NEWLINE]" .. "Last Update: " .. LastUpdate
local GUI = LibStub('NetEaseGUI-2.0') local View = GUI:NewEmbed('TabPanel', 4) if not View then return end View._PanelList = View._PanelList or setmetatable({}, {__index = function(t, k) t[k] = {} return t[k] end}) local _PanelList = View._PanelList function View:EnableTabFrame(flag) self.noTab = not flag or nil if self.TabFrame then self.TabFrame:Hide() end end function View:GetPanelList() return _PanelList[self] end function View:UpdateTab() if not self.noTab then if self.selectTab then self:GetTabFrame():SetSelected(self.selectTab) self.selectTab = nil end self:GetTabFrame():Refresh() else local data = _PanelList[self][1] if data then data.panel:Show() if self.Inset2 then self.Inset:SetShown(not data.noInset) self.Inset2:SetShown(data.noInset) elseif self.Inset then self.Inset:Show() end end end end local function parseArgs(panel, opts, ...) if type(opts) ~= 'table' then opts = { padding = opts, } opts.topHeight, opts.bottomHeight, opts.noInset = ... end if panel.InjectPanelArgs then local default = panel:InjectPanelArgs() if default then for k, v in pairs(default) do if opts[k] == nil then opts[k] = v end end end end return opts end function View:RegisterPanel(name, panel, ...) if self.noTab then if #_PanelList[self] > 0 then error([[Can register only one panel into notab container.]], 2) end end if self:IsPanelRegistered(name) then error([[Cannot register panel (same name)]], 2) end GUI:Embed(panel, 'Owner') local opts = parseArgs(panel, ...) local data = { name = name, panel = panel, topHeight = opts.topHeight or self.GetTopHeight and self:GetTopHeight() or 0, bottomHeight = opts.bottomHeight or self.GetBottomHeight and self:GetBottomHeight() or 0, noInset = opts.noInset, } local offset if opts.before then local i, v = self:IsPanelRegistered(opts.before) if i then offset = i end elseif opts.after then local i, v = self:IsPanelRegistered(opts.after) if i then offset = i + 1 end end if offset then tinsert(_PanelList[self], offset, data) local selectTab = self:GetSelectedTab() if selectTab and selectTab >= offset then self:SelectTab(selectTab + 1) end else tinsert(_PanelList[self], data) end local padding = opts.padding or 10 panel:Hide() panel:SetOwner(self) panel:SetParent(opts.noInset and self.Inset2 or self.Inset) panel:ClearAllPoints() panel:SetPoint('TOPLEFT', padding, -padding) panel:SetPoint('BOTTOMRIGHT', -padding, padding) panel:SetFrameLevel(self.Inset:GetFrameLevel()+1) self:UpdateTab() if self.PortraitFrame then self.PortraitFrame:SetFrameLevel(max(panel:GetFrameLevel()+1, self.PortraitFrame:GetFrameLevel())) end return data end function View:UnregisterPanel(name) local i, v = self:IsPanelRegistered(name) if i then tremove(_PanelList[self], i) v.panel:Hide() v.panel:ClearAllPoints() v.panel:SetParent(nil) end end function View:IsPanelRegistered(name) for i, v in ipairs(_PanelList[self]) do if v.name == name then return i, v end end end function View:UnregisterAllPanels() for i, v in ipairs(_PanelList[self]) do v.panel:Hide() v.panel:ClearAllPoints() v.panel:SetParent(nil) end wipe(_PanelList[self]) end function View:EnableTab(index) local tabframe = self:GetTabFrame() if tabframe then tabframe:EnableTab(index) end end function View:DisableTab(index) local tabframe = self:GetTabFrame() if tabframe then tabframe:DisableTab(index) end end function View:SetTabEnabled(index, flag) local tabframe = self:GetTabFrame() if tabframe then tabframe:SetTabEnabled(index, flag) end end function View:SelectTab(index) self.selectTab = index local tabframe = self:GetTabFrame() if tabframe then tabframe:SetSelected(index) end end function View:SetTabText(index, text) local tabframe = self:GetTabFrame() if not tabframe then return end if _PanelList[self] and _PanelList[self][index] then _PanelList[self][index].name = text end tabframe:Refresh() end function View:GetPanelIndex(panel) for i, v in ipairs(_PanelList[self]) do if v.panel == panel then return i end end end function View:SelectPanel(panel) local index = self:GetPanelIndex(panel) if index then self:SelectTab(index) end end function View:EnablePanel(panel) local index = self:GetPanelIndex(panel) if index then self:EnableTab(index) end end function View:DisablePanel(panel) local index = self:GetPanelIndex(panel) if index then self:DisableTab(index) end end function View:SetPanelEnabled(panel, flag) local index = self:GetPanelIndex(panel) if index then self:SetTabEnabled(index, flag) end end function View:SetPanelText(panel, text) local index = self:GetPanelIndex(panel) if index then self:SetTabText(index, text) end end function View:GetSelectedTab() local tabframe = self:GetTabFrame() if tabframe then return tabframe:GetSelected() end end function View:GetSelectedPanel() local index = self:GetSelectedTab() return _PanelList[self][index] and _PanelList[self][index].panel end function View:GetPanelByIndex(index) return _PanelList[self][index] and _PanelList[self][index].panel end function View:FlashTab(index, flag) local tabframe = self:GetTabFrame() if tabframe then return tabframe:FlashTab(index, flag) end end function View:FlashTabByPanel(panel, flag) local index = self:GetPanelIndex(panel) if index then return self:FlashTab(index, flag) end end
local Button = require 'lbutton' local RadioB = require 'lradiobutton' local Skillpane = require 'skillpane' local MIN_AUTOSELECT_STRENGTH = 4 local function makeButtons(ranks) local t = {back = Button.new(0, love.window.getHeight() - 35, _G.quads.buttons.back), signals = Button.new(love.window.getWidth() - 110, 100, _G.quads.buttons.signals), } for i=1, #ranks do local b = RadioB.new(110, (i-1)*40 + 15, _G.quads.buttons.box_unselected, _G.quads.buttons.box_selected) if ranks[i] >= MIN_AUTOSELECT_STRENGTH then b:toggle() end t[i] = b end return t end local P = {} P.enter = function(self) local ranks = _G.profile:getSkillRanks() self.buttons = self.buttons or makeButtons(ranks) self.skillpane = Skillpane.new(150,11, ranks) end P.receiveClick = function(self, mx, my) if not self.hot then return end if self.hot == 'back' then _G.setMode() elseif type(self.hot) == 'number' then local b = self.buttons[self.hot] assert(b) b:toggle() elseif self.hot == 'signals' then local opts = {} for i=1, #self.buttons do opts[i] = self.buttons[i]:isSelected() end _G.tetrisOpts = opts _G.setMode('tetrisplay') end end P.receiveKeypress = function(self, key) if key == 'escape' then _G.setMode() end end P.update = function(self, dt) local hot local mx, my = love.mouse.getPosition() for k,b in pairs(self.buttons) do if b:isMouseOver(mx,my) then hot = k break end end self.hot = hot or self.skillpane:getMousedOverElem(mx, my) end P.draw = function(self) love.graphics.setColor(0xff, 0xff, 0xff) local batlas = _G.atlases.buttons local hatlas = _G.atlases.hot for k,b in pairs(self.buttons) do if self.hot == k then b:draw(hatlas) else b:draw(batlas) end end self.skillpane:draw() end return P
--- wrapper accepts encoder and decoder objects --- It combines them into one pipeline and output the picture and the message -- -- Wrapping encoder and decoder -- Input format {original image, message} local wrapper = nn.Sequential() local blank_plus_encoder = nn.ConcatTable() blank_plus_encoder:add(nn.SelectTable(1)) blank_plus_encoder:add(encoder) wrapper:add(blank_plus_encoder) -- input format {original, changed} local encoded_plus_transmitted = nn.ConcatTable() encoded_plus_transmitted:add(nn.SelectTable(2)) encoded_plus_transmitted:add(transmitter) wrapper:add(encoded_plus_transmitted) local blank_plus_decoder = nn.ParallelTable() blank_plus_decoder:add(nn.Identity()) blank_plus_decoder:add(decoder) wrapper:add(blank_plus_decoder) --- Reformatting input return wrapper
local rawmulti = angelsmods.marathon.rawmulti if not clowns.special_vanilla then data:extend( { { type = "recipe", name = "clowns-resource1-sluicing", category = "sluicing", enabled = false, icon = "__Clowns-Extended-Minerals__/graphics/icons/clowns-resource1.png", icon_size = 32, ingredients = { {type="item", name="clowns-resource1", amount=10}, {type="fluid", name="water", amount=10} }, results = { {type="fluid", name="water-saline", amount=10}, {type="item", name="iron-ore", amount=1, probability = 0.2,}, {type="item", name="tin-ore", amount=1, probability = 0.1,}, {type="item", name="crystal-dust", amount=1, probability = 0.1,}, {type="item", name="gold-ore", amount=1, probability = 0.05,}, {type="item", name="chrome-ore", amount=1, probability = 0.01,}, {type="item", name="platinum-ore", amount=1, probability = 0.01,} --Rare earth metals, zirconium }, energy_required = 5, subgroup = "water-washing", order = "k-b-a", }, { type = "recipe", name = "clowns-resource1-sluicing-advanced", category = "sluicing", enabled = false, icon = "__Clowns-Extended-Minerals__/graphics/icons/clowns-resource1.png", icon_size = 32, ingredients = { {type="item", name="clowns-resource1", amount=10}, {type="fluid", name="water", amount=10} }, results = { {type="fluid", name="water-saline", amount=10}, {type="item", name="gold-ore", amount=1, probability = 0.1,}, {type="item", name="chrome-ore", amount=1, probability = 0.03,}, {type="item", name="rutile-ore", amount=1, probability = 0.03,}, {type="item", name="platinum-ore", amount=1, probability = 0.03,}, {type="item", name="uranium-ore", amount=1, probability = 0.01,}, {type="item", name="thorium-ore", amount=1, probability = 0.01,}, }, energy_required = 5, subgroup = "water-washing", order = "k-b-b", } } ) end
------------------------------------------------------------ --------------------- yrp_scoreboard ----------------------- ------------------------------------------------------------ --------------------- Created by Flap ---------------------- ------------------------------------------------------------ ----------------- YourRolePlay Development ----------------- ----------- Thank you for using this scoreboard ------------ ----- Regular updates and lots of interesting scripts ------ --------- discord -> https://discord.gg/hqZEXc8FSE --------- ------------------------------------------------------------ local Keys = { ["ESC"] = 322, ["F1"] = 288, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["F10"] = 57, ["~"] = 243, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["-"] = 84, ["="] = 83, ["BACKSPACE"] = 177, ["TAB"] = 37, ["Q"] = 44, ["W"] = 32, ["E"] = 38, ["R"] = 45, ["T"] = 245, ["Y"] = 246, ["U"] = 303, ["P"] = 199, ["["] = 39, ["]"] = 40, ["ENTER"] = 18, ["CAPS"] = 137, ["A"] = 34, ["S"] = 8, ["D"] = 9, ["F"] = 23, ["G"] = 47, ["H"] = 74, ["K"] = 311, ["L"] = 182, ["LEFTSHIFT"] = 21, ["Z"] = 20, ["X"] = 73, ["C"] = 26, ["V"] = 0, ["B"] = 29, ["N"] = 249, ["M"] = 244, [","] = 82, ["."] = 81, ["LEFTCTRL"] = 36, ["LEFTALT"] = 19, ["SPACE"] = 22, ["RIGHTCTRL"] = 70, ["HOME"] = 213, ["PAGEUP"] = 10, ["PAGEDOWN"] = 11, ["DELETE"] = 178, ["LEFT"] = 174, ["RIGHT"] = 175, ["TOP"] = 27, ["DOWN"] = 173, ["NENTER"] = 201, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N+"] = 96, ["N-"] = 97, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118 } local idVisable = true ESX = nil Citizen.CreateThread(function() while ESX == nil do TriggerEvent(Config.general_config_settings.es_extended, function(obj) ESX = obj end) Citizen.Wait(10) end Citizen.Wait(128) ESX.TriggerServerCallback('yrp_scoreboard:getConnectedPlayers', function(connectedPlayers) UpdatePlayerTable(connectedPlayers) end) end) RegisterNetEvent('yrp_scoreboard:retrieveData') AddEventHandler('yrp_scoreboard:retrieveData', function(data) if Config.general_config_settings.job_grade_players then SendNUIMessage({ action = 'updateJobGradeAndName', name = data.name, jobName = data.jobName, jobGrade = data.jobGrade }) end end) Citizen.CreateThread(function() Citizen.Wait(3000) SendNUIMessage({ action = 'updateServerInfo', maxPlayers = GetConvarInt('sv_maxclients', 64), uptime = 'unknown', playTime = '00h 00m', }) TriggerServerEvent('yrp_scoreboard:retrieveData') end) RegisterNetEvent('yrp_scoreboard:updateConnectedPlayers') AddEventHandler('yrp_scoreboard:updateConnectedPlayers', function(connectedPlayers) UpdatePlayerTable(connectedPlayers) end) RegisterNetEvent('yrp_scoreboard:updatePing') AddEventHandler('yrp_scoreboard:updatePing', function(connectedPlayers) SendNUIMessage({ action = 'updatePing', players = connectedPlayers }) end) RegisterNetEvent('yrp_scoreboard:toggleID') AddEventHandler('yrp_scoreboard:toggleID', function(state) if state then idVisable = state else idVisable = not idVisable end SendNUIMessage({ action = 'toggleID', state = idVisable }) end) RegisterNetEvent('uptime:tick') AddEventHandler('uptime:tick', function(uptime) SendNUIMessage({ action = 'updateServerInfo', uptime = uptime }) end) function UpdatePlayerTable(connectedPlayers) local formattedPlayerList, num = {}, 1 local players = 0 for k,v in pairs(connectedPlayers) do if num == 1 then table.insert(formattedPlayerList, ('<tr><td>%s</td><td>%s</td><td>%s</td>'):format(v.name, v.id, v.ping)) num = 2 elseif num == 2 then table.insert(formattedPlayerList, ('<td>%s</td><td>%s</td><td>%s</td>'):format(v.name, v.id, v.ping)) num = 3 elseif num == 3 then table.insert(formattedPlayerList, ('<td>%s</td><td>%s</td><td>%s</td>'):format(v.name, v.id, v.ping)) num = 4 elseif num == 4 then table.insert(formattedPlayerList, ('<td>%s</td><td>%s</td><td>%s</td></tr>'):format(v.name, v.id, v.ping)) num = 1 end players = players + 1 if Config.general_config_settings.active_ems then if v.job == 'ambulance' then ems = "<i><div class='jobs ems fas fa-ambulance'></div></i>" else ems = ("<i><div class='jobsisnotonline ems fas fa-ambulance'></div></i>") end end if Config.general_config_settings.active_police then if v.job == 'police' then police = "<i><div class='jobs pd fas fa-bullhorn'></i>" else police = ("<i><div class='jobsisnotonline pd fas fa-bullhorn'></div></i>") end end if Config.general_config_settings.active_taxi then if v.job == 'taxi' then taxi = "<i><div class='jobs taxi fas fa-taxi'></div></i>" else taxi = ("<i><div class='jobsisnotonline taxi fas fa-taxi'></div></i>") end end if Config.general_config_settings.active_mechanic then if v.job == 'mechanic' or v.job == 'bennys' then mechanic = "<i><div class='jobs mech fas fa-wrench'></div></i>" else mechanic = ("<i><div class='jobsisnotonline mech fas fa-wrench'></div></i>") end end if Config.general_config_settings.active_miner then if v.job == 'miner' then miner = "<i><div class='jobs miner far fa-gem'></div></i>" else miner = ("<i><div class='jobsisnotonline miner far fa-gem'></div></i>") end end if Config.general_config_settings.active_farmer then if v.job == 'farmer' then farmer = "<i><div class='jobs farmer fas fa-tractor'></div></i>" else farmer = ("<i><div class='jobsisnotonline farmer fas fa-tractor'></div></i>") end end if Config.general_config_settings.active_fisherman then if v.job == 'fisherman' then fisherman = "<i><div class='jobs fisherman fas fa-fish'></div></i>" else fisherman = ("<i><div class='jobsisnotonline fisherman fas fa-fish'></div></i>") end end if Config.general_config_settings.active_trucker then if v.job == 'trucker' then trucker = "<i><div class='jobs trucker fas fa-truck'></div></i>" else trucker = ("<i><div class='jobsisnotonline trucker fas fa-truck'></div></i>") end end if Config.general_config_settings.illegal_actions then if v.job == 'police' then text = '<div class="illegal_actions"><h2> illegal actions are <i class="fas fa-check-circle"></i> </h2></div>' else text = '<div class="illegal_actions"><h2> illegal actions are <i class="fas fa-times-circle"></i> </h2></div>' end end end if num == 1 then table.insert(formattedPlayerList, '</tr>') end SendNUIMessage({ action = 'updatePlayerList', players = table.concat(formattedPlayerList) }) SendNUIMessage({ action = 'updatePlayerJobs', jobs = {ems = ems, police = police, taxi = taxi, mechanic = mechanic, miner = miner, farmer = farmer, fisherman = fisherman, trucker = trucker, player_count = players} }) SendNUIMessage({ action = 'updateIllegalActions', text = {text = text} }) end Citizen.CreateThread(function() while true do Citizen.Wait(1) if IsControlJustReleased(0, Keys['DELETE']) and IsInputDisabled(0) then ToggleScoreBoard() Citizen.Wait(100) -- D-pad up on controllers works, too! elseif IsControlJustReleased(0, 172) and not IsInputDisabled(0) then ToggleScoreBoard() Citizen.Wait(200) end end end) -- Close scoreboard when game is paused Citizen.CreateThread(function() while true do Citizen.Wait(500) if IsPauseMenuActive() and not IsPaused then IsPaused = true SendNUIMessage({ action = 'close' }) elseif not IsPauseMenuActive() and IsPaused then IsPaused = false end end end) function ToggleScoreBoard() SendNUIMessage({ action = 'toggle' }) end Citizen.CreateThread(function() local playMinute, playHour = 0, 0 while true do Citizen.Wait(2000 * 60) -- every minute playMinute = playMinute + 1 if playMinute == 60 then playMinute = 0 playHour = playHour + 1 end SendNUIMessage({ action = 'updateServerInfo', playTime = string.format("%02dh %02dm", playHour, playMinute) }) end end)
------------------------------------------------------------------------ -- brill.lua -- Copyright 2021 Martin Sievers -- -- This work may be distributed and/or modified under the -- conditions of the LaTeX Project Public License, either version 1.3 -- of this license or (at your option) any later version. -- The latest version of this license is in -- http://www.latex-project.org/lppl.txt -- and version 1.3 or later is part of all distributions of LaTeX -- version 2005/12/01 or later. -- -- This work has the LPPL maintenance status `maintained'. -- -- The Current Maintainer of this work is Martin Sievers -- -- This work consists of the files -- brill.cls -- brill.lua -- CorpusAvesticum.tex -- muya.bbx -- muya.cbx -- muya.dbx -- muya.lua -- xindex-brill.lua -- xindex-muya.lua -- xindex-muyaPassages.lua -- -- 2021/06/20 v0.90.0 function my_upper ( str ) local z = '' local sectioncmd = '' local argument = '' print ('AAA' .. str .. 'BBB') sectioncmd, argument = string.match (str, "^([^{]-){(.+)}$")--$ print ('AAA' .. sectioncmd .. 'BBB') -- First, replace all spaces within a pair of braces with \0 to differentiate -- them from whitespace outside. for s in argument:gsub("(%{.-%})", function(x) return x:gsub("%s+", "DDD") end):gmatch "%S+" do z = z .. s:gsub("%z+", " ") end -- First, uppercase all starting lowercase letters ('%l' in Lua jargon) -- "starting": %l is preceded by whitespace, {, or [ -- z = z:gsub ( "[%s%[]%l" , string.upper ) -- z = z:gsub ( "%s%l" , string.upper ) -- Next, undo upper-casing for some words -- z = z:gsub ( "\0 " , ' ') z = z:gsub ( " A " , string.lower ) z = z:gsub ( " An " , string.lower ) z = z:gsub ( " The " , string.lower ) z = z:gsub ( " And " , string.lower ) z = z:gsub ( " As " , string.lower ) z = z:gsub ( " At " , string.lower ) z = z:gsub ( " But " , string.lower ) z = z:gsub ( " By " , string.lower ) z = z:gsub ( " For " , string.lower ) z = z:gsub ( " Or " , string.lower ) z = z:gsub ( " Nor " , string.lower ) z = z:gsub ( " Van " , string.lower ) z = z:gsub ( " De " , string.lower ) z = z:gsub ( " In " , string.lower ) z = z:gsub ( " on " , string.lower ) z = z:gsub ( " Of " , string.lower ) z = z:gsub ( " To " , string.lower ) -- z = sectioncmd .. "{" .. z .. "}" return z end function do_titlecasing ( s ) s = s:gsub ( "\\chapter%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\chapter%*?%s*%b{}", my_upper ) s = s:gsub ( "\\addchap%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\section%*?%s*%b{}", my_upper ) s = s:gsub ( "\\section%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\addsec%*?%s*%b{}", my_upper ) s = s:gsub ( "\\subsection%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subsection%*?%s*%b{}", my_upper ) s = s:gsub ( "\\addsubsec%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subsubsection%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subsubsection%*?%s*%b{}", my_upper ) s = s:gsub ( "\\addsubsubsec%*?%s*%b{}", my_upper ) s = s:gsub ( "\\subthreesection%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subthreesection%*?%s*%b{}", my_upper ) s = s:gsub ( "\\subfoursection%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subfoursection%*?%s*%b{}", my_upper ) s = s:gsub ( "\\subfivesection%*?%s*%b[]%s*%b{}", my_upper ) s = s:gsub ( "\\subfivesection%*?%s*%b{}", my_upper ) s = s:gsub ( "\\minisec%*?%s*%b{}", my_upper ) return s end
local mail = require "resty.mail" print("Start") local mailer, err = mail.new({ host = "mail.codimeo.com", port = 587, starttls = true, -- AUTH type ne fonctionne pas avec servage.net --auth_type = 'login', username = "nizar.ayed@codimeo.com", password = "11Janvier1996", }) if err then print("mail.new error: " .. err) ngx.log(ngx.ERR, "mail.new error: ", err) return ngx.exit(ngx.HTTP_INTERNAL_SERVER_ERROR) else print(mailer.options.host) end local ok, err = mailer:send({ from = "Master Splinter <noreply@meo.codimeo.com>", to = { "nizar.ayed@upgrade-code.org" }, subject = "Pizza is here!", text = "There's pizza in the sewer.", html = "<h1>There's pizza in the sewer.</h1>", attachments = { { filename = "toppings.txt", content_type = "text/plain", content = "1. Cheese\n2. Pepperoni", }, }, }) if err then print("mail.send error: " .. err) ngx.log(ngx.ERR, "mailer:send error: ", err) return ngx.exit(ngx.HTTP_INTERNAL_SERVER_ERROR) elseif ok then print("email sent ") end
shell.run("rm startup") print("Arquivo \"startup\" deletado.") print("Digite a chave do pastebin:") inputTerm = read() shell.run("pastebin get ",inputTerm," startup") print("Reiniciando computador ...") shell.run("reboot")
if not modules then modules = { } end modules ['mtx-youless'] = { version = 1.002, comment = "script to fetch data from kwh meter polling device", author = "Hans Hagen, PRAGMA-ADE, Hasselt NL", copyright = "PRAGMA ADE", license = "see context related readme files" } -- This script can fetch data from a youless device (http://www.youless.nl/) where data -- is merged into a file. The data concerns energy consumption (current wattage as well -- as kwh usage). There is an accompanying module to generate graphics. require("util-you") local formatters = string.formatters -- the script local helpinfo = [[ <?xml version="1.0"?> <application> <metadata> <entry name="name">mtx-youless</entry> <entry name="detail">youless Fetcher</entry> <entry name="version">1.00</entry> </metadata> <flags> <category name="basic"> <subcategory> <flag name="collect"><short>collect data from device</short></flag> <flag name="nobackup"><short>don't backup old datafile</short></flag> <flag name="nofile"><short>don't write data to file (for checking)</short></flag> <flag name="kwh"><short>summative kwh data</short></flag> <flag name="watt"><short>collected watt data</short></flag> <flag name="host"><short>ip address of device</short></flag> </subcategory> </category> </flags> <examples> <category> <title>Example</title> <subcategory> <example><command>mtxrun --script youless --collect --host=192.168.2.50 --kwh</command></example> <example><command>mtxrun --script youless --collect --host=192.168.2.50 --watt somefile.lua</command></example> </subcategory> </category> </examples> </application> ]] local application = logs.application { name = "mtx-youless", banner = "YouLess Fetcher 1.00", helpinfo = helpinfo, } local report = application.report scripts = scripts or { } scripts.youless = scripts.youless or { } function scripts.youless.collect() local host = environment.arguments.host local variant = environment.arguments.kwh and "kwh" or environment.arguments.watt and "watt" local nobackup = environment.arguments.nobackup local nofile = environment.arguments.nofile local password = environment.arguments.password local filename = environment.files[1] if not variant then report("provide variant --kwh or --watt") return else report("using variant %a",variant) end if not host then host = "192.168.2.50" report("using default host %a",host) else report("using host %a",host) end if nobackup then report("not backing up data file") end if not filename and not nofile then filename = formatters["youless-%s.lua"](variant) end if filename ~= "" then report("using file %a",filename) end local data = utilities.youless.collect { filename = filename, host = host, variant = variant, nobackup = nobackup, password = password, } if type(data) ~= "table" then report("no data collected") elseif filename == "" then report("data collected but not saved") end report("current time %a",os.now()) end if environment.argument("collect") then scripts.youless.collect() elseif environment.argument("exporthelp") then application.export(environment.argument("exporthelp"),environment.files[1]) else application.help() end
-------------------------------------------------------------------------------- -- Mob Framework Settings Mod by Sapier -- -- You may copy, use, modify or do nearly anything except removing this -- copyright notice. -- And of course you are NOT allowed to pretend you have written it. -- --! @file tab_restore_mobs.lua --! @brief settings gui for mobf --! @copyright Sapier --! @author Sapier --! @date 2014-05-30 -- -- Contact sapier a t gmx net -------------------------------------------------------------------------------- local function get_formspec(tabview, name, tabdata) if tabdata.selected_entry == nil then tabdata.selected_entry = 0 end local tablehead = "Mobtype,Reason,Owner," local content = "" for n=1,#mobf.current_preserve_list, 1 do if mobf.current_preserve_list[n].owner == tabdata.playername or tabdata.is_admin then content = content .. mobf.current_preserve_list[n].modname .. ":" .. mobf.current_preserve_list[n].name .. "," .. mobf.current_preserve_list[n].reason .. "," .. mobf.current_preserve_list[n].owner if n ~= #mobf.current_preserve_list then content = content .. "," end end end local retval = "tablecolumns[text,width=16;text,width=25;text,width=6]" .. "table[0.25,0.25;11.25,8;tbl_lost_and_found;" .. tablehead .. content .. ";" .. tabdata.selected_entry .. "]" if tabdata.selected_entry ~= 0 then retval = retval .. "button[0.25,8.5;3.75,0.5;btn_restore_mob;" .. fgettext("Take") .. "]" end return retval end local function handle_settings_buttons(self, fields, tabname, tabdata) if fields["tbl_lost_and_found"] then local event = core.explode_table_event(fields["tbl_lost_and_found"]) if event.type == "CHG" then tabdata.selected_entry = event.row end return true; end if fields["btn_restore_mob"] then local elementcount = 0 local player = core.get_player_by_name(tabdata.playername) if not player then return true end for i=1,#mobf.current_preserve_list,1 do mobf_assert_backtrace(tabdata ~= nil) mobf_assert_backtrace(mobf.current_preserve_list[i] ~= nil) if mobf.current_preserve_list[i].owner == tabdata.playername or tabdata.isadmin then elementcount = elementcount +1 end if elementcount == (tabdata.selected_entry-1) then --ADD to inventory local inventory_add_result = player:get_inventory():add_item("main", mobf.current_preserve_list[i].modname ..":".. mobf.current_preserve_list[i].name.." 1") --remove from list if inventory_add_result:is_empty() then table.remove(mobf.current_preserve_list,i) mobf_set_world_setting("mobf_preserve_mobs", core.serialize(mobf.current_preserve_list)) end return true end end return true end return false end mobf_settings_tab_preserve = { name = "preserve", caption = fgettext("Lost mobs"), cbf_formspec = get_formspec, cbf_button_handler = handle_settings_buttons, tabsize = {width=12,height=9} }
local E, C, L = select(2, ...):unpack() if not C.actionbar.bars.enable then return end ---------------------------------------------------------------------------------------- -- ActionBar (modified from ShestakUI) ---------------------------------------------------------------------------------------- local _G = _G local CreateFrame = CreateFrame local GetActionTexture = GetActionTexture local RegisterStateDriver = RegisterStateDriver local unpack = unpack local UIParent = _G.UIParent local cfg = C.actionbar.bars.bar1 local num = NUM_ACTIONBAR_BUTTONS local bar = CreateFrame("Frame", "DarkUI_ActionBar1Holder", UIParent, "SecureHandlerStateTemplate") bar:SetPoint(unpack(cfg.pos)) bar:SetHeight(cfg.button.size) bar:SetWidth(num * cfg.button.size + (num - 1) * cfg.button.space) for i = 1, num do local button = _G["ActionButton" .. i] button:SetSize(cfg.button.size, cfg.button.size) button:ClearAllPoints() button:SetParent(bar) if i == 1 then button:SetPoint("BOTTOMLEFT", bar, 0, 0) else local previous = _G["ActionButton" .. i - 1] button:SetPoint("LEFT", previous, "RIGHT", cfg.button.space, 0) end end local Page = { ["DRUID"] = "[bonusbar:1,nostealth] 7; [bonusbar:1,stealth] 8; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10;", ["ROGUE"] = "[bonusbar:1] 7;", ["DEFAULT"] = "[possessbar] 12; [shapeshift] 13; [overridebar] 14; [vehicleui] 12; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6;", } local function GetBar() local condition = Page["DEFAULT"] local class = E.class local page = Page[class] if page then condition = condition .. " " .. page end condition = condition .. " 1" return condition end bar:RegisterEvent("PLAYER_LOGIN") bar:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR") bar:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR") bar:SetScript("OnEvent", function(self, event) if event == "PLAYER_LOGIN" then for i = 1, num do local button = _G["ActionButton" .. i] self:SetFrameRef("ActionButton" .. i, button) end self:Execute([[ buttons = table.new() for i = 1, 12 do table.insert(buttons, self:GetFrameRef("ActionButton"..i)) end ]]) self:SetAttribute("_onstate-page", [[ for i, button in ipairs(buttons) do button:SetAttribute("actionpage", tonumber(newstate)) end ]]) RegisterStateDriver(self, "page", GetBar()) elseif event == "UPDATE_VEHICLE_ACTIONBAR" or event == "UPDATE_OVERRIDE_ACTIONBAR" then for i = 1, num do local button = _G["ActionButton" .. i] local action = button.action local icon = button.icon if action >= 120 then local texture = GetActionTexture(action) if texture then icon:SetTexture(texture) icon:Show() else if icon:IsShown() then icon:Hide() end end end end end end)
-- This file is subject to copyright - contact swampservers@gmail.com for more information. -- INSTALL: CINEMA SWEP.Base = "weapon_popcorn" SWEP.PrintName = "Sandcorn"
local part = workspace.FloatingPart local mass = part:GetMass() local attachment = Instance.new("Attachment") attachment.Parent = part local vectorForce = Instance.new("VectorForce") vectorForce.Force = Vector3.new(0,mass * workspace.Gravity,0) vectorForce.Attachment0 = attachment vectorForce.Parent = part local part = workspace.TouchPart part.Touched:Connect(function(hit) print(hit) end) local part = workspace.TouchPart local function printHitName(hit) print(hit) end part.Touched:Connect(printHitName)
--[[ 2020-2021 Xalalau Xubilozo. MIT License https://xalalau.com/ --]] -- Live reload the addon when a file is modified -- Note: UNSAFE! BS will be rebuilt itself exposed to the common addons environment and there may come detoured functions function BS:LiveReloading_Set() local name = "BS_LiveReloading" if self.devMode and not timer.Exists(name) then timer.Create(name, 0.2, 0, function() for k,v in pairs(self:Utils_GetFilesCreationTimes()) do if v ~= self.filenames[k] then MsgC(self.colors.reload, self.alert .. " Reloading...\n") self:Detours_Remove() self.reloaded = true self.__G.BS_reloaded = true timer.Simple(0.01, function() include("bs/init.lua") self.__G.BS_reloaded = nil end) timer.Remove(name) end end end) end end
return { sharp = { 15, 9, 12, 20 }, sharpp = { 15, 9, 12, 31 } }
-- A util library for bgfx examples local util = {} local iup = require "iuplua" local bgfx = require "bgfx" local math3d = require "math3d" local adapter = require "mathadapter" local function save_ppm(filename, data, width, height, pitch) local f = assert(io.open(filename, "wb")) f:write(string.format("P3\n%d %d\n255\n",width, height)) local line = 0 for i = 0, height-1 do for j = 0, width-1 do local r,g,b,a = string.unpack("BBBB",data,i*pitch+j*4+1) f:write(r," ",g," ",b," ") line = line + 1 if line > 8 then f:write "\n" line = 0 end end end f:close() end local function save_screenshot(filename) local name , width, height, pitch, data = bgfx.get_screenshot() if name then local size = #data if size < width * height * 4 then -- not RGBA return end print("Save screenshot to ", filename) save_ppm(filename, data, width, height, pitch) end end local shader_path local function init_shader_path(caps) local path = { NOOP = "dx9", DIRECT3D9 = "dx9", DIRECT3D11 = "dx11", DIRECT3D12 = "dx11", GNM = "pssl", METAL = "metal", OPENGL = "glsl", OPENGLES = "essl", VULKAN = "spirv", } shader_path = "shaders/".. (assert(path[caps.rendererType])) .."/" end do local function load_shader(name) local filename = shader_path .. name .. ".bin" local f = assert(io.open(filename, "rb")) local data = f:read "a" f:close() local h = bgfx.create_shader(data) bgfx.set_name(h, filename) return h end local function load_shader_uniforms(name) local h = load_shader(name) local uniforms = bgfx.get_shader_uniforms(h) return h, uniforms end local function uniform_info(uniforms, handles) for _, h in ipairs(handles) do local name, type, num = bgfx.get_uniform_info(h) if uniforms[name] == nil then uniforms[name] = { handle = h, name = name, type = type, num = num } end end end local function programLoadEx(vs,fs, uniform) local vsid, u1 = load_shader_uniforms(vs) local fsid, u2 if fs then fsid, u2 = load_shader_uniforms(fs) end uniform_info(uniform, u1) if u2 then uniform_info(uniform, u2) end return bgfx.create_program(vsid, fsid, true), uniform end function util.programLoad(vs,fs, uniform) if uniform then return programLoadEx(vs,fs, uniform) else local vsid = load_shader(vs) local fsid = fs and load_shader(fs) return bgfx.create_program(vsid, fsid, true) end end function util.computeLoad(cs) local csid = load_shader(cs) return bgfx.create_program(csid, true) end end do local mesh_decode = {} local vb_header = "<" .. string.rep("f", 4+6+16) -- local vb_data = { "!", "", nil, nil } -- local ib_data = { "", nil, nil } local function read_mesh_header(group, data, offset) local tmp = { string.unpack(vb_header, data, offset) } group.sphere = { table.unpack(tmp,1,4) } group.aabb = { table.unpack(tmp,5,10) } group.obb = { table.unpack(tmp,11,26) } return tmp[27] end mesh_decode["VB \1"] = function(mesh, group, data, offset) offset = read_mesh_header(mesh, data, offset) local stride, numVertices mesh.vdecl, stride, offset = bgfx.vertex_layout(data, offset) numVertices, offset = string.unpack("<I2", data, offset) local size = stride * numVertices local vb_data = bgfx.memory_buffer(data, offset, size) group.vb = bgfx.create_vertex_buffer(vb_data, mesh.vdecl) return offset + size end mesh_decode["IB \0"] = function(mesh, group, data, offset) local numIndices numIndices, offset = string.unpack("<I4", data, offset) local size = numIndices * 2 local ib_data = bgfx.memory_buffer(data, offset, size) group.ib = bgfx.create_index_buffer(ib_data) return offset + size end mesh_decode["IBC\0"] = function(mesh, group, data, offset) error "Unsupport Compressed IB" end mesh_decode["PRI\0"] = function(mesh, group, data, offset) local material, num material, num, offset = string.unpack("<s2I2", data, offset) -- no used group.prim = {} for i=1,num do local p = {} p.name, p.startIndex, p.numIndices, p.startVertex, p.numVertices, offset = string.unpack("<s2I4I4I4I4", data, offset) offset = read_mesh_header(p, data, offset) table.insert(group.prim, p) end local tmp = {} for k,v in pairs(group) do group[k] = nil tmp[k] = v end table.insert(mesh.group, tmp) return offset end function util.meshLoad(filename) local f = assert(io.open(filename,"rb")) local data = f:read "a" f:close() local mesh = { group = {} } local offset = 1 local group = {} while true do local tag = data:sub(offset, offset+3) if tag == "" then break end local decoder = mesh_decode[tag] if not decoder then error ("Invalid tag " .. tag) end offset = decoder(mesh, group, data, offset + 4) end return mesh end end function util.meshUnload(mesh) for _,group in ipairs(mesh.group) do bgfx.destroy(group.ib) bgfx.destroy(group.vb) end end function util.meshSubmit(mesh, id, prog) local g = mesh.group local n = #g for i=1,n do local group = g[i] bgfx.set_index_buffer(group.ib) bgfx.set_vertex_buffer(group.vb) bgfx.submit(id, prog, 0, i ~= n and "" or "ivs") end end function util.meshSubmitState(mesh, state, mtx) bgfx.set_transform(mtx) bgfx.set_state(state.state) for _, texture in ipairs(state.textures) do bgfx.set_texture(texture.stage,texture.sampler,texture.texture,texture.flags) end local g = mesh.group local n = #g for i=1,n do local group = g[i] bgfx.set_index_buffer(group.ib) bgfx.set_vertex_buffer(group.vb) bgfx.submit(state.viewId, state.program, 0, i ~= n and "" or "ivs") end end function util.textureLoad(filename, info) local f = assert(io.open(filename, "rb")) local imgdata = f:read "a" f:close() local h = bgfx.create_texture(imgdata, info) bgfx.set_name(h, filename) return h end local init_flag function util.init(args) local canvas = assert(args.canvas) local function init() bgfx.init { renderer = args.renderer, format = args.format, width = args.width, height = args.height, reset = args.reset, debug = args.debug, profile = args.profile, getlog = args.getlog, numBackBuffers = args.numBackBuffers, maxFrameLatency = args.maxFrameLatency, -- platform data ndt = args.ndt, nwh = iup.GetAttributeData(canvas,"HWND"), context = args.context, backBuffer = args.backBuffer, backBufferDS = args.backBufferDS, } util.caps = bgfx.get_caps() math3d.set_homogeneous_depth(util.caps.homogeneousDepth) init_shader_path(util.caps) init_flag = true bgfx.set_debug "T" end function canvas:resize_cb(w,h) if init_flag == nil then init() if args.init then args.init(w,h) end init_flag = true end if args.resize then args.resize(w,h) end end local debug function canvas:keypress_cb(key, press) if press == 0 then return end if key == iup.K_F1 then debug = not debug bgfx.set_debug(debug and "ST" or "T") elseif key == iup.K_F12 then bgfx.request_screenshot() end end end function util.run(f) iup.SetIdle(function () assert(init_flag) save_screenshot "screenshot.ppm" local ok , err = xpcall(f, debug.traceback) if not ok then print(err) iup.SetIdle() end return iup.DEFAULT end) iup.MainLoop() iup.Close() if init_flag then bgfx.shutdown() end end return util
local Packages = script.Parent.Parent.Parent.Parent.Parent.Parent local Roact = require(Packages.Roact) local Core = Packages.UIBlox.Core local withStyle = require(Core.Style.withStyle) local App = Packages.UIBlox.App local CheckboxList = require(App.InputButton.CheckboxList) local MulitlineCheckboxDemo = Roact.PureComponent:extend("MulitlineCheckboxDemo") function MulitlineCheckboxDemo:render() return withStyle(function(style) return Roact.createElement(CheckboxList, { atMost = 3, checkboxes = { { label = "Selected and Disabled", isSelected = true, isDisabled = true, }, { label = "Unselected and Disabled", isSelected = false, isDisabled = true, }, { label = "Selected and Enabled", isSelected = true, isDisabled = false, }, "Unselected and Enabled", "This is a checkbox that has an absurd amount of text in its label to demonstrate wrapping", }, onActivated = function() end, elementSize = UDim2.new(0, 400, 0, 60), layoutOrder = 1, }) end) end return { summary = "This CheckboxList can have up to 3 boxes selected at a time", story = MulitlineCheckboxDemo, }
-- -- Created by IntelliJ IDEA. -- User: Kunkka -- Date: 7/20/17 -- Time: 09:37 -- To change this template use File | Settings | File Templates. -- DEBUG = 2 -- use framework, will disable all deprecated API, false - use legacy API CC_USE_FRAMEWORK = true
return {'eldorado','elders','eldorado','elders','eldering','elderhorst','elderson','elderkamp','elderman','eldorados'}
------------------------------------------------------------------------ -- muya.lua -- Copyright 2018-2021 Martin Sievers -- -- This work may be distributed and/or modified under the -- conditions of the LaTeX Project Public License, either version 1.3 -- of this license or (at your option) any later version. -- The latest version of this license is in -- http://www.latex-project.org/lppl.txt -- and version 1.3 or later is part of all distributions of LaTeX -- version 2005/12/01 or later. -- -- This work has the LPPL maintenance status `maintained'. -- -- The Current Maintainer of this work is Martin Sievers -- -- This work consists of the files -- brill.cls -- brill.lua -- CorpusAvesticum.tex -- muya.bbx -- muya.cbx -- muya.dbx -- muya.lua -- xindex-brill.lua -- xindex-muya.lua -- xindex-muyaPassages.lua -- -- 2021/09/11 v0.95.0 local ustring = require( 'ustring' ) function modifySorting() local match = '' local n = 0 local g = io.open( "passages-mod.idx", "w+" ) -- for starred index macros like \Passages* -- TODO: What about letters within the passage id? for line in io.lines( "passages.idx" ) do --texio.write_nl("Vorher: " .. line) match, n = string.gsub( line, "\\gls%s*{([^}]*)}\\nobreak%s*\\hspace%s*{\\fontdimen 2\\font%s*}([%-%.%d%a]+)@\\textup%s*{.+}|", function(a,b) return get_sortentry_star( a, b ) end ) if n == 0 then -- now for unstarred variant match, n = string.gsub( line, "\\gls%s*{([^}]*)}\\nobreak%s*\\hspace%s*{\\fontdimen 2\\font%s*}([%-%.%d%a]+)|", function( a, b ) return get_sortentry( a, b ) end ) end --texio.write_nl("Treffer: " .. n) --texio.write_nl("Nachher: " .. match) g:write(match .. "\n") -- f:close() end g:close() end function get_sortentry( a, b ) -- we have to analyse b to get a correct sort string local res = "" if b:match( "^%d+$" ) then res = res .. string.format( "%03d", b ) .. ".000" else for v, w in string.gmatch( b, "(%d+)([%-%.]*)" ) do res = res .. string.format( "%03d%s", v, w ) end for last in string.gmatch( b, ".+[%-%.]([^%-%.]+)$" ) do if last:match( "^%d+$" ) then res = res .. string.format( "%03d", last ) else res = res .. last end end end return string.format( "%s%s@%s\\nobreak\\hspace{\\fontdimen 2\\font}%s|", a, res, a, b ) end function get_sortentry_star( a, b ) -- we have to analyse b to get a correct sort string local res = "" if b:match( "^%d+$" ) then res = res .. string.format( "%03d", b ) .. ".000" else for v, w in string.gmatch( b, "(%d+)([%-%.])" ) do res = res .. string.format( "%03d%s", v, w ) end for last in string.gmatch( b, ".+[%-%.]([^%-%.]+)$" ) do if last:match( "^%d+$" ) then res = res .. string.format( "%03d", last ) else res = res .. last end end end return string.format( "%s%s@%s\\nobreak\\hspace{\\fontdimen 2\\font}\\textup{%s}|", a, res, a, b ) end -- see if the file exists function file_exists( file ) local f = io.open( file, "rb" ) if f then f:close() end return f ~= nil end -- get all lines from a file, returns an empty -- list/table if the file does not exist function lines_from( file ) if not file_exists( file ) then return {} end lines = {} for line in io.lines( file ) do lines[#lines + 1] = line end return lines end function sortGlossary( l ) -- tests the functions above local file = status.filename local outfile = 'dictionaryconv.tex' if l == nil or l == '' then texio.write_nl( "Glossary language must not be empty" ) else glosslang = l --texio.write_nl( "Found sorting language: " .. glosslang ) end if not file_exists( file ) then return {} end local lines = lines_from( file ) local text = "" local sublemmatext = "" local subsublemmatext = "" local subsubsublemmatext = "" --local str = "" local prevlemma = "" local prevsublemma = "" local prevsublemmastar = "" local prevsubsublemma = "" local prevsubsublemmastar = "" local prevsubsubsublemma = "" local prevsubsubsublemmastar = "" local lemma = "" local sublemma = "" local subsublemma = "" local subsubsublemma = "" local lemmacontent = "" local sublemmacontent = "" local sublemmastarcontent = "" local subsublemmacontent = "" local subsublemmastarcontent = "" local subsubsublemmacontent = "" local subsubsublemmastarcontent = "" -- local result = {} local sl = {} local slstar = {} local ssl = {} local sslstar = {} local sssl = {} local ssslstar = {} -- local is_sublemmastar = false local is_subsublemmastar = false local is_subsubsublemmastar = false -- local newkeys = {} local is_indictionary = false local is_insublemmata = false local is_insubsublemmata = false local is_insubsubsublemmata = false local f = assert( io.open(outfile, "w+") ) local hash = {} local res = {} -- we define a loop routine for each possible language -- Gujarati if glosslang == "Guj" then for k, v in pairs( lines ) do -- get line k and process it local str = lines[k] if string.match( str, "^%s*\\begin{Dictionary}" ) then f:write( "\\begin{ModDictionary}" ) is_indictionary = true elseif string.match( str, "^%s*\\begin{Sublemmata}" ) then is_insublemmata = true -- Write line to top-level structure sublemmacontent = "\n\\begin{Sublemmata}\n" -- define empty tables for sublemmata environment sl = {} slstar = {} elseif string.match( str, "^%s*\\begin{Subsublemmata}" ) then is_insubsublemmata = true -- Write line to top-level structure subsublemmacontent = "\n\\begin{Subsublemmata}\n" -- define empty tables for sublemmata environment ssl = {} sslstar = {} elseif string.match( str, "^%s*\\begin{Subsubsublemmata}" ) then is_insubsubsublemmata = true -- Write line to top-level structure subsubsublemmacontent = "\n\\begin{Subsubsublemmata}\n" -- define empty tables for sublemmata environment sssl = {} ssslstar = {} elseif string.match( str, "^%s*\\end{Subsubsublemmata}" ) then if next( ssslstar ) ~= nil then subsubsublemmastarcontent = '' local lastval = sssl[prevsubsubsublemma] ssslstar[prevsubsubsublemma] = lastval sssl[prevsubsubsublemma] = nil newkeys = sortLemma( ssslstar ) local firstentry = true for _, k in ipairs( newkeys ) do if firstentry == true then sssl[k] = ssslstar[k] firstentry = false prevsubsubsublemma = k else subsubsublemmastarcontent = subsubsublemmastarcontent .. "\n" .. '\\Subsubsublemma*{' .. removesortid( k ) .. '}' .. ssslstar[k] end end local lastval = sssl[prevsubsubsublemma] sssl[prevsubsubsublemma] = lastval .. subsubsublemmastarcontent -- Empty table ssslstar ssslstar = {} end newkeys = sortLemma( sssl ) for _, k in ipairs( newkeys ) do subsubsublemmacontent = subsubsublemmacontent .. '\\Subsubsublemma{' .. removesortid( k ) .. '}' .. sssl[k] .. "\n" end local lastval = ssl[prevsubsublemma] ssl[prevsubsublemma] = lastval .. subsubsublemmacontent .. "\n\\end{Subsubsublemmata}" is_insubsubsublemmata = false elseif string.match( str, "^%s*\\end{Subsublemmata}" ) then if next( sslstar ) ~= nil then subsublemmastarcontent = '' local lastval = ssl[prevsubsublemma] sslstar[prevsubsublemma] = lastval ssl[prevsubsublemma] = nil newkeys = sortLemma( sslstar ) local firstentry = true for _, k in ipairs( newkeys ) do if firstentry == true then ssl[k] = sslstar[k] firstentry = false prevsubsublemma = k else subsublemmastarcontent = subsublemmastarcontent .. "\n" .. '\\Subsublemma*{' .. removesortid( k ) .. '}' .. sslstar[k] end end local lastval = ssl[prevsubsublemma] ssl[prevsubsublemma] = lastval .. subsublemmastarcontent -- Empty table slstar sslstar = {} end newkeys = sortLemma( ssl ) for _, k in ipairs( newkeys ) do subsublemmacontent = subsublemmacontent .. '\\Subsublemma{' .. removesortid( k ) .. '}' .. ssl[k] .. "\n" end local lastval = sl[prevsublemma] sl[prevsublemma] = lastval .. subsublemmacontent .. "\\end{Subsublemmata}" is_insubsublemmata = false elseif string.match( str, "^%s*\\end{Sublemmata}" ) then --texio.write_nl("End sublemmata") --[[ check whether last entry was a sublemma*. Then we have to add slstar to the latest sublemma first ]] if next( slstar ) ~= nil then -- There are \Sublemma* to sort sublemmastarcontent = '' -- Add sublemma to table of sublemma* for sorting local lastval = sl[prevsublemma] slstar[prevsublemma] = lastval -- Remove it from sublemma table sl[prevsublemma] = nil -- sort slstar newkeys = sortLemma( slstar ) -- use the keys to retrieve the values in the sorted order -- we write the sorted content to the top level structure local firstentry = true for _, k in ipairs( newkeys ) do -- Put the first element back in sublemma table if firstentry == true then sl[k] = slstar[k] firstentry = false prevsublemma = k -- All other elements are handeled as sublemma* else sublemmastarcontent = sublemmastarcontent .. "\n" .. '\\Sublemma*{' .. removesortid( k ) .. '}' .. slstar[k] end end -- put it into table with key of last \Sublemma local lastval = sl[prevsublemma] sl[prevsublemma] = lastval .. sublemmastarcontent -- Empty table slstar slstar = {} end -- now sort sublemma entries in sl table newkeys = sortLemma( sl ) -- use the keys to retrieve the values in the sorted order -- we write the sorted content to the top level structure for _, k in ipairs( newkeys ) do sublemmacontent = sublemmacontent .. '\\Sublemma{' .. removesortid( k ) .. '}' .. sl[k] .. "\n" end lemmacontent = lemmacontent .. sublemmacontent .. "\\end{Sublemmata}" is_insublemmata = false elseif string.match( str, "^%s*\\end{Dictionary}" ) then -- we reached the end of the dictionary -- write last lemma to file if prevlemma and prevlemma ~= '' then result[prevlemma] = lemmacontent end -- start sorting process newkeys = sortLemma( result ) -- use the keys to retrieve the values in the sorted order for _, k in ipairs( newkeys ) do f:write( '\n\\Lemma{' .. removesortid( k ) .. '}' .. result[k] ) -- get the first letter of the lemma local first = ustring.sub( removesortid( k ), 1, 1 ) --texio.write_nl(first) -- check whether the letter is already known and not - if not hash[first] and first ~= "-" then res[#res+1] = first hash[first] = true end end -- if lines follow they should be processed as well f:write( '\n\\end{ModDictionary}', "\n" ) local sequenceofletters = "" for k, v in pairs( res ) do if sequenceofletters == "" then sequenceofletters = v else sequenceofletters = sequenceofletters .. ", " .. v end end tex.sprint( [[\makeatletter\immediate\write\@mainaux{\string\ifltxcounter{numberofglossaries} {}{\string\newcounter{numberofglossaries}}\string\stepcounter{numberofglossaries}}\makeatother]] ) tex.sprint( [[\makeatletter\write\@mainaux{\string\csxdef{@sequenceofletters\arabic{numberofglossaries}}{]],sequenceofletters,"}}",[[\makeatother]] ) is_indictionary = false else -- lines in-between environments if is_indictionary == false then else if is_insubsubsublemmata == true then subsubsublemma, subsubsublemmatext = string.match( str, "^%s*\\Subsubsublemma%*(%b{})(.*)$" )--$ is_subsubsublemmastar = true if not subsubsublemma or subsubsublemma == '' then -- we check for unstarred version subsubsublemma, subsubsublemmatext = string.match( str, "^%s*\\Subsubsublemma(%b{})(.*)$" )--$ is_subsubsublemmastar = false end if subsubsublemma and subsubsublemma ~= '' then -- we found a new subsubsublemma subsubsublemma = string.match( subsubsublemma, "{(.*)}" ) if is_subsubsublemmastar == true then -- \Subsubsublemma* found -> put it into table ssslstar[subsubsublemma] = subsubsublemmatext -- store for potential additional text lines prevsubsubsublemmastar = subsubsublemma else if next( ssslstar ) ~= nil then -- There are \Subsubsublemma* to sort subsubsublemmastarcontent = '' local lastval = sssl[prevsubsubsublemma] texio.write_nl("Vorgänger: " .. prevsubsubsublemma .. " mit Wert " .. lastval) ssslstar[prevsubsubsublemma] = lastval sssl[prevsubsubsublemma] = nil newkeys = sortLemma( ssslstar ) local firstentry = true for _, k in ipairs( newkeys ) do if firstentry == true then sssl[k] = ssslstar[k] firstentry = false prevsubsubsublemma = k else subsubsublemmastarcontent = subsubsublemmastarcontent .. "\n" .. '\\Subsubsublemma*{' .. removesortid( k ) .. '}' .. ssslstar[k] end end -- put it into table with key of last \Sublemma local lastval = sssl[prevsubsubsublemma] sssl[prevsubsubsublemma] = lastval .. subsubsublemmastarcontent -- Empty table slstar ssslstar = {} end -- add sublemma to table and save it for possible sublemma* sssl[subsubsublemma] = subsubsublemmatext prevsubsubsublemma = subsubsublemma end else if next( ssslstar ) ~= nil then local lastval = ssslstar[prevsubsubsublemmastar] ssslstar[prevsubsubsublemmastar] = lastval .. "\n" .. str else local lastval = sssl[prevsubsubsublemma] ssl[prevsubsubsublemma] = lastval .. "\n" .. str end end elseif is_insubsublemmata == true then subsublemma, subsublemmatext = string.match( str, "^%s*\\Subsublemma%*(%b{})(.*)$" )--$ is_subsublemmastar = true if not subsublemma or subsublemma == '' then -- we check for unstarred version subsublemma, subsublemmatext = string.match( str, "^%s*\\Subsublemma(%b{})(.*)$" )--$ is_subsublemmastar = false end if subsublemma and subsublemma ~= '' then -- we found a new sublemma subsublemma = string.match( subsublemma, "{(.*)}" ) if is_subsublemmastar == true then -- \Sublemma* found -> put it into table sslstar[subsublemma] = subsublemmatext -- store for potential additional text lines prevsubsublemmastar = subsublemma else if next( sslstar ) ~= nil then -- There are \Subsublemma* to sort subsublemmastarcontent = '' local lastval = ssl[prevsubsublemma] sslstar[prevsubsublemma] = lastval ssl[prevsubsublemma] = nil newkeys = sortLemma( sslstar ) local firstentry = true for _, k in ipairs( newkeys ) do if firstentry == true then ssl[k] = sslstar[k] firstentry = false prevsubsublemma = k else subsublemmastarcontent = subsublemmastarcontent .. "\n" .. '\\Subsublemma*{' .. removesortid( k ) .. '}' .. sslstar[k] end end -- put it into table with key of last \Sublemma local lastval = ssl[prevsubsublemma] ssl[prevsubsublemma] = lastval .. subsublemmastarcontent -- Empty table slstar sslstar = {} end -- add sublemma to table and save it for possible sublemma* ssl[subsublemma] = subsublemmatext prevsubsublemma = subsublemma end else if next( sslstar ) ~= nil then local lastval = sslstar[prevsubsublemmastar] sslstar[prevsubsublemmastar] = lastval .. "\n" .. str else local lastval = ssl[prevsubsublemma] ssl[prevsubsublemma] = lastval .. "\n" .. str end end elseif is_insublemmata == true then --[[ Within Sublemmata there can be two macros: \Sublemma and \Sublemma* We check for one of them, otherwise we add the text to the current string ]] -- We check for \Sublemma* first sublemma, sublemmatext = string.match( str, "^%s*\\Sublemma%*(%b{})(.*)$" )--$ is_sublemmastar = true -- If we haven't found anything yet, we look for \Sublemma if not sublemma or sublemma == '' then sublemma, sublemmatext = string.match( str, "^%s*\\Sublemma(%b{})(.*)$" )--$ is_sublemmastar = false end --[[ If we have found something we know from the boolean variable is_sublemmastar ]] if sublemma and sublemma ~= '' then -- we found a new sublemma or a sublemma* -- Rip off braces before continuing sublemma = string.match( sublemma, "{(.*)}" ) --texio.write_nl( "Found new sublemma: " .. sublemma ) -- We now distinguish if is_sublemmastar == true then -- \Sublemma* found -> put it into table slstar[sublemma] = sublemmatext -- store for potential additional text lines prevsublemmastar = sublemma else -- \Sublemma found -> sort \Sublemma* (if any), then proceed if next( slstar ) ~= nil then -- There are \Sublemma* to sort sublemmastarcontent = '' -- Add sublemma to table of sublemma* for sorting local lastval = sl[prevsublemma] slstar[prevsublemma] = lastval -- Remove it from sublemma table sl[prevsublemma] = nil -- sort slstar newkeys = sortLemma( slstar ) -- use the keys to retrieve the values in the sorted order -- we write the sorted content to the top level structure local firstentry = true for _, k in ipairs( newkeys ) do -- Put the first element back in sublemma table if firstentry == true then sl[k] = slstar[k] firstentry = false prevsublemma = k -- All other elements are handeled as sublemma* else sublemmastarcontent = sublemmastarcontent .. "\n" .. '\\Sublemma*{' .. removesortid( k ) .. '}' .. slstar[k] end end -- put it into table with key of last \Sublemma local lastval = sl[prevsublemma] sl[prevsublemma] = lastval .. sublemmastarcontent -- Empty table slstar slstar = {} end -- add sublemma to table and save it for possible sublemma* sl[sublemma] = sublemmatext prevsublemma = sublemma end else --[[ we concatenate the string to the last sublemma or sublemma* in the table --]] if next( slstar ) ~= nil then local lastval = slstar[prevsublemmastar] slstar[prevsublemmastar] = lastval .. "\n" .. str else local lastval = sl[prevsublemma] sl[prevsublemma] = lastval .. "\n" .. str end end else -- it can only be a lemma entry, but which one --texio.write_nl("Check line within dictionary") lemma_oarg, lemma, text = string.match( str, "^%s*\\Lemma%[(.-)%](%b{})(.*)$" ) --$ if not lemma_oarg or lemma_oarg == '' then lemma, text = string.match( str, "^%s*\\Lemma(%b{})(.*)$" ) --$ else text = "\\Lemmaoarg{" .. lemma_oarg .. "}" .. text end if lemma and lemma ~= '' then lemma = string.match( lemma, "{(.*)}" ) -- texio.write_nl("Found new lemma " .. lemma) -- we found a new lemma -- write previous lemma (if any) to table if prevlemma and prevlemma ~= '' then lemmacontent = string.gsub( lemmacontent, '\n\n', '\n' ) result[prevlemma] = lemmacontent end -- remember new lemma as prevlemma for next entry prevlemma = lemma lemmacontent = text -- delete old entries for sublemma prevsublemma = '' sublemmacontent = '' else lemmacontent = lemmacontent .. "\n" .. str end end end end end elseif glosslang == "Av" or glosslang == "MP" or glosslang == "NP" or glosslang == "Skt" then for k,v in pairs( lines ) do -- get line k and process it local str = lines[k] if string.match( str, "^%s*\\begin{Dictionary}" ) then f:write( '\\begin{ModDictionary}', "\n" ) is_indictionary = true elseif string.match( str, "^%s*\\end{Dictionary}" ) then -- we reached the end of the dictionary -- write last lemma to file if prevlemma and prevlemma ~= '' then result[prevlemma] = lemmacontent end -- start sorting process newkeys = sortLemma( result ) -- use the keys to retrieve the values in the sorted order for _, k in ipairs( newkeys ) do f:write( '\n\\Lemma{' .. removesortid( k ) .. '}' .. result[k] ) -- get the first letter of the lemma local first = ustring.sub( removesortid( k ), 1, 1 ) --texio.write_nl(first) -- check whether the letter is already known and not - if not hash[first] and first ~= "-" then res[#res+1] = first hash[first] = true end end -- if lines follow they should be processed as well f:write( '\n\\end{ModDictionary}', "\n" ) local sequenceofletters = "" for k,v in pairs( res ) do if sequenceofletters == "" then sequenceofletters = v else sequenceofletters = sequenceofletters .. ", " .. v end end tex.sprint( [[\makeatletter\immediate\write\@mainaux{\string\ifltxcounter{numberofglossaries} {}{\string\newcounter{numberofglossaries}}\string\stepcounter{numberofglossaries}}\makeatother]]) tex.sprint([[\makeatletter\write\@mainaux{\string\csxdef{@sequenceofletters\arabic{numberofglossaries}}{]],sequenceofletters,"}}",[[\makeatother]] ) is_indictionary = false else if is_indictionary == false then else -- it can only be a lemma entry, but which one --texio.write_nl("Check line within dictionary") lemma_oarg, lemma, text = string.match( str, "^%s*\\Lemma%[(.-)%](%b{})(.*)$" ) --$ if not lemma_oarg or lemma_oarg == '' then lemma, text = string.match( str, "^%s*\\Lemma(%b{})(.*)$" ) --$ else text = "\\Lemmaoarg{" .. lemma_oarg .. "}" .. text end if lemma and lemma ~= '' then lemma = string.match( lemma, "{(.*)}" ) --texio.write_nl("Found new lemma " .. lemma) -- we found a new lemma -- write previous lemma (if any) to table if prevlemma and prevlemma ~= '' then lemmacontent = string.gsub( lemmacontent, '\n\n', '\n' ) result[prevlemma] = lemmacontent end -- remember new lemma as prevlemma for next entry prevlemma = lemma lemmacontent = text else lemmacontent = lemmacontent .. "\n" .. str end end end end else texio.write_nl( "Could not find a sort method for " .. glosslang ) end f:close() end -- We remove the sortid after the comparison function removesortid( s ) local snew = s snew = string.gsub( snew, '^¹(.+)$', '%1' ) snew = string.gsub( snew, '^²(.+)$', '%1' ) snew = string.gsub( snew, '^³(.+)$', '%1' ) return snew end function removespecialchars( s ) local snew = s -- We replace/remove some characters not to be considered for sorting --snew = string.gsub(snew, '^%-?(.+)%-?$', '%1')--$ --texio.write_nl("Vorher: " .. snew) snew = string.gsub( snew, '%-', '' ) snew = string.gsub( snew, '%.', '' ) snew = string.gsub( snew, '%(', '' ) snew = string.gsub( snew, '%)', '' ) snew = string.gsub( snew, '°', '' ) snew = string.gsub( snew, '⁺', '' ) snew = string.gsub( snew, '%s-/%s-', ' ' ) snew = string.gsub( snew, '%s-…%s-', ' ' ) -- ... and we move sort ids to the very end snew = string.gsub( snew, '^¹(.+)$', '%11' ) snew = string.gsub( snew, '^²(.+)$', '%12' ) snew = string.gsub( snew, '^³(.+)$', '%13' ) -- we change special chars to match Unicode characters -- s1 = ustring.gsub(s1, 'é', 'é') snew = ustring.gsub( snew, 'ḍ', 'ḍ' ) -- s1 = ustring.gsub(s1, 'ḳ', 'ḳ') snew = ustring.gsub( snew, 'ḷ', 'ḷ' ) snew = ustring.gsub( snew, 'ṃ', 'ṃ' ) snew = ustring.gsub( snew, 'ṇ', 'ṇ' ) -- s1 = ustring.gsub(s1, 'ọ', 'ọ') snew = ustring.gsub( snew, 'ś', 'ś' ) snew = ustring.gsub( snew, 'š' ,'š' ) snew = ustring.gsub( snew, 'ṣ', 'ṣ' ) snew = ustring.gsub( snew, 'ṭ', 'ṭ' ) snew = string.gsub( snew, '\\XVE ', 'xv' ) snew = string.gsub( snew, '\\NGVE' , 'ŋv' ) snew = string.gsub( snew, '\\aee ', 'ǝ̄' ) snew = string.gsub( snew, '\\XVE{}', 'xv' ) snew = string.gsub( snew, '\\NGVE{}', 'ŋv' ) snew = string.gsub( snew, '\\aee{}', 'ǝ̄' ) snew = string.gsub( snew, '\\uncertain{([^}]+)}', '%1' ) --texio.write_nl("Nachher: " .. snew) return snew end function sortLemma( t ) local tkeys = {} -- populate the table that holds the keys for k in pairs( t ) do table.insert( tkeys, k ) end -- sort the keys table.sort( tkeys, compare ) return tkeys end function compare( a, b ) -- before sorting, we remove dashes from the beginning and from the end ... local s1 = removespecialchars( a ) local s2 = removespecialchars( b ) -- the comparison returns a sort order so1 and so2 local so1, so2 --texio.write_nl('Compare ' .. s1 .. ' with ' .. s2) -- if both strings are equal we stop processing if s1 ~= s2 then -- as long as both strings have equal characters (and are both not empty) -- get the next sorting letter and compare them while s1 ~= '' and s2 ~= '' do --texio.write_nl('Vorher: ' .. s1 .. ' ' .. s2) so1, s1 = sortletter(s1) so2, s2 = sortletter(s2) --texio.write_nl('Sort order: ' .. so1 .. ' ' .. so2) --texio.write_nl('Rest: ' .. s1 .. ' ' .. s2) if so1 < so2 then return true elseif so1 > so2 then return false end --texio.write_nl('Nachher: ' .. s1 .. ' ' .. s2) end if s1 == '' then return true else return false end else return false end end function sortletter(s) local sortorder if glosslang == 'Guj' then -- Gujarati sortorder = {["a"] = 11, ["ā"] = 12, ["i"] = 13, ["ī"] = 14,["u"] = 15, ["ū"] = 16, ["r̥"] = 17, ["e"] = 18, ["o"] = 19, ["ṃ"] = 20, ["k"] = 21, ["kh"] = 22, ["g"] = 23, ["gh"] = 24, ["ṅ"] = 25, ["c"] = 26, ["ch"] = 27, ["j"] = 28, ["jh"] = 29, ["z"] = 30, ["ñ"] = 31, ["ṭ"] = 32, ["ṭh"] = 33, ["ḍ"] = 34, ["ḍh"] = 35, ["ṇ"] = 36, ["t"] = 37, ["th"] = 38, ["d"] = 39, ["dh"] = 40, ["n"] = 41, ["p"] = 42, ["ph"] = 43, ["f"] = 44, ["b"] = 45, ["bh"] = 46, ["m"] = 47, ["y"] = 48, ["r"] = 49, ["l"] = 50, ["v"] = 51, ["ś"] = 52, ["ṣ"] = 53, ["s"] = 54, ["h"] = 55, ["ḷ"] = 56, ["1"] = 1, ["2"] = 2, ["3"] = 3, [" "] = 60} elseif glosslang == 'MP' then -- Middle Persian (Pahlavi) sortorder = {["a"] = 11, ["ā"] = 12, ["b"] = 13, ["c"] = 14, ["d"] = 15, ["e"] = 16, ["ē"] = 17, ["f"] = 18, ["g"] = 19, ["γ"] = 20, ["h"] = 21, ["i"] = 22, ["ī"] = 23, ["j"] = 24, ["k"] = 25, ["l"] = 26, ["m"] = 27, ["n"] = 28, ["o"] = 29, ["ō"] = 30, ["p"] = 31, ["r"] = 32, ["s"] = 33, ["š"] = 34, ["t"] = 35, ["u"] = 36, ["ū"] = 37, ["w"] = 38, ["x"] = 39, ["y"] = 40, ["z"] = 41, ["ž"] = 42, ["1"] = 1, ["2"] = 2, ["3"] = 3, [" "] = 50} elseif glosslang == 'NP' then -- New Persian sortorder = {["a"] = 11, ["ā"] = 12, ["e"] = 13, ["o"] = 14, ["u"] = 15, ["i"] = 16, ["b"] = 17, ["p"] = 18, ["t"] = 19, ["s̱"] = 20, ["j"] = 21, ["č"] = 22, ["ḥ"] = 23, ["x"] = 24, ["d"] = 25, ["ẕ"] = 26, ["r"] = 27, ["z"] = 28, ["ž"] = 29, ["s"] = 30, ["š"] = 31, ["ṣ"] = 32, ["ż"] = 33, ["ṭ"] = 34, ["ẓ"] = 35, ["ʿ"] = 36, ["ġ"] = 37, ["f"] = 38, ["q"] = 39, ["k"] = 40, ["g"] = 41, ["l"] = 42, ["m"] = 43, ["n"] = 44, ["w"] = 45, ["h"] = 46, ["y"] = 47, ["1"] = 2, ["2"] = 2, ["3"] = 3, [" "] = 50} elseif glosslang == 'Av' then -- Avestan, standard case sortorder = {["a"] = 11, ["ā"] = 12, ["ā̊ "] = 13, ["ą"] = 14, ["b"] = 15, ["β"] = 16, ["c"] = 17, ["d"] = 18, ["δ"] = 19, ["e"] = 20, ["ē"] = 21, ["ǝ"] = 22, ["ǝ̄"] = 23, -- U+01DD ["ə"] = 22, ["ə̄"] = 23, -- U+0259 ["f"] = 24, ["g"] = 25, ["γ"] = 26, ["h"] = 27, ["i"] = 28, ["ī"] = 29, ["j"] = 30, ["k"] = 31, ["m"] = 32, ["n"] = 33, ["ń"] = 34, ["ṇ"] = 35, ["ŋ"] = 36, ["ŋ́"] = 37, ["ŋv"] = 38, ["o"] = 39, ["ō"] = 40, ["p"] = 41, ["r"] = 42, ["s"] = 43, ["š"] = 44, ["š́ "] = 45, ["ṣ̌"] = 46, ["t"] = 47, ["t̰"] = 48, ["ϑ"] = 49, ["θ"] = 49, ["u"] = 50, ["ū"] = 51, ["v"] = 52, ["x"] = 53, ["x́"] = 54, ["xv"] = 55, ["y"] = 56, ["z"] = 57, ["ž"] = 58, ["1"] = 1, ["2"] = 2, ["3"] = 3, [" "] = 60} elseif glosslang == 'Skt' then -- Sanskrit sortorder = {["a"] = 11, ["ā"] = 12, ["i"] = 13, ["ī"] = 14, ["u"] = 15, ["ū"] = 16, ["r̥"] = 17, ["r̥̄"] = 18, ["e"] = 19, ["ai"] = 20, ["o"] = 21, ["au"] = 22, ["ṃ"] = 23, ["ḥ"] = 24, ["k"] = 25, ["kh"] = 26, ["g"] = 27, ["gh"] = 28, ["ṅ"] = 29, ["c"] = 30, ["ch"] = 31, ["j"] = 32, ["jh"] = 33, ["ñ"] = 34, ["ṭ"] = 35, ["ṭh"] = 36, ["ḍ"] = 37, ["ḍh"] = 38, ["ṇ"] = 39, ["t"] = 40, ["th"] = 41, ["d"] = 42, ["dh"] = 43, ["n"] = 44, ["p"] = 45, ["ph"] = 46, ["b"] = 47, ["bh"] = 48, ["m"] = 49, ["y"] = 50, ["r"] = 51, ["l"] = 52, ["v"] = 53, ["ś"] = 54, ["ṣ"] = 55, ["s"] = 56, ["h"] = 57, ["1"] = 1, ["2"] = 2, ["3"] = 3, [" "] = 60} else texio.write_nl( "Unknown language for glossary sorting" ) end local sortletter = '' -- If s is at last two characters long, we check, whether the first two -- characters form a valid sorting letter (according to our scheme) if ustring.len( s ) > 1 then sortletter = ustring.sub( s, 1, 2 ) if sortorder[sortletter] == nil then sortletter = ustring.sub( s, 1, 1 ) end else -- otherwise just take the first character and check sortletter = ustring.sub( s, 1, 1 ) end --texio.write_nl(s .. ' ' .. sortletter .. ' ' .. ustring.len(sortletter)) if sortorder[sortletter] then return sortorder[sortletter], ustring.sub( s, ustring.len( sortletter ) + 1 ) else -- if there is a letter we don't know, insert at the very end texio.write_nl( "Unknown letter " .. sortletter ) return 99, ustring.sub( s, ustring.len(sortletter) + 1 ) end end -- taken from https://gist.github.com/phi-gamma/2622252 --[[ https://tex.stackexchange.com/questions/374064/upright-punctuation-independent-from-font-style This is a function to get specific punctuation characters upright even if they are in an italics environment --]] function table.contains(t, k) for _, v in pairs(t) do if v == k then return true end end return false end function upright_punctuation(head) -- Traverse vertical list for line in node.traverse_id(node.id("hhead"),head) do -- Traverse horizontal list for glyph in node.traverse_id(node.id("glyph"), line.head) do -- Check if the glyph is -- ( ) , : ; if (table.contains({ 40, 41, 44, 58, 59 }, glyph.char)) then -- and change its font to upright. -- (this is not so generic, 15 just happens to be upright) glyph.font = 15 end end end return head end function read_stanzas_from_file(f, suffix) if not file_exists( f ) then return {} end local outfile = 'stanzas.tex' local lines = lines_from( f ) local stanzanr = '' local stanzastart = '' local stanzaend = '' local text = '' local book = '' local buf = {} for k,v in pairs( lines ) do -- get line k and process it local str = lines[k] --texio.write_nl(str .. "\n") if isempty( str ) then buf[k] = '' else -- Check, whether a new stanza starts if string.match( str, "^\\begin{stanza}{.-}" ) then book, stanzanr, text = string.match( str, "^\\begin{stanza}{\\(.-){(.-)}}" ) buf[k] = "\\csgdef{stanza-" .. book .. stanzanr .. suffix .. "}{%\n" .. str .. "%\n" elseif string.match( str, "^.-\\end{stanza}\\begin{stanza}{.-}.-$" ) then stanzaend, book, stanzanr, stanzastart = string.match(str, "^(.-)\\end{stanza}\\begin{stanza}{\\(.-){(.-)}}(.-)$") buf[k] = stanzaend .. "\n\\end{stanza}}%\n\\csgdef{stanza-" .. book .. stanzanr .. suffix .. "}{%\n\\begin{stanza}{\\" .. book .. "{" .. stanzanr .. "}}%\n" .. stanzastart .. "\n" elseif string.match( str, "^.-\\newline\\end{stanza}$" ) then text, rest = string.match( str, "^(.-)(\\newline\\end{stanza})$" ) buf[k] = text .. "\\lastnewline\\end{stanza}}%\n" elseif string.match( str, "^.-\\end{stanza}$" ) then buf[k] = str .. "}\n" else buf[k] = str .. "\n" end end end local final_string = table.concat( buf ) local g = assert( io.open( outfile, "a" )) g:write( final_string ) g:close() end function create_stanzafile() local file = assert( io.open( "./stanzas.tex", "w" )) file:close() end function strtocs( s ) local book, number = '' book, number = string.match( s, "^(%u+)(.+)$" ) tex.sprint( "\\" .. book .. "{" .. number .. "}" ) end function read_transcriptions( f ) if not file_exists( f ) then return {} end local lines = lines_from( f ) local outfile = 'transcriptions-mod.tex' local sec, thrd = '' local newstr = '' local buf = {} local c = 0 -- Get third argument of \Newtranscription for k, v in pairs( lines ) do -- get line k and process it local str = lines[k] -- get second and third argument sec, thrd = string.match( str, "^\\Newtranscription{(.-)}{(.-)}" ) newstr = '' if not isempty( sec ) then -- ignore empty lines c = 0 for i in string.gmatch( thrd, "%S+" ) do c = c + 1 newstr = newstr .. "\\csgdef{" .. sec .. "-trans-" .. c .. "}{" .. i .. "}\n" end end buf[k] = newstr end local final_string = table.concat( buf ) local g = assert( io.open( outfile, "w" )) g:write( final_string ) g:close() end function isempty( s ) return s == nil or s == '' end
-- @menu group -- This group does and blits the main menu screen. With an offset and a real offset (leftoffset of the first option). -- Then, the offset is multiplied by the option number, if go to right, offset inc, real offset "goes to" offset, so -- our option will change progressively. Options spacing 240px. menu = { sxoffset = 0, rxoffset = 600, malpha = 0, malphad = 10, snd = sound.load("snd/menu.wav",1), AR = image.load("img/arrowr.png"), AL = image.load("img/arrowl.png"), x=0, texts = { text.nuevojuego, text.cargajuego, text.multijuego, text.actujuego, text.kitajuego }, responses = { "newgam", "conti", "conti", "opti", "exit" }, numopt = 5, blit = function(x) if menu.rxoffset < menu.sxoffset then menu.rxoffset = menu.rxoffset + iif((((menu.sxoffset - menu.rxoffset) / 3) > 2),math.ceil((menu.sxoffset - menu.rxoffset) / 3),1); end if menu.rxoffset > menu.sxoffset then menu.rxoffset = menu.rxoffset - iif((((menu.rxoffset - menu.sxoffset) / 3) > 2),math.ceil((menu.rxoffset - menu.sxoffset) / 3),1); end menu.malpha = menu.malpha + menu.malphad; if menu.malpha > 255 and menu.malphad > 0 then menu.malpha = 255; menu.malphad = -menu.malphad; end if menu.malpha < 100 and menu.malphad < 0 then menu.malpha = 100; menu.malphad = -menu.malphad; end for i=1,menu.numopt do screen.print((240*i) - menu.rxoffset,192,menu.texts[i],1,color.new(255,255,255,iif((x == (i-1)),255,128)),color.new(0,0,0,iif((x == (i-1)),255,128)),"center"); end if x > 0 then image.blend(130,195,menu.AL,menu.malpha); end if x < menu.numopt-1 then image.blend(350,195,menu.AR,menu.malpha); end end, exec = function() if not menu.opc then menu.opc = 0; end if controls.press("left") then if menu.opc > 0 then menu.snd:play(7); end menu.opc = math.max(menu.opc - 1,0); end if controls.press("right") then if menu.opc < menu.numopt-1 then menu.snd:play(7); end menu.opc = math.min(menu.opc + 1,menu.numopt-1); end menu.sxoffset = (240 * menu.opc); screen.clip(11,120,458,159); menu.blit(menu.opc); screen.clip(); if controls.press("cross") or controls.press("start") then menu.snd:play(7); controls.read(); return menu.responses[menu.opc+1] end return false; end, } menu.AR:center(); menu.AR:resize(25,25); menu.AL:center(); menu.AL:resize(25,25); -- @starfield starfield = { stars = {}, num=50, origx=240, origy=136, paused=false, speed=1, rspeed=1, a=255, createstar = function() local star, xcoeff, ycoeff; star = { x = math.random() * 480 - starfield.origx, y = math.random() * 272 - starfield.origy, z = 480, width = 2 }; xcoeff, ycoeff = iif(star.x > 0,1,-1), iif(star.y > 0,1,-1); if (math.abs(star.x)>math.abs(star.y)) then star.dx = 1.0; star.dy = math.abs(star.y / star.x); else star.dx = math.abs(star.x / star.y); star.dy = 1.0; end star.dx, star.dy, star.dz = star.dx * xcoeff * starfield.speed, star.dy * ycoeff * starfield.speed, -1; star.ddx, star.ddy = 0.1 * star.dx, 0.1 * star.dy; return star; end, move = function(star) if starfield.paused then return star; end star.x, star.y, star.z, star.dx, star.dy, star.width = star.x + star.dx, star.y + star.dy, star.z + star.dz, star.dx + star.ddx, star.dy + star.ddy, math.abs(1 + ((480 - star.z) * 0.05)); return star; end, update = function() starfield.speed = vgt(starfield.speed,starfield.rspeed,0.01); for i = 1, #starfield.stars do starfield.stars[i] = starfield.move(starfield.stars[i]); local s = starfield.stars[i]; if (s.x < -starfield.origx or s.x > starfield.origx or s.y < -starfield.origy or s.y > starfield.origy) then starfield.stars[i] = starfield.createstar(); else draw.fillrect(starfield.stars[i].x + 240,starfield.stars[i].y+136,starfield.stars[i].width,starfield.stars[i].width,color.new(255,255,255,starfield.a)); end end for i = #starfield.stars, 50 do table.insert(starfield.stars,starfield.createstar()); end end, }; -- @talkysys talk = { images = { image.loadsprite("res/pnj/00.png",100,100), image.loadsprite("res/pnj/01.png",100,100) }, showing = false, mood = 0, now = os.clock(), speech = function(i,t) talk.i = i; talk.t = t; talk.showing = true; talk.now = os.clock(); end, close = function() talk.showing = false; end, blit = function() if talk.showing then pla.overridecontrols = true; talk.images[talk.i]:setframe(talk.mood); draw.fillrect(0,170,480,102,color.new(0,0,0,180)); talk.images[talk.i]:blit(5,272-100); screen.print(110,175,talk.t,0.6,color.new(255,255,255),color.new(0,0,0,200),"left",340); im.blit("xtocont"); if controls.press("cross") or (os.clock() - talk.now) > 10 then if ( os.clock() - talk.now > 0.500 ) then menu.snd:play(7); talk.showing = false; pla.overridecontrols = false; end end end end, } -- @savegames mainconfigtable = { gameid="GDEFPATROL", savenames = "PERFIL" }; mainconfigvsh = { title=text.configtitle, subtitle=text.configsubtitle, details=text.configdetails, savetext=text.saveconfig, icon0="res/config_icon0.png", saveicon="res/save_icon0.png" }; historyconfigtable = { gameid="GDEFPATROL", savenames = { "HIST00", "HIST01", "HIST02", "HIST03", "HIST04", "HIST05", "HIST06", "HIST07", "HIST08", "HIST09" } }; historyconfigvsh = { title=text.savetitle, subtitle=os.date(), details=text.savedetails, savetext = text.savetext, icon0="res/save_icon0.png", saveicon="res/save_icon0new.png", snd0="res/snd0.at3" }; function saveconfig() local iny = pla.invertaxis and "true" or "false"; local usa = pla.useanalog and "true" or "false"; local mxv = music.maxvol or 100; local data = "iny="..iny..";usa="..usa..";mxv="..mxv..";"; local a,b = savedata.save(mainconfigtable,mainconfigvsh,data); end function loadconfig() local a,b,c = savedata.autoload(mainconfigtable); local iny = false; local usa = false; local mxv = 100; if (a) then local t = c:explode(";"); for i=1,#t do local f = t[i]:explode("="); if ( f[1] == "iny" ) then iny = iif(f[2]=="true",true,false); end if ( f[1] == "usa" ) then usa = iif(f[2]=="true",true,false); end if ( f[1] == "mxv" ) then mxv = tonumber(f[2]); end end end pla.invertaxis = iny or false; pla.useanalog = usa or false; music.maxvol = iif(type(mxv)=="number" or type(mxv)=="string",mxv,100) or 100; end -- @pause function function pause() local a = screen.toimage(); -- grab a copy local ret = false; while not ret do controls.read(); a:blit(0,0); a:blend(-2,-2,100); a:blend(2,2,100); a:blend(-2,2,100); a:blend(2,-2,100); draw.fillrect(0,0,480,272,color.new(0,0,0,50)); screen.print(240,136,"PAUSE",1,color.new(255,255,255),color.new(0,0,0),"center"); screen.flip(); if controls.press("start") then ret = true; end end a:free(); end
return function() add_dependencies { 'citizen:resources:client', 'vendor:concurrentqueue' } end
-- rButtonTemplate: core -- zork, 2016 ----------------------------- -- Variables ----------------------------- local A, L = ... ----------------------------- -- rButtonTemplate Global ----------------------------- rButtonTemplate = {} rButtonTemplate.addonName = A ----------------------------- -- Init ----------------------------- local function CallButtonFunctionByName(button, func, ...) if button and func and button[func] then button[func](button, ...) end end local function ResetAlpha(self,a) if not self.__alpha then return end if a == self.__alpha then return end self:SetAlpha(self.__alpha) print(self:GetName(),a) end local function ResetNormalTexture(self, file) if not self.__normalTextureFile then return end if file == self.__normalTextureFile then return end self:SetNormalTexture(self.__normalTextureFile) end local function ResetTexture(self, file) if not self.__textureFile then return end if file == self.__textureFile then return end self:SetTexture(self.__textureFile) end local function ResetVertexColor(self,r,g,b,a) if not self.__vertexColor then return end local r2,g2,b2,a2 = unpack(self.__vertexColor) if not a2 then a2 = 1 end if r ~= r2 or g ~= g2 or b ~= b2 or a ~= a2 then self:SetVertexColor(r2,g2,b2,a2) end end local function ApplyPoints(self, points) if not points then return end self:ClearAllPoints() for i, point in next, points do self:SetPoint(unpack(point)) end end local function ApplyTexCoord(texture,texCoord) if not texCoord then return end texture:SetTexCoord(unpack(texCoord)) end local function ApplyBlendMode(texture,blendMode) if not blendMode then return end texture:SetBlendMode(blendMode) end local function ApplySizeFactor(texture,sizeFactor) if not sizeFactor then return end local w,h = texture:GetParent():GetSize() texture:SetSize(w*sizeFactor,h*sizeFactor) end local function ApplyVertexColor(texture,color) if not color then return end texture.__vertexColor = color texture:SetVertexColor(unpack(color)) hooksecurefunc(texture, "SetVertexColor", ResetVertexColor) end local function ApplyAlpha(region,alpha) if not alpha then return end --region.__alpha = alpha region:SetAlpha(alpha) --hooksecurefunc(region, "SetAlpha", ResetAlpha) end local function ApplyFont(fontString,font) if not font then return end fontString:SetFont(unpack(font)) end local function ApplyHorizontalAlign(fontString,align) if not align then return end fontString:SetJustifyH(align) end local function ApplyVerticalAlign(fontString,align) if not align then return end fontString:SetJustifyV(align) end local function ApplyTexture(texture,file) if not file then return end texture.__textureFile = file texture:SetTexture(file) hooksecurefunc(texture, "SetTexture", ResetTexture) end local function ApplyNormalTexture(button,file) if not file then return end button.__normalTextureFile = file button:SetNormalTexture(file) hooksecurefunc(button, "SetNormalTexture", ResetNormalTexture) end local function SetupTexture(texture,cfg,func,button) if not texture or not cfg then return end ApplyTexCoord(texture,cfg.texCoord) ApplyBlendMode(texture,cfg.blendMode) ApplySizeFactor(texture,cfg.sizeFactor) ApplyPoints(texture,cfg.points) ApplyVertexColor(texture,cfg.color) ApplyAlpha(texture,cfg.alpha) if func == "SetTexture" then ApplyTexture(texture,cfg.file) elseif func == "SetNormalTexture" then ApplyNormalTexture(button,cfg.file) elseif cfg.file then CallButtonFunctionByName(button,func,cfg.file) end end local function SetupFontString(fontString,cfg) if not fontString or not cfg then return end ApplyPoints(fontString, cfg.points) ApplyFont(fontString,cfg.font) ApplyAlpha(fontString,cfg.alpha) ApplyHorizontalAlign(fontString,cfg.halign) ApplyVerticalAlign(fontString,cfg.valign) end local function SetupCooldown(cooldown,cfg) if not cooldown or not cfg then return end cooldown:SetFrameLevel(cooldown:GetParent():GetFrameLevel()) ApplyPoints(cooldown, cfg.points) end local function SetupBackdrop(button,backdrop) if not backdrop then return end local bg = CreateFrame("Frame", nil, button, BackdropTemplateMixin and "BackdropTemplate") ApplyPoints(bg, backdrop.points) bg:SetFrameLevel(button:GetFrameLevel()-1) bg:SetBackdrop(backdrop) if backdrop.backgroundColor then bg:SetBackdropColor(unpack(backdrop.backgroundColor)) end if backdrop.borderColor then bg:SetBackdropBorderColor(unpack(backdrop.borderColor)) end end function rButtonTemplate:StyleActionButton(button, cfg) if not button then return end if button.__styled then return end local buttonName = button:GetName() local icon = _G[buttonName.."Icon"] local flash = _G[buttonName.."Flash"] local flyoutBorder = _G[buttonName.."FlyoutBorder"] local flyoutBorderShadow = _G[buttonName.."FlyoutBorderShadow"] local flyoutArrow = _G[buttonName.."FlyoutArrow"] local hotkey = _G[buttonName.."HotKey"] local count = _G[buttonName.."Count"] local name = _G[buttonName.."Name"] local border = _G[buttonName.."Border"] local NewActionTexture = button.NewActionTexture local cooldown = _G[buttonName.."Cooldown"] local normalTexture = button:GetNormalTexture() local pushedTexture = button:GetPushedTexture() local highlightTexture = button:GetHighlightTexture() --normal buttons do not have a checked texture, but checkbuttons do and normal actionbuttons are checkbuttons local checkedTexture = nil if button.GetCheckedTexture then checkedTexture = button:GetCheckedTexture() end local floatingBG = _G[buttonName.."FloatingBG"] --hide stuff if floatingBG then floatingBG:Hide() end --backdrop SetupBackdrop(button,cfg.backdrop) --textures SetupTexture(icon,cfg.icon,"SetTexture",icon) SetupTexture(flash,cfg.flash,"SetTexture",flash) SetupTexture(flyoutBorder,cfg.flyoutBorder,"SetTexture",flyoutBorder) SetupTexture(flyoutBorderShadow,cfg.flyoutBorderShadow,"SetTexture",flyoutBorderShadow) SetupTexture(border,cfg.border,"SetTexture",border) SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button) SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button) SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button) SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button) --cooldown SetupCooldown(cooldown,cfg.cooldown) --no clue why but blizzard created count and duration on background layer, need to fix that local overlay = CreateFrame("Frame",nil,button) overlay:SetAllPoints() if count then count:SetParent(overlay) end if hotkey then hotkey:SetParent(overlay) end if name then name:SetParent(overlay) end --hotkey+count+name SetupFontString(hotkey,cfg.hotkey) SetupFontString(count,cfg.count) SetupFontString(name,cfg.name) button.__styled = true end function rButtonTemplate:StyleExtraActionButton(cfg) local button = ExtraActionButton1 if button.__styled then return end local buttonName = button:GetName() local icon = _G[buttonName.."Icon"] --local flash = _G[buttonName.."Flash"] --wierd the template has two textures of the same name local hotkey = _G[buttonName.."HotKey"] local count = _G[buttonName.."Count"] local buttonstyle = button.style --artwork around the button local cooldown = _G[buttonName.."Cooldown"] local normalTexture = button:GetNormalTexture() local pushedTexture = button:GetPushedTexture() local highlightTexture = button:GetHighlightTexture() local checkedTexture = button:GetCheckedTexture() --backdrop SetupBackdrop(button,cfg.backdrop) --textures SetupTexture(icon,cfg.icon,"SetTexture",icon) SetupTexture(buttonstyle,cfg.buttonstyle,"SetTexture",buttonstyle) SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button) SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button) SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button) SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button) --cooldown SetupCooldown(cooldown,cfg.cooldown) --hotkey, count SetupFontString(hotkey,cfg.hotkey) SetupFontString(count,cfg.count) button.__styled = true end function rButtonTemplate:StyleItemButton(button,cfg) if not button then return end if button.__styled then return end local buttonName = button:GetName() local icon = _G[buttonName.."IconTexture"] local count = _G[buttonName.."Count"] local stock = _G[buttonName.."Stock"] local searchOverlay = _G[buttonName.."SearchOverlay"] local border = button.IconBorder local normalTexture = button:GetNormalTexture() local pushedTexture = button:GetPushedTexture() local highlightTexture = button:GetHighlightTexture() --the new ItemButton frame type introduced in 8.1.5 does not have a checked texture local checkedTexture = nil if button.GetCheckedTexture then checkedTexture = button:GetCheckedTexture() end --backdrop SetupBackdrop(button,cfg.backdrop) --textures SetupTexture(icon,cfg.icon,"SetTexture",icon) SetupTexture(searchOverlay,cfg.searchOverlay,"SetTexture",searchOverlay) SetupTexture(border,cfg.border,"SetTexture",border) SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button) SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button) SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button) SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button) --count+stock SetupFontString(count,cfg.count) SetupFontString(stock,cfg.stock) button.__styled = true end function rButtonTemplate:StyleAllActionButtons(cfg) for i = 1, NUM_ACTIONBAR_BUTTONS do rButtonTemplate:StyleActionButton(_G["ActionButton"..i],cfg) rButtonTemplate:StyleActionButton(_G["MultiBarBottomLeftButton"..i],cfg) rButtonTemplate:StyleActionButton(_G["MultiBarBottomRightButton"..i],cfg) rButtonTemplate:StyleActionButton(_G["MultiBarRightButton"..i],cfg) rButtonTemplate:StyleActionButton(_G["MultiBarLeftButton"..i],cfg) end for i = 1, 6 do rButtonTemplate:StyleActionButton(_G["OverrideActionBarButton"..i],cfg) end --petbar buttons for i=1, NUM_PET_ACTION_SLOTS do rButtonTemplate:StyleActionButton(_G["PetActionButton"..i],cfg) end --stancebar buttons for i=1, NUM_STANCE_SLOTS do rButtonTemplate:StyleActionButton(_G["StanceButton"..i],cfg) end --possess buttons for i=1, NUM_POSSESS_SLOTS do rButtonTemplate:StyleActionButton(_G["PossessButton"..i],cfg) end end function rButtonTemplate:StyleAuraButton(button, cfg) if not button then return end if button.__styled then return end local buttonName = button:GetName() local icon = _G[buttonName.."Icon"] local count = _G[buttonName.."Count"] local duration = _G[buttonName.."Duration"] local border = _G[buttonName.."Border"] local symbol = button.symbol --backdrop SetupBackdrop(button,cfg.backdrop) --textures SetupTexture(icon,cfg.icon,"SetTexture",icon) SetupTexture(border,cfg.border,"SetTexture",border) --create a normal texture on the aura button if cfg.normalTexture and cfg.normalTexture.file then button:SetNormalTexture(cfg.normalTexture.file) local normalTexture = button:GetNormalTexture() SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button) end --no clue why but blizzard created count and duration on background layer, need to fix that local overlay = CreateFrame("Frame",nil,button) overlay:SetAllPoints() if count then count:SetParent(overlay) end if duration then duration:SetParent(overlay) end --count,duration,symbol SetupFontString(count,cfg.count) SetupFontString(duration,cfg.duration) SetupFontString(symbol,cfg.symbol) button.__styled = true end --style player BuffFrame buff buttons local buffButtonIndex = 1 function rButtonTemplate:StyleBuffButtons(cfg) local function UpdateBuffButtons() if buffButtonIndex > BUFF_MAX_DISPLAY then return end for i = buffButtonIndex, BUFF_MAX_DISPLAY do local button = _G["BuffButton"..i] if not button then break end rButtonTemplate:StyleAuraButton(button, cfg) if button.__styled then buffButtonIndex = i+1 end end end hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffButtons) end --style player BuffFrame debuff buttons function rButtonTemplate:StyleDebuffButtons(cfg) local function UpdateDebuffButton(buttonName, i) local button = _G["DebuffButton"..i] rButtonTemplate:StyleAuraButton(button, cfg) end hooksecurefunc("DebuffButton_UpdateAnchors", UpdateDebuffButton) end --style player TempEnchant buttons function rButtonTemplate:StyleTempEnchants(cfg) rButtonTemplate:StyleAuraButton(TempEnchant1, cfg) rButtonTemplate:StyleAuraButton(TempEnchant2, cfg) rButtonTemplate:StyleAuraButton(TempEnchant3, cfg) end --style all aura buttons function rButtonTemplate:StyleAllAuraButtons(cfg) rButtonTemplate:StyleBuffButtons(cfg) rButtonTemplate:StyleDebuffButtons(cfg) rButtonTemplate:StyleTempEnchants(cfg) end
------------------------------------------------------------------------------------------------------------ -- This allows button rendering to be deferred if needed ------------------------------------------------------------------------------------------------------------ local res = sys.load_resource("/scripts/utils/directory.lua") local dir = assert(loadstring(res))() local widgets = {} widgets.img_arrowup = nil widgets.img_arrowdn = nil widgets.cursorFlash = 0.4 ------------------------------------------------------------------------------------------------------------ local function TweenDone(objList, name) local sostate = objList[name] sostate.tween = nil end ------------------------------------------------------------------------------------------------------------ function widgets:ButtonImage(name, image, x, y, cb, meta) local button = self:Button(name, x, y, image.width * image.scalex, image.height * image.scaley, 0, 6, cb, meta ) self:RenderImage(image, x, y, 0.0, 1) end ------------------------------------------------------------------------------------------------------------ function widgets:ButtonText(name, text, x, y, fsize, tcolor, cb, meta) local w,h = self:GetTextSize(text, fsize) local button = self:Button(name, x, y-h, w, h, 0, 6, cb, meta ) self:RenderText(text, x, y, fsize, tcolor) end ------------------------------------------------------------------------------------------------------------ function widgets:RenderCursor(name, x, y, width, height, tfade, cb) if self.cursorStates[name] == nil then local mistate = { name=name, alpha=0.0, state=CAIRO_STATE.SO_STATES.INITIAL, pos=0, posw=0 } local newtween = tween( tfade, mistate, { alpha=1.0 }, 'inQuad', TweenDone, self.cursorStates, name ) mistate.tween = newtween self.cursorStates[name] = mistate end local saved = self.style.button_color local mistate = self.cursorStates[name] -- Cursor Flashing if mistate.state == CAIRO_STATE.SO_STATES.INITIAL then self.style.button_color = { r=1, g=1, b=1, a=mistate.alpha } self:RenderBox( x, y, width, height, 0 ) if mistate.tween == nil then mistate.tween = tween( tfade, mistate, { alpha=0.0 }, 'inQuad', TweenDone, self.cursorStates, name ) self.style.image_color = {r=1, g=1, b=1, a=1} mistate.state=CAIRO_STATE.SO_STATES.MOVING_OUT end -- Cursor Flashing elseif mistate.state == CAIRO_STATE.SO_STATES.MOVING_OUT then self.style.button_color = { r=1, g=1, b=1, a=mistate.alpha } self:RenderBox( x, y, width, height, 0 ) if mistate.tween == nil then mistate.tween = tween( tfade, mistate, { alpha=1.0 }, 'inQuad', TweenDone, self.cursorStates, name ) self.style.image_color = {r=1, g=1, b=1, a=1} mistate.state=CAIRO_STATE.SO_STATES.INITIAL end end self.style.button_color = saved end ------------------------------------------------------------------------------------------------------------ function widgets:RenderMultiImage(name, image_list, x, y, tdelay, tfade, cb) local saved = self.style.image_color local icount = table.getn(image_list) if icount == 0 then return end if self.multiImageStates[name] == nil then local mistate = { name=name, alpha=0.0, state=CAIRO_STATE.SO_STATES.INITIAL, current=1 } local newtween = tween( tfade, mistate, { alpha=1.0 }, 'inQuad', TweenDone, self.multiImageStates, name ) mistate.tween = newtween self.multiImageStates[name] = mistate end local mistate = self.multiImageStates[name] -- print("State:", mistate.state, "Alpha:", mistate.alpha, "Tween:",mistate.tween) -- Fading in.. if mistate.state == CAIRO_STATE.SO_STATES.INITIAL then self.style.image_color = {r=1, g=1, b=1, a=mistate.alpha} self:ButtonImage(name..string.format("_%03d", mistate.current), image_list[mistate.current], x, y, cb) if mistate.tween == nil then mistate.tween = tween( tdelay, mistate, { alpha=1.0 }, 'inQuad', TweenDone, self.multiImageStates, name ) self.style.image_color = {r=1, g=1, b=1, a=1} mistate.state=CAIRO_STATE.SO_STATES.MOVING_OUT end -- Waiting for next fade out.. elseif mistate.state == CAIRO_STATE.SO_STATES.MOVING_OUT then self:ButtonImage(name..string.format("_%03d", mistate.current), image_list[mistate.current], x, y, cb) if mistate.tween == nil then mistate.tween = tween( tfade, mistate, { alpha=0.0 }, 'inQuad', TweenDone, self.multiImageStates, name ) self.style.image_color = {r=1, g=1, b=1, a=1} mistate.state=CAIRO_STATE.SO_STATES.OUT end -- Fading out.. elseif mistate.state == CAIRO_STATE.SO_STATES.OUT then self.style.image_color = {r=1, g=1, b=1, a=mistate.alpha} self:ButtonImage(name..string.format("_%03d", mistate.current), image_list[mistate.current], x, y, cb) if mistate.tween == nil then mistate.tween = tween( tfade, mistate, { alpha=1.0 }, 'inQuad', TweenDone, self.multiImageStates, name ) mistate.state=CAIRO_STATE.SO_STATES.INITIAL mistate.current = mistate.current + 1 if mistate.current > icount then mistate.current = 1 end end end -- Flip pic.. start again.. self.style.image_color = saved end ------------------------------------------------------------------------------------------------------------ function widgets:RenderMultiSlideImage(name, image_list, x, y, swidth, tdelay, sspeed, cb) local icount = table.getn(image_list) if icount == 0 then return end if self.multiImageStates[name] == nil then local timage = image_list[1] local imagex = timage.width * timage.scalex local targetx = (x + swidth * 0.5) - imagex * 0.5 local mistate = { name=name, xpos=x-imagex, state=CAIRO_STATE.SO_STATES.INITIAL, current=1 } local newtween = tween( sspeed, mistate, { xpos=targetx }, 'inCubic', TweenDone, self.multiImageStates, name ) mistate.tween = newtween self.multiImageStates[name] = mistate end local mistate = self.multiImageStates[name] -- print("State:", mistate.state, "Alpha:", mistate.alpha, "Tween:",mistate.tween) local timage = image_list[mistate.current] self:ClipRegion( x, y, swidth, timage.height * timage.scaley ) local nameid = name..string.format("_%03d", mistate.current) -- Fading in.. if mistate.state == CAIRO_STATE.SO_STATES.INITIAL then self:ButtonImage(nameid, image_list[mistate.current], mistate.xpos, y, cb) if mistate.tween == nil then local imagex = timage.width * timage.scalex local targetx = (x + swidth * 0.5) - imagex * 0.5 mistate.tween = tween( tdelay, mistate, { xpos=targetx }, 'inCubic', TweenDone, self.multiImageStates, name ) mistate.state=CAIRO_STATE.SO_STATES.MOVING_OUT end -- Fading in.. elseif mistate.state == CAIRO_STATE.SO_STATES.MOVING_OUT then self:ButtonImage(nameid, image_list[mistate.current], mistate.xpos, y, cb) if mistate.tween == nil then mistate.tween = tween( sspeed, mistate, { xpos=x+swidth }, 'inCubic', TweenDone, self.multiImageStates, name ) mistate.state=CAIRO_STATE.SO_STATES.OUT end -- Fading out.. elseif mistate.state == CAIRO_STATE.SO_STATES.OUT then self:ButtonImage(nameid, image_list[mistate.current], mistate.xpos, y, cb) if mistate.tween == nil then mistate.current = mistate.current + 1 if mistate.current > icount then mistate.current = 1 end local timage = image_list[mistate.current] local imagex = timage.width * timage.scalex local targetx = (x + swidth * 0.5) - imagex * 0.5 mistate.xpos = x-timage.width * timage.scalex mistate.tween = tween( sspeed, mistate, { xpos=targetx }, 'inCubic', TweenDone, self.multiImageStates, name ) mistate.state=CAIRO_STATE.SO_STATES.INITIAL end end self:ClipReset() end ------------------------------------------------------------------------------------------------------------ function widgets:RenderButton(button, angle) local style = self.style self:RenderBox( button.left-style.border_width, button.top-style.border_width, button.width+style.border_width, button.height+style.border_width, button.corner ) self:ClipRegion(button.left-style.border_width, button.top-style.border_width, button.width+style.border_width, button.height+style.border_width) local bs = button.height if(bs > button.width) then bs = button.width end cr.cairo_save(self.ctx) cr.cairo_translate(self.ctx, button.left, button.top) if(math.abs(angle) > 0.0) then cr.cairo_rotate(self.ctx, angle) cr.cairo_translate(self.ctx, 0.0, -bs) end self:RenderText( button.name, 0, bs * 0.85, bs, button.color ) cr.cairo_restore(self.ctx) self:ClipReset() end ------------------------------------------------------------------------------------------------------------ function widgets:Button(name, left, top, width, height, corner, border, cb, meta) --if(oldButton) then return oldButton end local newButton = { name=name, top=top, left=left, width=width, height=height, corner=corner, border=border } -- Must add to a managed list to detect clip regions for mouse over etc. -- Check it doesnt already exist! self:AddObject(newButton, CAIRO_TYPE.BUTTON, cb, meta) return newButton end ------------------------------------------------------------------------------------------------------------ function widgets:List(name, left, top, width, height) -- Work out "where" the panel is currently (list slider). local state = {} if(self.listStates[name] == nil) then state = { state=CAIRO_STATE.SO_STATES.INITIAL, move=0, scroll=0, target=1.0 } else state = self.listStates[name] end local newListBox = { otype = CAIRO_TYPE.LISTBOX, name=name, top=top, left=left, width=width, height=height, nodes = {} } self:AddObject(newListBox, CAIRO_TYPE.LISTBOX) return newListBox end ------------------------------------------------------------------------------------------------------------ function TextBoxHandler( object, cairo ) return function ( textbox, cstate, cairo ) local dlen = string.len(textbox.data) local tbl = gSdisp.wm.KeyUp local shifted = 0 local modified = 0 local tdata = textbox.data object.changed = nil if #tbl > 0 then object.changed = true end -- TODO: This needs some work - would prefer this in a table of callbacks for k,v in pairs(tbl) do if v.scancode == sdl.SDL_SCANCODE_RETURN or v.scancode == sdl.SDL_SCANCODE_GRAVE then modified = 1 elseif v.scancode == sdl.SDL_SCANCODE_RIGHT then if cstate.pos < dlen-1 then cstate.pos = cstate.pos+1 end modified = 1 elseif v.scancode == sdl.SDL_SCANCODE_LEFT then if cstate.pos > 0 then cstate.pos = cstate.pos-1 end modified = 1 elseif v.scancode == sdl.SDL_SCANCODE_DELETE then if cstate.pos < dlen then local left = string.sub(tdata, 1, cstate.pos) local right = string.sub(tdata, cstate.pos+2, dlen) if cstate.pos == dlen then cstate.pos = cstate.pos - 1 end tdata = left..right end modified = 1 elseif v.scancode == sdl.SDL_SCANCODE_BACKSPACE then if cstate.pos > 0 and cstate.pos <= dlen then local left = string.sub(tdata, 1, cstate.pos-1) local right = string.sub(tdata, cstate.pos+1) cstate.pos = cstate.pos - 1 tdata = left..right end modified = 1 elseif v.mod == sdl.KMOD_RSHIFT or v.mod == sdl.KMOD_LSHIFT then shifted = 1 elseif v.scancode > 0 and v.scancode < sdl.SDL_SCANCODE_CAPSLOCK and modified == 0 then local char1 = string.char(v.sym) if shifted == 1 then char1 = string.upper(char1) if char1 == '9' then char1 = '(' end if char1 == '0' then char1 = ')' end if char1 == '[' then char1 = '{' end if char1 == ']' then char1 = '}' end if char1 == "'" then char1 = '"' end if char1 == ';' then char1 = ':' end end if dlen == 0 then tdata = char1 cstate.pos = 0 else if dlen == 1 then tdata = tdata..char1 cstate.pos = 1 else local left = string.sub(tdata, 1, cstate.pos) local right = string.sub(tdata, cstate.pos+1) tdata = left..char1..right end end cstate.pos = cstate.pos + 1 end end local subtext = string.sub( tdata, 1, cstate.pos ) cstate.posw = cairo:GetTextSize( subtext, textbox.height ) return tdata end end ------------------------------------------------------------------------------------------------------------ function widgets:TextBox(name, left, top, width, height, target_table, col ) local cw, ch = self:GetTextSize(" ", height) local ca, cd = self:GetFontExtents() local newTextBox = { otype = CAIRO_TYPE.TEXTBOX, name=name, top=top, left=left, width=width, height=height, data=target_table, color=col, cursorw = cw, cursora = cd, changed = nil } -- Add to a managed list? self:AddObject( newTextBox, CAIRO_TYPE.TEXTBOX, TextBoxHandler( newTextBox, self ) ) return newTextBox end ------------------------------------------------------------------------------------------------------------ function widgets:GetLineSize(line) -- When elements are added or changed, remember to set contentsize to nil if line.contentsize then return line.contentsize end local listNodes = line.nodes local linesize = 0 for k,v in pairs(listNodes) do -- Done include "space" in the calc - space should only effect horizontal. if(v.size ~= nil) then if((v.size > linesize) and (v.ntype ~= nil)) then linesize = v.size end end end line.contentsize = linesize return linesize end ------------------------------------------------------------------------------------------------------------ function widgets:RenderLine(line, left, top) local listNodes = line.nodes local tleft = left local linesize = 0 for k,v in pairs(listNodes) do if v.ntype == CAIRO_TYPE.LIST then local state = self:GetListState(v.list) self:RenderList(state, v.cobject, tleft, top ) tleft = tleft + v.list.width elseif v.ntype == CAIRO_TYPE.TEXT then tcolor = {r=1, g=1, b=1, a=1} local textsz = self:GetTextSize(v.name, v.size) if(v.callback) then local button = self:Button(v.name, tleft, top, textsz, v.size, v.corner, v.border, v.callback, v.meta) if v.meta then button.meta = v.meta end end self:RenderText(v.name, tleft, top + v.size * 0.85, v.size, tcolor ) tleft = tleft + textsz elseif v.ntype == CAIRO_TYPE.BUTTON then if v.width == nil then v.width = self:GetTextSize(v.name, v.size) end local button = self:Button(v.name, tleft, top, v.width, v.size, v.corner, v.border, v.callback, v.meta) self:RenderButton(button, 0.0) tleft = tleft + v.width elseif v.ntype == CAIRO_TYPE.IMAGE then v.image.scalex = v.size / v.image.width v.image.scaley = v.size / v.image.height if(v.callback) then local button = self:Button(v.name, tleft, top, v.image.width * v.image.scalex, v.size, v.corner, v.border, v.callback, v.meta) if v.meta then button.meta = v.meta end end self:RenderImage(v.image, tleft, top, 0.0, v.callback) tleft = tleft + v.image.width * v.image.scalex elseif v.ntype == CAIRO_TYPE.EXPLODER then v.image.scalex = v.size / v.image.width v.image.scaley = v.size / v.image.height self:Exploder(v.name, v.image, tleft, top, v.image.width * v.image.scalex, v.size, v.corner, v.list) tleft = tleft + v.image.width * v.image.scalex end if (v.ntype == nil) and (v.size ~= nil) then tleft = tleft + v.size end -- Done include "space" in the calc - space should only effect horizontal. if(v.size ~= nil) then if((v.size > linesize) and (v.ntype ~= nil)) then linesize = v.size end end end return linesize end ------------------------------------------------------------------------------------------------------------ function widgets:GetListSize(list) -- When elements are added or changed, remember to set contentsize to nil if list.contentsize then return list.contentsize end local listNodes = list.nodes local listsize = 0 for k,v in pairs(listNodes) do local lsize = v.size if v.ntype == CAIRO_TYPE.HLINE then lsize = self:GetLineSize(v) end listsize = listsize + lsize end list.contentsize = listsize return listsize end ------------------------------------------------------------------------------------------------------------ -- List Utility functions function widgets:ListAddSpace( tbl, textsize ) local linedata = { name = "space", size = textsize } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:ListAddText( tbl, text, textsize, callback, meta ) local linedata = { ntype = CAIRO_TYPE.TEXT, name = text, size = textsize, callback = callback, meta = meta } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:ListAddImage( tbl, name, image, textsize, colour, callback, meta ) local linedata = { ntype = CAIRO_TYPE.IMAGE, name = name, image = image, size = textsize, color = colour, callback = callback, meta = meta } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:ListAddButton( tbl, name, image, textsize, colour, callback, meta ) local linedata = { ntype = CAIRO_TYPE.BUTTON, name = name, image = image, size = textsize, color = colour, callback = callback, meta = meta } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:ListAddExploder( tbl, name, image, width, height, list ) local linedata = { ntype = CAIRO_TYPE.EXPLODER, name = name, width = width, height = height, list = list } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:ListAddLine( tbl, hline, name, size ) local linedata = { ntype = CAIRO_TYPE.HLINE, name = name, size = size, nodes = hline } table.insert( tbl, linedata ) end ------------------------------------------------------------------------------------------------------------ function widgets:GetListState(list) local state = {} if(self.listStates[list.name] == nil) then state = { state=CAIRO_STATE.SO_STATES.INITIAL, move=0, scroll=0, target=1.0, selected=0 } self.listStates[list.name] = state else state = self.listStates[list.name] end return state end ------------------------------------------------------------------------------------------------------------ function widgets:RenderList(state, list, left, top, select) -- If no state has been defined, then make one to match the list name (this will generate a ListName state) if state == nil then state = self:GetListState(list) end local ttop = top local style = self.style list.region = { left=left-style.border_width, top=top-style.border_width, width=list.width+style.border_width, height=list.height+style.border_width } self:ClipRegion( list.region.left, list.region.top, list.region.width, list.region.height ) self:RenderBox( list.region.left, list.region.top, list.region.width, list.region.height, style.corner_size ) -- Get list size of content - if it is too big then need to make a scroll indicator local listSize = self:GetListSize(list) -- if need scroll control / indicators then work it out.. if listSize > list.height then if( state.scroll > 0 ) then state.scroll = 0 end if( state.scroll < -(listSize - list.height) ) then state.scroll = -(listSize - list.height) end ttop = ttop + state.scroll end local listNodes = list.nodes for k,v in pairs(listNodes) do local lsize = v.size if v.ntype == CAIRO_TYPE.TEXT then tcolor = {r=1, g=1, b=1, a=1} if(v.callback) then local textsz = self:GetTextSize(v.name, v.size) local button = self:Button(v.name, left, ttop, textsz, v.size, v.corner, v.border, v.callback) end self:RenderText(v.name, left, ttop + v.size * 0.85, v.size, tcolor ) elseif v.ntype == CAIRO_TYPE.BUTTON then local button = self:Button(v.name, left, ttop, list.width, v.size, v.corner, v.border, v.callback) self:RenderButton(button, 0.0) elseif v.ntype == CAIRO_TYPE.IMAGE then v.image.scalex = v.size / v.image.width local halfx = 0.5 * v.image.width * v.image.scalex v.image.scaley = v.size / v.image.height local halfy = 0.5 * v.image.height * v.image.scaley if(v.callback) then local button = self:Button(v.name, left, ttop, v.image.width * v.image.scalex, v.size, v.corner, v.border, v.callback) end self:RenderImage(v.image, left + halfx, ttop + halfy, 0.0, v.callback) elseif v.ntype == CAIRO_TYPE.EXPLODER then widgets:Exploder(v.name, v.image, left, ttop, v.width, v.height, v.corner, v.list) elseif v.ntype == CAIRO_TYPE.HLINE then lsize = self:RenderLine(v, left, ttop) end if select == k then self.img_select.scalex = 0.4 self.img_select.scaley = 0.4 self:RenderImage(self.img_select, left+list.width * 0.6, ttop, 0.0) end ttop = ttop + (lsize) end -- Render overlayed indicators.. for scrolling if listSize > list.height then local scrollheight = listSize - list.height local left1 = left-style.border_width+list.width-self.img_arrowup.width * self.img_arrowup.scalex local left2 = left-style.border_width+list.width-self.img_arrowdn.width * self.img_arrowup.scalex local top2 = top-style.border_width+list.height-self.img_arrowdn.height * self.img_arrowup.scaley if( state.scroll > -scrollheight ) then self:RenderImage( self.img_arrowup, left1, top-style.border_width, 0) end if( state.scroll < 0 ) then self:RenderImage( self.img_arrowdn, left2, top2, 0) end end self:ClipReset() end ------------------------------------------------------------------------------------------------------------ -- SlideOut Callback just moves to next state local function SlideOutHandler( name, cairo_obj) local sostate = cairo_obj.slideOutStates[name] -- Dont bother if nothing exists! if(sostate == nil) then return end -- Change to moving on this callback (callback is a mouse up) if(sostate.state == CAIRO_STATE.SO_STATES.OUT) then sostate.state = CAIRO_STATE.SO_STATES.MOVING_OUT sostate.tween = tween( sostate.speed, sostate, { move=sostate.target }, CAIRO_UI.SLIDER_MODE, TweenDone, cairo_obj.slideOutStates, name) return end if(sostate.state == CAIRO_STATE.SO_STATES.IN) then sostate.state = CAIRO_STATE.SO_STATES.MOVING_IN sostate.tween = tween( sostate.speed, sostate, { move=0 }, CAIRO_UI.SLIDER_MODE, TweenDone, cairo_obj.slideOutStates, name) return end end ------------------------------------------------------------------------------------------------------------ -- Return current position function widgets:SlideOut(name, image, align, pos, size, corner, list, speed) -- Work out "where" the slideout is currently. if(self.slideOutStates[name] == nil) then state = { state=CAIRO_STATE.SO_STATES.INITIAL, move=0, scroll=0, target=list.width, speed=speed } else state = self.slideOutStates[name] end if(state.speed == nil) then state.speed = CAIRO_UI.SLIDER_TWEEN_SPEED end local style = self.style local left = state.move; local top = pos; local width = size local height = list.height; local lleft = left - list.width local ltop = top if(align == CAIRO_UI.RIGHT) then left = self.WIDTH - state.move - size; top = pos; lleft = self.WIDTH - state.move; end if(align == CAIRO_UI.TOP) then left = pos; top = state.move; width = list.width; height = size; state.target = list.height; lleft = left; ltop = top - list.height; end if(align == CAIRO_UI.BOTTOM) then left = pos; top = self.HEIGHT - state.move - size; width = list.width; height = size; state.target = list.height; lleft = left; ltop = top + size; end -- Draw the list if(state.move > 0) then -- Clip within the list box self:RenderList(state, list, lleft, ltop) end local tcolor = { r=1, g=1, b=1, a=1 } local button = self:Button(name, left, top, width, height, corner, 6 ) if(image) then button = image button.left = left; button.top = top button.scalex = size / image.width; button.scaley = size / image.height self:RenderImage(image, button.left, button.top, 0, 1) else local angle = 0 -- Draw the button if(align == CAIRO_UI.LEFT) or (align == CAIRO_UI.RIGHT) then angle = math.pi * 0.5 end self:RenderButton(button, angle) end local newSlideOut = { name=name, button=button, list=list } self.slideOutStates[name] = state self:AddObject( newSlideOut, CAIRO_TYPE.SLIDEOUT, coroutine.create(SlideOutHandler) ) end ------------------------------------------------------------------------------------------------------------ -- Exploder Callback just moves to next state local function ExploderHandler(name, cairo_obj) -- Dont bother if nothing exists! --if(self.exploderStates[name] == nil) then return end -- Handle the object - this is a ref remember!!! local sostate = cairo_obj.exploderStates[name] -- Change to moving on this callback (callback is a mouse up) if(sostate.state == CAIRO_STATE.SO_STATES.OUT) then sostate.state = CAIRO_STATE.SO_STATES.MOVING_OUT sostate.tween = tween(sostate.speed, sostate, { move=1.0 }, CAIRO_UI.EXPLODER_MODE, TweenDone, cairo_obj.exploderStates, name) return end if(sostate.state == CAIRO_STATE.SO_STATES.IN) then sostate.state = CAIRO_STATE.SO_STATES.MOVING_IN sostate.tween = tween(sostate.speed, sostate, { move=0 }, CAIRO_UI.EXPLODER_MODE, TweenDone, cairo_obj.exploderStates, name) return end end ------------------------------------------------------------------------------------------------------------ -- Return current position function widgets:Exploder(name, image, align, x, y, hsize, vsize, corner, list, speed) -- Work out "where" the exploder is currently. if(self.exploderStates[name] == nil) then state = { state=CAIRO_STATE.SO_STATES.INITIAL, move=0, scroll=0, target=1.0, speed=speed } else state = self.exploderStates[name] end if(state.speed == nil) then state.speed = CAIRO_UI.EXPLODER_TWEEN_SPEED end local left = x; local top = y; local button = nil local aleft = 0 local atop = 10 local adir = 0 local aoff = 10 if(list.arrows == nil) then aoff = 0 end local tpos = { 10, -10 } if(align == CAIRO_UI.RIGHT) then aleft = hsize + aoff; atop = 0.0; adir = 90; tpos = { -10, 10 } end if(align == CAIRO_UI.BOTTOM) then aleft = 0.0; atop = vsize + aoff; end if(list.arrows == nil) then tpos = nil end -- Draw the list if(state.move > 0.1) then cr.cairo_save(self.ctx) cr.cairo_translate(self.ctx, left + aleft, top + atop) if tpos then self:DrawTriangle( tpos, adir, 8, 16 ) end cr.cairo_scale(self.ctx, state.move, state.move) cr.cairo_translate(self.ctx, -left-aleft, -top - atop) self:RenderList(state, list, left+aleft, top + atop) cr.cairo_restore(self.ctx) end if(image) then button = image button.left = x; button.top = y button.scalex = hsize / image.width; button.scaley = vsize / image.height self:RenderImage(image, button.left, button.top, 0, 1) else button = self:Button(name, left, top, hsize, vsize, corner, 6 ) self:RenderButton(button, 0.0) end local newExploder = { name=name, button=button, list=list } self.exploderStates[name] = state self:AddObject( newExploder, CAIRO_TYPE.EXPLODER, coroutine.create(ExploderHandler) ) end ------------------------------------------------------------------------------------------------------------ -- Return current position function widgets:Panel(name, posx, posy, size, corner, list, select ) local style = self.style local left = posx; local top = posy; local width = list.width + list.left local height = list.height + list.top; local lleft = left + list.left local ltop = top + list.top + size local state = self:GetListState(list) -- Draw the list -- Clip within the list box self:RenderList(state, list, lleft, ltop, select) local tcolor = { r=1, g=1, b=1, a=1 } local button = self:Button(name, left, top, width, size, corner, 6 ) local newPanel = { name=name, button=button, list=list } if size > 0 then self:RenderButton(button, 0.0) end self:AddObject( newPanel, CAIRO_TYPE.PANEL ) end ------------------------------------------------------------------------------------------------------------ -- Really... this is what Panel should have been. Panel is a little more flexible, -- PanelList is used for displaying a list of panel text, nothing else. function widgets:PanelListText(name, posx, posy, headsize, textsize, width, height, textlist ) local listid = "PanelListText"..tostring(textlist) local tlist = self:List(listid, 0, 0, width, height) local snodes = {} local i = 1 for k,v in pairs(textlist) do local nline1 = { name="space1", size=8 } local nline2 = { { name="space1", size=2 }, { name=v, ntype=CAIRO_TYPE.TEXT, size=textsize, color=tcolor } } local nline2ref = { name="line2", ntype=CAIRO_TYPE.HLINE, size=textsize, nodes = nline2 } snodes[i] = nline1; i=i+1 snodes[i] = nline2ref; i=i+1 end snodes[i] = { name = "space1", size=12 }; i=i+1 tlist.nodes = snodes self:Panel(name, posx, posy, headsize, 0, tlist) end ------------------------------------------------------------------------------------------------------------ local function CairoChangeFolder(callerobj, wcairo) --print("*************", callerobj.name, wcairo.file_FileSelect) wcairo.file_NewFolder = callerobj.name end ------------------------------------------------------------------------------------------------------------ local function CairoSelectFile(callerobj, wcairo) --print("------------", callerobj.name, wcairo.file_FileSelect) if callerobj.name ~= "." and callerobj.name ~= ".." then wcairo.file_LastSelect = wcairo.file_FileSelect wcairo.file_FileSelect = callerobj.name wcairo.file_preview_obj = nil end end ------------------------------------------------------------------------------------------------------------ function widgets:RenderDirectory(left, top, width, height) if self.currdir == nil then return end if self.dirlist == nil then self.dirlist = dir:listfolder(self.currdir) end -- A Content window of 'stuff' to show local list_assets = Gcairo:List("dirlist", 0, 0, width, height-20) local snodes = {} local i = 1 local line1 = { { name="space1", size=116 } } for k,v in pairs(self.dirlist) do local nline1 = { name="space1", size=8 } local nline2 = { { name="space1", size=6 }, { name="space1", size=18 }, { name="space1", size=6 }, { name=v.name, ftype=v.ftype, ntype=CAIRO_TYPE.TEXT, size=18 } } if self.file_FileSelect == v.name then nline2[2] = { name=v.name, ntype=CAIRO_TYPE.IMAGE, image=self.img_select, size=18, color=tcolor } self.select_file = k end if v.ftype == 2 then nline2[2] = { name=v.name, ntype=CAIRO_TYPE.IMAGE, image=self.img_folder, size=18, color=tcolor, callback=CairoChangeFolder } nline2[4].callback = CairoChangeFolder else nline2[4].callback = CairoSelectFile nline2[2].callback = CairoSelectFile end local nline2ref = { name="line2", ntype=CAIRO_TYPE.HLINE, size=18, nodes = nline2 } if v.name ~= "." then snodes[i] = nline1; i=i+1 snodes[i] = nline2ref; i=i+1 end end snodes[i] = { name = "space1", size=22 }; i=i+1 snodes[i] = { name = "line1", ntype=CAIRO_TYPE.HLINE, size=18 , nodes=line1 }; i=i+1 snodes[i] = { name = "space1", size=6 }; i=i+1 list_assets.nodes = snodes --Gcairo.style.button_color = { r=0.6, g=0.3, b=0.3, a=1.0 } Gcairo:Panel(" "..self.currdir, left, top, 20, 0, list_assets ) -- If folder has changed, then update if self.file_NewFolder ~= nil then -- Handle "up one directory differently if self.file_NewFolder == ".." then local s, e, m = string.find(self.currdir, ".*/([^/]+)") -- print("Found:",self.currdir,s,e,m) if s ~= nil and e ~= nil and m ~= nil then self.currdir = string.sub(self.currdir, 1, e-string.len(m)-1) end self.preview_image = nil else self.currdir = self.currdir.."/"..self.file_NewFolder end self.dirlist = dir:listfolder(self.currdir) self.file_NewFolder = nil end if (self.file_FileSelect ~= self.file_LastSelect) and (self.file_FileSelect ~= nil) then local exttype = dir:getextension(self.file_FileSelect) --print("Extension:", exttype, self.file_FileSelect) local extobj = self.ExtensionFunc[exttype] if extobj ~= nil then --print("File:", self.currdir, self.file_FileSelect) extobj.func(extobj.obj, self.file_FileSelect) self.file_LastSelect = self.file_FileSelect end end end ------------------------------------------------------------------------------------------------------------ function widgets:SetExtensionCallbacks(funcext) self.ExtensionFunc = funcext end ------------------------------------------------------------------------------------------------------------ return widgets ------------------------------------------------------------------------------------------------------------
--[[ This file is part of YunWebUI. YunWebUI is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA As a special exception, you may use this file as part of a free software library without restriction. Specifically, if other files instantiate templates or use macros or inline functions from this file, or you compile this file and link it with other files to produce an executable, this file does not by itself cause the resulting executable to be covered by the GNU General Public License. This exception does not however invalidate any other reasons why the executable file might be covered by the GNU General Public License. Copyright 2013 Arduino LLC (http://www.arduino.cc/) ]] module("luci.controller.arduino.index", package.seeall) local function not_nil_or_empty(value) return value and value ~= "" end local function get_first(cursor, config, type, option) return cursor:get_first(config, type, option) end local function set_first(cursor, config, type, option, value) cursor:foreach(config, type, function(s) if s[".type"] == type then cursor:set(config, s[".name"], option, value) end end) end local function to_key_value(s) local parts = luci.util.split(s, ":") parts[1] = luci.util.trim(parts[1]) parts[2] = luci.util.trim(parts[2]) return parts[1], parts[2] end function http_error(code, text) luci.http.prepare_content("text/plain") luci.http.status(code) if text then luci.http.write(text) end end function index() function luci.dispatcher.authenticator.arduinoauth(validator, accs, default) require("luci.controller.arduino.index") local user = luci.http.formvalue("username") local pass = luci.http.formvalue("password") local basic_auth = luci.http.getenv("HTTP_AUTHORIZATION") if user and validator(user, pass) then return user end if basic_auth and basic_auth ~= "" then local decoded_basic_auth = nixio.bin.b64decode(string.sub(basic_auth, 7)) user = string.sub(decoded_basic_auth, 0, string.find(decoded_basic_auth, ":") - 1) pass = string.sub(decoded_basic_auth, string.find(decoded_basic_auth, ":") + 1) end if user then if #pass ~= 64 and validator(user, pass) then return user elseif #pass == 64 then local uci = luci.model.uci.cursor() uci:load("yunbridge") local stored_encrypted_pass = uci:get_first("yunbridge", "bridge", "password") if pass == stored_encrypted_pass then return user end end end luci.http.header("WWW-Authenticate", "Basic realm=\"yunbridge\"") luci.http.status(401) return false end local function make_entry(path, target, title, order) local page = entry(path, target, title, order) page.leaf = true return page end -- web panel local webpanel = entry({ "webpanel" }, alias("webpanel", "go_to_homepage"), _("%s Web Panel") % luci.sys.hostname(), 10) webpanel.sysauth = "root" webpanel.sysauth_authenticator = "arduinoauth" make_entry({ "webpanel", "go_to_homepage" }, call("go_to_homepage"), nil) --api security level local uci = luci.model.uci.cursor() uci:load("yunbridge") local secure_rest_api = uci:get_first("yunbridge", "bridge", "secure_rest_api") local rest_api_sysauth = false if secure_rest_api == "true" then rest_api_sysauth = webpanel.sysauth end --storage api local data_api = node("data") data_api.sysauth = rest_api_sysauth data_api.sysauth_authenticator = webpanel.sysauth_authenticator make_entry({ "data", "get" }, call("storage_send_request"), nil).sysauth = rest_api_sysauth make_entry({ "data", "put" }, call("storage_send_request"), nil).sysauth = rest_api_sysauth make_entry({ "data", "delete" }, call("storage_send_request"), nil).sysauth = rest_api_sysauth local mailbox_api = node("mailbox") mailbox_api.sysauth = rest_api_sysauth mailbox_api.sysauth_authenticator = webpanel.sysauth_authenticator make_entry({ "mailbox" }, call("build_bridge_mailbox_request"), nil).sysauth = rest_api_sysauth --plain socket endpoint local plain_socket_endpoint = make_entry({ "arduino" }, call("board_plain_socket"), nil) plain_socket_endpoint.sysauth = rest_api_sysauth plain_socket_endpoint.sysauth_authenticator = webpanel.sysauth_authenticator end function go_to_homepage() luci.http.redirect("/index.html") end local function build_bridge_request(command, params) local bridge_request = { command = command } if command == "raw" then params = table.concat(params, "/") if not_nil_or_empty(params) then bridge_request["data"] = params end return bridge_request end if command == "get" then if not_nil_or_empty(params[1]) then bridge_request["key"] = params[1] end return bridge_request end if command == "put" and not_nil_or_empty(params[1]) and params[2] then bridge_request["key"] = params[1] bridge_request["value"] = params[2] return bridge_request end if command == "delete" and not_nil_or_empty(params[1]) then bridge_request["key"] = params[1] return bridge_request end return nil end local function extract_jsonp_param(query_string) if not not_nil_or_empty(query_string) then return nil end local qs_parts = string.split(query_string, "&") for idx, value in ipairs(qs_parts) do if string.find(value, "jsonp") == 1 or string.find(value, "callback") == 1 then return string.sub(value, string.find(value, "=") + 1) end end end local function parts_after(url_part) local url = luci.http.getenv("PATH_INFO") local url_after_part = string.find(url, "/", string.find(url, url_part) + 1) if not url_after_part then return {} end return luci.util.split(string.sub(url, url_after_part + 1), "/") end function storage_send_request() local method = luci.http.getenv("REQUEST_METHOD") local jsonp_callback = extract_jsonp_param(luci.http.getenv("QUERY_STRING")) local parts = parts_after("data") local command = parts[1] if not command or command == "" then luci.http.status(404) return end local params = {} for idx, param in ipairs(parts) do if idx > 1 and not_nil_or_empty(param) then table.insert(params, param) end end -- TODO check method? local bridge_request = build_bridge_request(command, params) if not bridge_request then luci.http.status(403) return end local uci = luci.model.uci.cursor() uci:load("yunbridge") local socket_timeout = uci:get_first("yunbridge", "bridge", "socket_timeout", 5) local sock, code, msg = nixio.connect("127.0.0.1", 5700) if not sock then code = code or "" msg = msg or "" http_error(500, "nil socket, " .. code .. " " .. msg) return end sock:setopt("socket", "sndtimeo", socket_timeout) sock:setopt("socket", "rcvtimeo", socket_timeout) sock:setopt("tcp", "nodelay", 1) local json = require("luci.json") sock:write(json.encode(bridge_request)) sock:writeall("\n") local response_text = {} while true do local bytes = sock:recv(4096) if bytes and #bytes > 0 then table.insert(response_text, bytes) end local json_response = json.decode(table.concat(response_text)) if json_response then sock:close() luci.http.status(200) if jsonp_callback then luci.http.prepare_content("application/javascript") luci.http.write(jsonp_callback) luci.http.write("(") luci.http.write_json(json_response) luci.http.write(");") else luci.http.prepare_content("application/json") luci.http.write(json.encode(json_response)) end return end if not bytes or #response_text == 0 then sock:close() http_error(500, "Empty response") return end end sock:close() end function board_plain_socket() local function send_response(response_text, jsonp_callback) if not response_text then luci.http.status(500) return end local rows = luci.util.split(response_text, "\r\n") if #rows == 1 or string.find(rows[1], "Status") ~= 1 then luci.http.prepare_content("text/plain") luci.http.status(200) luci.http.write(response_text) return end local body_start_at_idx = -1 local content_type = "text/plain" for idx, row in ipairs(rows) do if row == "" then body_start_at_idx = idx break end local key, value = to_key_value(row) if string.lower(key) == "status" then luci.http.status(tonumber(value)) elseif string.lower(key) == "content-type" then content_type = value else luci.http.header(key, value) end end local response_body = table.concat(rows, "\r\n", body_start_at_idx + 1) if content_type == "application/json" and jsonp_callback then local json = require("luci.json") luci.http.prepare_content("application/javascript") luci.http.write(jsonp_callback) luci.http.write("(") luci.http.write_json(json.decode(response_body)) luci.http.write(");") else luci.http.prepare_content(content_type) luci.http.write(response_body) end end local method = luci.http.getenv("REQUEST_METHOD") local jsonp_callback = extract_jsonp_param(luci.http.getenv("QUERY_STRING")) local parts = parts_after("arduino") local params = {} for idx, param in ipairs(parts) do if not_nil_or_empty(param) then table.insert(params, param) end end if #params == 0 then luci.http.status(404) return end params = table.concat(params, "/") local uci = luci.model.uci.cursor() uci:load("yunbridge") local socket_timeout = uci:get_first("yunbridge", "bridge", "socket_timeout", 5) local sock, code, msg = nixio.connect("127.0.0.1", 5555) if not sock then code = code or "" msg = msg or "" http_error(500, "Could not connect to YunServer " .. code .. " " .. msg) return end sock:setopt("socket", "sndtimeo", socket_timeout) sock:setopt("socket", "rcvtimeo", socket_timeout) sock:setopt("tcp", "nodelay", 1) sock:write(params) sock:writeall("\r\n") local response_text = sock:readall() sock:close() send_response(response_text, jsonp_callback) end function build_bridge_mailbox_request() local method = luci.http.getenv("REQUEST_METHOD") local jsonp_callback = extract_jsonp_param(luci.http.getenv("QUERY_STRING")) local parts = parts_after("mailbox") local params = {} for idx, param in ipairs(parts) do if not_nil_or_empty(param) then table.insert(params, param) end end if #params == 0 then luci.http.status(400) return end local bridge_request = build_bridge_request("raw", params) if not bridge_request then luci.http.status(403) return end local uci = luci.model.uci.cursor() uci:load("yunbridge") local socket_timeout = uci:get_first("yunbridge", "bridge", "socket_timeout", 5) local sock, code, msg = nixio.connect("127.0.0.1", 5700) if not sock then code = code or "" msg = msg or "" http_error(500, "nil socket, " .. code .. " " .. msg) return end sock:setopt("socket", "sndtimeo", socket_timeout) sock:setopt("socket", "rcvtimeo", socket_timeout) sock:setopt("tcp", "nodelay", 1) local json = require("luci.json") sock:write(json.encode(bridge_request)) sock:writeall("\n") sock:close() luci.http.status(200) end
inspect = require("inspect") log = require("log") require("component") require("constants") require("Print") Project = require("Project") log.overridePrint() local cm = require("ComponentManager") function _loadComponent(name) cm.loadComponent(name) end local controller = require("Controller")() function _getController() return controller end
local awful = require("awful") local M = {} M.setup = function() local cmds = { "setxkbmap -model abnt2 -layout br -option ctrl:swapcaps", "xset r rate 320 40", 'xinput --set-prop "SIGMACHIP Usb Mouse" "Coordinate Transformation Matrix" 0.5 0 0 0 0.5 0 0 0 1', "xsetroot -cursor_name left_ptr", "picom --experimental-backends", -- "feh --bg-scale ~/Imgs/wall/forest.jpg --no-fehbg", "xrdb ~/.config/xrdb/Gruvbox", } for _, i in pairs(cmds) do awful.spawn.with_shell(i .. " &") end end return M
if (ImGui.TreeNode("Images"))then ImGuiIO& io = ImGui.GetIO(); ImGui.TextWrapped( "Below we are displaying the font texture (which is the only texture we have access to in this demo). " "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " "Hover the texture for a zoomed viewnot "); -- Below we are displaying the font texture because it is the only texture we have access to inside the demonot -- Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that -- will be passed to the rendering backend via the ImDrawCmd structure. -- If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top -- of their respective source file to specify what they expect to be stored in ImTextureID, for example: -- - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer -- - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. -- More: -- - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers -- to ImGui.Image(), and gather width/height through your own functions, etc. -- - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, -- it will help you debug issues if you are confused about it. -- - Consider using the lower-level ImDrawList.AddImage() API, via ImGui.GetWindowDrawList()->AddImage(). -- - Read https:--github.com/ocornut/imgui/blob/master/docs/FAQ.md -- - Read https:--github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImTextureID my_tex_id = io.Fonts->TexID; float my_tex_w = (float)io.Fonts->TexWidth; float my_tex_h = (float)io.Fonts->TexHeight;then ImGui.Text("%.0x%.0", my_tex_w, my_tex_h); ImVec2 pos = ImGui.GetCursorScreenPos(); ImVec2 uv_min = ImVec2(0.0, 0.0); -- Top-left ImVec2 uv_max = ImVec2(1.0, 1.0); -- Lower-right ImVec4 tint_col = ImVec4(1.0, 1.0, 1.0, 1.0); -- No tint ImVec4 border_col = ImVec4(1.0, 1.0, 1.0, 0.5f); -- 50% opaque white ImGui.Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); if (ImGui.IsItemHovered())then ImGui.BeginTooltip(); float region_sz = 32.0; float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; float zoom = 4.0; if (region_x < 0.0) do region_x = 0.0; end else if (region_x > my_tex_w - region_sz) do region_x = my_tex_w - region_sz; end if (region_y < 0.0) do region_y = 0.0; end else if (region_y > my_tex_h - region_sz) do region_y = my_tex_h - region_sz; end ImGui.Text("Min: (%.2f, %.2f)", region_x, region_y); ImGui.Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); ImGui.Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); ImGui.EndTooltip(); end end ImGui.TextWrapped("And now some textured buttons.."); static int pressed_count = 0; for (int i = 0; i < 8; i++)then ImGui.PushID(i); int frame_padding = -1 + i; -- -1 == uses default padding (style.FramePadding) ImVec2 size = ImVec2(32.0, 32.0); -- Size of the image we want to make visible ImVec2 uv0 = ImVec2(0.0, 0.0); -- UV coordinates for lower-left ImVec2 uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h);-- UV coordinates for (32,32) in our texture ImVec4 bg_col = ImVec4(0.0, 0.0, 0.0, 1.0); -- Black background ImVec4 tint_col = ImVec4(1.0, 1.0, 1.0, 1.0); -- No tint if (ImGui.ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) pressed_count += 1; ImGui.PopID(); ImGui.SameLine(); end ImGui.NewLine(); ImGui.Text("Pressed %d times.", pressed_count); ImGui.TreePop(); end if (ImGui.TreeNode("Combo"))then -- Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui.CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", flags, ImGuiComboFlags_PopupAlignLeft); ImGui.SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); if (ImGui.CheckboxFlags("ImGuiComboFlags_NoArrowButton", flags, ImGuiComboFlags_NoArrowButton)) flags &= ~ImGuiComboFlags_NoPreview; -- Clear the other flag, as we cannot combine both if (ImGui.CheckboxFlags("ImGuiComboFlags_NoPreview", flags, ImGuiComboFlags_NoPreview)) flags &= ~ImGuiComboFlags_NoArrowButton; -- Clear the other flag, as we cannot combine both -- Using the generic BeginCombo() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) const char* items[] = do "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" end; static int item_current_idx = 0; -- Here we store our selection data as an index. const char* combo_preview_value = items[item_current_idx]; -- Pass in the preview value visible before opening the combo (it could be anything) if (ImGui.BeginCombo("combo 1", combo_preview_value, flags))then for (int n = 0; n < IM_ARRAYSIZE(items); n++)then const bool is_selected = (item_current_idx == n); if (ImGui.Selectable(items[n], is_selected)) item_current_idx = n; -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui.SetItemDefaultFocus(); end ImGui.EndCombo(); end -- Simplified one-liner Combo() API, using values packed in a single constant string -- This is a convenience for when the selection set is small and known at compile-time. static int item_current_2 = 0; ImGui.Combo("combo 2 (one-liner)", item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); -- Simplified one-liner Combo() using an array of const char* -- This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. static int item_current_3 = -1; -- If the selection isn't within 0..count, Combo won't display a preview ImGui.Combo("combo 3 (array)", item_current_3, items, IM_ARRAYSIZE(items)); -- Simplified one-liner Combo() using an accessor function struct Funcs do local ItemGetter(void* data, int n, const char** out_str) do *out_str = ((const char**)data)[n]; return true; end end; static int item_current_4 = 0; ImGui.Combo("combo 4 (function)", item_current_4, Funcs.ItemGetter, items, IM_ARRAYSIZE(items)); ImGui.TreePop(); end if (ImGui.TreeNode("List boxes"))then -- Using the generic BeginListBox() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) const char* items[] = do "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" end; static int item_current_idx = 0; -- Here we store our selection data as an index. if (ImGui.BeginListBox("listbox 1"))then for (int n = 0; n < IM_ARRAYSIZE(items); n++)then const bool is_selected = (item_current_idx == n); if (ImGui.Selectable(items[n], is_selected)) item_current_idx = n; -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui.SetItemDefaultFocus(); end ImGui.EndListBox(); end -- Custom size: use all width, 5 items tall ImGui.Text("Full-width:"); if (ImGui.BeginListBox("----listbox 2", ImVec2(-FLT_MIN, 5 * ImGui.GetTextLineHeightWithSpacing())))then for (int n = 0; n < IM_ARRAYSIZE(items); n++)then const bool is_selected = (item_current_idx == n); if (ImGui.Selectable(items[n], is_selected)) item_current_idx = n; -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui.SetItemDefaultFocus(); end ImGui.EndListBox(); end ImGui.TreePop(); end if (ImGui.TreeNode("Selectables"))then -- Selectable() has 2 overloads: -- - The one taking "bool selected" as a read-only selection information. -- When Selectable() has been clicked it returns true and you can alter selection state accordingly. -- - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) -- The earlier is more flexible, as in real application your selection may be stored in many different ways -- and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). if (ImGui.TreeNode("Basic"))then local selection[5] = do false, true, false, false, false end; ImGui.Selectable("1. I am selectable", selection[0]); ImGui.Selectable("2. I am selectable", selection[1]); ImGui.Text("(I am not selectable)"); ImGui.Selectable("4. I am selectable", selection[3]); if (ImGui.Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui.IsMouseDoubleClicked(0)) selection[4] = not selection[4]; ImGui.TreePop(); end if (ImGui.TreeNode("Selection State: Single Selection"))then static int selected = -1; for (int n = 0; n < 5; n++)then char buf[32]; sprintf(buf, "Object %d", n); if (ImGui.Selectable(buf, selected == n)) selected = n; end ImGui.TreePop(); end if (ImGui.TreeNode("Selection State: Multiple Selection"))then HelpMarker("Hold CTRL and click to select multiple items."); local selection[5] = do false, false, false, false, false end; for (int n = 0; n < 5; n++)then char buf[32]; sprintf(buf, "Object %d", n); if (ImGui.Selectable(buf, selection[n]))then if (not ImGui.GetIO().KeyCtrl) -- Clear selection when CTRL is not held memset(selection, 0, sizeof(selection)); selection[n] ^= 1; end end ImGui.TreePop(); end if (ImGui.TreeNode("Rendering more text into the same line"))then -- Using the Selectable() override that takes "bool* p_selected" parameter, -- this function toggle your bool value automatically. local selected[3] = do false, false, false end; ImGui.Selectable("main.c", &selected[0]); ImGui.SameLine(300); ImGui.Text(" 2,345 bytes"); ImGui.Selectable("Hello.cpp", selected[1]); ImGui.SameLine(300); ImGui.Text("12,345 bytes"); ImGui.Selectable("Hello.h", &selected[2]); ImGui.SameLine(300); ImGui.Text(" 2,345 bytes"); ImGui.TreePop(); end if (ImGui.TreeNode("In columns"))then local selected[10] = do end; if (ImGui.BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))then for (int i = 0; i < 10; i++)then char label[32]; sprintf(label, "Item %d", i); ImGui.TableNextColumn(); ImGui.Selectable(label, selected[i]); -- FIXME-TABLE: Selection overlap end ImGui.EndTable(); end ImGui.Spacing(); if (ImGui.BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))then for (int i = 0; i < 10; i++)then char label[32]; sprintf(label, "Item %d", i); ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Selectable(label, selected[i], ImGuiSelectableFlags_SpanAllColumns); ImGui.TableNextColumn(); ImGui.Text("Some other contents"); ImGui.TableNextColumn(); ImGui.Text("123456"); end ImGui.EndTable(); end ImGui.TreePop(); end if (ImGui.TreeNode("Grid"))then static char selected[4][4] = do do 1, 0, 0, 0 end, do 0, 1, 0, 0 end, do 0, 0, 1, 0 end, do 0, 0, 0, 1 end end; -- Add in a bit of silly fun... const float time = (float)ImGui.GetTime(); const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; -- If all cells are selected... if (winning_state) ImGui.PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0), 0.5f + 0.5f * sinf(time * 3.0))); for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++)then if (x > 0) ImGui.SameLine(); ImGui.PushID(y * 4 + x); if (ImGui.Selectable("Sailor", selected[y][x] ~= 0, 0, ImVec2(50, 50)))then -- Toggle clicked cell + toggle neighbors selected[y][x] ^= 1; if (x > 0) do selected[y][x - 1] ^= 1; end if (x < 3) do selected[y][x + 1] ^= 1; end if (y > 0) do selected[y - 1][x] ^= 1; end if (y < 3) do selected[y + 1][x] ^= 1; end end ImGui.PopID(); end if (winning_state) ImGui.PopStyleVar(); ImGui.TreePop(); end if (ImGui.TreeNode("Alignment"))then HelpMarker( "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " "basis using PushStyleVar(). You'll probably want to always keep your default situation to " "left-align otherwise it becomes difficult to layout multiple items on a same line"); local selected[3 * 3] = do true, false, true, false, true, false, true, false, true end; for (int y = 0; y < 3; y++)then for (int x = 0; x < 3; x++)then ImVec2 alignment = ImVec2((float)x / 2.0, (float)y / 2.0); char name[32]; sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); if (x > 0) ImGui.SameLine(); ImGui.PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); ImGui.Selectable(name, selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); ImGui.PopStyleVar(); end end ImGui.TreePop(); end ImGui.TreePop(); end -- To wire InputText() with std.string or any other custom string type, -- see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. if (ImGui.TreeNode("Text Input"))then if (ImGui.TreeNode("Multi-line Text Input"))then -- Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize -- and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. static char text[1024 * 16] = "--\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" " the hexadecimal encoding of one offending instruction,\n" " more formally, the invalid operand with locked CMPXCHG8B\n" " instruction bug, is a design flaw in the majority of\n" " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" " processors (all in the P5 microarchitecture).\n" "--\n\n" "label:\n" "\tlock cmpxchg8b eax\n"; static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)"); ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", flags, ImGuiInputTextFlags_ReadOnly); ImGui.CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", flags, ImGuiInputTextFlags_AllowTabInput); ImGui.CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", flags, ImGuiInputTextFlags_CtrlEnterForNewLine); ImGui.InputTextMultiline("----source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16), flags); ImGui.TreePop(); end if (ImGui.TreeNode("Filtered Text Input"))then struct TextFiltersthen -- Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)then if (data->EventChar < 256 and strchr("imgui", (char)data->EventChar)) return 0; return 1; end end; static char buf1[64] = ""; ImGui.InputText("default", buf1, 64); static char buf2[64] = ""; ImGui.InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); static char buf3[64] = ""; ImGui.InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); static char buf4[64] = ""; ImGui.InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); static char buf5[64] = ""; ImGui.InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); static char buf6[64] = ""; ImGui.InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters.FilterImGuiLetters); ImGui.TreePop(); end if (ImGui.TreeNode("Password Input"))then static char password[64] = "password123"; ImGui.InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui.SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); ImGui.InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui.InputText("password (clear)", password, IM_ARRAYSIZE(password)); ImGui.TreePop(); end if (ImGui.TreeNode("Completion, History, Edit Callbacks"))then struct Funcsthen static int MyCallback(ImGuiInputTextCallbackData* data)then if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)then data->InsertChars(data->CursorPos, ".."); end else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)then if (data->EventKey == ImGuiKey_UpArrow)then data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, "Pressed Upnot "); data->SelectAll(); end else if (data->EventKey == ImGuiKey_DownArrow)then data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, "Pressed Downnot "); data->SelectAll(); end end else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)then -- Toggle casing of first character char c = data->Buf[0]; if ((c >= 'a' and c <= 'z') or (c >= 'A' and c <= 'Z')) data->Buf[0] ^= 32; data->BufDirty = true; -- Increment a counter int* p_int = (int*)data->UserData; *p_int = *p_int + 1; end return 0; end end; static char buf1[64]; ImGui.InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs.MyCallback); ImGui.SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf2[64]; ImGui.InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs.MyCallback); ImGui.SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf3[64]; static int edit_count = 0; ImGui.InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs.MyCallback, (void*)&edit_count); ImGui.SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); ImGui.SameLine(); ImGui.Text("(%d)", edit_count); ImGui.TreePop(); end if (ImGui.TreeNode("Resize Callback"))then -- To wire InputText() with std.string or any other custom string type, -- you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui.InputText() wrapper -- using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std.string. HelpMarker( "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" "See misc/cpp/imgui_stdlib.h for an implementation of this for std.string."); struct Funcsthen static int MyResizeCallback(ImGuiInputTextCallbackData* data)then if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)then ImVector<char>* my_str = (ImVector<char>*)data->UserData; IM_ASSERT(my_str->begin() == data->Buf); my_str->resize(data->BufSize); -- NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 data->Buf = my_str->begin(); end return 0; end -- Note: Because ImGui. is a namespace you would typically add your own function into the namespace. -- For example, you code may declare a function 'ImGui.InputText(const char* label, MyString* my_str)' local MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)then IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); return ImGui.InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs.MyResizeCallback, (void*)my_str); end end; -- For this demo we are using ImVector as a string container. -- Note that because we need to store a terminating zero character, our size/capacity are 1 more -- than usually reported by a typical string class. static ImVector<char> my_str; if (my_str.empty()) my_str.push_back(0); Funcs.MyInputTextMultiline("----MyStr", my_str, ImVec2(-FLT_MIN, ImGui.GetTextLineHeight() * 16)); ImGui.Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui.TreePop(); end ImGui.TreePop(); end -- Tabs if (ImGui.TreeNode("Tabs"))then if (ImGui.TreeNode("Basic"))then ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; if (ImGui.BeginTabBar("MyTabBar", tab_bar_flags))then if (ImGui.BeginTabItem("Avocado"))then ImGui.Text("This is the Avocado tabnot \nblah blah blah blah blah"); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Broccoli"))then ImGui.Text("This is the Broccoli tabnot \nblah blah blah blah blah"); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Cucumber"))then ImGui.Text("This is the Cucumber tabnot \nblah blah blah blah blah"); ImGui.EndTabItem(); end ImGui.EndTabBar(); end ImGui.Separator(); ImGui.TreePop(); end if (ImGui.TreeNode("Advanced & Close Button"))then -- Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; ImGui.CheckboxFlags("ImGuiTabBarFlags_Reorderable", tab_bar_flags, ImGuiTabBarFlags_Reorderable); ImGui.CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); ImGui.CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); ImGui.CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; if (ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); -- Tab Bar const char* names[4] = do "Artichoke", "Beetroot", "Celery", "Daikon" end; local opened[4] = do true, true, true, true end; -- Persistent user state for (int n = 0; n < IM_ARRAYSIZE(opened); n++)then if (n > 0) do ImGui.SameLine(); end ImGui.Checkbox(names[n], opened[n]); end -- Passing a bool* to BeginTabItem() is similar to passing one to Begin(): -- the underlying bool will be set to false when the tab is closed. if (ImGui.BeginTabBar("MyTabBar", tab_bar_flags))then for (int n = 0; n < IM_ARRAYSIZE(opened); n++) if (opened[n] and ImGui.BeginTabItem(names[n], opened[n], ImGuiTabItemFlags_None))then ImGui.Text("This is the %s tabnot ", names[n]); if (n & 1) ImGui.Text("I am an odd tab."); ImGui.EndTabItem(); end ImGui.EndTabBar(); end ImGui.Separator(); ImGui.TreePop(); end if (ImGui.TreeNode("TabItemButton & Leading/Trailing flags"))then static ImVector<int> active_tabs; static int next_tab_id = 0; if (next_tab_id == 0) -- Initialize with some default tabs for (int i = 0; i < 3; i++) active_tabs.push_back(next_tab_id++); -- TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. -- (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... -- but they tend to make more sense together) local show_leading_button = true; local show_trailing_button = true; ImGui.Checkbox("Show Leading TabItemButton()", show_leading_button); ImGui.Checkbox("Show Trailing TabItemButton()", show_trailing_button); -- Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; ImGui.CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); if (ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); if (ImGui.BeginTabBar("MyTabBar", tab_bar_flags))then -- Demo a Leading TabItemButton(): click the "?" button to open a menu if (show_leading_button) if (ImGui.TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) ImGui.OpenPopup("MyHelpMenu"); if (ImGui.BeginPopup("MyHelpMenu"))then ImGui.Selectable("Hellonot "); ImGui.EndPopup(); end -- Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") -- Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. if (show_trailing_button) if (ImGui.TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) active_tabs.push_back(next_tab_id++); -- Add new tab -- Submit our regular tabs for (int n = 0; n < active_tabs.Size; )then bool open = true; char name[16]; snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); if (ImGui.BeginTabItem(name, open, ImGuiTabItemFlags_None))then ImGui.Text("This is the %s tabnot ", name); ImGui.EndTabItem(); end if (not open) active_tabs.erase(active_tabs.Data + n); else n++; end ImGui.EndTabBar(); end ImGui.Separator(); ImGui.TreePop(); end ImGui.TreePop(); end -- Plot/Graph widgets are not very good. -- Consider writing your own, or using a third-party one, see: -- - ImPlot https:--github.com/epezent/implot -- - others https:--github.com/ocornut/imgui/wiki/Useful-Extensions if (ImGui.TreeNode("Plots Widgets"))then local animate = true; ImGui.Checkbox("Animate", animate); static float arr[] = do 0.6f, 0.1f, 1.0, 0.5f, 0.92f, 0.1f, 0.2f end; ImGui.PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); -- Fill an array of contiguous float values to plot -- Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float -- and the sizeof() of your structure in the "stride" parameter. static float values[90] = do end; static int values_offset = 0; static double refresh_time = 0.0; if (not animate or refresh_time == 0.0) refresh_time = ImGui.GetTime(); while (refresh_time < ImGui.GetTime()) -- Create data at fixed 60 Hz rate for the demothen static float phase = 0.0; values[values_offset] = cosf(phase); values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); phase += 0..0 * values_offset; refresh_time += 1.0 / 60.0; end -- Plots can display overlay texts -- (in this example, we will display an average value)then float average = 0.0; for (int n = 0; n < IM_ARRAYSIZE(values); n++) average += values[n]; average /= (float)IM_ARRAYSIZE(values); char overlay[32]; sprintf(overlay, "avg %f", average); ImGui.PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)); end ImGui.PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0, 1.0, ImVec2(0, 80.0)); -- Use functions to generate output -- FIXME: This is rather awkward because current plot API only pass in indices. -- We probably want an API passing floats and user provide sample rate/count. struct Funcsthen static float Sin(void*, int i) do return sinf(i * 0.1f); end static float Saw(void*, int i) do return (i & 1) ? 1.0 : -1.0; end end; static int func_type = 0, display_count = 70; ImGui.Separator(); ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8); ImGui.Combo("func", func_type, "Sin\0Saw\0"); ImGui.SameLine(); ImGui.SliderInt("Sample count", display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs.Sin : Funcs.Saw; ImGui.PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0, 1.0, ImVec2(0, 80)); ImGui.PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0, 1.0, ImVec2(0, 80)); ImGui.Separator(); -- Animate a simple progress bar static float progress = 0.0, progress_dir = 1.0; if (animate)then progress += progress_dir * 0.4f * ImGui.GetIO().DeltaTime; if (progress >= +1.1f) do progress = +1.1f; progress_dir *= -1.0; end if (progress <= -0.1f) do progress = -0.1f; progress_dir *= -1.0; end end -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-FLT_MIN,0.0) to use all available width, -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth. ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)); ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x); ImGui.Text("Progress Bar"); float progress_saturated = IM_CLAMP(progress, 0.0, 1.0); char buf[32]; sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); ImGui.ProgressBar(progress, ImVec2(0.f, 0.f), buf); ImGui.TreePop(); end if (ImGui.TreeNode("Color/Picker Widgets"))then static ImVec4 color = ImVec4(114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0); local alpha_preview = true; local alpha_half_preview = false; local drag_and_drop = true; local options_menu = true; local hdr = false; ImGui.Checkbox("With Alpha Preview", alpha_preview); ImGui.Checkbox("With Half Alpha Preview", alpha_half_preview); ImGui.Checkbox("With Drag and Drop", drag_and_drop); ImGui.Checkbox("With Options Menu", options_menu); ImGui.SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui.Checkbox("With HDR", hdr); ImGui.SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui.Text("Color widget:"); ImGui.SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "CTRL+click on individual component to input value.\n"); ImGui.ColorEdit3("MyColor----1", (float*)&color, misc_flags); ImGui.Text("Color widget HSV with Alpha:"); ImGui.ColorEdit4("MyColor----2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); ImGui.Text("Color widget with Float Display:"); ImGui.ColorEdit4("MyColor----2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); ImGui.Text("Color button with Picker:"); ImGui.SameLine(); HelpMarker( "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " "be used for the tooltip and picker popup."); ImGui.ColorEdit4("MyColor----3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); ImGui.Text("Color button with Custom Picker Popup:"); -- Generate a default palette. The palette will persist and can be edited. local saved_palette_init = true; static ImVec4 saved_palette[32] = do end; if (saved_palette_init)then for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)then ImGui.ColorConvertHSVtoRGB(n / 31.0, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); saved_palette[n].w = 1.0; -- Alpha end saved_palette_init = false; end static ImVec4 backup_color; bool open_popup = ImGui.ColorButton("MyColor----3b", color, misc_flags); ImGui.SameLine(0, ImGui.GetStyle().ItemInnerSpacing.x); open_popup |= ImGui.Button("Palette"); if (open_popup)then ImGui.OpenPopup("mypicker"); backup_color = color; end if (ImGui.BeginPopup("mypicker"))then ImGui.Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTEnot "); ImGui.Separator(); ImGui.ColorPicker4("----picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); ImGui.SameLine(); ImGui.BeginGroup(); -- Lock X position ImGui.Text("Current"); ImGui.ColorButton("----current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); ImGui.Text("Previous"); if (ImGui.ColorButton("----previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) color = backup_color; ImGui.Separator(); ImGui.Text("Palette"); for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)then ImGui.PushID(n); if ((n % 8) ~= 0) ImGui.SameLine(0.0, ImGui.GetStyle().ItemSpacing.y); ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; if (ImGui.ColorButton("----palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); -- Preserve alphanot -- Allow user to drop colors into each palette entry. Note that ColorButton() is already a -- drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. if (ImGui.BeginDragDropTarget())then if (const ImGuiPayload* payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); if (const ImGuiPayload* payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); ImGui.EndDragDropTarget(); end ImGui.PopID(); end ImGui.EndGroup(); ImGui.EndPopup(); end ImGui.Text("Color button only:"); local no_border = false; ImGui.Checkbox("ImGuiColorEditFlags_NoBorder", no_border); ImGui.ColorButton("MyColor----3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); ImGui.Text("Color picker:"); local alpha = true; local alpha_bar = true; local side_preview = true; local ref_color = false; static ImVec4 ref_color_v(1.0, 0.0, 1.0, 0.5f); static int display_mode = 0; static int picker_mode = 0; ImGui.Checkbox("With Alpha", alpha); ImGui.Checkbox("With Alpha Bar", alpha_bar); ImGui.Checkbox("With Side Preview", side_preview); if (side_preview)then ImGui.SameLine(); ImGui.Checkbox("With Ref Color", ref_color); if (ref_color)then ImGui.SameLine(); ImGui.ColorEdit4("----RefColor", ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); end end ImGui.Combo("Display Mode", display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); ImGui.SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui.Combo("Picker Mode", picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); ImGui.SameLine(); HelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; if (not alpha) flags |= ImGuiColorEditFlags_NoAlpha; -- This is by default if you call ColorPicker3() instead of ColorPicker4() if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; if (not side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; -- Disable all RGB/HSV/Hex displays if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; -- Override display mode if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; ImGui.ColorPicker4("MyColor----4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui.Text("Set defaults in code:"); ImGui.SameLine(); HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\n" "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui.Button("Default: Uint8 + HSV + Hue Bar")) ImGui.SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui.Button("Default: Float + HDR + Hue Wheel")) ImGui.SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); -- HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) static ImVec4 color_hsv(0.23f, 1.0, 1.0, 1.0); -- Stored as HSVnot ImGui.Spacing(); ImGui.Text("HSV encoded colors"); ImGui.SameLine(); HelpMarker( "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui.Text("Color widget with InputHSV:"); ImGui.ColorEdit4("HSV shown as RGB----1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui.ColorEdit4("HSV shown as HSV----1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui.DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0, 1.0); ImGui.TreePop(); end if (ImGui.TreeNode("Drag/Slider Flags"))then -- Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the samenot static ImGuiSliderFlags flags = ImGuiSliderFlags_None; ImGui.CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", flags, ImGuiSliderFlags_AlwaysClamp); ImGui.SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); ImGui.CheckboxFlags("ImGuiSliderFlags_Logarithmic", flags, ImGuiSliderFlags_Logarithmic); ImGui.SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); ImGui.CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", flags, ImGuiSliderFlags_NoRoundToFormat); ImGui.SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); ImGui.CheckboxFlags("ImGuiSliderFlags_NoInput", flags, ImGuiSliderFlags_NoInput); ImGui.SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); -- Drags static float drag_f = 0.5f; static int drag_i = 50; ImGui.Text("Underlying float value: %f", drag_f); ImGui.DragFloat("DragFloat (0 -> 1)", drag_f, 0.005f, 0.0, 1.0, "%.3f", flags); ImGui.DragFloat("DragFloat (0 -> +inf)", drag_f, 0.005f, 0.0, FLT_MAX, "%.3f", flags); ImGui.DragFloat("DragFloat (-inf -> 1)", drag_f, 0.005f, -FLT_MAX, 1.0, "%.3f", flags); ImGui.DragFloat("DragFloat (-inf -> +inf)", drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); ImGui.DragInt("DragInt (0 -> 100)", drag_i, 0.5f, 0, 100, "%d", flags); -- Sliders static float slider_f = 0.5f; static int slider_i = 50; ImGui.Text("Underlying float value: %f", slider_f); ImGui.SliderFloat("SliderFloat (0 -> 1)", slider_f, 0.0, 1.0, "%.3f", flags); ImGui.SliderInt("SliderInt (0 -> 100)", slider_i, 0, 100, "%d", flags); ImGui.TreePop(); end if (ImGui.TreeNode("Range Widgets"))then static float begin = 10, end = 90; static int begin_i = 100, end_i = 1000; ImGui.DragFloatRange2("range float", begin, end, 0.25f, 0.0, 100.0, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); ImGui.DragIntRange2("range int", begin_i, end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); ImGui.DragIntRange2("range int (no bounds)", begin_i, end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); ImGui.TreePop(); end if (ImGui.TreeNode("Data Types"))then -- DragScalar/InputScalar/SliderScalar functions allow various data types -- - signed/unsigned -- - 8/16/32/64-bits -- - integer/float/double -- To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum -- to pass the type, and passing all arguments by pointer. -- This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. -- In practice, if you frequently use a given type that is not covered by the normal API entry points, -- you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, -- and then pass their address to the generic function. For example: -- bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") -- do -- return SliderScalar(label, ImGuiDataType_U64, value, min, max, format); -- end -- Setup limits (as helper variables so we can take their address, as explained above) -- Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. --ifndef LLONG_MIN ImS64 LLONG_MIN = -9223372036854775807LL - 1; ImS64 LLONG_MAX = 9223372036854775807LL; ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); --endif const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0, f32_hi_a = +10000000000.0; const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; -- State static char s8_v = 127; static ImU8 u8_v = 255; static short s16_v = 32767; static ImU16 u16_v = 65535; static ImS32 s32_v = -1; static ImU32 u32_v = (ImU32)-1; static ImS64 s64_v = -1; static ImU64 u64_v = (ImU64)-1; static float f32_v = 0.123f; static double f64_v = 90000.01234567890123456789; const float drag_speed = 0.2f; local drag_clamp = false; ImGui.Text("Drags:"); ImGui.Checkbox("Clamp integers to 0..50", drag_clamp); ImGui.SameLine(); HelpMarker( "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" "You can override the clamping limits by using CTRL+Click to input a value."); ImGui.DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui.DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui.DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); ImGui.DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); ImGui.DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); ImGui.DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); ImGui.DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); ImGui.DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); ImGui.DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, f32_one, "%f"); ImGui.DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, f32_one, "%f", ImGuiSliderFlags_Logarithmic); ImGui.DragScalar("drag double", ImGuiDataType_Double, f64_v, 0.0005f, f64_zero, NULL, "%..0 grams"); ImGui.DragScalar("drag double log",ImGuiDataType_Double, f64_v, 0.0005f, f64_zero, f64_one, "0 < %..0 < 1", ImGuiSliderFlags_Logarithmic); ImGui.Text("Sliders"); ImGui.SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); ImGui.SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); ImGui.SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, s16_min, &s16_max, "%d"); ImGui.SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, u16_min, &u16_max, "%u"); ImGui.SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, s32_zero, s32_fifty,"%d"); ImGui.SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, s32_hi_a, s32_hi_b, "%d"); ImGui.SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, s32_min, &s32_max, "%d"); ImGui.SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, u32_zero, u32_fifty,"%u"); ImGui.SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, u32_hi_a, u32_hi_b, "%u"); ImGui.SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, u32_min, &u32_max, "%u"); ImGui.SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, s64_zero, s64_fifty,"%" IM_PRId64); ImGui.SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, s64_hi_a, s64_hi_b, "%" IM_PRId64); ImGui.SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, s64_min, &s64_max, "%" IM_PRId64); ImGui.SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, u64_zero, u64_fifty,"%" IM_PRIu64 " ms"); ImGui.SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, u64_hi_a, u64_hi_b, "%" IM_PRIu64 " ms"); ImGui.SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, u64_min, &u64_max, "%" IM_PRIu64 " ms"); ImGui.SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, f32_zero, f32_one); ImGui.SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, f32_zero, f32_one, "%..0", ImGuiSliderFlags_Logarithmic); ImGui.SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, f32_lo_a, f32_hi_a, "%e"); ImGui.SliderScalar("slider double low", ImGuiDataType_Double, f64_v, f64_zero, f64_one, "%..0 grams"); ImGui.SliderScalar("slider double low log",ImGuiDataType_Double, f64_v, f64_zero, f64_one, "%..0", ImGuiSliderFlags_Logarithmic); ImGui.SliderScalar("slider double high", ImGuiDataType_Double, f64_v, f64_lo_a, f64_hi_a, "%e grams"); ImGui.Text("Sliders (reverse)"); ImGui.SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); ImGui.SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); ImGui.SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, s32_fifty, s32_zero, "%d"); ImGui.SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, u32_fifty, u32_zero, "%u"); ImGui.SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, s64_fifty, s64_zero, "%" IM_PRId64); ImGui.SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, u64_fifty, u64_zero, "%" IM_PRIu64 " ms"); local inputs_step = true; ImGui.Text("Inputs"); ImGui.Checkbox("Show step buttons", inputs_step); ImGui.InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); ImGui.InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); ImGui.InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); ImGui.InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); ImGui.InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); ImGui.InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); ImGui.InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); ImGui.InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); ImGui.InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); ImGui.InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); ImGui.InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); ImGui.InputScalar("input double", ImGuiDataType_Double, f64_v, inputs_step ? &f64_one : NULL); ImGui.TreePop(); end if (ImGui.TreeNode("Multi-component Widgets"))then static float vec4f[4] = do 0..0, 0..0, 0..0, 0.44f end; static int vec4i[4] = do 1, 5, 100, 255 end; ImGui.InputFloat2("input float2", vec4f); ImGui.DragFloat2("drag float2", vec4f, 0.01f, 0.0, 1.0); ImGui.SliderFloat2("slider float2", vec4f, 0.0, 1.0); ImGui.InputInt2("input int2", vec4i); ImGui.DragInt2("drag int2", vec4i, 1, 0, 255); ImGui.SliderInt2("slider int2", vec4i, 0, 255); ImGui.Spacing(); ImGui.InputFloat3("input float3", vec4f); ImGui.DragFloat3("drag float3", vec4f, 0.01f, 0.0, 1.0); ImGui.SliderFloat3("slider float3", vec4f, 0.0, 1.0); ImGui.InputInt3("input int3", vec4i); ImGui.DragInt3("drag int3", vec4i, 1, 0, 255); ImGui.SliderInt3("slider int3", vec4i, 0, 255); ImGui.Spacing(); ImGui.InputFloat4("input float4", vec4f); ImGui.DragFloat4("drag float4", vec4f, 0.01f, 0.0, 1.0); ImGui.SliderFloat4("slider float4", vec4f, 0.0, 1.0); ImGui.InputInt4("input int4", vec4i); ImGui.DragInt4("drag int4", vec4i, 1, 0, 255); ImGui.SliderInt4("slider int4", vec4i, 0, 255); ImGui.TreePop(); end if (ImGui.TreeNode("Vertical Sliders"))then const float spacing = 4; ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); static int int_value = 0; ImGui.VSliderInt("----int", ImVec2(18, 160), int_value, 0, 5); ImGui.SameLine(); static float values[7] = do 0.0, 0..0, 0.35f, 0.9f, 0..0, 0..0, 0.0 end; ImGui.PushID("set1"); for (int i = 0; i < 7; i++)then if (i > 0) ImGui.SameLine(); ImGui.PushID(i); ImGui.PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor.HSV(i / 7.0, 0.5f, 0.5f)); ImGui.PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor.HSV(i / 7.0, 0.6f, 0.5f)); ImGui.PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor.HSV(i / 7.0, 0.7f, 0.5f)); ImGui.PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor.HSV(i / 7.0, 0.9f, 0.9f)); ImGui.VSliderFloat("----v", ImVec2(18, 160), values[i], 0.0, 1.0, ""); if (ImGui.IsItemActive() or ImGui.IsItemHovered()) ImGui.SetTooltip("%.3f", values[i]); ImGui.PopStyleColor(4); ImGui.PopID(); end ImGui.PopID(); ImGui.SameLine(); ImGui.PushID("set2"); static float values2[4] = do 0..0, 0..0, 0..0, 0.25f end; const int rows = 3; const ImVec2 small_slider_size(18, (float)(int)((160.0 - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++)then if (nx > 0) ImGui.SameLine(); ImGui.BeginGroup(); for (int ny = 0; ny < rows; ny++)then ImGui.PushID(nx * rows + ny); ImGui.VSliderFloat("----v", small_slider_size, values2[nx], 0.0, 1.0, ""); if (ImGui.IsItemActive() or ImGui.IsItemHovered()) ImGui.SetTooltip("%.3f", values2[nx]); ImGui.PopID(); end ImGui.EndGroup(); end ImGui.PopID(); ImGui.SameLine(); ImGui.PushID("set3"); for (int i = 0; i < 4; i++)then if (i > 0) ImGui.SameLine(); ImGui.PushID(i); ImGui.PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); ImGui.VSliderFloat("----v", ImVec2(40, 160), values[i], 0.0, 1.0, "%.2f\nsec"); ImGui.PopStyleVar(); ImGui.PopID(); end ImGui.PopID(); ImGui.PopStyleVar(); ImGui.TreePop(); end if (ImGui.TreeNode("Drag and Drop"))then if (ImGui.TreeNode("Drag and drop in standard widgets"))then -- ColorEdit widgets automatically act as drag source and drag target. -- They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F -- to allow your own widgets to use colors in their drag and drop interaction. -- Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares."); static float col1[3] = do 1.0, 0.0, 0.2f end; static float col2[4] = do 0.4f, 0.7f, 0.0, 0.5f end; ImGui.ColorEdit3("color 1", col1); ImGui.ColorEdit4("color 2", col2); ImGui.TreePop(); end if (ImGui.TreeNode("Drag and drop to copy/swap items"))then enum Modethen Mode_Copy, Mode_Move, Mode_Swap end; static int mode = 0; if (ImGui.RadioButton("Copy", mode == Mode_Copy)) do mode = Mode_Copy; end ImGui.SameLine(); if (ImGui.RadioButton("Move", mode == Mode_Move)) do mode = Mode_Move; end ImGui.SameLine(); if (ImGui.RadioButton("Swap", mode == Mode_Swap)) do mode = Mode_Swap; end static const char* names[9] =then "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" end; for (int n = 0; n < IM_ARRAYSIZE(names); n++)then ImGui.PushID(n); if ((n % 3) ~= 0) ImGui.SameLine(); ImGui.Button(names[n], ImVec2(60, 60)); -- Our buttons are both drag sources and drag targets herenot if (ImGui.BeginDragDropSource(ImGuiDragDropFlags_None))then -- Set payload to carry the index of our item (could be anything) ImGui.SetDragDropPayload("DND_DEMO_CELL", n, sizeof(int)); -- Display preview (could be anything, e.g. when dragging an image we could decide to display -- the filename and a small preview of the image, etc.) if (mode == Mode_Copy) do ImGui.Text("Copy %s", names[n]); end if (mode == Mode_Move) do ImGui.Text("Move %s", names[n]); end if (mode == Mode_Swap) do ImGui.Text("Swap %s", names[n]); end ImGui.EndDragDropSource(); end if (ImGui.BeginDragDropTarget())then if (const ImGuiPayload* payload = ImGui.AcceptDragDropPayload("DND_DEMO_CELL"))then IM_ASSERT(payload->DataSize == sizeof(int)); int payload_n = *(const int*)payload->Data; if (mode == Mode_Copy)then names[n] = names[payload_n]; end if (mode == Mode_Move)then names[n] = names[payload_n]; names[payload_n] = ""; end if (mode == Mode_Swap)then const char* tmp = names[n]; names[n] = names[payload_n]; names[payload_n] = tmp; end end ImGui.EndDragDropTarget(); end ImGui.PopID(); end ImGui.TreePop(); end if (ImGui.TreeNode("Drag to reorder items (simple)"))then -- Simple reordering HelpMarker( "We don't use the drag and drop api at all herenot " "Instead we query when the item is held but not hovered, and order items accordingly."); static const char* item_names[] = do "Item One", "Item Two", "Item Three", "Item Four", "Item Five" end; for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)then const char* item = item_names[n]; ImGui.Selectable(item); if (ImGui.IsItemActive() and not ImGui.IsItemHovered())then int n_next = n + (ImGui.GetMouseDragDelta(0).y < 0.f ? -1 : 1); if (n_next >= 0 and n_next < IM_ARRAYSIZE(item_names))then item_names[n] = item_names[n_next]; item_names[n_next] = item; ImGui.ResetMouseDragDelta(); end end end ImGui.TreePop(); end ImGui.TreePop(); end if (ImGui.TreeNode("Querying Status (Edited/Active/Hovered etc.)"))then -- Select an item type const char* item_names[] =then "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat", "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" end; static int item_type = 4; local item_disabled = false; ImGui.Combo("Item Type", item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); ImGui.SameLine(); HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui.IsItemHovered()."); ImGui.Checkbox("Item Disabled", &item_disabled); -- Submit selected item item so we can query their status in the code following it. bool ret = false; local b = false; static float col4f[4] = do 1.0, 0.5, 0.0, 1.0 end; static char str[16] = do end; if (item_disabled) ImGui.BeginDisabled(true); if (item_type == 0) do ImGui.Text("ITEM: Text"); end -- Testing text items with no identifier/interaction if (item_type == 1) do ret = ImGui.Button("ITEM: Button"); end -- Testing button if (item_type == 2) do ImGui.PushButtonRepeat(true); ret = ImGui.Button("ITEM: Button"); ImGui.PopButtonRepeat(); end -- Testing button (with repeater) if (item_type == 3) do ret = ImGui.Checkbox("ITEM: Checkbox", b); end -- Testing checkbox if (item_type == 4) do ret = ImGui.SliderFloat("ITEM: SliderFloat", col4f[0], 0.0, 1.0); end -- Testing basic item if (item_type == 5) do ret = ImGui.InputText("ITEM: InputText", str[0], IM_ARRAYSIZE(str)); end -- Testing input text (which handles tabbing) if (item_type == 6) do ret = ImGui.InputFloat("ITEM: InputFloat", col4f, 1.0); end -- Testing +/- buttons on scalar input if (item_type == 7) do ret = ImGui.InputFloat3("ITEM: InputFloat3", col4f); end -- Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 8) do ret = ImGui.ColorEdit4("ITEM: ColorEdit4", col4f); end -- Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 9) do ret = ImGui.Selectable("ITEM: Selectable"); end -- Testing selectable item if (item_type == 10)do ret = ImGui.MenuItem("ITEM: MenuItem"); end -- Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) if (item_type == 11)do ret = ImGui.TreeNode("ITEM: TreeNode"); if (ret) ImGui.TreePop(); end -- Testing tree node if (item_type == 12)do ret = ImGui.TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); end -- Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. if (item_type == 13)do const char* items[] = do "Apple", "Banana", "Cherry", "Kiwi" end; static int current = 1; ret = ImGui.Combo("ITEM: Combo", current, items, IM_ARRAYSIZE(items)); end if (item_type == 14)do const char* items[] = do "Apple", "Banana", "Cherry", "Kiwi" end; static int current = 1; ret = ImGui.ListBox("ITEM: ListBox", current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); end -- Display the values of IsItemHovered() and other common item state functions. -- Note that the ImGuiHoveredFlags_XXX flags can be combined. -- Because BulletText is an item itself and that would affect the output of IsItemXXX functions, -- we query every state in a single call to avoid storing them and to simplify the code. ImGui.BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" "IsItemHovered() = %d\n" "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsItemHovered(_AllowWhenOverlapped) = %d\n" "IsItemHovered(_AllowWhenDisabled) = %d\n" "IsItemHovered(_RectOnly) = %d\n" "IsItemActive() = %d\n" "IsItemEdited() = %d\n" "IsItemActivated() = %d\n" "IsItemDeactivated() = %d\n" "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "IsItemClicked() = %d\n" "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", ret, ImGui.IsItemFocused(), ImGui.IsItemHovered(), ImGui.IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui.IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui.IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), ImGui.IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), ImGui.IsItemHovered(ImGuiHoveredFlags_RectOnly), ImGui.IsItemActive(), ImGui.IsItemEdited(), ImGui.IsItemActivated(), ImGui.IsItemDeactivated(), ImGui.IsItemDeactivatedAfterEdit(), ImGui.IsItemVisible(), ImGui.IsItemClicked(), ImGui.IsItemToggledOpen(), ImGui.GetItemRectMin().x, ImGui.GetItemRectMin().y, ImGui.GetItemRectMax().x, ImGui.GetItemRectMax().y, ImGui.GetItemRectSize().x, ImGui.GetItemRectSize().y ); if (item_disabled) ImGui.EndDisabled(); local embed_all_inside_a_child_window = false; ImGui.Checkbox("Embed everything inside a child window (for additional testing)", embed_all_inside_a_child_window); if (embed_all_inside_a_child_window) ImGui.BeginChild("outer_child", ImVec2(0, ImGui.GetFontSize() * 20.0), true); -- Testing IsWindowFocused() function with its various flags. -- Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui.BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui.IsWindowFocused(), ImGui.IsWindowFocused(ImGuiFocusedFlags_ChildWindows), ImGui.IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), ImGui.IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui.IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); -- Testing IsWindowHovered() function with its various flags. -- Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui.BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", ImGui.IsWindowHovered(), ImGui.IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui.IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui.IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui.IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), ImGui.IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui.IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui.IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); ImGui.BeginChild("child", ImVec2(0, 50), true); ImGui.Text("This is another child window for testing the _ChildWindows flag."); ImGui.EndChild(); if (embed_all_inside_a_child_window) ImGui.EndChild(); static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; ImGui.InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); -- Calling IsItemHovered() after begin returns the hovered status of the title bar. -- This is useful in particular if you want to create a context menu associated to the title bar of a window. -- This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). local test_window = false; ImGui.Checkbox("Hovered/Active tests after Begin() for title bar testing", test_window); if (test_window)then -- FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. -- Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui.Begin("Title bar Hovered/Active tests", test_window); if (ImGui.BeginPopupContextItem()) -- <-- This is using IsItemHovered()then if (ImGui.MenuItem("Close")) do test_window = false; end ImGui.EndPopup(); end ImGui.Text( "IsItemHovered() after begin = %d (== is title bar hovered)\n" "IsItemActive() after begin = %d (== is window being clicked/moved)\n", ImGui.IsItemHovered(), ImGui.IsItemActive()); ImGui.End(); end ImGui.TreePop(); end end function ShowDemoWindowLayout() if (not ImGui.CollapsingHeader("Layout & Scrolling")) return; if (ImGui.TreeNode("Child windows"))then HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); local disable_mouse_wheel = false; local disable_menu = false; ImGui.Checkbox("Disable Mouse Wheel", disable_mouse_wheel); ImGui.Checkbox("Disable Menu", disable_menu); -- Child 1: no border, enable horizontal scrollbarthen ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; ImGui.BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) ImGui.Text("%04d: scrollable region", i); ImGui.EndChild(); end ImGui.SameLine(); -- Child 2: rounded borderthen ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; if (not disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui.PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0); ImGui.BeginChild("ChildR", ImVec2(0, 260), true, window_flags); if (not disable_menu and ImGui.BeginMenuBar())then if (ImGui.BeginMenu("Menu"))then ShowExampleMenuFile(); ImGui.EndMenu(); end ImGui.EndMenuBar(); end if (ImGui.BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))then for (int i = 0; i < 100; i++)then char buf[32]; sprintf(buf, "%03d", i); ImGui.TableNextColumn(); ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)); end ImGui.EndTable(); end ImGui.EndChild(); ImGui.PopStyleVar(); end ImGui.Separator(); -- Demonstrate a few extra things -- - Changing ImGuiCol_ChildBg (which is transparent black in default styles) -- - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) -- You can also call SetNextWindowPos() to position the child window. The parent window will effectively -- layout from this position. -- - Using ImGui.GetItemRectMin/Max() to query the "item" state (because the child window is an item from -- the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.then static int offset_x = 0; ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8); ImGui.DragInt("Offset X", offset_x, 1.0, -1000, 1000); ImGui.SetCursorPosX(ImGui.GetCursorPosX() + (float)offset_x); ImGui.PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui.BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) ImGui.Text("Some test %d", n); ImGui.EndChild(); bool child_is_hovered = ImGui.IsItemHovered(); ImVec2 child_rect_min = ImGui.GetItemRectMin(); ImVec2 child_rect_max = ImGui.GetItemRectMax(); ImGui.PopStyleColor(); ImGui.Text("Hovered: %d", child_is_hovered); ImGui.Text("Rect of child window is: (%.0,%.0) (%.0,%.0)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); end ImGui.TreePop(); end if (ImGui.TreeNode("Widgets Width"))then static float f = 0.0; local show_indented_items = true; ImGui.Checkbox("Show indented items", show_indented_items); -- Use SetNextItemWidth() to set the width of a single upcoming item. -- Use PushItemWidth()/PopItemWidth() to set the width of a group of items. -- In real code use you'll probably want to choose width values that are proportional to your font size -- e.g. Using '20.0 * GetFontSize()' as width instead of '200.0', etc. ImGui.Text("SetNextItemWidth/PushItemWidth(100)"); ImGui.SameLine(); HelpMarker("Fixed width."); ImGui.PushItemWidth(100); ImGui.DragFloat("float----1b", f); if (show_indented_items)then ImGui.Indent(); ImGui.DragFloat("float (indented)----1b", f); ImGui.Unindent(); end ImGui.PopItemWidth(); ImGui.Text("SetNextItemWidth/PushItemWidth(-100)"); ImGui.SameLine(); HelpMarker("Align to right edge minus 100"); ImGui.PushItemWidth(-100); ImGui.DragFloat("float----2a", f); if (show_indented_items)then ImGui.Indent(); ImGui.DragFloat("float (indented)----2b", f); ImGui.Unindent(); end ImGui.PopItemWidth(); ImGui.Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); ImGui.SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); ImGui.PushItemWidth(ImGui.GetContentRegionAvail().x * 0.5f); ImGui.DragFloat("float----3a", f); if (show_indented_items)then ImGui.Indent(); ImGui.DragFloat("float (indented)----3b", f); ImGui.Unindent(); end ImGui.PopItemWidth(); ImGui.Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); ImGui.SameLine(); HelpMarker("Align to right edge minus half"); ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5f); ImGui.DragFloat("float----4a", f); if (show_indented_items)then ImGui.Indent(); ImGui.DragFloat("float (indented)----4b", f); ImGui.Unindent(); end ImGui.PopItemWidth(); -- Demonstrate using PushItemWidth to surround three items. -- Calling SetNextItemWidth() before each of them would have the same effect. ImGui.Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); ImGui.SameLine(); HelpMarker("Align to right edge"); ImGui.PushItemWidth(-FLT_MIN); ImGui.DragFloat("----float5a", f); if (show_indented_items)then ImGui.Indent(); ImGui.DragFloat("float (indented)----5b", f); ImGui.Unindent(); end ImGui.PopItemWidth(); ImGui.TreePop(); end if (ImGui.TreeNode("Basic Horizontal Layout"))then ImGui.TextWrapped("(Use ImGui.SameLine() to keep adding items to the right of the preceding item)"); -- Text ImGui.Text("Two items: Hello"); ImGui.SameLine(); ImGui.TextColored(ImVec4(1,1,0,1), "Sailor"); -- Adjust spacing ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20); ImGui.TextColored(ImVec4(1,1,0,1), "Sailor"); -- Button ImGui.AlignTextToFramePadding(); ImGui.Text("Normal buttons"); ImGui.SameLine(); ImGui.Button("Banana"); ImGui.SameLine(); ImGui.Button("Apple"); ImGui.SameLine(); ImGui.Button("Corniflower"); -- Button ImGui.Text("Small buttons"); ImGui.SameLine(); ImGui.SmallButton("Like this one"); ImGui.SameLine(); ImGui.Text("can fit within a text block."); -- Aligned to arbitrary position. Easy/cheap column. ImGui.Text("Aligned"); ImGui.SameLine(150); ImGui.Text("x=150"); ImGui.SameLine(300); ImGui.Text("x=300"); ImGui.Text("Aligned"); ImGui.SameLine(150); ImGui.SmallButton("x=150"); ImGui.SameLine(300); ImGui.SmallButton("x=300"); -- Checkbox local c1 = false, c2 = false, c3 = false, c4 = false; ImGui.Checkbox("My", c1); ImGui.SameLine(); ImGui.Checkbox("Tailor", c2); ImGui.SameLine(); ImGui.Checkbox("Is", c3); ImGui.SameLine(); ImGui.Checkbox("Rich", c4); -- Various static float f0 = 1.0, f1 = 2.0, f2 = 3.0; ImGui.PushItemWidth(80); const char* items[] = do "AAAA", "BBBB", "CCCC", "DDDD" end; static int item = -1; ImGui.Combo("Combo", item, items, IM_ARRAYSIZE(items)); ImGui.SameLine(); ImGui.SliderFloat("X", f0, 0.0, 5.0); ImGui.SameLine(); ImGui.SliderFloat("Y", f1, 0.0, 5.0); ImGui.SameLine(); ImGui.SliderFloat("Z", f2, 0.0, 5.0); ImGui.PopItemWidth(); ImGui.PushItemWidth(80); ImGui.Text("Lists:"); static int selection[4] = do 0, 1, 2, 3 end; for (int i = 0; i < 4; i++)then if (i > 0) ImGui.SameLine(); ImGui.PushID(i); ImGui.ListBox("", selection[i], items, IM_ARRAYSIZE(items)); ImGui.PopID(); --if (ImGui.IsItemHovered()) ImGui.SetTooltip("ListBox %d hovered", i); end ImGui.PopItemWidth(); -- Dummy ImVec2 button_sz(40, 40); ImGui.Button("A", button_sz); ImGui.SameLine(); ImGui.Dummy(button_sz); ImGui.SameLine(); ImGui.Button("B", button_sz); -- Manually wrapping -- (we should eventually provide this as an automatic layout feature, but for now you can do it manually) ImGui.Text("Manually wrapping:"); ImGuiStyle& style = ImGui.GetStyle(); int buttons_count = 20; float window_visible_x2 = ImGui.GetWindowPos().x + ImGui.GetWindowContentRegionMax().x; for (int n = 0; n < buttons_count; n++)then ImGui.PushID(n); ImGui.Button("Box", button_sz); float last_button_x2 = ImGui.GetItemRectMax().x; float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; -- Expected position if next button was on same line if (n + 1 < buttons_count and next_button_x2 < window_visible_x2) ImGui.SameLine(); ImGui.PopID(); end ImGui.TreePop(); end if (ImGui.TreeNode("Groups"))then HelpMarker( "BeginGroup() basically locks the horizontal position for new line. " "EndGroup() bundles the whole group so that you can use \"item\" functions such as " "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); ImGui.BeginGroup();then ImGui.BeginGroup(); ImGui.Button("AAA"); ImGui.SameLine(); ImGui.Button("BBB"); ImGui.SameLine(); ImGui.BeginGroup(); ImGui.Button("CCC"); ImGui.Button("DDD"); ImGui.EndGroup(); ImGui.SameLine(); ImGui.Button("EEE"); ImGui.EndGroup(); if (ImGui.IsItemHovered()) ImGui.SetTooltip("First group hovered"); end -- Capture the group size and create widgets using the same size ImVec2 size = ImGui.GetItemRectSize(); const float values[5] = do 0.5f, 0..0, 0..0, 0..0, 0.25f end; ImGui.PlotHistogram("----values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0, 1.0, size); ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui.SameLine(); ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui.EndGroup(); ImGui.SameLine(); ImGui.Button("LEVERAGE\nBUZZWORD", size); ImGui.SameLine(); if (ImGui.BeginListBox("List", size))then ImGui.Selectable("Selected", true); ImGui.Selectable("Not Selected", false); ImGui.EndListBox(); end ImGui.TreePop(); end if (ImGui.TreeNode("Text Baseline Alignment"))thenthen ImGui.BulletText("Text baseline:"); ImGui.SameLine(); HelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); ImGui.Indent(); ImGui.Text("KO Blahblah"); ImGui.SameLine(); ImGui.Button("Some framed item"); ImGui.SameLine(); HelpMarker("Baseline of button will look misaligned with text.."); -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. -- (because we don't know what's coming after the Text() statement, we need to move the text baseline -- down by FramePadding.y ahead of time) ImGui.AlignTextToFramePadding(); ImGui.Text("OK Blahblah"); ImGui.SameLine(); ImGui.Button("Some framed item"); ImGui.SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); -- SmallButton() uses the same vertical padding as Text ImGui.Button("TEST----1"); ImGui.SameLine(); ImGui.Text("TEST"); ImGui.SameLine(); ImGui.SmallButton("TEST----2"); -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui.AlignTextToFramePadding(); ImGui.Text("Text aligned to framed item"); ImGui.SameLine(); ImGui.Button("Item----1"); ImGui.SameLine(); ImGui.Text("Item"); ImGui.SameLine(); ImGui.SmallButton("Item----2"); ImGui.SameLine(); ImGui.Button("Item----3"); ImGui.Unindent(); end ImGui.Spacing();then ImGui.BulletText("Multi-line text:"); ImGui.Indent(); ImGui.Text("One\nTwo\nThree"); ImGui.SameLine(); ImGui.Text("Hello\nWorld"); ImGui.SameLine(); ImGui.Text("Banana"); ImGui.Text("Banana"); ImGui.SameLine(); ImGui.Text("Hello\nWorld"); ImGui.SameLine(); ImGui.Text("One\nTwo\nThree"); ImGui.Button("HOP----1"); ImGui.SameLine(); ImGui.Text("Banana"); ImGui.SameLine(); ImGui.Text("Hello\nWorld"); ImGui.SameLine(); ImGui.Text("Banana"); ImGui.Button("HOP----2"); ImGui.SameLine(); ImGui.Text("Hello\nWorld"); ImGui.SameLine(); ImGui.Text("Banana"); ImGui.Unindent(); end ImGui.Spacing();then ImGui.BulletText("Misc items:"); ImGui.Indent(); -- SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. ImGui.Button("80x80", ImVec2(80, 80)); ImGui.SameLine(); ImGui.Button("50x50", ImVec2(50, 50)); ImGui.SameLine(); ImGui.Button("Button()"); ImGui.SameLine(); ImGui.SmallButton("SmallButton()"); -- Tree const float spacing = ImGui.GetStyle().ItemInnerSpacing.x; ImGui.Button("Button----1"); ImGui.SameLine(0.0, spacing); if (ImGui.TreeNode("Node----1"))then -- Placeholder tree data for (int i = 0; i < 6; i++) ImGui.BulletText("Item %d..", i); ImGui.TreePop(); end -- Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. -- Otherwise you can use SmallButton() (smaller fit). ImGui.AlignTextToFramePadding(); -- Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add -- other contents below the node. bool node_open = ImGui.TreeNode("Node----2"); ImGui.SameLine(0.0, spacing); ImGui.Button("Button----2"); if (node_open)then -- Placeholder tree data for (int i = 0; i < 6; i++) ImGui.BulletText("Item %d..", i); ImGui.TreePop(); end -- Bullet ImGui.Button("Button----3"); ImGui.SameLine(0.0, spacing); ImGui.BulletText("Bullet text"); ImGui.AlignTextToFramePadding(); ImGui.BulletText("Node"); ImGui.SameLine(0.0, spacing); ImGui.Button("Button----4"); ImGui.Unindent(); end ImGui.TreePop(); end if (ImGui.TreeNode("Scrolling"))then -- Vertical scroll functions HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); static int track_item = 50; local enable_track = true; local enable_extra_decorations = false; static float scroll_to_off_px = 0.0; static float scroll_to_pos_px = 200.0; ImGui.Checkbox("Decoration", enable_extra_decorations); ImGui.Checkbox("Track", enable_track); ImGui.PushItemWidth(100); ImGui.SameLine(140); enable_track |= ImGui.DragInt("----item", track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui.Button("Scroll Offset"); ImGui.SameLine(140); scroll_to_off |= ImGui.DragFloat("----off", scroll_to_off_px, 1..0, 0, FLT_MAX, "+%.0 px"); bool scroll_to_pos = ImGui.Button("Scroll To Pos"); ImGui.SameLine(140); scroll_to_pos |= ImGui.DragFloat("----pos", scroll_to_pos_px, 1..0, -10, FLT_MAX, "X/Y = %.0 px"); ImGui.PopItemWidth(); if (scroll_to_off or scroll_to_pos) enable_track = false; ImGuiStyle& style = ImGui.GetStyle(); float child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; if (child_w < 1.0) child_w = 1.0; ImGui.PushID("----VerticalScrolling"); for (int i = 0; i < 5; i++)then if (i > 0) ImGui.SameLine(); ImGui.BeginGroup(); const char* names[] = do "Top", "25%", "Center", "75%", "Bottom" end; ImGui.TextUnformatted(names[i]); const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; const ImGuiID child_id = ImGui.GetID((void*)(intptr_t)i); const bool child_is_visible = ImGui.BeginChild(child_id, ImVec2(child_w, 200.0), true, child_flags); if (ImGui.BeginMenuBar())then ImGui.TextUnformatted("abc"); ImGui.EndMenuBar(); end if (scroll_to_off) ImGui.SetScrollY(scroll_to_off_px); if (scroll_to_pos) ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); if (child_is_visible) -- Avoid calling SetScrollHereY when running with culled itemsthen for (int item = 0; item < 100; item++)then if (enable_track and item == track_item)then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui.SetScrollHereY(i * 0.25f); -- 0.0:top, 0.5f:center, 1.0:bottom end elsethen ImGui.Text("Item %d", item); end end end float scroll_y = ImGui.GetScrollY(); float scroll_max_y = ImGui.GetScrollMaxY(); ImGui.EndChild(); ImGui.Text("%.0/%.0", scroll_y, scroll_max_y); ImGui.EndGroup(); end ImGui.PopID(); -- Horizontal scroll functions ImGui.Spacing(); HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" "Because the clipping rectangle of most window hides half worth of WindowPadding on the " "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " "equivalent SetScrollFromPosY(+1) wouldn't."); ImGui.PushID("----HorizontalScrolling"); for (int i = 0; i < 5; i++)then float child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); ImGuiID child_id = ImGui.GetID((void*)(intptr_t)i); bool child_is_visible = ImGui.BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui.SetScrollX(scroll_to_off_px); if (scroll_to_pos) ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); if (child_is_visible) -- Avoid calling SetScrollHereY when running with culled itemsthen for (int item = 0; item < 100; item++)then if (item > 0) ImGui.SameLine(); if (enable_track and item == track_item)then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui.SetScrollHereX(i * 0.25f); -- 0.0:left, 0.5f:center, 1.0:right end elsethen ImGui.Text("Item %d", item); end end end float scroll_x = ImGui.GetScrollX(); float scroll_max_x = ImGui.GetScrollMaxX(); ImGui.EndChild(); ImGui.SameLine(); const char* names[] = do "Left", "25%", "Center", "75%", "Right" end; ImGui.Text("%s\n%.0/%.0", names[i], scroll_x, scroll_max_x); ImGui.Spacing(); end ImGui.PopID(); -- Miscellaneous Horizontal Scrolling Demo HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui.SliderInt("Lines", lines, 1, 15); ImGui.PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0); ImGui.PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0, 1.0)); ImVec2 scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30); ImGui.BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++)then -- Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() -- If you want to create your own time line for a real application you may be better off manipulating -- the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets -- yourself. You may also want to use the lower-level ImDrawList API. int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); for (int n = 0; n < num_buttons; n++)then if (n > 0) ImGui.SameLine(); ImGui.PushID(n + line * 1000); char num_buf[16]; sprintf(num_buf, "%d", n); const char* label = (not (n % 15)) ? "FizzBuzz" : (not (n % 3)) ? "Fizz" : (not (n % 5)) ? "Buzz" : num_buf; float hue = n * 0.05f; ImGui.PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor.HSV(hue, 0.6f, 0.6f)); ImGui.PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor.HSV(hue, 0.7f, 0.7f)); ImGui.PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor.HSV(hue, 0.8f, 0.8f)); ImGui.Button(label, ImVec2(40.0 + sinf((float)(line + n)) * 20.0, 0.0)); ImGui.PopStyleColor(3); ImGui.PopID(); end end float scroll_x = ImGui.GetScrollX(); float scroll_max_x = ImGui.GetScrollMaxX(); ImGui.EndChild(); ImGui.PopStyleVar(2); float scroll_x_delta = 0.0; ImGui.SmallButton("<<"); if (ImGui.IsItemActive()) scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0; ImGui.SameLine(); ImGui.Text("Scroll from code"); ImGui.SameLine(); ImGui.SmallButton(">>"); if (ImGui.IsItemActive()) scroll_x_delta = +ImGui.GetIO().DeltaTime * 1000.0; ImGui.SameLine(); ImGui.Text("%.0/%.0", scroll_x, scroll_max_x); if (scroll_x_delta ~= 0.0)then -- Demonstrate a trick: you can use Begin to set yourself in the context of another window -- (here we are already out of your child window) ImGui.BeginChild("scrolling"); ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta); ImGui.EndChild(); end ImGui.Spacing(); local show_horizontal_contents_size_demo_window = false; ImGui.Checkbox("Show Horizontal contents size demo window", show_horizontal_contents_size_demo_window); if (show_horizontal_contents_size_demo_window)then local show_h_scrollbar = true; local show_button = true; local show_tree_nodes = true; local show_text_wrapped = false; local show_columns = true; local show_tab_bar = true; local show_child = false; local explicit_content_size = false; static float contents_size_x = 300.0; if (explicit_content_size) ImGui.SetNextWindowContentSize(ImVec2(contents_size_x, 0.0)); ImGui.Begin("Horizontal contents size demo window", show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); ImGui.PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); ImGui.Checkbox("H-scrollbar", show_h_scrollbar); ImGui.Checkbox("Button", show_button); -- Will grow contents size (unless explicitly overwritten) ImGui.Checkbox("Tree nodes", show_tree_nodes); -- Will grow contents size and display highlight over full width ImGui.Checkbox("Text wrapped", show_text_wrapped);-- Will grow and use contents size ImGui.Checkbox("Columns", show_columns); -- Will use contents size ImGui.Checkbox("Tab bar", show_tab_bar); -- Will use contents size ImGui.Checkbox("Child", show_child); -- Will grow and use contents size ImGui.Checkbox("Explicit content size", explicit_content_size); ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()); if (explicit_content_size)then ImGui.SameLine(); ImGui.SetNextItemWidth(100); ImGui.DragFloat("----csx", contents_size_x); ImVec2 p = ImGui.GetCursorScreenPos(); ImGui.GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); ImGui.GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); ImGui.Dummy(ImVec2(0, 10)); end ImGui.PopStyleVar(2); ImGui.Separator(); if (show_button)then ImGui.Button("this is a 300-wide button", ImVec2(300, 0)); end if (show_tree_nodes)then bool open = true; if (ImGui.TreeNode("this is a tree node"))then if (ImGui.TreeNode("another one of those tree node..."))then ImGui.Text("Some tree contents"); ImGui.TreePop(); end ImGui.TreePop(); end ImGui.CollapsingHeader("CollapsingHeader", open); end if (show_text_wrapped)then ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle."); end if (show_columns)then ImGui.Text("Tables:"); if (ImGui.BeginTable("table", 4, ImGuiTableFlags_Borders))then for (int n = 0; n < 4; n++)then ImGui.TableNextColumn(); ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x); end ImGui.EndTable(); end ImGui.Text("Columns:"); ImGui.Columns(4); for (int n = 0; n < 4; n++)then ImGui.Text("Width %.2f", ImGui.GetColumnWidth()); ImGui.NextColumn(); end ImGui.Columns(1); end if (show_tab_bar and ImGui.BeginTabBar("Hello"))then if (ImGui.BeginTabItem("OneOneOne")) do ImGui.EndTabItem(); end if (ImGui.BeginTabItem("TwoTwoTwo")) do ImGui.EndTabItem(); end if (ImGui.BeginTabItem("ThreeThreeThree")) do ImGui.EndTabItem(); end if (ImGui.BeginTabItem("FourFourFour")) do ImGui.EndTabItem(); end ImGui.EndTabBar(); end if (show_child)then ImGui.BeginChild("child", ImVec2(0, 0), true); ImGui.EndChild(); end ImGui.End(); end ImGui.TreePop(); end if (ImGui.TreeNode("Clipping"))then static ImVec2 size(100.0, 100.0); static ImVec2 offset(30.0, 30.0); ImGui.DragFloat2("size", (float*)&size, 0.5f, 1.0, 200.0, "%.0"); ImGui.TextWrapped("(Click and drag to scroll)"); for (int n = 0; n < 3; n++)then if (n > 0) ImGui.SameLine(); ImGui.PushID(n); ImGui.BeginGroup(); -- Lock X position ImGui.InvisibleButton("----empty", size); if (ImGui.IsItemActive() and ImGui.IsMouseDragging(ImGuiMouseButton_Left))then offset.x += ImGui.GetIO().MouseDelta.x; offset.y += ImGui.GetIO().MouseDelta.y; end const ImVec2 p0 = ImGui.GetItemRectMin(); const ImVec2 p1 = ImGui.GetItemRectMax(); const char* text_str = "Line 1 hello\nLine 2 clip menot "; const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); ImDrawList* draw_list = ImGui.GetWindowDrawList(); switch (n)then case 0: HelpMarker( "Using ImGui.PushClipRect():\n" "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" "(use this if you want your clipping rectangle to affect interactions)"); ImGui.PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); ImGui.PopClipRect(); break; case 1: HelpMarker( "Using ImDrawList.PushClipRect():\n" "Will alter ImDrawList rendering only.\n" "(use this as a shortcut if you are only using ImDrawList calls)"); draw_list->PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); draw_list->PopClipRect(); break; case 2: HelpMarker( "Using ImDrawList.AddText() with a fine ClipRect:\n" "Will alter only this specific ImDrawList.AddText() rendering.\n" "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); -- AddText() takes a ImVec4* here so let's convert. draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0, clip_rect); break; end ImGui.EndGroup(); ImGui.PopID(); end ImGui.TreePop(); end end -- Dummy data structure that we use for the Table demo. -- (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function) --namespace --do -- We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. -- This identifier will be passed down into ImGuiTableSortSpec.ColumnUserID. -- But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index insteadnot (ImGuiTableSortSpec.ColumnIndex) -- If you don't use sorting, you will generally never care about giving column an IDnot enum MyItemColumnID MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description end; struct MyItem int ID; const char* Name; int Quantity; -- We have a problem which is affecting _only this demo_ and should not affect your code: -- As we don't rely on std. or other third-party library to compile dear imgui, we only have reliable access to qsort(), -- however qsort doesn't allow passing user data to comparing function. -- As a workaround, we are storing the sort specs in a static/global for the comparing function to access. -- In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. -- We could technically call ImGui.TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called -- very often by the sorting algorithm it would be a little wasteful. static const ImGuiTableSortSpecs* s_current_sort_specs; -- Compare function to be used by qsort() static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)then const MyItem* a = (const MyItem*)lhs; const MyItem* b = (const MyItem*)rhs; for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)then -- Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() -- We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simplernot const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; int delta = 0; switch (sort_spec->ColumnUserID)then case MyItemColumnID_ID: delta = (a->ID - b->ID); break; case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; default: IM_ASSERT(0); break; end if (delta > 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; if (delta < 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; end -- qsort() is instable so always return a way to differenciate items. -- Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. return (a->ID - b->ID); end end; const ImGuiTableSortSpecs* MyItem.s_current_sort_specs = NULL; --end -- Make the UI compact because there are so many fields function PushStyleCompact() ImGuiStyle& style = ImGui.GetStyle(); ImGui.PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0..0))); ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0..0))); end function PopStyleCompact() ImGui.PopStyleVar(2); end -- Show a combo box with a choice of sizing policies function EditTableSizingFlags(ImGuiTableFlags* p_flags) struct EnumDesc do ImGuiTableFlags Value; const char* Name; const char* Tooltip; end; static const EnumDesc policies[] =thenthen ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." end,then ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." end,then ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." end,then ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." end,then ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." end end; int idx; for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) break; const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; if (ImGui.BeginCombo("Sizing Policy", preview_text))then for (int n = 0; n < IM_ARRAYSIZE(policies); n++) if (ImGui.Selectable(policies[n].Name, idx == n)) *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; ImGui.EndCombo(); end ImGui.SameLine(); ImGui.TextDisabled("(?)"); if (ImGui.IsItemHovered())then ImGui.BeginTooltip(); ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0); for (int m = 0; m < IM_ARRAYSIZE(policies); m++)then ImGui.Separator(); ImGui.Text("%s:", policies[m].Name); ImGui.Separator(); ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5f); ImGui.TextUnformatted(policies[m].Tooltip); end ImGui.PopTextWrapPos(); ImGui.EndTooltip(); end end function EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) ImGui.CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui.SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); ImGui.CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); ImGui.CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); if (ImGui.CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); if (ImGui.CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); ImGui.CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); ImGui.CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); ImGui.CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); ImGui.CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); ImGui.CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); ImGui.CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); ImGui.CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); ImGui.CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); ImGui.CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui.CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); ImGui.CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); ImGui.CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui.SameLine(); HelpMarker("Default for column 0"); ImGui.CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui.SameLine(); HelpMarker("Default for column >0"); end function ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) ImGui.CheckboxFlags("_IsEnabled", flags, ImGuiTableColumnFlags_IsEnabled); ImGui.CheckboxFlags("_IsVisible", flags, ImGuiTableColumnFlags_IsVisible); ImGui.CheckboxFlags("_IsSorted", flags, ImGuiTableColumnFlags_IsSorted); ImGui.CheckboxFlags("_IsHovered", flags, ImGuiTableColumnFlags_IsHovered); end function ShowDemoWindowTables() --ImGui.SetNextItemOpen(true, ImGuiCond_Once); if (not ImGui.CollapsingHeader("Tables & Columns")) return; -- Using those as a base value to create width/height that are factor of the size of our font const float TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x; const float TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing(); ImGui.PushID("Tables"); int open_action = -1; if (ImGui.Button("Open all")) open_action = 1; ImGui.SameLine(); if (ImGui.Button("Close all")) open_action = 0; ImGui.SameLine(); -- Options local disable_indent = false; ImGui.Checkbox("Disable tree indentation", disable_indent); ImGui.SameLine(); HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); ImGui.Separator(); if (disable_indent) ImGui.PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0); -- About Styling of tables -- Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. -- There are however a few settings that a shared and part of the ImGuiStyle structure: -- style.CellPadding -- Padding within each cell -- style.Colors[ImGuiCol_TableHeaderBg] -- Table header background -- style.Colors[ImGuiCol_TableBorderStrong] -- Table outer and header borders -- style.Colors[ImGuiCol_TableBorderLight] -- Table inner borders -- style.Colors[ImGuiCol_TableRowBg] -- Table row background when ImGuiTableFlags_RowBg is enabled (even rows) -- style.Colors[ImGuiCol_TableRowBgAlt] -- Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) -- Demos if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Basic"))then -- Here we will showcase three different ways to output a table. -- They are very simple variations of a same thingnot -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. -- In many situations, this is the most flexible and easy to use pattern. HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); if (ImGui.BeginTable("table1", 3))then for (int row = 0; row < 4; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Row %d Column %d", row, column); end end ImGui.EndTable(); end -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). -- This is generally more convenient when you have code manually submitting the contents of each columns. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); if (ImGui.BeginTable("table2", 3))then for (int row = 0; row < 4; row++)then ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("Row %d", row); ImGui.TableNextColumn(); ImGui.Text("Some contents"); ImGui.TableNextColumn(); ImGui.Text("123.456"); end ImGui.EndTable(); end -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), -- as TableNextColumn() will automatically wrap around and create new roes as needed. -- This is generally more convenient when your cells all contains the same type of data. HelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); if (ImGui.BeginTable("table3", 3))then for (int item = 0; item < 14; item++)then ImGui.TableNextColumn(); ImGui.Text("Item %d", item); end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Borders, background"))then -- Expose a few Borders related flags interactively enum ContentsType do CT_Text, CT_FillButton end; static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; local display_headers = false; static int contents_type = CT_Text; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", flags, ImGuiTableFlags_RowBg); ImGui.CheckboxFlags("ImGuiTableFlags_Borders", flags, ImGuiTableFlags_Borders); ImGui.SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); ImGui.Indent(); ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", flags, ImGuiTableFlags_BordersH); ImGui.Indent(); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", flags, ImGuiTableFlags_BordersOuterH); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", flags, ImGuiTableFlags_BordersInnerH); ImGui.Unindent(); ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", flags, ImGuiTableFlags_BordersV); ImGui.Indent(); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", flags, ImGuiTableFlags_BordersOuterV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", flags, ImGuiTableFlags_BordersInnerV); ImGui.Unindent(); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", flags, ImGuiTableFlags_BordersOuter); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", flags, ImGuiTableFlags_BordersInner); ImGui.Unindent(); ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:"); ImGui.SameLine(); ImGui.RadioButton("Text", contents_type, CT_Text); ImGui.SameLine(); ImGui.RadioButton("FillButton", contents_type, CT_FillButton); ImGui.Checkbox("Display headers", display_headers); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", flags, ImGuiTableFlags_NoBordersInBody); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); PopStyleCompact(); if (ImGui.BeginTable("table1", 3, flags))then -- Display headers so we can inspect their interaction with borders. -- (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) if (display_headers)then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow(); end for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); char buf[32]; sprintf(buf, "Hello %d,%d", column, row); if (contents_type == CT_Text) ImGui.TextUnformatted(buf); else if (contents_type) ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Resizable, stretch"))then -- By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" -- Each columns maintain a sizing weight, and they will occupy all available width. static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", flags, ImGuiTableFlags_BordersV); ImGui.SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); PopStyleCompact(); if (ImGui.BeginTable("table1", 3, flags))then for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Hello %d,%d", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Resizable, fixed"))then -- Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) -- So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) -- If there is not enough available width to fit all columns, they will however be resized down. -- FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings HelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" "Double-click a column border to auto-fit the column to its contents."); PushStyleCompact(); static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", flags, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); if (ImGui.BeginTable("table1", 3, flags))then for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Hello %d,%d", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Resizable, mixed"))then HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; if (ImGui.BeginTable("table1", 3, flags))then ImGui.TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui.TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); ImGui.TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); ImGui.TableHeadersRow(); for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); end end ImGui.EndTable(); end if (ImGui.BeginTable("table2", 6, flags))then ImGui.TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui.TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); ImGui.TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); ImGui.TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); ImGui.TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); ImGui.TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); ImGui.TableHeadersRow(); for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 6; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Reorderable, hideable, with headers"))then HelpMarker( "Click and drag column headers to reorder columns.\n\n" "Right-click on a header to open a context menu."); static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", flags, ImGuiTableFlags_Reorderable); ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", flags, ImGuiTableFlags_Hideable); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", flags, ImGuiTableFlags_NoBordersInBody); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); PopStyleCompact(); if (ImGui.BeginTable("table1", 3, flags))then -- Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. -- (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow(); for (int row = 0; row < 6; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Hello %d,%d", column, row); end end ImGui.EndTable(); end -- Use outer_size.x == 0.0 instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) if (ImGui.BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0, 0.0)))then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow(); for (int row = 0; row < 6; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Fixed %d,%d", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Padding"))then -- First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. -- We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. HelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" "e.g.:\n" "- BorderOuterV\n" "- any form of row selection\n" "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Actual padding values are using style.CellPadding.\n\n" "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", flags1, ImGuiTableFlags_PadOuterX); ImGui.SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", flags1, ImGuiTableFlags_NoPadOuterX); ImGui.SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", flags1, ImGuiTableFlags_NoPadInnerX); ImGui.SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", flags1, ImGuiTableFlags_BordersOuterV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", flags1, ImGuiTableFlags_BordersInnerV); local show_headers = false; ImGui.Checkbox("show_headers", show_headers); PopStyleCompact(); if (ImGui.BeginTable("table_padding", 3, flags1))then if (show_headers)then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow(); end for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); if (row == 0)then ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x); end elsethen char buf[32]; sprintf(buf, "Hello %d,%d", column, row); ImGui.Button(buf, ImVec2(-FLT_MIN, 0.0)); end --if (ImGui.TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) -- ImGui.TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); end end ImGui.EndTable(); end -- Second example: set style.CellPadding to (0.0) or a custom value. -- FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; static ImVec2 cell_padding(0.0, 0.0); local show_widget_frame_bg = true; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Borders", flags2, ImGuiTableFlags_Borders); ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", flags2, ImGuiTableFlags_BordersH); ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", flags2, ImGuiTableFlags_BordersV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", flags2, ImGuiTableFlags_BordersInner); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", flags2, ImGuiTableFlags_BordersOuter); ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", flags2, ImGuiTableFlags_RowBg); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags2, ImGuiTableFlags_Resizable); ImGui.Checkbox("show_widget_frame_bg", show_widget_frame_bg); ImGui.SliderFloat2("CellPadding", cell_padding.x, 0.0, 10.0, "%.0"); PopStyleCompact(); ImGui.PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); if (ImGui.BeginTable("table_padding_2", 3, flags2))then static char text_bufs[3 * 5][16]; -- Mini text storage for 3x5 cells local init = true; if (not show_widget_frame_bg) ImGui.PushStyleColor(ImGuiCol_FrameBg, 0); for (int cell = 0; cell < 3 * 5; cell++)then ImGui.TableNextColumn(); if (init) strcpy(text_bufs[cell], "edit me"); ImGui.SetNextItemWidth(-FLT_MIN); ImGui.PushID(cell); ImGui.InputText("----cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); ImGui.PopID(); end if (not show_widget_frame_bg) ImGui.PopStyleColor(); init = false; ImGui.EndTable(); end ImGui.PopStyleVar(); ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Sizing policies"))then static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags1, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", flags1, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); static ImGuiTableFlags sizing_policy_flags[4] = do ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame end; for (int table_n = 0; table_n < 4; table_n++)then ImGui.PushID(table_n); ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30); EditTableSizingFlags(&sizing_policy_flags[table_n]); -- To make it easier to understand the different sizing policy, -- For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. if (ImGui.BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))then for (int row = 0; row < 3; row++)then ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("Oh dear"); ImGui.TableNextColumn(); ImGui.Text("Oh dear"); ImGui.TableNextColumn(); ImGui.Text("Oh dear"); end ImGui.EndTable(); end if (ImGui.BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))then for (int row = 0; row < 3; row++)then ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("AAAA"); ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB"); ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC"); end ImGui.EndTable(); end ImGui.PopID(); end ImGui.Spacing(); ImGui.TextUnformatted("Advanced"); ImGui.SameLine(); HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); enum ContentsType do CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText end; static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; static int contents_type = CT_ShowWidth; static int column_count = 3; PushStyleCompact(); ImGui.PushID("Advanced"); ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30); EditTableSizingFlags(&flags); ImGui.Combo("Contents", contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); if (contents_type == CT_FillButton)then ImGui.SameLine(); HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); end ImGui.DragInt("Columns", column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", flags, ImGuiTableFlags_PreciseWidths); ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", flags, ImGuiTableFlags_ScrollX); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", flags, ImGuiTableFlags_ScrollY); ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", flags, ImGuiTableFlags_NoClip); ImGui.PopItemWidth(); ImGui.PopID(); PopStyleCompact(); if (ImGui.BeginTable("table2", column_count, flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)))then for (int cell = 0; cell < 10 * column_count; cell++)then ImGui.TableNextColumn(); int column = ImGui.TableGetColumnIndex(); int row = ImGui.TableGetRowIndex(); ImGui.PushID(cell); char label[32]; static char text_buf[32] = ""; sprintf(label, "Hello %d,%d", column, row); switch (contents_type)then case CT_ShortText: ImGui.TextUnformatted(label); break; case CT_LongText: ImGui.Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; case CT_ShowWidth: ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x); break; case CT_Button: ImGui.Button(label); break; case CT_FillButton: ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)); break; case CT_InputText: ImGui.SetNextItemWidth(-FLT_MIN); ImGui.InputText("----", text_buf, IM_ARRAYSIZE(text_buf)); break; end ImGui.PopID(); end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Vertical scrolling, with clipping"))then HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", flags, ImGuiTableFlags_ScrollY); PopStyleCompact(); -- When using ScrollX or ScrollY we need to specify a size for our table containernot -- Otherwise by default the table will fit all available space, like a BeginChild() call. ImVec2 outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8); if (ImGui.BeginTable("table_scrolly", 3, flags, outer_size))then ImGui.TableSetupScrollFreeze(0, 1); -- Make top row always visible ImGui.TableSetupColumn("One", ImGuiTableColumnFlags_None); ImGui.TableSetupColumn("Two", ImGuiTableColumnFlags_None); ImGui.TableSetupColumn("Three", ImGuiTableColumnFlags_None); ImGui.TableHeadersRow(); -- Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(1000); while (clipper.Step())then for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Hello %d,%d", column, row); end end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Horizontal scrolling"))then HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; static int freeze_cols = 1; static int freeze_rows = 1; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", flags, ImGuiTableFlags_ScrollX); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", flags, ImGuiTableFlags_ScrollY); ImGui.SetNextItemWidth(ImGui.GetFrameHeight()); ImGui.DragInt("freeze_cols", freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui.SetNextItemWidth(ImGui.GetFrameHeight()); ImGui.DragInt("freeze_rows", freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); PopStyleCompact(); -- When using ScrollX or ScrollY we need to specify a size for our table containernot -- Otherwise by default the table will fit all available space, like a BeginChild() call. ImVec2 outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8); if (ImGui.BeginTable("table_scrollx", 7, flags, outer_size))then ImGui.TableSetupScrollFreeze(freeze_cols, freeze_rows); ImGui.TableSetupColumn("Line --", ImGuiTableColumnFlags_NoHide); -- Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableSetupColumn("Four"); ImGui.TableSetupColumn("Five"); ImGui.TableSetupColumn("Six"); ImGui.TableHeadersRow(); for (int row = 0; row < 20; row++)then ImGui.TableNextRow(); for (int column = 0; column < 7; column++)then -- Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. -- Because here we know that: -- - A) all our columns are contributing the same to row height -- - B) column 0 is always visible, -- We only always submit this one column and can skip others. -- More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). if (not ImGui.TableSetColumnIndex(column) and column > 0) continue; if (column == 0) ImGui.Text("Line %d", row); else ImGui.Text("Hello world %d,%d", column, row); end end ImGui.EndTable(); end ImGui.Spacing(); ImGui.TextUnformatted("Stretch + ScrollX"); ImGui.SameLine(); HelpMarker( "Showcase using Stretch columns + ScrollX together: " "this is rather unusual and only makes sense when specifying an 'inner_width' for the tablenot \n" "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; static float inner_width = 1000.0; PushStyleCompact(); ImGui.PushID("flags3"); ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", flags2, ImGuiTableFlags_ScrollX); ImGui.DragFloat("inner_width", inner_width, 1.0, 0.0, FLT_MAX, "%.1f"); ImGui.PopItemWidth(); ImGui.PopID(); PopStyleCompact(); if (ImGui.BeginTable("table2", 7, flags2, outer_size, inner_width))then for (int cell = 0; cell < 20 * 7; cell++)then ImGui.TableNextColumn(); ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()); end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Columns flags"))then -- Create a first table just to show all the options/flags we want to make visible in our examplenot const int column_count = 3; const char* column_names[column_count] = do "One", "Two", "Three" end; static ImGuiTableColumnFlags column_flags[column_count] = do ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide end; static ImGuiTableColumnFlags column_flags_out[column_count] = do 0, 0, 0 end; -- Output from TableGetColumnFlags() if (ImGui.BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))then PushStyleCompact(); for (int column = 0; column < column_count; column++)then ImGui.TableNextColumn(); ImGui.PushID(column); ImGui.AlignTextToFramePadding(); -- FIXME-TABLE: Workaround for wrong text baseline propagation ImGui.Text("'%s'", column_names[column]); ImGui.Spacing(); ImGui.Text("Input flags:"); EditTableColumnsFlags(&column_flags[column]); ImGui.Spacing(); ImGui.Text("Output flags:"); ShowTableColumnsStatusFlags(column_flags_out[column]); ImGui.PopID(); end PopStyleCompact(); ImGui.EndTable(); end -- Create the real table we care about for the examplenot -- We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in -- a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) const ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; ImVec2 outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9); if (ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size))then for (int column = 0; column < column_count; column++) ImGui.TableSetupColumn(column_names[column], column_flags[column]); ImGui.TableHeadersRow(); for (int column = 0; column < column_count; column++) column_flags_out[column] = ImGui.TableGetColumnFlags(column); float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); for (int row = 0; row < 8; row++)then ImGui.Indent(indent_step); -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui.TableNextRow(); for (int column = 0; column < column_count; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui.TableGetColumnName(column)); end end ImGui.Unindent(indent_step * 8.0); ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Columns widths"))then HelpMarker("Using TableSetupColumn() to setup default width."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags1, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); PopStyleCompact(); if (ImGui.BeginTable("table1", 3, flags1))then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0); -- Default to 100.0 ImGui.TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0); -- Default to 200.0 ImGui.TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); -- Default to auto ImGui.TableHeadersRow(); for (int row = 0; row < 4; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableSetColumnIndex(column); if (row == 0) ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x); else ImGui.Text("Hello %d,%d", column, row); end end ImGui.EndTable(); end HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); static ImGuiTableFlags flags2 = ImGuiTableFlags_None; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", flags2, ImGuiTableFlags_NoKeepColumnsVisible); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", flags2, ImGuiTableFlags_BordersInnerV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", flags2, ImGuiTableFlags_BordersOuterV); PopStyleCompact(); if (ImGui.BeginTable("table2", 4, flags2))then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0); ImGui.TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0); ImGui.TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0); ImGui.TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0); for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 4; column++)then ImGui.TableSetColumnIndex(column); if (row == 0) ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x); else ImGui.Text("Hello %d,%d", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Nested tables"))then HelpMarker("This demonstrate embedding a table into another table cell."); if (ImGui.BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))then ImGui.TableSetupColumn("A0"); ImGui.TableSetupColumn("A1"); ImGui.TableHeadersRow(); ImGui.TableNextColumn(); ImGui.Text("A0 Row 0");then float rows_height = TEXT_BASE_HEIGHT * 2; if (ImGui.BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))then ImGui.TableSetupColumn("B0"); ImGui.TableSetupColumn("B1"); ImGui.TableHeadersRow(); ImGui.TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui.TableNextColumn(); ImGui.Text("B0 Row 0"); ImGui.TableNextColumn(); ImGui.Text("B1 Row 0"); ImGui.TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui.TableNextColumn(); ImGui.Text("B0 Row 1"); ImGui.TableNextColumn(); ImGui.Text("B1 Row 1"); ImGui.EndTable(); end end ImGui.TableNextColumn(); ImGui.Text("A1 Row 0"); ImGui.TableNextColumn(); ImGui.Text("A0 Row 1"); ImGui.TableNextColumn(); ImGui.Text("A1 Row 1"); ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Row height"))then HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); if (ImGui.BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))then for (int row = 0; row < 10; row++)then float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0..0 * row); ImGui.TableNextRow(ImGuiTableRowFlags_None, min_row_height); ImGui.TableNextColumn(); ImGui.Text("min_row_height = %.2f", min_row_height); end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Outer size"))then -- Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY -- Important to that note how the two flags have slightly different behaviorsnot ImGui.Text("Using NoHostExtendX and NoHostExtendY:"); PushStyleCompact(); static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", flags, ImGuiTableFlags_NoHostExtendX); ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", flags, ImGuiTableFlags_NoHostExtendY); ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); PopStyleCompact(); ImVec2 outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5f); if (ImGui.BeginTable("table1", 3, flags, outer_size))then for (int row = 0; row < 10; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableNextColumn(); ImGui.Text("Cell %d,%d", column, row); end end ImGui.EndTable(); end ImGui.SameLine(); ImGui.Text("Hellonot "); ImGui.Spacing(); ImGui.Text("Using explicit size:"); if (ImGui.BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0)))then for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then ImGui.TableNextColumn(); ImGui.Text("Cell %d,%d", column, row); end end ImGui.EndTable(); end ImGui.SameLine(); if (ImGui.BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0)))then for (int row = 0; row < 3; row++)then ImGui.TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); for (int column = 0; column < 3; column++)then ImGui.TableNextColumn(); ImGui.Text("Cell %d,%d", column, row); end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Background color"))then static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; static int row_bg_type = 1; static int row_bg_target = 1; static int cell_bg_type = 1; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_Borders", flags, ImGuiTableFlags_Borders); ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", flags, ImGuiTableFlags_RowBg); ImGui.SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); ImGui.Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); ImGui.Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui.SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); ImGui.Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui.SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); IM_ASSERT(row_bg_type >= 0 and row_bg_type <= 2); IM_ASSERT(row_bg_target >= 0 and row_bg_target <= 1); IM_ASSERT(cell_bg_type >= 0 and cell_bg_type <= 1); PopStyleCompact(); if (ImGui.BeginTable("table1", 5, flags))then for (int row = 0; row < 6; row++)then ImGui.TableNextRow(); -- Demonstrate setting a row background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' -- We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. if (row_bg_type ~= 0)then ImU32 row_bg_color = ImGui.GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); -- Flat or Gradient? ImGui.TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); end -- Fill cells for (int column = 0; column < 5; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("%c%c", 'A' + row, '0' + column); -- Change background of Cells B1->C2 -- Demonstrate setting a cell background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' -- (the CellBg color will be blended over the RowBg and ColumnBg colors) -- We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if (row >= 1 and row <= 2 and column >= 1 and column <= 2 and cell_bg_type == 1)then ImU32 cell_bg_color = ImGui.GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); ImGui.TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); end end end ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Tree view"))then static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; if (ImGui.BeginTable("3ways", 3, flags))then -- The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); ImGui.TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0); ImGui.TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0); ImGui.TableHeadersRow(); -- Simple storage to output a dummy file-system. struct MyTreeNodethen const char* Name; const char* Type; int Size; int ChildIdx; int ChildCount; function DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)then ImGui.TableNextRow(); ImGui.TableNextColumn(); const bool is_folder = (node->ChildCount > 0); if (is_folder)then bool open = ImGui.TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); ImGui.TableNextColumn(); ImGui.TextDisabled("--"); ImGui.TableNextColumn(); ImGui.TextUnformatted(node->Type); if (open)then for (int child_n = 0; child_n < node->ChildCount; child_n++) DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); ImGui.TreePop(); end end elsethen ImGui.TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); ImGui.TableNextColumn(); ImGui.Text("%d", node->Size); ImGui.TableNextColumn(); ImGui.TextUnformatted(node->Type); end end end; static const MyTreeNode nodes[] =thenthen "Root", "Folder", -1, 1, 3 end, -- 0then "Music", "Folder", -1, 4, 2 end, -- 1then "Textures", "Folder", -1, 6, 3 end, -- 2then "desktop.ini", "System file", 1024, -1,-1 end, -- 3then "File1_a.wav", "Audio file", 123000, -1,-1 end, -- 4then "File1_b.wav", "Audio file", 456000, -1,-1 end, -- 5then "Image001.png", "Image file", 203128, -1,-1 end, -- 6then "Copy of Image001.png", "Image file", 203256, -1,-1 end, -- 7then "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 end, -- 8 end; MyTreeNode.DisplayNode(&nodes[0], nodes); ImGui.EndTable(); end ImGui.TreePop(); end if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Item width"))then HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); if (ImGui.BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))then ImGui.TableSetupColumn("small"); ImGui.TableSetupColumn("half"); ImGui.TableSetupColumn("right-align"); ImGui.TableHeadersRow(); for (int row = 0; row < 3; row++)then ImGui.TableNextRow(); if (row == 0)then -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui.TableSetColumnIndex(0); ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0); -- Small ImGui.TableSetColumnIndex(1); ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5f); ImGui.TableSetColumnIndex(2); ImGui.PushItemWidth(-FLT_MIN); -- Right-aligned end -- Draw our contents static float dummy_f = 0.0; ImGui.PushID(row); ImGui.TableSetColumnIndex(0); ImGui.SliderFloat("float0", dummy_f, 0.0, 1.0); ImGui.TableSetColumnIndex(1); ImGui.SliderFloat("float1", dummy_f, 0.0, 1.0); ImGui.TableSetColumnIndex(2); ImGui.SliderFloat("float2", dummy_f, 0.0, 1.0); ImGui.PopID(); end ImGui.EndTable(); end ImGui.TreePop(); end -- Demonstrate using TableHeader() calls instead of TableHeadersRow() if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Custom headers"))then const int COLUMNS_COUNT = 3; if (ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))then ImGui.TableSetupColumn("Apricot"); ImGui.TableSetupColumn("Banana"); ImGui.TableSetupColumn("Cherry"); -- Dummy entire-column selection storage -- FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. local column_selected[3] = do end; -- Instead of calling TableHeadersRow() we'll submit custom headers ourselves ImGui.TableNextRow(ImGuiTableRowFlags_Headers); for (int column = 0; column < COLUMNS_COUNT; column++)then ImGui.TableSetColumnIndex(column); const char* column_name = ImGui.TableGetColumnName(column); -- Retrieve name passed to TableSetupColumn() ImGui.PushID(column); ImGui.PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); ImGui.Checkbox("----checkall", column_selected[column]); ImGui.PopStyleVar(); ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x); ImGui.TableHeader(column_name); ImGui.PopID(); end for (int row = 0; row < 5; row++)then ImGui.TableNextRow(); for (int column = 0; column < 3; column++)then char buf[32]; sprintf(buf, "Cell %d,%d", column, row); ImGui.TableSetColumnIndex(column); ImGui.Selectable(buf, column_selected[column]); end end ImGui.EndTable(); end ImGui.TreePop(); end -- Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Context menus"))then HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", flags1, ImGuiTableFlags_ContextMenuInBody); PopStyleCompact(); -- Context Menus: first example -- [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) const int COLUMNS_COUNT = 3; if (ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, flags1))then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow(); -- Submit dummy contents for (int row = 0; row < 4; row++)then ImGui.TableNextRow(); for (int column = 0; column < COLUMNS_COUNT; column++)then ImGui.TableSetColumnIndex(column); ImGui.Text("Cell %d,%d", column, row); end end ImGui.EndTable(); end -- Context Menus: second example -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [2.2] Right-click on the ".." to open a custom popup -- [2.3] Right-click in columns to open another custom popup HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow(); for (int row = 0; row < 4; row++)then ImGui.TableNextRow(); for (int column = 0; column < COLUMNS_COUNT; column++)then -- Submit dummy contents ImGui.TableSetColumnIndex(column); ImGui.Text("Cell %d,%d", column, row); ImGui.SameLine(); -- [2.2] Right-click on the ".." to open a custom popup ImGui.PushID(row * COLUMNS_COUNT + column); ImGui.SmallButton(".."); if (ImGui.BeginPopupContextItem())then ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); if (ImGui.Button("Close")) ImGui.CloseCurrentPopup(); ImGui.EndPopup(); end ImGui.PopID(); end end -- [2.3] Right-click anywhere in columns to open another custom popup -- (instead of testing for not IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup -- to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) int hovered_column = -1; for (int column = 0; column < COLUMNS_COUNT + 1; column++)then ImGui.PushID(column); if (ImGui.TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) hovered_column = column; if (hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1)) ImGui.OpenPopup("MyPopup"); if (ImGui.BeginPopup("MyPopup"))then if (column == COLUMNS_COUNT) ImGui.Text("This is a custom popup for unused space after the last column."); else ImGui.Text("This is a custom popup for Column %d", column); if (ImGui.Button("Close")) ImGui.CloseCurrentPopup(); ImGui.EndPopup(); end ImGui.PopID(); end ImGui.EndTable(); ImGui.Text("Hovered column: %d", hovered_column); end ImGui.TreePop(); end -- Demonstrate creating multiple tables with the same ID if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Synced instances"))then HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); for (int n = 0; n < 3; n++)then char buf[32]; sprintf(buf, "Synced Table %d", n); bool open = ImGui.CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); if (open and ImGui.BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings))then ImGui.TableSetupColumn("One"); ImGui.TableSetupColumn("Two"); ImGui.TableSetupColumn("Three"); ImGui.TableHeadersRow(); for (int cell = 0; cell < 9; cell++)then ImGui.TableNextColumn(); ImGui.Text("this cell %d", cell); end ImGui.EndTable(); end end ImGui.TreePop(); end -- Demonstrate using Sorting facilities -- This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. -- Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) static const char* template_items_names[] =then "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" end; if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Sorting"))then -- Create item list static ImVector<MyItem> items; if (items.Size == 0)then items.resize(50, MyItem()); for (int n = 0; n < items.Size; n++)then const int template_n = n % IM_ARRAYSIZE(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; item.Quantity = (n * n - n) % 20; -- Assign default quantities end end -- Options static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY; PushStyleCompact(); ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", flags, ImGuiTableFlags_SortMulti); ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", flags, ImGuiTableFlags_SortTristate); ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); PopStyleCompact(); if (ImGui.BeginTable("table_sorting", 4, flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0))then -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their indexnot -- Demonstrate using a mixture of flags among available sort-related flags: -- - ImGuiTableColumnFlags_DefaultSort -- - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending -- - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending ImGui.TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0, MyItemColumnID_ID); ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0, MyItemColumnID_Name); ImGui.TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0, MyItemColumnID_Action); ImGui.TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0, MyItemColumnID_Quantity); ImGui.TableSetupScrollFreeze(0, 1); -- Make row always visible ImGui.TableHeadersRow(); -- Sort our data if sort specs have been changednot if (ImGuiTableSortSpecs* sorts_specs = ImGui.TableGetSortSpecs()) if (sorts_specs->SpecsDirty)then MyItem.s_current_sort_specs = sorts_specs; -- Store in variable accessible by the sort function. if (items.Size > 1) qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem.CompareWithSortSpecs); MyItem.s_current_sort_specs = NULL; sorts_specs->SpecsDirty = false; end -- Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(items.Size); while (clipper.Step()) for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)then -- Display a data item MyItem* item = &items[row_n]; ImGui.PushID(item->ID); ImGui.TableNextRow(); ImGui.TableNextColumn(); ImGui.Text("%04d", item->ID); ImGui.TableNextColumn(); ImGui.TextUnformatted(item->Name); ImGui.TableNextColumn(); ImGui.SmallButton("None"); ImGui.TableNextColumn(); ImGui.Text("%d", item->Quantity); ImGui.PopID(); end ImGui.EndTable(); end ImGui.TreePop(); end -- In this example we'll expose most table flags and settings. -- For specific flags and settings refer to the corresponding section for more detailed explanation. -- This section is mostly useful to experiment with combining certain flags or settings with each others. --ImGui.SetNextItemOpen(true, ImGuiCond_Once); -- [DEBUG] if (open_action ~= -1) ImGui.SetNextItemOpen(open_action ~= 0); if (ImGui.TreeNode("Advanced"))then static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingFixedFit; enum ContentsType do CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow end; static int contents_type = CT_SelectableSpanRow; const char* contents_type_names[] = do "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" end; static int freeze_cols = 1; static int freeze_rows = 1; static int items_count = IM_ARRAYSIZE(template_items_names) * 2; static ImVec2 outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12); static float row_min_height = 0.0; -- Auto static float inner_width_with_scroll = 0.0; -- Auto-extend local outer_size_enabled = true; local show_headers = true; local show_wrapped_text = false; --static ImGuiTextFilter filter; --ImGui.SetNextItemOpen(true, ImGuiCond_Once); -- FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing if (ImGui.TreeNode("Options"))then -- Make the UI compact because there are so many fields PushStyleCompact(); ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0); if (ImGui.TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", flags, ImGuiTableFlags_Resizable); ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", flags, ImGuiTableFlags_Reorderable); ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", flags, ImGuiTableFlags_Hideable); ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", flags, ImGuiTableFlags_Sortable); ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", flags, ImGuiTableFlags_NoSavedSettings); ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", flags, ImGuiTableFlags_ContextMenuInBody); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", flags, ImGuiTableFlags_RowBg); ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", flags, ImGuiTableFlags_BordersV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", flags, ImGuiTableFlags_BordersOuterV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", flags, ImGuiTableFlags_BordersInnerV); ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", flags, ImGuiTableFlags_BordersH); ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", flags, ImGuiTableFlags_BordersOuterH); ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", flags, ImGuiTableFlags_BordersInnerH); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", flags, ImGuiTableFlags_NoBordersInBody); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))then EditTableSizingFlags(&flags); ImGui.SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", flags, ImGuiTableFlags_NoHostExtendX); ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", flags, ImGuiTableFlags_NoHostExtendY); ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", flags, ImGuiTableFlags_NoKeepColumnsVisible); ImGui.SameLine(); HelpMarker("Only available if ScrollX is disabled."); ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", flags, ImGuiTableFlags_PreciseWidths); ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", flags, ImGuiTableFlags_NoClip); ImGui.SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", flags, ImGuiTableFlags_PadOuterX); ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", flags, ImGuiTableFlags_NoPadOuterX); ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", flags, ImGuiTableFlags_NoPadInnerX); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", flags, ImGuiTableFlags_ScrollX); ImGui.SameLine(); ImGui.SetNextItemWidth(ImGui.GetFrameHeight()); ImGui.DragInt("freeze_cols", freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", flags, ImGuiTableFlags_ScrollY); ImGui.SameLine(); ImGui.SetNextItemWidth(ImGui.GetFrameHeight()); ImGui.DragInt("freeze_rows", freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", flags, ImGuiTableFlags_SortMulti); ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", flags, ImGuiTableFlags_SortTristate); ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); ImGui.TreePop(); end if (ImGui.TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))then ImGui.Checkbox("show_headers", show_headers); ImGui.Checkbox("show_wrapped_text", show_wrapped_text); ImGui.DragFloat2("----OuterSize", outer_size_value.x); ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x); ImGui.Checkbox("outer_size", outer_size_enabled); ImGui.SameLine(); HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" "- The table is output directly in the parent window.\n" "- OuterSize.x < 0.0 will right-align the table.\n" "- OuterSize.x = 0.0 will narrow fit the table unless there are any Stretch column.\n" "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); -- From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. -- To facilitate toying with this demo we will actually pass 0.0 to the BeginTable() when ScrollX is disabled. ImGui.DragFloat("inner_width (when ScrollX active)", inner_width_with_scroll, 1.0, 0.0, FLT_MAX); ImGui.DragFloat("row_min_height", row_min_height, 1.0, 0.0, FLT_MAX); ImGui.SameLine(); HelpMarker("Specify height of the Selectable item."); ImGui.DragInt("items_count", items_count, 0.1f, 0, 9999); ImGui.Combo("items_type (first column)", contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); --filter.Draw("filter"); ImGui.TreePop(); end ImGui.PopItemWidth(); PopStyleCompact(); ImGui.Spacing(); ImGui.TreePop(); end -- Update item list if we changed the number of items static ImVector<MyItem> items; static ImVector<int> selection; local items_need_sort = false; if (items.Size ~= items_count)then items.resize(items_count, MyItem()); for (int n = 0; n < items_count; n++)then const int template_n = n % IM_ARRAYSIZE(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; -- Assign default quantities end end const ImDrawList* parent_draw_list = ImGui.GetWindowDrawList(); const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; ImVec2 table_scroll_cur, table_scroll_max; -- For debug display const ImDrawList* table_draw_list = NULL; -- " -- Submit table const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0; if (ImGui.BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))then -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their indexnot ImGui.TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0, MyItemColumnID_ID); ImGui.TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0, MyItemColumnID_Name); ImGui.TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0, MyItemColumnID_Action); ImGui.TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0, MyItemColumnID_Quantity); ImGui.TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0, MyItemColumnID_Description); ImGui.TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); ImGui.TableSetupScrollFreeze(freeze_cols, freeze_rows); -- Sort our data if sort specs have been changednot ImGuiTableSortSpecs* sorts_specs = ImGui.TableGetSortSpecs(); if (sorts_specs and sorts_specs->SpecsDirty) items_need_sort = true; if (sorts_specs and items_need_sort and items.Size > 1)then MyItem.s_current_sort_specs = sorts_specs; -- Store in variable accessible by the sort function. qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem.CompareWithSortSpecs); MyItem.s_current_sort_specs = NULL; sorts_specs->SpecsDirty = false; end items_need_sort = false; -- Take note of whether we are currently sorting based on the Quantity field, -- we will use this to trigger sorting when we know the data of this column has been modified. const bool sorts_specs_using_quantity = (ImGui.TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) ~= 0; -- Show headers if (show_headers) ImGui.TableHeadersRow(); -- Show data -- FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? ImGui.PushButtonRepeat(true); --if 1 -- Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(items.Size); while (clipper.Step())then for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) --else -- Without clipperthen for (int row_n = 0; row_n < items.Size; row_n++) --endifthen MyItem* item = &items[row_n]; --if (not filter.PassFilter(item->Name)) -- continue; const bool item_is_selected = selection.contains(item->ID); ImGui.PushID(item->ID); ImGui.TableNextRow(ImGuiTableRowFlags_None, row_min_height); -- For the demo purpose we can select among different type of items submitted in the first column ImGui.TableSetColumnIndex(0); char label[32]; sprintf(label, "%04d", item->ID); if (contents_type == CT_Text) ImGui.TextUnformatted(label); else if (contents_type == CT_Button) ImGui.Button(label); else if (contents_type == CT_SmallButton) ImGui.SmallButton(label); else if (contents_type == CT_FillButton) ImGui.Button(label, ImVec2(-FLT_MIN, 0.0)); else if (contents_type == CT_Selectable or contents_type == CT_SelectableSpanRow)then ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; if (ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))then if (ImGui.GetIO().KeyCtrl)then if (item_is_selected) selection.find_erase_unsorted(item->ID); else selection.push_back(item->ID); end elsethen selection.clear(); selection.push_back(item->ID); end end end if (ImGui.TableSetColumnIndex(1)) ImGui.TextUnformatted(item->Name); -- Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, -- and we are currently sorting on the column showing the Quantity. -- To avoid triggering a sort while holding the button, we only trigger it when the button has been released. -- You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. if (ImGui.TableSetColumnIndex(2))then if (ImGui.SmallButton("Chop")) do item->Quantity += 1; end if (sorts_specs_using_quantity and ImGui.IsItemDeactivated()) do items_need_sort = true; end ImGui.SameLine(); if (ImGui.SmallButton("Eat")) do item->Quantity -= 1; end if (sorts_specs_using_quantity and ImGui.IsItemDeactivated()) do items_need_sort = true; end end if (ImGui.TableSetColumnIndex(3)) ImGui.Text("%d", item->Quantity); ImGui.TableSetColumnIndex(4); if (show_wrapped_text) ImGui.TextWrapped("Lorem ipsum dolor sit amet"); else ImGui.Text("Lorem ipsum dolor sit amet"); if (ImGui.TableSetColumnIndex(5)) ImGui.Text("1234"); ImGui.PopID(); end end ImGui.PopButtonRepeat(); -- Store some info to display debug details below table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()); table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()); table_draw_list = ImGui.GetWindowDrawList(); ImGui.EndTable(); end local show_debug_details = false; ImGui.Checkbox("Debug details", show_debug_details); if (show_debug_details and table_draw_list)then ImGui.SameLine(0.0, 0.0); const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; if (table_draw_list == parent_draw_list) ImGui.Text(": DrawCmd: +%d (in same window)", table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); else ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); end ImGui.TreePop(); end ImGui.PopID(); ShowDemoWindowColumns(); if (disable_indent) ImGui.PopStyleVar(); end -- Demonstrate old/legacy Columns APInot -- [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() APInot ] function ShowDemoWindowColumns() bool open = ImGui.TreeNode("Legacy Columns API"); ImGui.SameLine(); HelpMarker("Columns() is an old APInot Prefer using the more flexible and powerful BeginTable() APInot "); if (not open) return; -- Basic columns if (ImGui.TreeNode("Basic"))then ImGui.Text("Without border:"); ImGui.Columns(3, "mycolumns3", false); -- 3-ways, no border ImGui.Separator(); for (int n = 0; n < 14; n++)then char label[32]; sprintf(label, "Item %d", n); if (ImGui.Selectable(label)) do end --if (ImGui.Button(label, ImVec2(-FLT_MIN,0.0))) do end ImGui.NextColumn(); end ImGui.Columns(1); ImGui.Separator(); ImGui.Text("With border:"); ImGui.Columns(4, "mycolumns"); -- 4-ways, with border ImGui.Separator(); ImGui.Text("ID"); ImGui.NextColumn(); ImGui.Text("Name"); ImGui.NextColumn(); ImGui.Text("Path"); ImGui.NextColumn(); ImGui.Text("Hovered"); ImGui.NextColumn(); ImGui.Separator(); const char* names[3] = do "One", "Two", "Three" end; const char* paths[3] = do "/path/one", "/path/two", "/path/three" end; static int selected = -1; for (int i = 0; i < 3; i++)then char label[32]; sprintf(label, "%04d", i); if (ImGui.Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) selected = i; bool hovered = ImGui.IsItemHovered(); ImGui.NextColumn(); ImGui.Text(names[i]); ImGui.NextColumn(); ImGui.Text(paths[i]); ImGui.NextColumn(); ImGui.Text("%d", hovered); ImGui.NextColumn(); end ImGui.Columns(1); ImGui.Separator(); ImGui.TreePop(); end if (ImGui.TreeNode("Borders"))then -- NB: Future columns API should allow automatic horizontal borders. local h_borders = true; local v_borders = true; static int columns_count = 4; const int lines_count = 3; ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8); ImGui.DragInt("----columns_count", columns_count, 0.1f, 2, 10, "%d columns"); if (columns_count < 2) columns_count = 2; ImGui.SameLine(); ImGui.Checkbox("horizontal", h_borders); ImGui.SameLine(); ImGui.Checkbox("vertical", v_borders); ImGui.Columns(columns_count, NULL, v_borders); for (int i = 0; i < columns_count * lines_count; i++)then if (h_borders and ImGui.GetColumnIndex() == 0) ImGui.Separator(); ImGui.Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui.Text("Width %.2f", ImGui.GetColumnWidth()); ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x); ImGui.Text("Offset %.2f", ImGui.GetColumnOffset()); ImGui.Text("Long text that is likely to clip"); ImGui.Button("Button", ImVec2(-FLT_MIN, 0.0)); ImGui.NextColumn(); end ImGui.Columns(1); if (h_borders) ImGui.Separator(); ImGui.TreePop(); end -- Create multiple items in a same cell before switching to next column if (ImGui.TreeNode("Mixed items"))then ImGui.Columns(3, "mixed"); ImGui.Separator(); ImGui.Text("Hello"); ImGui.Button("Banana"); ImGui.NextColumn(); ImGui.Text("ImGui"); ImGui.Button("Apple"); static float foo = 1.0; ImGui.InputFloat("red", foo, 0.05f, 0, "%.3f"); ImGui.Text("An extra line here."); ImGui.NextColumn(); ImGui.Text("Sailor"); ImGui.Button("Corniflower"); static float bar = 1.0; ImGui.InputFloat("blue", bar, 0.05f, 0, "%.3f"); ImGui.NextColumn(); if (ImGui.CollapsingHeader("Category A")) do ImGui.Text("Blah blah blah"); end ImGui.NextColumn(); if (ImGui.CollapsingHeader("Category B")) do ImGui.Text("Blah blah blah"); end ImGui.NextColumn(); if (ImGui.CollapsingHeader("Category C")) do ImGui.Text("Blah blah blah"); end ImGui.NextColumn(); ImGui.Columns(1); ImGui.Separator(); ImGui.TreePop(); end -- Word wrapping if (ImGui.TreeNode("Word-wrapping"))then ImGui.Columns(2, "word-wrapping"); ImGui.Separator(); ImGui.TextWrapped("The quick brown fox jumps over the lazy dog."); ImGui.TextWrapped("Hello Left"); ImGui.NextColumn(); ImGui.TextWrapped("The quick brown fox jumps over the lazy dog."); ImGui.TextWrapped("Hello Right"); ImGui.Columns(1); ImGui.Separator(); ImGui.TreePop(); end if (ImGui.TreeNode("Horizontal Scrolling"))then ImGui.SetNextWindowContentSize(ImVec2(1500.0, 0.0)); ImVec2 child_size = ImVec2(0, ImGui.GetFontSize() * 20.0); ImGui.BeginChild("----ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); ImGui.Columns(10); -- Also demonstrate using clipper for large vertical lists int ITEMS_COUNT = 2000; ImGuiListClipper clipper; clipper.Begin(ITEMS_COUNT); while (clipper.Step())then for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) for (int j = 0; j < 10; j++)then ImGui.Text("Line %d Column %d...", i, j); ImGui.NextColumn(); end end ImGui.Columns(1); ImGui.EndChild(); ImGui.TreePop(); end if (ImGui.TreeNode("Tree"))then ImGui.Columns(2, "tree", true); for (int x = 0; x < 3; x++)then bool open1 = ImGui.TreeNode((void*)(intptr_t)x, "Node%d", x); ImGui.NextColumn(); ImGui.Text("Node contents"); ImGui.NextColumn(); if (open1)then for (int y = 0; y < 3; y++)then bool open2 = ImGui.TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); ImGui.NextColumn(); ImGui.Text("Node contents"); if (open2)then ImGui.Text("Even more contents"); if (ImGui.TreeNode("Tree in column"))then ImGui.Text("The quick brown fox jumps over the lazy dog"); ImGui.TreePop(); end end ImGui.NextColumn(); if (open2) ImGui.TreePop(); end ImGui.TreePop(); end end ImGui.Columns(1); ImGui.TreePop(); end ImGui.TreePop(); end ------------------------------------------------------------------------------- -- [SECTION] Style Editor / ShowStyleEditor() ------------------------------------------------------------------------------- -- - ShowFontSelector() -- - ShowStyleSelector() -- - ShowStyleEditor() ------------------------------------------------------------------------------- -- Forward declare ShowFontAtlas() which isn't worth putting in public API yet namespace ImGui do IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); end -- Demo helper function to select among loaded fonts. -- Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. function ImGui.ShowFontSelector(const char* label) ImGuiIO& io = ImGui.GetIO(); ImFont* font_current = ImGui.GetFont(); if (ImGui.BeginCombo(label, font_current->GetDebugName()))then for (int n = 0; n < io.Fonts->Fonts.Size; n++)then ImFont* font = io.Fonts->Fonts[n]; ImGui.PushID((void*)font); if (ImGui.Selectable(font->GetDebugName(), font == font_current)) io.FontDefault = font; ImGui.PopID(); end ImGui.EndCombo(); end ImGui.SameLine(); HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" "- Read FAQ and docs/FONTS.md for more details.\n" "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); end -- Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -- Here we use the simplified Combo() api that packs items into a single literal string. -- Useful for quick combo boxes where the choices are known locally. bool ImGui.ShowStyleSelector(const char* label) static int style_idx = -1; if (ImGui.Combo(label, style_idx, "Dark\0Light\0Classic\0"))then switch (style_idx)then case 0: ImGui.StyleColorsDark(); break; case 1: ImGui.StyleColorsLight(); break; case 2: ImGui.StyleColorsClassic(); break; end return true; end return false; end function ImGui.ShowStyleEditor(ImGuiStyle* ref) -- You can pass in a reference ImGuiStyle structure to compare to, revert to and save to -- (without a reference style pointer, we will use one compared locally as a reference) ImGuiStyle& style = ImGui.GetStyle(); static ImGuiStyle ref_saved_style; -- Default to using internal storage as reference local init = true; if (init and ref == NULL) ref_saved_style = style; init = false; if (ref == NULL) ref = &ref_saved_style; ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0..0); if (ImGui.ShowStyleSelector("Colors----Selector")) ref_saved_style = style; ImGui.ShowFontSelector("Fonts----Selector"); -- Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0 or 1.0) if (ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0")) style.GrabRounding = style.FrameRounding; -- Make GrabRounding always the same value as FrameRoundingthen bool border = (style.WindowBorderSize > 0.0); if (ImGui.Checkbox("WindowBorder", border)) do style.WindowBorderSize = border ? 1.0 : 0.0; end end ImGui.SameLine();then bool border = (style.FrameBorderSize > 0.0); if (ImGui.Checkbox("FrameBorder", &border)) do style.FrameBorderSize = border ? 1.0 : 0.0; end end ImGui.SameLine();then bool border = (style.PopupBorderSize > 0.0); if (ImGui.Checkbox("PopupBorder", &border)) do style.PopupBorderSize = border ? 1.0 : 0.0; end end -- Save/Revert button if (ImGui.Button("Save Ref")) *ref = ref_saved_style = style; ImGui.SameLine(); if (ImGui.Button("Revert Ref")) style = *ref; ImGui.SameLine(); HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); ImGui.Separator(); if (ImGui.BeginTabBar("----tabs", ImGuiTabBarFlags_None))then if (ImGui.BeginTabItem("Sizes"))then ImGui.Text("Main"); ImGui.SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0, 20.0, "%.0"); ImGui.SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0, 20.0, "%.0"); ImGui.SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0, 20.0, "%.0"); ImGui.SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0, 20.0, "%.0"); ImGui.SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0, 20.0, "%.0"); ImGui.SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0, 10.0, "%.0"); ImGui.SliderFloat("IndentSpacing", style.IndentSpacing, 0.0, 30.0, "%.0"); ImGui.SliderFloat("ScrollbarSize", style.ScrollbarSize, 1.0, 20.0, "%.0"); ImGui.SliderFloat("GrabMinSize", style.GrabMinSize, 1.0, 20.0, "%.0"); ImGui.Text("Borders"); ImGui.SliderFloat("WindowBorderSize", style.WindowBorderSize, 0.0, 1.0, "%.0"); ImGui.SliderFloat("ChildBorderSize", style.ChildBorderSize, 0.0, 1.0, "%.0"); ImGui.SliderFloat("PopupBorderSize", style.PopupBorderSize, 0.0, 1.0, "%.0"); ImGui.SliderFloat("FrameBorderSize", style.FrameBorderSize, 0.0, 1.0, "%.0"); ImGui.SliderFloat("TabBorderSize", style.TabBorderSize, 0.0, 1.0, "%.0"); ImGui.Text("Rounding"); ImGui.SliderFloat("WindowRounding", style.WindowRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("ChildRounding", style.ChildRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("PopupRounding", style.PopupRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("ScrollbarRounding", style.ScrollbarRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("GrabRounding", style.GrabRounding, 0.0, 12.0, "%.0"); ImGui.SliderFloat("LogSliderDeadzone", style.LogSliderDeadzone, 0.0, 12.0, "%.0"); ImGui.SliderFloat("TabRounding", style.TabRounding, 0.0, 12.0, "%.0"); ImGui.Text("Alignment"); ImGui.SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0, 1.0, "%.2f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; if (ImGui.Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) style.WindowMenuButtonPosition = window_menu_button_position - 1; ImGui.Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui.SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0, 1.0, "%.2f"); ImGui.SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui.SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0, 1.0, "%.2f"); ImGui.SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui.Text("Safe Area Padding"); ImGui.SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui.SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0, 30.0, "%.0"); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Colors"))then static int output_dest = 0; local output_only_modified = true; if (ImGui.Button("Export"))then if (output_dest == 0) ImGui.LogToClipboard(); else ImGui.LogToTTY(); ImGui.LogText("ImVec4* colors = ImGui.GetStyle().Colors;" IM_NEWLINE); for (int i = 0; i < ImGuiCol_COUNT; i++)then const ImVec4& col = style.Colors[i]; const char* name = ImGui.GetStyleColorName(i); if (not output_only_modified or memcmp(&col, ref->Colors[i], sizeof(ImVec4)) ~= 0) ImGui.LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); end ImGui.LogFinish(); end ImGui.SameLine(); ImGui.SetNextItemWidth(120); ImGui.Combo("----output_type", output_dest, "To Clipboard\0To TTY\0"); ImGui.SameLine(); ImGui.Checkbox("Only Modified Colors", output_only_modified); static ImGuiTextFilter filter; filter.Draw("Filter colors", ImGui.GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; if (ImGui.RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) then alpha_flags = ImGuiColorEditFlags_None; end ImGui.SameLine(); if (ImGui.RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) then alpha_flags = ImGuiColorEditFlags_AlphaPreview; end ImGui.SameLine(); if (ImGui.RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) do alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; end ImGui.SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); ImGui.BeginChild("----colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui.PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++)then const char* name = ImGui.GetStyleColorName(i); if (not filter.PassFilter(name)) continue; ImGui.PushID(i); ImGui.ColorEdit4("----color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); if (memcmp(&style.Colors[i], ref->Colors[i], sizeof(ImVec4)) ~= 0)then -- Tips: in a real user application, you may want to merge and use an icon font into the main font, -- so instead of "Save"/"Revert" you'd use iconsnot -- Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenientnot ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if (ImGui.Button("Save")) do ref->Colors[i] = style.Colors[i]; end ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if (ImGui.Button("Revert")) do style.Colors[i] = ref->Colors[i]; end end ImGui.SameLine(0.0, style.ItemInnerSpacing.x); ImGui.TextUnformatted(name); ImGui.PopID(); end ImGui.PopItemWidth(); ImGui.EndChild(); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Fonts"))then ImGuiIO& io = ImGui.GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); ImGui.ShowFontAtlas(atlas); -- Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. -- (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0; HelpMarker( "Those are old settings provided for convenience.\n" "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); static float window_scale = 1.0; ImGui.PushItemWidth(ImGui.GetFontSize() * 8); if (ImGui.DragFloat("window scale", window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) -- Scale only this window ImGui.SetWindowFontScale(window_scale); ImGui.DragFloat("global scale", io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); -- Scale everything ImGui.PopItemWidth(); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Rendering"))then ImGui.Checkbox("Anti-aliased lines", style.AntiAliasedLines); ImGui.SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui.Checkbox("Anti-aliased lines use texture", style.AntiAliasedLinesUseTex); ImGui.SameLine(); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui.Checkbox("Anti-aliased fill", style.AntiAliasedFill); ImGui.PushItemWidth(ImGui.GetFontSize() * 8); ImGui.DragFloat("Curve Tessellation Tolerance", style.CurveTessellationTol, 0.02f, 0..0, 10.0, "%.2f"); if (style.CurveTessellationTol < 0..0) style.CurveTessellationTol = 0..0; -- When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. ImGui.DragFloat("Circle Tessellation Max Error", style.CircleTessellationMaxError , 0.005f, 0..0, 5.0, "%.2f", ImGuiSliderFlags_AlwaysClamp); if (ImGui.IsItemActive())then ImGui.SetNextWindowPos(ImGui.GetCursorScreenPos()); ImGui.BeginTooltip(); ImGui.TextUnformatted("(R = radius, N = number of segments)"); ImGui.Spacing(); ImDrawList* draw_list = ImGui.GetWindowDrawList(); const float min_widget_width = ImGui.CalcTextSize("N: MMM\nR: MMM").x; for (int n = 0; n < 8; n++)then const float RAD_MIN = 5.0; const float RAD_MAX = 70.0; const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0 - 1.0); ImGui.BeginGroup(); ImGui.Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); const float canvas_width = IM_MAX(min_widget_width, rad * 2.0); const float offset_x = floorf(canvas_width * 0.5f); const float offset_y = floorf(RAD_MAX); const ImVec2 p1 = ImGui.GetCursorScreenPos(); draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui.GetColorU32(ImGuiCol_Text)); ImGui.Dummy(ImVec2(canvas_width, RAD_MAX * 2)); -- const ImVec2 p2 = ImGui.GetCursorScreenPos(); draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui.GetColorU32(ImGuiCol_Text)); ImGui.Dummy(ImVec2(canvas_width, RAD_MAX * 2)); -- ImGui.EndGroup(); ImGui.SameLine(); end ImGui.EndTooltip(); end ImGui.SameLine(); HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); ImGui.DragFloat("Global Alpha", style.Alpha, 0.005f, 0..0, 1.0, "%.2f"); -- Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui.DragFloat("Disabled Alpha", style.DisabledAlpha, 0.005f, 0.0, 1.0, "%.2f"); ImGui.SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); ImGui.PopItemWidth(); ImGui.EndTabItem(); end ImGui.EndTabBar(); end ImGui.PopItemWidth(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Console / ShowExampleAppConsole() ------------------------------------------------------------------------------- -- Demonstrate creating a simple console window, with scrolling, filtering, completion and history. -- For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. struct ExampleAppConsole char InputBuf[256]; ImVector<char*> Items; ImVector<const char*> Commands; ImVector<char*> History; int HistoryPos; -- -1: new line, 0..History.Size-1 browsing history. ImGuiTextFilter Filter; bool AutoScroll; bool ScrollToBottom; ExampleAppConsole()then ClearLog(); memset(InputBuf, 0, sizeof(InputBuf)); HistoryPos = -1; -- "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. Commands.push_back("HELP"); Commands.push_back("HISTORY"); Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); AutoScroll = true; ScrollToBottom = false; AddLog("Welcome to Dear ImGuinot "); end ~ExampleAppConsole()then ClearLog(); for (int i = 0; i < History.Size; i++) free(History[i]); end -- Portable helpers static int Stricmp(const char* s1, const char* s2) then int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 and *s1) do s1++; s2++; end return d; end static int Strnicmp(const char* s1, const char* s2, int n) do int d = 0; while (n > 0 and (d = toupper(*s2) - toupper(*s1)) == 0 and *s1) do s1++; s2++; n--; end return d; end static char* Strdup(const char* s) then IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); end function Strtrim(char* s) then char* str_end = s + strlen(s); while (str_end > s and str_end[-1] == ' ') str_end--; *str_end = 0; end void ClearLog()then for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); end void AddLog(const char* fmt, ...) IM_FMTARGS(2)then -- FIXME-OPT char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); end void Draw(const char* title, bool* p_open)then ImGui.SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (not ImGui.Begin(title, p_open))then ImGui.End(); return; end -- As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. -- So e.g. IsItemHovered() will return true when hovering the title bar. -- Here we create a context menu only available from the title bar. if (ImGui.BeginPopupContextItem())then if (ImGui.MenuItem("Close Console")) *p_open = false; ImGui.EndPopup(); end ImGui.TextWrapped( "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); ImGui.TextWrapped("Enter 'HELP' for help."); -- TODO: display items starting from the bottom if (ImGui.SmallButton("Add Debug Text")) do AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message herenot "); end ImGui.SameLine(); if (ImGui.SmallButton("Add Debug Error")) do AddLog("[error] something went wrong"); end ImGui.SameLine(); if (ImGui.SmallButton("Clear")) then ClearLog(); end ImGui.SameLine(); bool copy_to_clipboard = ImGui.SmallButton("Copy"); --static float t = 0.0; if (ImGui.GetTime() - t > 0.02f) do t = ImGui.GetTime(); AddLog("Spam %f", t); end ImGui.Separator(); -- Options menu if (ImGui.BeginPopup("Options"))then ImGui.Checkbox("Auto-scroll", AutoScroll); ImGui.EndPopup(); end -- Options, Filter if (ImGui.Button("Options")) ImGui.OpenPopup("Options"); ImGui.SameLine(); Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui.Separator(); -- Reserve enough left-over height for 1 separator + 1 input text const float footer_height_to_reserve = ImGui.GetStyle().ItemSpacing.y + ImGui.GetFrameHeightWithSpacing(); ImGui.BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); if (ImGui.BeginPopupContextWindow())then if (ImGui.Selectable("Clear")) ClearLog(); ImGui.EndPopup(); end -- Display every line as a separate entry so we can change their color or add custom widgets. -- If you only want raw text you can use ImGui.TextUnformatted(log.begin(), log.end()); -- NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping -- to only process visible items. The clipper will automatically measure the height of your first item and then -- "seek" to display only items in the visible area. -- To use the clipper we can replace your standard loop: -- for (int i = 0; i < Items.Size; i++) -- With: -- ImGuiListClipper clipper; -- clipper.Begin(Items.Size); -- while (clipper.Step()) -- for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -- - That your items are evenly spaced (same height) -- - That you have cheap random access to your elements (you can access them given their index, -- without processing all the ones before) -- You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. -- We would need random-access on the post-filtered list. -- A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices -- or offsets of items that passed the filtering test, recomputing this array when user changes the filter, -- and appending newly elements as they are inserted. This is left as a task to the user until we can manage -- to improve this example codenot -- If your items are of variable height: -- - Split them into same height items would be simpler and facilitate random-seeking into your list. -- - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); -- Tighten spacing if (copy_to_clipboard) ImGui.LogToClipboard(); for (int i = 0; i < Items.Size; i++)then const char* item = Items[i]; if (not Filter.PassFilter(item)) continue; -- Normally you would store more information in your item than just a string. -- (e.g. make Items[] an array of structure, store color/type etc.) ImVec4 color; bool has_color = false; if (strstr(item, "[error]")) then color = ImVec4(1.0, 0.4f, 0.4f, 1.0); has_color = true; end else if (strncmp(item, "-- ", 2) == 0) do color = ImVec4(1.0, 0.8f, 0.6f, 1.0); has_color = true; end if (has_color) ImGui.PushStyleColor(ImGuiCol_Text, color); ImGui.TextUnformatted(item); if (has_color) ImGui.PopStyleColor(); end if (copy_to_clipboard) ImGui.LogFinish(); if (ScrollToBottom or (AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY())) ImGui.SetScrollHereY(1.0); ScrollToBottom = false; ImGui.PopStyleVar(); ImGui.EndChild(); ImGui.Separator(); -- Command-line bool reclaim_focus = false; ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; if (ImGui.InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, TextEditCallbackStub, (void*)this))then char* s = InputBuf; Strtrim(s); if (s[0]) ExecCommand(s); strcpy(s, ""); reclaim_focus = true; end -- Auto-focus on window apparition ImGui.SetItemDefaultFocus(); if (reclaim_focus) ImGui.SetKeyboardFocusHere(-1); -- Auto focus previous widget ImGui.End(); end void ExecCommand(const char* command_line)then AddLog("-- %s\n", command_line); -- Insert into history. First find match and delete it so it can be pushed to the back. -- This isn't trying to be smart or optimal. HistoryPos = -1; for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0)then free(History[i]); History.erase(History.begin() + i); break; end History.push_back(Strdup(command_line)); -- Process command if (Stricmp(command_line, "CLEAR") == 0)then ClearLog(); end else if (Stricmp(command_line, "HELP") == 0)then AddLog("Commands:"); for (int i = 0; i < Commands.Size; i++) AddLog("- %s", Commands[i]); end else if (Stricmp(command_line, "HISTORY") == 0)then int first = History.Size - 10; for (int i = first > 0 ? first : 0; i < History.Size; i++) AddLog("%3d: %s\n", i, History[i]); end elsethen AddLog("Unknown command: '%s'\n", command_line); end -- On command input, we scroll to bottom even if AutoScroll==false ScrollToBottom = true; end -- In C++11 you'd be better off using lambdas for this sort of forwarding callbacks static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)then ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; return console->TextEditCallback(data); end int TextEditCallback(ImGuiInputTextCallbackData* data)then --AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); switch (data->EventFlag)then case ImGuiInputTextFlags_CallbackCompletion:then -- Example of TEXT COMPLETION -- Locate beginning of current word const char* word_end = data->Buf + data->CursorPos; const char* word_start = word_end; while (word_start > data->Buf)then const char c = word_start[-1]; if (c == ' ' or c == '\t' or c == ',' or c == ';') break; word_start--; end -- Build a list of candidates ImVector<const char*> candidates; for (int i = 0; i < Commands.Size; i++) if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) candidates.push_back(Commands[i]); if (candidates.Size == 0)then -- No match AddLog("No match for \"%.*s\"not \n", (int)(word_end - word_start), word_start); end else if (candidates.Size == 1)then -- Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0]); data->InsertChars(data->CursorPos, " "); end elsethen -- Multiple matches. Complete as much as we can.. -- So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;)then int c = 0; bool all_candidates_matches = true; for (int i = 0; i < candidates.Size and all_candidates_matches; i++) if (i == 0) c = toupper(candidates[i][match_len]); else if (c == 0 or c ~= toupper(candidates[i][match_len])) all_candidates_matches = false; if (not all_candidates_matches) break; match_len++; end if (match_len > 0)then data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); end -- List matches AddLog("Possible matches:\n"); for (int i = 0; i < candidates.Size; i++) AddLog("- %s\n", candidates[i]); end break; end case ImGuiInputTextFlags_CallbackHistory:then -- Example of HISTORY const int prev_history_pos = HistoryPos; if (data->EventKey == ImGuiKey_UpArrow)then if (HistoryPos == -1) HistoryPos = History.Size - 1; else if (HistoryPos > 0) HistoryPos--; end else if (data->EventKey == ImGuiKey_DownArrow)then if (HistoryPos ~= -1) if (++HistoryPos >= History.Size) HistoryPos = -1; end -- A better implementation would preserve the data on the current input line along with cursor position. if (prev_history_pos ~= HistoryPos)then const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, history_str); end end end return 0; end end; function ShowExampleAppConsole(bool* p_open) static ExampleAppConsole console; console.Draw("Example: Console", p_open); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Log / ShowExampleAppLog() ------------------------------------------------------------------------------- -- Usage: -- static ExampleAppLog my_log; -- my_log.AddLog("Hello %d world\n", 123); -- my_log.Draw("title"); struct ExampleAppLog ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector<int> LineOffsets; -- Index to lines offset. We maintain this with AddLog() calls. bool AutoScroll; -- Keep scrolling if already at the bottom. ExampleAppLog()then AutoScroll = true; Clear(); end void Clear()then Buf.clear(); LineOffsets.clear(); LineOffsets.push_back(0); end void AddLog(const char* fmt, ...) IM_FMTARGS(2)then int old_size = Buf.size(); va_list args; va_start(args, fmt); Buf.appendfv(fmt, args); va_end(args); for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); end void Draw(const char* title, bool* p_open = NULL)then if (not ImGui.Begin(title, p_open))then ImGui.End(); return; end -- Options menu if (ImGui.BeginPopup("Options"))then ImGui.Checkbox("Auto-scroll", AutoScroll); ImGui.EndPopup(); end -- Main window if (ImGui.Button("Options")) ImGui.OpenPopup("Options"); ImGui.SameLine(); bool clear = ImGui.Button("Clear"); ImGui.SameLine(); bool copy = ImGui.Button("Copy"); ImGui.SameLine(); Filter.Draw("Filter", -100.0); ImGui.Separator(); ImGui.BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); if (clear) Clear(); if (copy) ImGui.LogToClipboard(); ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); const char* buf = Buf.begin(); const char* buf_end = Buf.end(); if (Filter.IsActive())then -- In this example we don't use the clipper when Filter is enabled. -- This is because we don't have a random access on the result on our filter. -- A real application processing logs with ten of thousands of entries may want to store the result of -- search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). for (int line_no = 0; line_no < LineOffsets.Size; line_no++)then const char* line_start = buf + LineOffsets[line_no]; const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; if (Filter.PassFilter(line_start, line_end)) ImGui.TextUnformatted(line_start, line_end); end end elsethen -- The simplest and easy way to display the entire buffer: -- ImGui.TextUnformatted(buf_begin, buf_end); -- And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward -- to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are -- within the visible area. -- If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them -- on your side is recommended. Using ImGuiListClipper requires -- - A) random access into your data -- - B) items all being the same height, -- both of which we can handle since we an array pointing to the beginning of each line of text. -- When using the filter (in the block of code above) we don't have random access into the data to display -- anymore, which is why we don't use the clipper. Storing or skimming through the search result would make -- it possible (and would be recommended if you want to search through tens of thousands of entries). ImGuiListClipper clipper; clipper.Begin(LineOffsets.Size); while (clipper.Step())then for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)then const char* line_start = buf + LineOffsets[line_no]; const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; ImGui.TextUnformatted(line_start, line_end); end end clipper.End(); end ImGui.PopStyleVar(); if (AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY()) ImGui.SetScrollHereY(1.0); ImGui.EndChild(); ImGui.End(); end end; -- Demonstrate creating a simple log window with basic filtering. function ShowExampleAppLog(bool* p_open) static ExampleAppLog log; -- For the demo: add a debug button _BEFORE_ the normal log window contents -- We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. -- Most of the contents of the window will be added by the log.Draw() call. ImGui.SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui.Begin("Example: Log", p_open); if (ImGui.SmallButton("[Debug] Add 5 entries"))then static int counter = 0; const char* categories[3] = do "info", "warn", "error" end; const char* words[] = do "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" end; for (int n = 0; n < 5; n++)then const char* category = categories[counter % IM_ARRAYSIZE(categories)]; const char* word = words[counter % IM_ARRAYSIZE(words)]; log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui.GetFrameCount(), category, ImGui.GetTime(), word); counter++; end end ImGui.End(); -- Actually call in the regular Log helper (which will Begin() into the same window as we just did) log.Draw("Example: Log", p_open); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple Layout / ShowExampleAppLayout() ------------------------------------------------------------------------------- -- Demonstrate create a window with multiple child windows. function ShowExampleAppLayout(bool* p_open) ImGui.SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); if (ImGui.Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))then if (ImGui.BeginMenuBar())then if (ImGui.BeginMenu("File"))then if (ImGui.MenuItem("Close")) *p_open = false; ImGui.EndMenu(); end ImGui.EndMenuBar(); end -- Left static int selected = 0;then ImGui.BeginChild("left pane", ImVec2(150, 0), true); for (int i = 0; i < 100; i++)then -- FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); if (ImGui.Selectable(label, selected == i)) selected = i; end ImGui.EndChild(); end ImGui.SameLine(); -- Rightthen ImGui.BeginGroup(); ImGui.BeginChild("item view", ImVec2(0, -ImGui.GetFrameHeightWithSpacing())); -- Leave room for 1 line below us ImGui.Text("MyObject: %d", selected); ImGui.Separator(); if (ImGui.BeginTabBar("----Tabs", ImGuiTabBarFlags_None))then if (ImGui.BeginTabItem("Description"))then ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Details"))then ImGui.Text("ID: 0123456789"); ImGui.EndTabItem(); end ImGui.EndTabBar(); end ImGui.EndChild(); if (ImGui.Button("Revert")) do end ImGui.SameLine(); if (ImGui.Button("Save")) do end ImGui.EndGroup(); end end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() ------------------------------------------------------------------------------- function ShowPlaceholderObject(const char* prefix, int uid) -- Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui.PushID(uid); -- Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. ImGui.TableNextRow(); ImGui.TableSetColumnIndex(0); ImGui.AlignTextToFramePadding(); bool node_open = ImGui.TreeNode("Object", "%s_%u", prefix, uid); ImGui.TableSetColumnIndex(1); ImGui.Text("my sailor is rich"); if (node_open)then static float placeholder_members[8] = do 0.0, 0.0, 1.0, 3.1416f, 100.0, 999.0 end; for (int i = 0; i < 8; i++)then ImGui.PushID(i); -- Use field index as identifier. if (i < 2)then ShowPlaceholderObject("Child", 424242); end elsethen -- Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) ImGui.TableNextRow(); ImGui.TableSetColumnIndex(0); ImGui.AlignTextToFramePadding(); ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; ImGui.TreeNodeEx("Field", flags, "Field_%d", i); ImGui.TableSetColumnIndex(1); ImGui.SetNextItemWidth(-FLT_MIN); if (i >= 5) ImGui.InputFloat("----value", placeholder_members[i], 1.0); else ImGui.DragFloat("----value", placeholder_members[i], 0.01f); ImGui.NextColumn(); end ImGui.PopID(); end ImGui.TreePop(); end ImGui.PopID(); end -- Demonstrate create a simple property editor. function ShowExampleAppPropertyEditor(bool* p_open) ImGui.SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (not ImGui.Begin("Example: Property editor", p_open))then ImGui.End(); return; end HelpMarker( "This example shows how you may implement a property editor using two columns.\n" "All objects/fields data are dummies here.\n" "Remember that in many simple cases, you can use ImGui.SameLine(xxx) to position\n" "your cursor horizontally instead of using the Columns() API."); ImGui.PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); if (ImGui.BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))then -- Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 4; obj_i++)then ShowPlaceholderObject("Object", obj_i); --ImGui.Separator(); end ImGui.EndTable(); end ImGui.PopStyleVar(); ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Long Text / ShowExampleAppLongText() ------------------------------------------------------------------------------- -- Demonstrate/test rendering huge amount of text, and the incidence of clipping. function ShowExampleAppLongText(bool* p_open) ImGui.SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (not ImGui.Begin("Example: Long text display", p_open))then ImGui.End(); return; end static int test_type = 0; static ImGuiTextBuffer log; static int lines = 0; ImGui.Text("Printing unusually long amount of text."); ImGui.Combo("Test type", test_type, "Single call to TextUnformatted()\0" "Multiple calls to Text(), clipped\0" "Multiple calls to Text(), not clipped (slow)\0"); ImGui.Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui.Button("Clear")) do log.clear(); lines = 0; end ImGui.SameLine(); if (ImGui.Button("Add 1000 lines"))then for (int i = 0; i < 1000; i++) log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); lines += 1000; end ImGui.BeginChild("Log"); switch (test_type)then case 0: -- Single call to TextUnformatted() with a big buffer ImGui.TextUnformatted(log.begin(), log.end()); break; case 1:then -- Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); ImGuiListClipper clipper; clipper.Begin(lines); while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) ImGui.Text("%i The quick brown fox jumps over the lazy dog", i); ImGui.PopStyleVar(); break; end case 2: -- Multiple calls to Text(), not clipped (slow) ImGui.PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); for (int i = 0; i < lines; i++) ImGui.Text("%i The quick brown fox jumps over the lazy dog", i); ImGui.PopStyleVar(); break; end ImGui.EndChild(); ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window which gets auto-resized according to its content. function ShowExampleAppAutoResize(bool* p_open) if (not ImGui.Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))then ImGui.End(); return; end static int lines = 10; ImGui.TextUnformatted( "Window will resize every-frame to the size of its content.\n" "Note that you probably don't want to query the window size to\n" "output your content because that would create a feedback loop."); ImGui.SliderInt("Number of lines", lines, 1, 20); for (int i = 0; i < lines; i++) ImGui.Text("%*sThis is line %d", i * 4, "", i); -- Pad with space to extend size horizontally ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window with custom resize constraints. function ShowExampleAppConstrainedResize(bool* p_open) struct CustomConstraintsthen -- Helper functions to demonstrate programmatic constraints function Square(ImGuiSizeCallbackData* data) do data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); end function Step(ImGuiSizeCallbackData* data) do float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); end end; const char* test_desc[] =then "Resize vertical only", "Resize horizontal only", "Width > 100, Height > 100", "Width 400-500", "Height 400-500", "Custom: Always Square", "Custom: Fixed Steps (100)", end; local auto_resize = false; static int type = 0; static int display_lines = 10; if (type == 0) ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); -- Vertical only if (type == 1) ImGui.SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); -- Horizontal only if (type == 2) ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); -- Width > 100, Height > 100 if (type == 3) ImGui.SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); -- Width 400-500 if (type == 4) ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); -- Height 400-500 if (type == 5) ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints.Square); -- Always Square if (type == 6) ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints.Step, (void*)(intptr_t)100); -- Fixed Step ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if (ImGui.Begin("Example: Constrained Resize", p_open, flags))then if (ImGui.IsWindowDocked()) ImGui.Text("Warning: Sizing Constraints won't work if the window is dockednot "); if (ImGui.Button("200x200")) do ImGui.SetWindowSize(ImVec2(200, 200)); end ImGui.SameLine(); if (ImGui.Button("500x500")) do ImGui.SetWindowSize(ImVec2(500, 500)); end ImGui.SameLine(); if (ImGui.Button("800x200")) do ImGui.SetWindowSize(ImVec2(800, 200)); end ImGui.SetNextItemWidth(200); ImGui.Combo("Constraint", type, test_desc, IM_ARRAYSIZE(test_desc)); ImGui.SetNextItemWidth(200); ImGui.DragInt("Lines", display_lines, 0.2f, 1, 100); ImGui.Checkbox("Auto-resize", auto_resize); for (int i = 0; i < display_lines; i++) ImGui.Text("%*sHello, sailornot Making this line long enough for the example.", i * 4, ""); end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() ------------------------------------------------------------------------------- -- Demonstrate creating a simple static window with no decoration -- + a context-menu to choose which corner of the screen to use. function ShowExampleAppSimpleOverlay(bool* p_open) static int corner = 0; ImGuiIO& io = ImGui.GetIO(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner ~= -1)then const float PAD = 10.0; const ImGuiViewport* viewport = ImGui.GetMainViewport(); ImVec2 work_pos = viewport->WorkPos; -- Use work area to avoid menu-bar/task-bar, if anynot ImVec2 work_size = viewport->WorkSize; ImVec2 window_pos, window_pos_pivot; window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); window_pos_pivot.x = (corner & 1) ? 1.0 : 0.0; window_pos_pivot.y = (corner & 2) ? 1.0 : 0.0; ImGui.SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui.SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoMove; end ImGui.SetNextWindowBgAlpha(0.35f); -- Transparent background if (ImGui.Begin("Example: Simple overlay", p_open, window_flags))then ImGui.Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui.Separator(); if (ImGui.IsMousePosValid()) ImGui.Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); else ImGui.Text("Mouse Position: <invalid>"); if (ImGui.BeginPopupContextWindow())then if (ImGui.MenuItem("Custom", NULL, corner == -1)) corner = -1; if (ImGui.MenuItem("Top-left", NULL, corner == 0)) corner = 0; if (ImGui.MenuItem("Top-right", NULL, corner == 1)) corner = 1; if (ImGui.MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; if (ImGui.MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; if (p_open and ImGui.MenuItem("Close")) *p_open = false; ImGui.EndPopup(); end end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() ------------------------------------------------------------------------------- -- Demonstrate creating a window covering the entire screen/viewport function ShowExampleAppFullscreen(bool* p_open) local use_work_area = true; static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; -- We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) -- Based on your use case you may want one of the other. const ImGuiViewport* viewport = ImGui.GetMainViewport(); ImGui.SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); ImGui.SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); if (ImGui.Begin("Example: Fullscreen window", p_open, flags))then ImGui.Checkbox("Use work area instead of main area", use_work_area); ImGui.SameLine(); HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); ImGui.CheckboxFlags("ImGuiWindowFlags_NoBackground", flags, ImGuiWindowFlags_NoBackground); ImGui.CheckboxFlags("ImGuiWindowFlags_NoDecoration", flags, ImGuiWindowFlags_NoDecoration); ImGui.Indent(); ImGui.CheckboxFlags("ImGuiWindowFlags_NoTitleBar", flags, ImGuiWindowFlags_NoTitleBar); ImGui.CheckboxFlags("ImGuiWindowFlags_NoCollapse", flags, ImGuiWindowFlags_NoCollapse); ImGui.CheckboxFlags("ImGuiWindowFlags_NoScrollbar", flags, ImGuiWindowFlags_NoScrollbar); ImGui.Unindent(); if (p_open and ImGui.Button("Close this window")) *p_open = false; end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() ------------------------------------------------------------------------------- -- Demonstrate using "----" and "------" in identifiers to manipulate ID generation. -- This apply to all regular items as well. -- Read FAQ section "How can I have multiple widgets with the same label?" for details. function ShowExampleAppWindowTitles(bool*) const ImGuiViewport* viewport = ImGui.GetMainViewport(); const ImVec2 base_pos = viewport->Pos; -- By default, Windows are uniquely identified by their title. -- You can use the "----" and "------" markers to manipulate the display/ID. -- Using "----" to display same title but have unique identifier. ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui.Begin("Same title as another window----1"); ImGui.Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui.End(); ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); ImGui.Begin("Same title as another window----2"); ImGui.Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui.End(); -- Using "------" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; sprintf(buf, "Animated title %c %d------AnimatedTitle", "|/-\\"[(int)(ImGui.GetTime() / 0.25f) & 3], ImGui.GetFrameCount()); ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui.Begin(buf); ImGui.Text("This window has a changing title."); ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() ------------------------------------------------------------------------------- -- Demonstrate using the low-level ImDrawList to draw custom shapes. function ShowExampleAppCustomRendering(bool* p_open) if (not ImGui.Begin("Example: Custom rendering", p_open))then ImGui.End(); return; end -- Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of -- overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your -- types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not -- exposed outside (to avoid messing with your types) In this example we are not using the maths operatorsnot if (ImGui.BeginTabBar("----TabBar"))then if (ImGui.BeginTabItem("Primitives"))then ImGui.PushItemWidth(-ImGui.GetFontSize() * 15); ImDrawList* draw_list = ImGui.GetWindowDrawList(); -- Draw gradients -- (note that those are currently exacerbating our sRGB/Linear issues) -- Calling ImGui.GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. ImGui.Text("Gradients"); ImVec2 gradient_size = ImVec2(ImGui.CalcItemWidth(), ImGui.GetFrameHeight());then ImVec2 p0 = ImGui.GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui.GetColorU32(IM_COL32(0, 0, 0, 255)); ImU32 col_b = ImGui.GetColorU32(IM_COL32(255, 255, 255, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui.InvisibleButton("----gradient1", gradient_size); endthen ImVec2 p0 = ImGui.GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui.GetColorU32(IM_COL32(0, 255, 0, 255)); ImU32 col_b = ImGui.GetColorU32(IM_COL32(255, 0, 0, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui.InvisibleButton("----gradient2", gradient_size); end -- Draw a bunch of primitives ImGui.Text("All primitives"); static float sz = 36.0; static float thickness = 3.0; static int ngon_sides = 6; local circle_segments_override = false; static int circle_segments_override_v = 12; local curve_segments_override = false; static int curve_segments_override_v = 8; static ImVec4 colf = ImVec4(1.0, 1.0, 0.4f, 1.0); ImGui.DragFloat("Size", sz, 0.2f, 2.0, 100.0, "%.0"); ImGui.DragFloat("Thickness", thickness, 0.05f, 1.0, 8.0, "%.02f"); ImGui.SliderInt("N-gon sides", ngon_sides, 3, 12); ImGui.Checkbox("----circlesegmentoverride", circle_segments_override); ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x); circle_segments_override |= ImGui.SliderInt("Circle segments override", circle_segments_override_v, 3, 40); ImGui.Checkbox("----curvessegmentoverride", curve_segments_override); ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x); curve_segments_override |= ImGui.SliderInt("Curves segments override", curve_segments_override_v, 3, 40); ImGui.ColorEdit4("Color", colf.x); const ImVec2 p = ImGui.GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0; const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; const float rounding = sz / 5.0; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; float x = p.x + 4.0; float y = p.y + 4.0; for (int n = 0; n < 2; n++)then -- First line uses a thickness of 1.0, second line uses the configurable thickness float th = (n == 0) ? 1.0 : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; -- N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; -- Circle draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0, ImDrawFlags_None, th); x += sz + spacing; -- Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; -- Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; -- Square with two rounded corners draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; -- Triangle --draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; -- Thin triangle draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; -- Horizontal line (note: drawing a filled rectangle will be fasternot ) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; -- Vertical line (note: drawing a filled rectangle will be fasternot ) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; -- Diagonal line -- Quadratic Bezier Curve (3 control points) ImVec2 cp3[3] = do ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) end; draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; -- Cubic Bezier Curve (4 control points) ImVec2 cp4[4] = do ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) end; draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); x = p.x + 4; y += sz + spacing; end draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; -- N-gon draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; -- Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; -- Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0); x += sz + spacing; -- Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0, corners_tl_br); x += sz + spacing; -- Square with two rounded corners draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; -- Triangle --draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; -- Thin triangle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; -- Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0;-- Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; -- Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); ImGui.Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0)); ImGui.PopItemWidth(); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("Canvas"))then static ImVector<ImVec2> points; static ImVec2 scrolling(0.0, 0.0); local opt_enable_grid = true; local opt_enable_context_menu = true; local adding_line = false; ImGui.Checkbox("Enable grid", opt_enable_grid); ImGui.Checkbox("Enable context menu", opt_enable_context_menu); ImGui.Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); -- Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. -- Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. -- To use a child window instead we could use, e.g: -- ImGui.PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); -- Disable padding -- ImGui.PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); -- Set a background color -- ImGui.BeginChild("canvas", ImVec2(0.0, 0.0), true, ImGuiWindowFlags_NoMove); -- ImGui.PopStyleColor(); -- ImGui.PopStyleVar(); -- [...] -- ImGui.EndChild(); -- Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() ImVec2 canvas_p0 = ImGui.GetCursorScreenPos(); -- ImDrawList API uses screen coordinatesnot ImVec2 canvas_sz = ImGui.GetContentRegionAvail(); -- Resize canvas to what's available if (canvas_sz.x < 50.0) canvas_sz.x = 50.0; if (canvas_sz.y < 50.0) canvas_sz.y = 50.0; ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); -- Draw border and background color ImGuiIO& io = ImGui.GetIO(); ImDrawList* draw_list = ImGui.GetWindowDrawList(); draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); -- This will catch our interactions ImGui.InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); const bool is_hovered = ImGui.IsItemHovered(); -- Hovered const bool is_active = ImGui.IsItemActive(); -- Held const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); -- Lock scrolled origin const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); -- Add first and second point if (is_hovered and not adding_line and ImGui.IsMouseClicked(ImGuiMouseButton_Left))then points.push_back(mouse_pos_in_canvas); points.push_back(mouse_pos_in_canvas); adding_line = true; end if (adding_line)then points.back() = mouse_pos_in_canvas; if (not ImGui.IsMouseDown(ImGuiMouseButton_Left)) adding_line = false; end -- Pan (we use a zero mouse threshold when there's no context menu) -- You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0 : 0.0; if (is_active and ImGui.IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))then scrolling.x += io.MouseDelta.x; scrolling.y += io.MouseDelta.y; end -- Context menu (under default mouse threshold) ImVec2 drag_delta = ImGui.GetMouseDragDelta(ImGuiMouseButton_Right); if (opt_enable_context_menu and ImGui.IsMouseReleased(ImGuiMouseButton_Right) and drag_delta.x == 0.0 and drag_delta.y == 0.0) ImGui.OpenPopupOnItemClick("context"); if (ImGui.BeginPopup("context"))then if (adding_line) points.resize(points.size() - 2); adding_line = false; if (ImGui.MenuItem("Remove one", NULL, false, points.Size > 0)) do points.resize(points.size() - 2); end if (ImGui.MenuItem("Remove all", NULL, false, points.Size > 0)) do points.clear(); end ImGui.EndPopup(); end -- Draw grid + all lines in the canvas draw_list->PushClipRect(canvas_p0, canvas_p1, true); if (opt_enable_grid)then const float GRID_STEP = 64.0; for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); end for (int n = 0; n < points.Size; n += 2) draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0); draw_list->PopClipRect(); ImGui.EndTabItem(); end if (ImGui.BeginTabItem("BG/FG draw lists"))then local draw_bg = true; local draw_fg = true; ImGui.Checkbox("Draw in Background draw list", draw_bg); ImGui.SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui.Checkbox("Draw in Foreground draw list", draw_fg); ImGui.SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); ImVec2 window_pos = ImGui.GetWindowPos(); ImVec2 window_size = ImGui.GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) ImGui.GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); if (draw_fg) ImGui.GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); ImGui.EndTabItem(); end ImGui.EndTabBar(); end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() ------------------------------------------------------------------------------- -- Demonstrate using DockSpace() to create an explicit docking node within an existing window. -- Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Dockingnot -- - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. -- - Drag from window menu button (upper-left button) to undock an entire node (all windows). -- About dockspaces: -- - Use DockSpace() to create an explicit dock node _within_ an existing window. -- - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. -- This is often used with ImGuiDockNodeFlags_PassthruCentralNode. -- - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your framenot (*) -- - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. -- e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. -- (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, -- because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create -- your own implicit "Debug----2" window after calling DockSpace() and leave it in the window stack for anyone to use. function ShowExampleAppDockSpace(bool* p_open) -- If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()not -- In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code belownot -- In this specific demo, we are not using DockSpaceOverViewport() because: -- - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) -- - we allow the host window to have padding (when opt_padding == true) -- - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your codenot ) -- TL;DR; this demo is more complicated than what you would normally use. -- If we removed all the options we are showcasing, this demo would become: -- void ShowExampleAppDockSpace() -- then -- ImGui.DockSpaceOverViewport(ImGui.GetMainViewport()); -- end local opt_fullscreen = true; local opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; -- We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, -- because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen)then const ImGuiViewport* viewport = ImGui.GetMainViewport(); ImGui.SetNextWindowPos(viewport->WorkPos); ImGui.SetNextWindowSize(viewport->WorkSize); ImGui.SetNextWindowViewport(viewport->ID); ImGui.PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0); ImGui.PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; end elsethenthenckspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; end -- When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background -- and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; -- Important: note that we proceed even if Begin() returns false (aka window is collapsed). -- This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, -- all active windows docked into it will lose their parent and become undocked. -- We cannot preserve the docking relationship between an active window and an inactive docking, otherwise -- any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (not opt_padding) ImGui.PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0, 0.0)); ImGui.Begin("DockSpace Demo", p_open, window_flags); if (not opt_padding) ImGui.PopStyleVar(); if (opt_fullscreen) ImGui.PopStyleVar(2); -- Submit the DockSpace ImGuiIO& io = ImGui.GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)then ImGuiID dockspace_id = ImGui.GetID("MyDockSpace"); ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags); end elsethen ShowDockingDisabledMessage(); end if (ImGui.BeginMenuBar())then if (ImGui.BeginMenu("Options"))then -- Disabling fullscreen would allow the window to be moved to the front of other windows, -- which we can't undo at the moment without finer window depth/z control. ImGui.MenuItem("Fullscreen", NULL, opt_fullscreen); ImGui.MenuItem("Padding", NULL, opt_padding); ImGui.Separator(); if (ImGui.MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) ~= 0)) then dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; end if (ImGui.MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) ~= 0)) then dockspace_flags ^= ImGuiDockNodeFlags_NoResize; end if (ImGui.MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) ~= 0)) do dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; end if (ImGui.MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) ~= 0)) then dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; end if (ImGui.MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) ~= 0, opt_fullscreen)) do dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; end ImGui.Separator(); if (ImGui.MenuItem("Close", NULL, false, p_open ~= NULL)) *p_open = false; ImGui.EndMenu(); end HelpMarker( "When docking is enabled, you can ALWAYS dock MOST window into anothernot Try it nownot " "\n" "- Drag from window title bar or their tab to dock/undock." "\n" "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" "- Hold SHIFT to disable docking." "\n" "This demo app has nothing to do with itnot " "\n\n" "This demo app only demonstrate the use of ImGui.DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" "Read comments in ShowExampleAppDockSpace() for more details."); ImGui.EndMenuBar(); end ImGui.End(); end ------------------------------------------------------------------------------- -- [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() ------------------------------------------------------------------------------- -- Simplified structure to mimic a Document model struct MyDocument const char* Name; -- Document title bool Open; -- Set when open (we keep an array of all available documents to simplify demo codenot ) bool OpenPrev; -- Copy of Open from last update. bool Dirty; -- Set when the document has been modified bool WantClose; -- Set when the document ImVec4 Color; -- An arbitrary variable associated to the document MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0, 1.0, 1.0, 1.0))then Name = name; Open = OpenPrev = open; Dirty = false; WantClose = false; Color = color; end void DoOpen() then Open = true; end void DoQueueClose() do WantClose = true; end void DoForceClose() do Open = false; Dirty = false; end void DoSave() then Dirty = false; end -- Display placeholder contents for the Document function DisplayContents(MyDocument* doc)then ImGui.PushID(doc); ImGui.Text("Document \"%s\"", doc->Name); ImGui.PushStyleColor(ImGuiCol_Text, doc->Color); ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui.PopStyleColor(); if (ImGui.Button("Modify", ImVec2(100, 0)))thenc->Dirty = true; ImGui.SameLine(); if (ImGui.Button("Save", ImVec2(100, 0)))thenc->DoSave(); ImGui.ColorEdit3("color", doc->Color.x); -- Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui.PopID(); end -- Display context menu for the Document function DisplayContextMenu(MyDocument* doc)then if (not ImGui.BeginPopupContextItem()) return; char buf[256]; sprintf(buf, "Save %s", doc->Name); if (ImGui.MenuItem(buf, "CTRL+S", false, doc->Open))thenc->DoSave(); if (ImGui.MenuItem("Close", "CTRL+W", false, doc->Open))thenc->DoQueueClose(); ImGui.EndPopup(); end end; struct ExampleAppDocuments ImVector<MyDocument> Documents; ExampleAppDocuments()thenthencuments.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0)));thencuments.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0, 1.0)));thencuments.push_back(MyDocument("Carrot", true, ImVec4(1.0, 0.8f, 0.5f, 1.0)));thencuments.push_back(MyDocument("Tomato", false, ImVec4(1.0, 0.3f, 0.4f, 1.0)));thencuments.push_back(MyDocument("A Rather Long Title", false));thencuments.push_back(MyDocument("Some Document", false)); end end; -- [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. -- If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, -- as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for -- the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has -- disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively -- give the impression of a flicker for one frame. -- We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. -- Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. function NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (not doc->Open and doc->OpenPrev) ImGui.SetTabItemClosed(doc->Name);thenc->OpenPrev = doc->Open; end end function ShowExampleAppDocuments(bool* p_open) static ExampleAppDocuments app; -- Options enum Targetthen Target_None, Target_Tab, -- Create documents as local tab into a local tab bar Target_DockSpaceAndWindow -- Create documents as regular windows, and create an embedded dockspace end; static Target opt_target = Target_Tab; local opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; -- When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") -- that we emit gets docked into the same spot as the parent window ("Example: Documents"). -- This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab -- not visible, which in turn would stop submitting the "Eggplant" window. -- We avoid this problem by submitting our documents window even if our parent window is not currently visible. -- Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. bool window_contents_visible = ImGui.Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); if (not window_contents_visible and opt_target ~= Target_DockSpaceAndWindow)then ImGui.End(); return; end -- Menu if (ImGui.BeginMenuBar())then if (ImGui.BeginMenu("File"))then int open_count = 0; for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) open_count += app.Documents[doc_n].Open ? 1 : 0; if (ImGui.BeginMenu("Open", open_count < app.Documents.Size))then for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (not doc->Open) if (ImGui.MenuItem(doc->Name))thenc->DoOpen(); end ImGui.EndMenu(); end if (ImGui.MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); if (ImGui.MenuItem("Exit", "Alt+F4")) do end ImGui.EndMenu(); end ImGui.EndMenuBar(); end -- [Debug] List documents with one checkbox for each for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (doc_n > 0) ImGui.SameLine(); ImGui.PushID(doc); if (ImGui.Checkbox(doc->Name, doc->Open)) if (not doc->Open)thenc->DoForceClose(); ImGui.PopID(); end ImGui.PushItemWidth(ImGui.GetFontSize() * 12); ImGui.Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); ImGui.PopItemWidth(); bool redock_all = false; if (opt_target == Target_Tab) then ImGui.SameLine(); ImGui.Checkbox("Reorderable Tabs", opt_reorderable); end if (opt_target == Target_DockSpaceAndWindow) do ImGui.SameLine(); redock_all = ImGui.Button("Redock all"); end ImGui.Separator(); -- About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. -- They have multiple effects: -- - Display a dot next to the title. -- - Tab is selected when clicking the X close button. -- - Closure is not assumed (will wait for user to stop submitting the tab). -- Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -- We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty -- hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. -- The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. -- Tabs if (opt_target == Target_Tab)then ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); if (ImGui.BeginTabBar("----tabs", tab_bar_flags))then if (opt_reorderable) NotifyOfDocumentsClosedElsewhere(app); -- [DEBUG] Stress tests --if ((ImGui.GetFrameCount() % 30) == 0) docs[1].Open ^= 1; -- [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. --if (ImGui.GetIO().KeyCtrl) ImGui.SetTabItemSelected(docs[1].Name); -- [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. -- Submit Tabs for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (not doc->Open) continue; ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); bool visible = ImGui.BeginTabItem(doc->Name, doc->Open, tab_flags); -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if (not doc->Open and doc->Dirty)thenthenc->Open = true;thenc->DoQueueClose(); end MyDocument.DisplayContextMenu(doc); if (visible)then MyDocument.DisplayContents(doc); ImGui.EndTabItem(); end end ImGui.EndTabBar(); end end else if (opt_target == Target_DockSpaceAndWindow)then if (ImGui.GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)then NotifyOfDocumentsClosedElsewhere(app); -- Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui.GetID("MyDockSpace"); ImGui.DockSpace(dockspace_id); -- Create Windows for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (not doc->Open) continue; ImGui.SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); bool visible = ImGui.Begin(doc->Name, doc->Open, window_flags); -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if (not doc->Open and doc->Dirty)thenthenc->Open = true;thenc->DoQueueClose(); end MyDocument.DisplayContextMenu(doc); if (visible) MyDocument.DisplayContents(doc); ImGui.End(); end end elsethen ShowDockingDisabledMessage(); end end -- Early out other contents if (not window_contents_visible)then ImGui.End(); return; end -- Update closing queue static ImVector<MyDocument*> close_queue; if (close_queue.empty())then -- Close queue is locked once we started a popup for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)then MyDocument* doc = &app.Documents[doc_n]; if (doc->WantClose)thenthenc->WantClose = false; close_queue.push_back(doc); end end end -- Display closing confirmation UI if (not close_queue.empty())then int close_queue_unsaved_documents = 0; for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) close_queue_unsaved_documents++; if (close_queue_unsaved_documents == 0)then -- Close documents when all are unsaved for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.clear(); end elsethen if (not ImGui.IsPopupOpen("Save?")) ImGui.OpenPopup("Save?"); if (ImGui.BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))then ImGui.Text("Save change to the following items?"); float item_height = ImGui.GetTextLineHeightWithSpacing(); if (ImGui.BeginChildFrame(ImGui.GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height)))then for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui.Text("%s", close_queue[n]->Name); ImGui.EndChildFrame(); end ImVec2 button_size(ImGui.GetFontSize() * 7.0, 0.0); if (ImGui.Button("Yes", button_size))then for (int n = 0; n < close_queue.Size; n++)then if (close_queue[n]->Dirty) close_queue[n]->DoSave(); close_queue[n]->DoForceClose(); end close_queue.clear(); ImGui.CloseCurrentPopup(); end ImGui.SameLine(); if (ImGui.Button("No", button_size))then for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.clear(); ImGui.CloseCurrentPopup(); end ImGui.SameLine(); if (ImGui.Button("Cancel", button_size))then close_queue.clear(); ImGui.CloseCurrentPopup(); end ImGui.EndPopup(); end end end ImGui.End(); end
-- /user/bin/python local pythonPath = '/home/dave/anaconda3/bin/python' vim.api.nvim_command("command! LspFormat lua vim.lsp.buf.formatting_sync(nil, 1000)") -- vim.api.nvim_command("command! -range LspFormat '<,'> lua vim.lsp.buf.range_formatting()") -- require('dap-python').setup('~/.virtualenvs/debugpy/bin/python') -- require('dap-python').setup('/home/dave/anaconda3/bin/python') local dap = require('dap') dap.adapters.python = { type = 'executable'; -- command = 'path/to/virtualenvs/debugpy/bin/python'; command = pythonPath; args = { '-m', 'debugpy.adapter' }; } dap.configurations.python = { { -- The first three options are required by nvim-dap type = 'python'; -- the type here established the link to the adapter definition: `dap.adapters.python` request = 'launch'; name = "Launch file"; -- Options below are for debugpy, see https://github.com/microsoft/debugpy/wiki/Debug-configuration-settings for supported options program = "${file}"; -- This configuration will launch the current file if used. pythonPath = function() -- debugpy supports launching an application with a different interpreter then the one used to launch debugpy itself. -- The code below looks for a `venv` or `.venv` folder in the current directly and uses the python within. -- You could adapt this - to for example use the `VIRTUAL_ENV` environment variable. local cwd = vim.fn.getcwd() if vim.fn.executable(cwd .. '/venv/bin/python') == 1 then return cwd .. '/venv/bin/python' elseif vim.fn.executable(cwd .. '/.venv/bin/python') == 1 then return cwd .. '/.venv/bin/python' else -- return '/usr/bin/python' return pythonPath end end; }, } local dap_install = require "dap-install" dap_install.config("python", {}) local opts = { root_dir = function(fname) local util = require "lspconfig.util" local root_files = { "pyproject.toml", "setup.py", "setup.cfg", "requirements.txt", "Pipfile", "manage.py", "pyrightconfig.json", } return util.root_pattern(unpack(root_files))(fname) or util.root_pattern ".git"(fname) or util.path.dirname(fname) end, settings = { pyright = { disableLanguageServices = false, disableOrganizeImports = false, }, python = { analysis = { autoSearchPaths = true, diagnosticMode = "workspace", useLibraryCodeForTypes = true, }, }, }, single_file_support = true, } local servers = require "nvim-lsp-installer.servers" local server_available, requested_server = servers.get_server "pyright" if server_available then opts.cmd_env = requested_server:get_default_options().cmd_env end require("lvim.lsp.manager").setup("pyright", opts)
ITEM.name = "Casual Cloth (Manual)" ITEM.desc = "Manually Created Cloth" ITEM.sheet = {1, 15} -- sheetdata [1]<male> index [2]<fancy> ITEM.isCloth = true
if (AAPClassic.Faction == "Horde") then AAPClassic.PathH2 = { --------- 30-32 Stranglethorn Vale & Thousand Needles --- ["30-32STV-TN"] = { { ["PickUp"] = { 194, -- [1] }, ["TT"] = { ["y"] = -11628.3, ["x"] = -55.2, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [1] { ["PickUp"] = { 185, -- [1] }, ["TT"] = { ["y"] = -11620.6, ["x"] = -52, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [2] { ["PickUp"] = { 190, -- [1] }, ["TT"] = { ["y"] = -11617.4, ["x"] = -48.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [3] { ["Qpart"] = { [185] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11579.6, ["x"] = 142.1, }, ["Range"] = 126.58, ["TT"] = { ["y"] = -11579.6, ["x"] = 142.1, }, }, -- [4] { ["Done"] = { 185, -- [1] }, ["TT"] = { ["y"] = -11620.5, ["x"] = -51.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [5] { ["PickUp"] = { 186, -- [1] }, ["TT"] = { ["y"] = -11620.5, ["x"] = -51.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [6] { ["Qpart"] = { [190] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11597, ["x"] = -446.6, }, ["Range"] = 87.21, ["TT"] = { ["y"] = -11597, ["x"] = -446.6, }, }, -- [7] { ["Qpart"] = { [186] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11821.6, ["x"] = -774.6, }, ["Range"] = 66.94, ["TT"] = { ["y"] = -11821.6, ["x"] = -774.6, }, }, -- [8] { ["Done"] = { 190, -- [1] 186, -- [2] }, ["TT"] = { ["y"] = -11620.9, ["x"] = -51.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [9] { ["PickUp"] = { 191, -- [1] 187, -- [2] }, ["TT"] = { ["y"] = -11619.1, ["x"] = -50.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [10] { ["Qpart"] = { [191] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11583.7, ["x"] = 340.5, }, ["Range"] = 69.04, ["TT"] = { ["y"] = -11583.7, ["x"] = 340.5, }, }, -- [11] { ["Qpart"] = { [194] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11846.6, ["x"] = 598.4, }, ["Range"] = 60.31, ["TT"] = { ["y"] = -11846.6, ["x"] = 598.4, }, }, -- [12] { ["Done"] = { 191, -- [1] 194, -- [2] }, ["TT"] = { ["y"] = -11621.1, ["x"] = -50.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [13] { ["PickUp"] = { 195, -- [1] }, ["TT"] = { ["y"] = -11628.2, ["x"] = -54.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [14] { ["PickUp"] = { 192, -- [1] }, ["TT"] = { ["y"] = -11617.7, ["x"] = -48.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [15] { ["TT"] = { ["y"] = -11617.7, ["x"] = -48.4, }, ["xp"] = 1, ["Trigger"] = { ["y"] = -11617.7, ["x"] = -48.4, }, ["level"] = 31, ["Range"] = 442.15, ["Grind"] = 11951, }, -- [16] { ["TT"] = { ["y"] = -11622.5, ["x"] = -53.9, }, ["UseHS"] = 1361, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [17] { ["TT"] = { ["y"] = 1676.3, ["x"] = -4313.9, }, ["UseFlightPath"] = 1361, ["Name"] = "Crossroads, The Barrens", ["Zone"] = "1637 (Orgrimmar)", }, -- [18] { ["PickUp"] = { 1145, -- [1] }, ["TT"] = { ["y"] = -389.6, ["x"] = -2552.8, }, ["Zone"] = "17 (The Barrens)", }, -- [19] { ["Done"] = { 1361, -- [1] }, ["TT"] = { ["y"] = -307.3, ["x"] = -1971.9, }, ["Zone"] = "17 (The Barrens)", }, -- [20] { ["PickUp"] = { 1362, -- [1] }, ["TT"] = { ["y"] = -307.3, ["x"] = -1971.9, }, ["Zone"] = "17 (The Barrens)", }, -- [21] { ["TT"] = { ["y"] = -437.2, ["x"] = -2595.7, }, ["UseFlightPath"] = 1110, ["Name"] = "Freewind Post, Thousand Needles", ["Zone"] = "17 (The Barrens)", }, -- [22] { ["ExtraLine"] = "Time for Shimmering Flats", ["CRange"] = 1110, ["Zone"] = "400 (Thousand Needles)", ["Trigger"] = { ["y"] = -5813, ["x"] = -3434.5, }, ["LeaveQuests"] = { 4021, -- [1] 701, -- [2] 671, -- [3] }, ["Range"] = 111.44, ["TT"] = { ["y"] = -5813, ["x"] = -3434.5, }, }, -- [23] { ["PickUp"] = { 1110, -- [1] }, ["TT"] = { ["y"] = -6233.1, ["x"] = -3855.5, }, ["Zone"] = "400 (Thousand Needles)", }, -- [24] { ["PickUp"] = { 1104, -- [1] 1105, -- [2] }, ["TT"] = { ["y"] = -6228.5, ["x"] = -3869.9, }, ["Zone"] = "400 (Thousand Needles)", }, -- [25] { ["PickUp"] = { 1176, -- [1] }, ["TT"] = { ["y"] = -6192.3, ["x"] = -3961.1, }, ["Zone"] = "400 (Thousand Needles)", }, -- [26] { ["PickUp"] = { 1175, -- [1] }, ["TT"] = { ["y"] = -6251.6, ["x"] = -4025.6, }, ["Zone"] = "400 (Thousand Needles)", }, -- [27] { ["Qpart"] = { [1104] = { ["1"] = "1", }, [1105] = { ["1"] = "1", }, [1176] = { ["1"] = "1", }, [1110] = { ["1"] = "1", }, [1175] = { ["1"] = "1", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "400 (Thousand Needles)", ["Trigger"] = { ["y"] = -6251.6, ["x"] = -4025.6, }, ["Range"] = 767.69, ["TT"] = { ["y"] = -6251.6, ["x"] = -4025.6, }, }, -- [28] { ["Done"] = { 1110, -- [1] }, ["TT"] = { ["y"] = -6232.8, ["x"] = -3856.4, }, ["Zone"] = "400 (Thousand Needles)", }, -- [29] { ["PickUp"] = { 5762, -- [1] 1111, -- [2] }, ["TT"] = { ["y"] = -6232.8, ["x"] = -3856.4, }, ["Zone"] = "400 (Thousand Needles)", }, -- [30] { ["Done"] = { 1104, -- [1] 1105, -- [2] }, ["TT"] = { ["y"] = -6228.8, ["x"] = -3870.2, }, ["Zone"] = "400 (Thousand Needles)", }, -- [31] { ["Done"] = { 1176, -- [1] }, ["TT"] = { ["y"] = -6190.9, ["x"] = -3960.7, }, ["Zone"] = "400 (Thousand Needles)", }, -- [32] { ["PickUp"] = { 1178, -- [1] }, ["TT"] = { ["y"] = -6190.9, ["x"] = -3960.7, }, ["Zone"] = "400 (Thousand Needles)", }, -- [33] { ["Done"] = { 1175, -- [1] }, ["TT"] = { ["y"] = -6253, ["x"] = -4025.4, }, ["Zone"] = "400 (Thousand Needles)", }, -- [34] { ["TT"] = { ["y"] = -6253, ["x"] = -4025.4, }, ["xp"] = 1, ["Trigger"] = { ["y"] = -6253, ["x"] = -4025.4, }, ["level"] = 32, ["Range"] = 442.15, ["Grind"] = 11951, }, -- [35] { ["ExtraLine"] = "Go to Tanaris", ["CRange"] = 1145, ["Zone"] = "400 (Thousand Needles)", ["Trigger"] = { ["y"] = -6715.6, ["x"] = -3700.9, }, ["Range"] = 28.9, ["TT"] = { ["y"] = -6715.6, ["x"] = -3700.9, }, }, -- [36] { ["CRange"] = 1145, ["Zone"] = "440 (Tanaris)", ["Trigger"] = { ["y"] = -6891.7, ["x"] = -3774.5, }, ["Range"] = 22.41, ["TT"] = { ["y"] = -6891.7, ["x"] = -3774.5, }, }, -- [37] { ["TT"] = { ["y"] = -7045.1, ["x"] = -3779.4, }, ["UseFlightPath"] = 1145, ["Name"] = "Freewind Post, Thousand Needles", ["Zone"] = "440 (Tanaris)", }, -- [38] { ["PickUp"] = { 5361, -- [1] }, ["TT"] = { ["y"] = -5454.8, ["x"] = -2442.8, }, ["Zone"] = "400 (Thousand Needles)", }, -- [39] { ["TT"] = { ["y"] = -5454.8, ["x"] = -2442.8, }, ["UseHS"] = 1145, ["Zone"] = "400 (Thousand Needles)", }, -- [40] { ["TT"] = { ["y"] = 1953.8, ["x"] = -4735.7, }, ["Done"] = { 1145, -- [1] }, ["LeaveQuests"] = { 1106, -- [1] 1107, -- [2] }, ["Zone"] = "1637 (Orgrimmar)", }, -- [41] { ["UpdMapID"] = 1, }, }, --------- 32-34 Desolace --- ["32-34Desolace"] = { { ["PickUp"] = { 1146, -- [1] }, ["TT"] = { ["y"] = 1953.8, ["x"] = -4735.8, }, ["Zone"] = "1637 (Orgrimmar)", }, -- [1] { ["ExtraLine"] = "Go to Cleft of shadows", ["CRange"] = 1362, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1891.7, ["x"] = -4476.3, }, ["Range"] = 14.52, ["TT"] = { ["y"] = 1891.7, ["x"] = -4476.3, }, }, -- [2] { ["CRange"] = 1362, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1840.7, ["x"] = -4401.4, }, ["Range"] = 15.83, ["TT"] = { ["y"] = 1840.7, ["x"] = -4401.4, }, }, -- [3] { ["PickUp"] = { 1431, -- [1] }, ["Zone"] = "1637 (Orgrimmar)", ["RaidIcon"] = 5639, ["ExtraLine"] = "Craven Patrols", ["TT"] = { ["y"] = 1799.4, ["x"] = -4333.9, }, }, -- [4] { ["CRange"] = 1431, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1740.3, ["x"] = -4293.1, }, ["Range"] = 15.86, ["TT"] = { ["y"] = 1740.3, ["x"] = -4293.1, }, }, -- [5] { ["CRange"] = 1431, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1773.9, ["x"] = -4230, }, ["Range"] = 15.17, ["TT"] = { ["y"] = 1773.9, ["x"] = -4230, }, }, -- [6] { ["CRange"] = 1431, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1640.4, ["x"] = -4265.9, }, ["Range"] = 17.02, ["TT"] = { ["y"] = 1640.4, ["x"] = -4265.9, }, }, -- [7] { ["Done"] = { 1431, -- [1] }, ["TT"] = { ["y"] = 1780.5, ["x"] = -3997, }, ["Zone"] = "1637 (Orgrimmar)", }, -- [8] { ["PickUp"] = { 1432, -- [1] }, ["TT"] = { ["y"] = 1780.5, ["x"] = -3997, }, ["Zone"] = "1637 (Orgrimmar)", }, -- [9] { ["TT"] = { ["y"] = 1676.4, ["x"] = -4313.5, }, ["UseFlightPath"] = 1362, ["Name"] = "Sun Rock Retreat, Stonetalon Mountains", ["Zone"] = "1637 (Orgrimmar)", }, -- [10] { ["ExtraLine"] = "Time to go to Desolace", ["CRange"] = 1362, ["Zone"] = "406 (Stonetalon Mountains)", ["Trigger"] = { ["y"] = 844, ["x"] = 1074.5, }, ["Range"] = 18.81, ["TT"] = { ["y"] = 844, ["x"] = 1074.5, }, }, -- [11] { ["ExtraLine"] = "Time to go to Desolace", ["CRange"] = 1362, ["Zone"] = "406 (Stonetalon Mountains)", ["Trigger"] = { ["y"] = 783.7, ["x"] = 1126.9, }, ["Range"] = 19.71, ["TT"] = { ["y"] = 783.7, ["x"] = 1126.9, }, }, -- [12] { ["ExtraLine"] = "Time to go to Desolace", ["CRange"] = 1362, ["Zone"] = "406 (Stonetalon Mountains)", ["Trigger"] = { ["y"] = 449.3, ["x"] = 1768.7, }, ["Range"] = 17.03, ["TT"] = { ["y"] = 449.3, ["x"] = 1768.7, }, }, -- [13] { ["ExtraLine"] = "Time to go to Desolace", ["CRange"] = 1362, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = 271.1, ["x"] = 1831.7, }, ["Range"] = 18.43, ["TT"] = { ["y"] = 271.1, ["x"] = 1831.7, }, }, -- [14] { ["PickUp"] = { 5561, -- [1] }, ["TT"] = { ["y"] = -1402.9, ["x"] = 1496.8, }, ["Zone"] = "405 (Desolace)", }, -- [15] { ["ExtraLine"] = "Bring Kodos back to Smeed and talk to kodo", ["Qpart"] = { [5561] = { ["1"] = "1", }, }, ["Button"] = 13892, ["Trigger"] = { ["y"] = -1439.6, ["x"] = 1768, }, ["ExtraLine2"] = "1 at a time", ["Range"] = 32.41, ["TT"] = { ["y"] = -1440.9, ["x"] = 1765.5, }, }, -- [16] { ["TT"] = { ["y"] = -1402.5, ["x"] = 1497.4, }, ["Done"] = { 5561, -- [1] }, }, -- [17] { ["CRange"] = 1362, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1245.7, ["x"] = 1641.7, }, ["Range"] = 14.53, ["TT"] = { ["y"] = -1245.7, ["x"] = 1641.7, }, }, -- [18] { ["CRange"] = 1362, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1263.7, ["x"] = 1699.3, }, ["Range"] = 19.67, ["TT"] = { ["y"] = -1263.7, ["x"] = 1699.3, }, }, -- [19] { ["Done"] = { 1362, -- [1] }, ["TT"] = { ["y"] = -1333.8, ["x"] = 1706.9, }, ["Zone"] = "405 (Desolace)", }, -- [20] { ["PickUp"] = { 1365, -- [1] }, ["TT"] = { ["y"] = -1333.8, ["x"] = 1706.9, }, ["Zone"] = "405 (Desolace)", }, -- [21] { ["PickUp"] = { 1368, -- [1] }, ["TT"] = { ["y"] = -1336.4, ["x"] = 1703.4, }, ["Zone"] = "405 (Desolace)", }, -- [22] { ["Done"] = { 5361, -- [1] }, ["TT"] = { ["y"] = -1221.6, ["x"] = 1741.5, }, ["Zone"] = "405 (Desolace)", }, -- [23] { ["Done"] = { 1432, -- [1] }, ["TT"] = { ["y"] = -1176.4, ["x"] = 1870.6, }, ["Zone"] = "405 (Desolace)", }, -- [24] { ["PickUp"] = { 1433, -- [1] 1434, -- [2] }, ["TT"] = { ["y"] = -1176.4, ["x"] = 1870.6, }, ["Zone"] = "405 (Desolace)", }, -- [25] { ["Done"] = { 1433, -- [1] }, ["TT"] = { ["y"] = -1150, ["x"] = 1885.4, }, ["Zone"] = "405 (Desolace)", }, -- [26] { ["PickUp"] = { 1435, -- [1] }, ["TT"] = { ["y"] = -1150, ["x"] = 1885.4, }, ["Zone"] = "405 (Desolace)", }, -- [27] { ["Qpart"] = { [1365] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -793.6, ["x"] = 933.9, }, ["LeaveQuests"] = { 1367, -- [1] }, ["Range"] = 0.14, ["TT"] = { ["y"] = -795.6, ["x"] = 934.1, }, }, -- [28] { ["Qpart"] = { [1368] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1766.6, ["x"] = 1039.5, }, ["Range"] = 115.64, ["TT"] = { ["y"] = -1766.6, ["x"] = 1039.5, }, }, -- [29] { ["CRange"] = 1365, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1247, ["x"] = 1634.1, }, ["Range"] = 17.7, ["TT"] = { ["y"] = -1247, ["x"] = 1634.1, }, }, -- [30] { ["Done"] = { 1365, -- [1] }, ["TT"] = { ["y"] = -1333.2, ["x"] = 1706, }, ["Zone"] = "405 (Desolace)", }, -- [31] { ["PickUp"] = { 1366, -- [1] }, ["TT"] = { ["y"] = -1333.2, ["x"] = 1706, }, ["Zone"] = "405 (Desolace)", }, -- [32] { ["CRange"] = 1368, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1818.1, ["x"] = 2042.3, }, ["Range"] = 31.59, ["TT"] = { ["y"] = -1818.1, ["x"] = 2042.3, }, }, -- [33] { ["Done"] = { 1368, -- [1] }, ["TT"] = { ["y"] = -1923.8, ["x"] = 2604.6, }, ["Zone"] = "405 (Desolace)", }, -- [34] { ["PickUp"] = { 1370, -- [1] }, ["TT"] = { ["y"] = -1923.8, ["x"] = 2604.6, }, ["Zone"] = "405 (Desolace)", }, -- [35] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1792.1, ["x"] = 3049.4, }, ["Range"] = 19.23, ["TT"] = { ["y"] = -1792.1, ["x"] = 3049.4, }, }, -- [36] { ["PickUp"] = { 5763, -- [1] }, ["LeaveQuests"] = { 5386, -- [1] 1153, -- [2] 1150, -- [3] }, ["TT"] = { ["y"] = -1714.9, ["x"] = 3106.3, }, ["Zone"] = "405 (Desolace)", }, -- [37] { ["PickUp"] = { 5381, -- [1] }, ["TT"] = { ["y"] = -1593.2, ["x"] = 3072.9, }, ["Zone"] = "405 (Desolace)", }, -- [38] { ["SetHS"] = 5381, ["TT"] = { ["y"] = -1593.5, ["x"] = 3150.3, }, ["Zone"] = "405 (Desolace)", }, -- [39] { ["PickUp"] = { 6143, -- [1] }, ["TT"] = { ["y"] = -1732.8, ["x"] = 3185.1, }, ["Zone"] = "405 (Desolace)", }, -- [40] { ["PickUp"] = { 6142, -- [1] }, ["TT"] = { ["y"] = -1705.7, ["x"] = 3214.9, }, ["Zone"] = "405 (Desolace)", }, -- [41] { ["GetFP"] = 5381, ["TT"] = { ["y"] = -1770.2, ["x"] = 3262.7, }, ["Zone"] = "405 (Desolace)", }, -- [42] { ["ExtraLine"] = "Open Shellfish Traps", ["TT"] = { ["y"] = -1922.3, ["x"] = 3178, }, ["ItemID"] = 13545, ["Qid"] = 5381, ["Trigger"] = { ["y"] = -1922.3, ["x"] = 3178, }, ["Ammount"] = 10, ["Range"] = 72.88, ["ExtraQpart"] = "Shellfish", }, -- [43] { ["ExtraLine"] = "Handin to get Fish (don't sell or eat them)", ["TT"] = { ["y"] = -1740, ["x"] = 3224, }, ["ItemID"] = 13546, ["Qid"] = 5381, ["Trigger"] = { ["y"] = -1740, ["x"] = 3224, }, ["Ammount"] = 2, ["Range"] = 0.08, ["ExtraQpart"] = "Bloodbelly Fish", }, -- [44] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1641.4, ["x"] = 3234.8, }, ["Range"] = 19.49, ["TT"] = { ["y"] = -1641.4, ["x"] = 3234.8, }, }, -- [45] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1304.9, ["x"] = 3207.1, }, ["Range"] = 28.42, ["TT"] = { ["y"] = -1304.9, ["x"] = 3207.1, }, }, -- [46] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1020.4, ["x"] = 3178.5, }, ["Range"] = 24.92, ["TT"] = { ["y"] = -1020.4, ["x"] = 3178.5, }, }, -- [47] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -857, ["x"] = 3105.5, }, ["Range"] = 23.98, ["TT"] = { ["y"] = -857, ["x"] = 3105.5, }, }, -- [48] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -669.7, ["x"] = 2953.3, }, ["Range"] = 30.12, ["TT"] = { ["y"] = -669.7, ["x"] = 2953.3, }, }, -- [49] { ["PickUp"] = { 6161, -- [1] }, ["TT"] = { ["y"] = -460.7, ["x"] = 2611.9, }, ["Zone"] = "405 (Desolace)", }, -- [50] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -560.1, ["x"] = 2401.8, }, ["Range"] = 10.52, ["TT"] = { ["y"] = -560.1, ["x"] = 2401.8, }, }, -- [51] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -496.8, ["x"] = 2401.2, }, ["Range"] = 15.58, ["TT"] = { ["y"] = -496.8, ["x"] = 2401.2, }, }, -- [52] { ["PickUp"] = { 5741, -- [1] }, ["TT"] = { ["y"] = -362.7, ["x"] = 2485.1, }, ["Zone"] = "405 (Desolace)", }, -- [53] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -527.7, ["x"] = 1932.8, }, ["Range"] = 18.38, ["TT"] = { ["y"] = -527.7, ["x"] = 1932.8, }, }, -- [54] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -486.3, ["x"] = 1723, }, ["Range"] = 20.44, ["TT"] = { ["y"] = -486.3, ["x"] = 1723, }, }, -- [55] { ["CRange"] = 1370, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -433.5, ["x"] = 1714, }, ["Range"] = 7.41, ["TT"] = { ["y"] = -433.5, ["x"] = 1714, }, }, -- [56] { ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -451.7, ["x"] = 1752.3, }, ["Range"] = 0.09, ["ExtraLine"] = "Go up tower and kill Seer", ["Qpart"] = { [5741] = { ["1"] = "1", }, }, ["Fillers"] = { [1435] = { ["1"] = "1", }, }, ["ExtraLine2"] = "(Use Burning Gem to kill mobs)", ["Button"] = 6436, ["TT"] = { ["y"] = -451.7, ["x"] = 1752.3, }, }, -- [57] { ["ExtraLine"] = "(Use Burning Gem to kill mobs)", ["Button"] = 6436, ["CRange"] = 5741, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -383.6, ["x"] = 1737.6, }, ["Fillers"] = { [1435] = { ["1"] = "1", }, }, ["Range"] = 5.51, ["TT"] = { ["y"] = -383.6, ["x"] = 1737.6, }, }, -- [58] { ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -346.3, ["x"] = 1763.2, }, ["Range"] = 0.07, ["ExtraLine"] = "Click crystal and kill Demon", ["Qpart"] = { [5381] = { ["1"] = "1", }, }, ["Fillers"] = { [1435] = { ["1"] = "1", }, }, ["ExtraLine2"] = "(Use Burning Gem to kill mobs)", ["Button"] = 6436, ["TT"] = { ["y"] = -346.3, ["x"] = 1763.2, }, }, -- [59] { ["ExtraLine"] = "Use Burning Gem to kill mobs", ["Qpart"] = { [1435] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -344.9, ["x"] = 1758.8, }, ["Range"] = 87.18, ["TT"] = { ["y"] = -344.9, ["x"] = 1758.8, }, }, -- [60] { ["ExtraLine"] = "Kill Burning Blade mobs for the drop", ["TT"] = { ["y"] = -414.5, ["x"] = 1722.5, }, ["ItemID"] = 20310, ["Qid"] = 5741, ["Trigger"] = { ["y"] = -414.5, ["x"] = 1722.5, }, ["Ammount"] = 1, ["Range"] = 0.01, ["ExtraQpart"] = "Flayed Demon Skin", }, -- [61] { ["ExtraLine"] = "Click the Flayed Demon Skin", ["TT"] = { ["y"] = -415.1, ["x"] = 1722.1, }, ["PickUp"] = { 1480, -- [1] }, ["Zone"] = "405 (Desolace)", }, -- [62] { ["CRange"] = 1435, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1242, ["x"] = 1662, }, ["Range"] = 14.49, ["TT"] = { ["y"] = -1242, ["x"] = 1662, }, }, -- [63] { ["Done"] = { 1480, -- [1] 1435, -- [2] }, ["TT"] = { ["y"] = -1150, ["x"] = 1884.8, }, ["Zone"] = "405 (Desolace)", }, -- [64] { ["PickUp"] = { 1481, -- [1] }, ["TT"] = { ["y"] = -1150, ["x"] = 1884.8, }, ["Zone"] = "405 (Desolace)", }, -- [65] { ["PickUp"] = { 5386, -- [1] }, ["TT"] = { ["y"] = -1220.6, ["x"] = 1742.5, }, ["Zone"] = "405 (Desolace)", }, -- [66] { ["Done"] = { 5386, -- [1] }, ["TT"] = { ["y"] = -1220.6, ["x"] = 1742.5, }, ["Zone"] = "405 (Desolace)", }, -- [67] { ["ExtraLine"] = "Kill Shadowstalkers for Scalp", ["Qpart"] = { [1481] = { ["1"] = "1", }, [1434] = { ["1"] = "1", ["4"] = "4", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -101.6, ["x"] = 851.7, }, ["Range"] = 193.29, ["TT"] = { ["y"] = -101.6, ["x"] = 851.7, }, }, -- [68] { ["PickUp"] = { 5501, -- [1] }, ["TT"] = { ["y"] = -715.6, ["x"] = 1431.4, }, ["Zone"] = "405 (Desolace)", }, -- [69] { ["CRange"] = 1434, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1241.7, ["x"] = 1660.8, }, ["Range"] = 15.55, ["TT"] = { ["y"] = -1241.7, ["x"] = 1660.8, }, }, -- [70] { ["Done"] = { 1434, -- [1] }, ["TT"] = { ["y"] = -1177.7, ["x"] = 1870.4, }, ["Zone"] = "405 (Desolace)", }, -- [71] { ["PickUp"] = { 1436, -- [1] }, ["TT"] = { ["y"] = -1177.7, ["x"] = 1870.4, }, ["Zone"] = "405 (Desolace)", }, -- [72] { ["Done"] = { 1481, -- [1] }, ["TT"] = { ["y"] = -1150.5, ["x"] = 1884.7, }, ["Zone"] = "405 (Desolace)", }, -- [73] { ["PickUp"] = { 1482, -- [1] }, ["TT"] = { ["y"] = -1150.5, ["x"] = 1884.7, }, ["Zone"] = "405 (Desolace)", }, -- [74] { ["Done"] = { 5741, -- [1] }, ["TT"] = { ["y"] = -362.3, ["x"] = 2485, }, ["Zone"] = "405 (Desolace)", }, -- [75] { ["PickUp"] = { 6027, -- [1] }, ["TT"] = { ["y"] = -362.3, ["x"] = 2485, }, ["Zone"] = "405 (Desolace)", }, -- [76] { ["ExtraLine"] = "Kill Drysnaps for Key", ["Qpart"] = { [6142] = { ["1"] = "1", }, [6161] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -550, ["x"] = 2785.3, }, ["ExtraLine2"] = "Loot Giant Softshell Clams", ["Range"] = 179.37, ["TT"] = { ["y"] = -550, ["x"] = 2785.3, }, }, -- [77] { ["ExtraLine"] = "Click Statue and kill Kragaru", ["Qpart"] = { [6027] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = 253.6, ["x"] = 2965.1, }, ["Fillers"] = { [1482] = { ["1"] = "1", }, [6161] = { ["2"] = "2", }, }, ["Range"] = 0.11, ["TT"] = { ["y"] = 253.6, ["x"] = 2965.1, }, }, -- [78] { ["ExtraLine"] = "Kill Slitherblade mobs for key", ["Qpart"] = { [6161] = { ["2"] = "2", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = 256.8, ["x"] = 2970.5, }, ["Fillers"] = { [1482] = { ["1"] = "1", }, }, ["Range"] = 107.06, ["TT"] = { ["y"] = 256.8, ["x"] = 2970.5, }, }, -- [79] { ["ExtraLine"] = "Click Chest", ["Zone"] = "405 (Desolace)", ["Fillers"] = { [1482] = { ["1"] = "1", }, }, ["Done"] = { 6161, -- [1] }, ["TT"] = { ["y"] = 191.5, ["x"] = 2883.5, }, }, -- [80] { ["ExtraLine"] = "Kill Oracles for Crystal", ["Qpart"] = { [1482] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = 202, ["x"] = 2879.4, }, ["Range"] = 179.04, ["TT"] = { ["y"] = 202, ["x"] = 2879.4, }, }, -- [81] { ["Qpart"] = { [6143] = { ["1"] = "1", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = 219.2, ["x"] = 2955.2, }, ["Range"] = 621.99, ["TT"] = { ["y"] = 219.2, ["x"] = 2955.2, }, }, -- [82] { ["Done"] = { 6027, -- [1] }, ["TT"] = { ["y"] = -362.7, ["x"] = 2484.6, }, ["Zone"] = "405 (Desolace)", }, -- [83] { ["CRange"] = 1482, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1240, ["x"] = 1651.6, }, ["Range"] = 16.86, ["TT"] = { ["y"] = -1240, ["x"] = 1651.6, }, }, -- [84] { ["Done"] = { 1482, -- [1] }, ["TT"] = { ["y"] = -1150.5, ["x"] = 1884.7, }, ["Zone"] = "405 (Desolace)", }, -- [85] { ["ExtraLine"] = "Wait a few secs", ["TT"] = { ["y"] = -1151.1, ["x"] = 1884.7, }, ["PickUp"] = { 1484, -- [1] }, ["Zone"] = "405 (Desolace)", }, -- [86] { ["Done"] = { 1484, -- [1] }, ["TT"] = { ["y"] = -1179.1, ["x"] = 1869.5, }, ["Zone"] = "405 (Desolace)", }, -- [87] { ["ExtraLine"] = "Loot bones off the ground", ["Qpart"] = { [5501] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1339.5, ["x"] = 1859, }, ["Range"] = 122.07, ["TT"] = { ["y"] = -1339.5, ["x"] = 1859, }, }, -- [88] { ["Qpart"] = { [1370] = { ["1"] = "1", }, [1366] = { ["1"] = "1", }, }, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1789.1, ["x"] = 1128.2, }, ["Range"] = 159.18, ["TT"] = { ["y"] = -1789.1, ["x"] = 1128.2, }, }, -- [89] { ["CRange"] = 1366, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1242.8, ["x"] = 1658.7, }, ["Range"] = 18.45, ["TT"] = { ["y"] = -1242.8, ["x"] = 1658.7, }, }, -- [90] { ["Done"] = { 1366, -- [1] }, ["TT"] = { ["y"] = -1333.1, ["x"] = 1707.4, }, ["Zone"] = "405 (Desolace)", }, -- [91] { ["ExtraLine"] = "Grind your way north", ["Done"] = { 5501, -- [1] }, ["TT"] = { ["y"] = -716.6, ["x"] = 1431.2, }, ["Zone"] = "405 (Desolace)", }, -- [92] { ["TT"] = { ["y"] = -715.4, ["x"] = 1432.5, }, ["UseHS"] = 5381, ["Zone"] = "405 (Desolace)", }, -- [93] { ["Done"] = { 5381, -- [1] }, ["TT"] = { ["y"] = -1593.4, ["x"] = 3072.7, }, ["Zone"] = "405 (Desolace)", }, -- [94] { ["Done"] = { 1370, -- [1] }, ["TT"] = { ["y"] = -1923.4, ["x"] = 2603.5, }, ["Zone"] = "405 (Desolace)", }, -- [95] { ["PickUp"] = { 1373, -- [1] }, ["TT"] = { ["y"] = -1923.4, ["x"] = 2603.5, }, ["Zone"] = "405 (Desolace)", }, -- [96] { ["CRange"] = 6143, ["Zone"] = "405 (Desolace)", ["Trigger"] = { ["y"] = -1786.2, ["x"] = 3053.6, }, ["Range"] = 15.78, ["TT"] = { ["y"] = -1786.2, ["x"] = 3053.6, }, }, -- [97] { ["Done"] = { 6143, -- [1] }, ["TT"] = { ["y"] = -1732.5, ["x"] = 3184.7, }, ["Zone"] = "405 (Desolace)", }, -- [98] { ["TT"] = { ["y"] = -1705.2, ["x"] = 3214.7, }, ["LeaveQuests"] = { 5581, -- [1] 1488, -- [2] }, ["Done"] = { 6142, -- [1] }, ["Zone"] = "405 (Desolace)", }, -- [99] { ["TT"] = { ["y"] = -1770.3, ["x"] = 3261.9, }, ["UseFlightPath"] = 1178, ["Name"] = "Camp Taurajo, The Barrens", ["Zone"] = "405 (Desolace)", }, -- [100] { ["CRange"] = 1178, ["Zone"] = "17 (The Barrens)", ["Trigger"] = { ["y"] = -3083.4, ["x"] = -2137.1, }, ["Range"] = 43.45, ["TT"] = { ["y"] = -3083.4, ["x"] = -2137.1, }, }, -- [101] { ["PickUp"] = { 1268, -- [1] }, ["TT"] = { ["y"] = -3700.7, ["x"] = -2534, }, ["ExtraLine"] = "Click Hoofprints", ["Zone"] = "15 (Dustwallow Marsh)", }, -- [102] { ["PickUp"] = { 1269, -- [1] }, ["TT"] = { ["y"] = -3721.9, ["x"] = -2541.2, }, ["ExtraLine"] = "Click Badge on plank", ["Zone"] = "15 (Dustwallow Marsh)", }, -- [103] { ["PickUp"] = { 1251, -- [1] }, ["TT"] = { ["y"] = -3734.2, ["x"] = -2530.5, }, ["ExtraLine"] = "Click Shield on the fireplace", ["Zone"] = "15 (Dustwallow Marsh)", }, -- [104] { ["Done"] = { 1268, -- [1] 1269, -- [2] 1251, -- [3] }, ["TT"] = { ["y"] = -3148.8, ["x"] = -2886.6, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [105] { ["PickUp"] = { 1321, -- [1] }, ["TT"] = { ["y"] = -3148.8, ["x"] = -2886.6, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [106] { ["Done"] = { 1321, -- [1] }, ["TT"] = { ["y"] = -3111.6, ["x"] = -2892.7, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [107] { ["ExtraLine"] = "buy First Aid Recipys", ["CRange"] = 1178, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3095.8, ["x"] = -2890.1, }, ["RaidIcon"] = 13476, ["Range"] = 1.92, ["TT"] = { ["y"] = -3095.8, ["x"] = -2890.1, }, }, -- [108] { ["TT"] = { ["y"] = -3149.7, ["x"] = -2842.3, }, ["UseFlightPath"] = 1178, ["Name"] = "Ratchet, The Barrens", ["Zone"] = "15 (Dustwallow Marsh)", }, -- [109] { ["Done"] = { 1178, -- [1] }, ["TT"] = { ["y"] = -835.6, ["x"] = -3728.9, }, ["Zone"] = "17 (The Barrens)", }, -- [110] { ["PickUp"] = { 1180, -- [1] }, ["TT"] = { ["y"] = -835.6, ["x"] = -3728.9, }, ["Zone"] = "17 (The Barrens)", }, -- [111] { ["Done"] = { 1111, -- [1] }, ["TT"] = { ["y"] = -985.6, ["x"] = -3796.6, }, ["Zone"] = "17 (The Barrens)", }, -- [112] { ["PickUp"] = { 1112, -- [1] }, ["TT"] = { ["y"] = -985.6, ["x"] = -3796.6, }, ["Zone"] = "17 (The Barrens)", }, -- [113] { ["ExtraLine"] = "Use Boat to Booty Bay", ["CRange"] = 1180, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14334.2, ["x"] = 1039.4, }, ["Range"] = 438.52, ["TT"] = { ["y"] = -999.6, ["x"] = -3828.4, }, }, -- [114] { ["Done"] = { 1180, -- [1] }, ["TT"] = { ["y"] = -14297.9, ["x"] = 539.4, }, ["Zone"] = "33 (Stranglethorn Vale)", ["LeaveQuests"] = { 1322, 1201, }, }, -- [115] { ["UpdMapID"] = 1, }, }, ["34-37"] = { { ["PickUp"] = { 1181, -- [1] }, ["TT"] = { ["y"] = -14297.8, ["x"] = 539.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [1] { ["SetHS"] = 1181, ["TT"] = { ["y"] = -14457.9, ["x"] = 495.1, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [2] { ["PickUp"] = { 605, -- [1] }, ["TT"] = { ["y"] = -14453.7, ["x"] = 490.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [3] { ["ExtraLine"] = "Upstairs", ["TT"] = { ["y"] = -14453.2, ["x"] = 500.1, }, ["PickUp"] = { 201, -- [1] }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [4] { ["PickUp"] = { 189, -- [1] 213, -- [2] }, ["TT"] = { ["y"] = -14450, ["x"] = 497.5, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [5] { ["Done"] = { 1181, -- [1] }, ["TT"] = { ["y"] = -14438.8, ["x"] = 483.1, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [6] { ["PickUp"] = { 1182, -- [1] }, ["TT"] = { ["y"] = -14438.8, ["x"] = 483.1, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [7] { ["PickUp"] = { 575, -- [1] }, ["TT"] = { ["y"] = -14468.9, ["x"] = 416.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [8] { ["TT"] = { ["y"] = -14448.5, ["x"] = 506.9, }, ["UseFlightPath"] = 605, ["Name"] = "Grom'gol, Stranglethorn", ["Zone"] = "33 (Stranglethorn Vale)", }, -- [9] { ["PickUp"] = { 568, -- [1] }, ["TT"] = { ["y"] = -12399.1, ["x"] = 169.5, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [10] { ["PickUp"] = { 570, -- [1] }, ["TT"] = { ["y"] = -12411.7, ["x"] = 171.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [11] { ["PickUp"] = { 596, -- [1] }, ["TT"] = { ["y"] = -12349.3, ["x"] = 164.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [12] { ["CRange"] = 605, ["Zone"] = "33 (Stranglethorn Vale)", ["Fillers"] = { [605] = { ["1"] = "1", }, }, ["Trigger"] = { ["y"] = -11888.3, ["x"] = 724.8, }, ["Range"] = 24.72, ["TT"] = { ["y"] = -11888.3, ["x"] = 724.8, }, }, -- [13] { ["Qpart"] = { [189] = { ["1"] = "1", }, [581] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11964.6, ["x"] = 293.7, }, ["Fillers"] = { [596] = { ["1"] = "1", }, }, ["Range"] = 130.43, ["TT"] = { ["y"] = -11964.6, ["x"] = 293.7, }, }, -- [14] { ["Qpart"] = { [187] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11975.3, ["x"] = 157.2, }, ["Range"] = 89.09, ["TT"] = { ["y"] = -11975.3, ["x"] = 157.2, }, }, -- [15] { ["Qpart"] = { [568] = { ["1"] = "1", }, [195] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12201.4, ["x"] = 160.6, }, ["Range"] = 88.99, ["TT"] = { ["y"] = -12201.4, ["x"] = 160.6, }, }, -- [16] { ["Done"] = { 581, -- [1] }, ["TT"] = { ["y"] = -12348.2, ["x"] = 168.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [17] { ["PickUp"] = { 582, -- [1] }, ["TT"] = { ["y"] = -12348.2, ["x"] = 168.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [18] { ["Done"] = { 568, -- [1] }, ["TT"] = { ["y"] = -12398, ["x"] = 168, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [19] { ["PickUp"] = { 569, -- [1] }, ["TT"] = { ["y"] = -12398, ["x"] = 168, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [20] { ["CRange"] = 582, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12051.7, ["x"] = 435.4, }, ["Range"] = 30.04, ["TT"] = { ["y"] = -12051.7, ["x"] = 435.4, }, }, -- [21] { ["CRange"] = 582, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11903.9, ["x"] = 798.6, }, ["Fillers"] = { [605] = { ["1"] = "1", }, }, ["Range"] = 41.99, ["TT"] = { ["y"] = -11903.9, ["x"] = 798.6, }, }, -- [22] { ["Qpart"] = { [582] = { ["1"] = "1", }, [596] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11528.9, ["x"] = 781.7, }, ["Range"] = 109.62, ["TT"] = { ["y"] = -11528.9, ["x"] = 781.7, }, }, -- [23] { ["Done"] = { 5763, -- [2] }, ["TT"] = { ["y"] = -11624.4, ["x"] = -54.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [24] { ["Done"] = { 195, -- [1] 187, -- [3] 5762, -- [4] }, ["TT"] = { ["y"] = -11624.4, ["x"] = -54.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [24] { ["PickUp"] = { 188, -- [1] 196, -- [2] }, ["TT"] = { ["y"] = -11624.4, ["x"] = -54.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [25] { ["PickUp"] = { 192, -- [1] }, ["TT"] = { ["y"] = -11617.3, ["x"] = -48, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [26] { ["Qpart"] = { [188] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11905.6, ["x"] = 164.3, }, ["Range"] = 0.16, ["TT"] = { ["y"] = -11905.6, ["x"] = 164.3, }, ["LeaveQuests"] = { 629, -- [1] 2932, -- [2] 584, -- [3] 600, -- [4] 621, -- [5] 572, -- [6] }, }, -- [27] { ["Done"] = { 188, -- [1] }, ["TT"] = { ["y"] = -11620.6, ["x"] = -52, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [28] { ["Qpart"] = { [575] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Fillers"] = { [605] = { ["1"] = "1", }, }, ["Trigger"] = { ["y"] = -11556.6, ["x"] = 33.9, }, ["Range"] = 92.88, ["TT"] = { ["y"] = -11556.6, ["x"] = 33.9, }, }, -- [29] { ["Trigger"] = { ["y"] = -11948.8, ["x"] = -500.4, }, ["Ammount"] = 1, ["Range"] = 0.01, ["ExtraQpart"] = "Cozzle's Key", ["ExtraLine"] = "Kill Foreman Cozzle on top of platform", ["ItemID"] = 5851, ["Qid"] = 1182, ["RaidIcon"] = 4723, ["TT"] = { ["y"] = -11948.8, ["x"] = -500.4, }, }, -- [30] { ["ExtraLine"] = "Open chest", ["Qpart"] = { [1182] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12034, ["x"] = -544.8, }, ["Fillers"] = { [213] = { ["1"] = "1", }, }, ["Range"] = 0.15, ["TT"] = { ["y"] = -12034, ["x"] = -544.8, }, }, -- [31] { ["Qpart"] = { [213] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12034, ["x"] = -544.8, }, ["Range"] = 113.49, ["TT"] = { ["y"] = -12034, ["x"] = -544.8, }, }, -- [32] { ["Qpart"] = { [570] = { ["1"] = "1", ["2"] = "2", }, [192] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12145.5, ["x"] = -903.9, }, ["Range"] = 106.44, ["TT"] = { ["y"] = -12145.5, ["x"] = -903.9, }, }, -- [33] { ["Qpart"] = { [605] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -11519.2, ["x"] = -853.5, }, ["Range"] = 65.63, ["TT"] = { ["y"] = -11519.2, ["x"] = -853.5, }, }, -- [34] { ["Qpart"] = { [569] = { ["1"] = "1", ["2"] = "2", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12482.5, ["x"] = -153.5, }, ["Range"] = 41.68, ["TT"] = { ["y"] = -12482.5, ["x"] = -153.5, }, }, -- [35] { ["Done"] = { 192, -- [1] }, ["TT"] = { ["y"] = -11617.9, ["x"] = -48.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [36] { ["PickUp"] = { 193, -- [1] }, ["TT"] = { ["y"] = -11617.9, ["x"] = -48.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [37] { ["TT"] = { ["y"] = -11617.9, ["x"] = -48.3, }, ["UseHS"] = 605, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [38] { ["Done"] = { 605, -- [1] }, ["TT"] = { ["y"] = -14453.8, ["x"] = 490.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [39] { ["ExtraLine"] = "Upstairs", ["Done"] = { 201, -- [1] 213, -- [2] 189, -- [3] }, ["TT"] = { ["y"] = -14452.3, ["x"] = 498.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [40] { ["Done"] = { 1182, -- [1] }, ["TT"] = { ["y"] = -14439.1, ["x"] = 483.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [41] { ["PickUp"] = { 1183, -- [1] }, ["TT"] = { ["y"] = -14439.1, ["x"] = 483.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [42] { ["Done"] = { 575, -- [1] }, ["TT"] = { ["y"] = -14468.6, ["x"] = 416.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [43] { ["PickUp"] = { 577, -- [1] }, ["TT"] = { ["y"] = -14468.6, ["x"] = 416.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [44] { ["TT"] = { ["y"] = -14448.4, ["x"] = 506.2, }, ["UseFlightPath"] = 569, ["Name"] = "Grom'gol, Stranglethorn", ["Zone"] = "33 (Stranglethorn Vale)", }, -- [45] { ["Done"] = { 569, -- [1] }, ["TT"] = { ["y"] = -12399, ["x"] = 168.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [46] { ["Done"] = { 570, -- [1] }, ["TT"] = { ["y"] = -12412.4, ["x"] = 170.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [47] { ["Done"] = { 582, -- [1] }, ["TT"] = { ["y"] = -12347.8, ["x"] = 165, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [48] { ["Done"] = { 596, -- [1] }, ["TT"] = { ["y"] = -12347.5, ["x"] = 161.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [49] { ["PickUp"] = { 638, -- [1] }, ["TT"] = { ["y"] = -12347.8, ["x"] = 165, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [50] { ["Grind"] = 11951, ["Range"] = 442.15, ["Trigger"] = { ["y"] = -12347.8, ["x"] = 165, }, ["level"] = 36, ["xp"] = 1, ["TT"] = { ["y"] = -12347.8, ["x"] = 165, }, }, -- [51] { ["ExtraLine"] = "go to Undercity via Zepelin", ["CRange"] = 638, ["Zone"] = "85 (Tirisfal Glades)", ["Trigger"] = { ["y"] = 2299.5, ["x"] = -769.5, }, ["Range"] = 855.62, ["TT"] = { ["y"] = -12407.4, ["x"] = 207.3, }, }, -- [52] { ["ExtraLine"] = "Go to undercity", ["CRange"] = 638, ["Zone"] = "85 (Tirisfal Glades)", ["Trigger"] = { ["y"] = 1876.6, ["x"] = 237.8, }, ["LeaveQuests"] = { 629, -- [1] 2932, -- [2] 584, -- [3] 600, -- [4] 621, -- [5] 572, -- [6] }, ["Range"] = 9.99, ["TT"] = { ["y"] = 1876.6, ["x"] = 237.8, }, }, -- [53] { ["CRange"] = 638, ["Zone"] = "1497 (Undercity)", ["Trigger"] = { ["y"] = 1657.2, ["x"] = 239.2, }, ["Range"] = 11, ["TT"] = { ["y"] = 1657.2, ["x"] = 239.2, }, }, -- [54] { ["CRange"] = 638, ["Zone"] = "85 (Tirisfal Glades)", ["Trigger"] = { ["y"] = 1594.5, ["x"] = 238.4, }, ["Range"] = 7.74, ["TT"] = { ["y"] = 1594.5, ["x"] = 238.4, }, }, -- [55] { ["ExtraLine"] = "Down elevator", ["CRange"] = 638, ["Zone"] = "1497 (Undercity)", ["Trigger"] = { ["y"] = 1519.5, ["x"] = 239.8, }, ["Range"] = 12.84, ["TT"] = { ["y"] = 1519.5, ["x"] = 239.8, }, }, -- [56] { ["PickUp"] = { 1164, -- [1] }, ["TT"] = { ["y"] = 1561.6, ["x"] = 260.2, }, ["Zone"] = "1497 (Undercity)", }, -- [57] { ["TT"] = { ["y"] = 1566.7, ["x"] = 265.6, }, ["UseFlightPath"] = 638, ["Name"] = "Tarren Mill, Hillsbrad", ["Zone"] = "1497 (Undercity)", }, -- [58] { ["PickUp"] = { 676, -- [1] }, ["TT"] = { ["y"] = -18.6, ["x"] = -913.3, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [59] { ["TT"] = { ["y"] = 2.4, ["x"] = -858, }, ["UseFlightPath"] = 638, ["Name"] = "Hammerfall, Arathi", ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [60] { ["SetHS"] = 676, ["TT"] = { ["y"] = -912.8, ["x"] = -3524.9, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [61] { ["Done"] = { 638, -- [1] }, ["TT"] = { ["y"] = -948.6, ["x"] = -3523.4, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [62] { ["PickUp"] = { 639, -- [1] }, ["TT"] = { ["y"] = -948.6, ["x"] = -3523.4, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [63] { ["PickUp"] = { 701, -- [1] 671, -- [2] }, ["TT"] = { ["y"] = -1004.4, ["x"] = -3556.9, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [64] { ["PickUp"] = { 642, -- [1] }, ["TT"] = { ["y"] = -942.6, ["x"] = -3118.2, }, ["ExtraLine"] = "Click Crystal", ["Zone"] = "45 (Arathi Highlands)", }, -- [65] { ["CRange"] = 642, ["Zone"] = "45 (Arathi Highlands)", ["Fillers"] = { [642] = { ["1"] = "1", }, }, ["Trigger"] = { ["y"] = -1093.1, ["x"] = -3778.6, }, ["Range"] = 14.62, ["TT"] = { ["y"] = -1093.1, ["x"] = -3778.6, }, }, -- [66] { ["Qpart"] = { [642] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -995.3, ["x"] = -3845.9, }, ["Range"] = 53.09, ["TT"] = { ["y"] = -995.3, ["x"] = -3845.9, }, }, -- [67] { ["ExtraLine"] = "Click crystal in cave", ["Done"] = { 642, -- [1] }, ["TT"] = { ["y"] = -874.6, ["x"] = -3901.8, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [68] { ["PickUp"] = { 651, -- [1] }, ["TT"] = { ["y"] = -874.6, ["x"] = -3901.8, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [69] { ["ExtraLine"] = "If you have 225 FirstAid do quest Triage", ["CRange"] = 651, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -992.7, ["x"] = -3526.2, }, ["Range"] = 57.79, ["TT"] = { ["y"] = -992.7, ["x"] = -3526.2, }, }, -- [70] { ["ExtraLine"] = "click stone", ["Qpart"] = { [651] = { ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -846.1, ["x"] = -3266.9, }, ["Range"] = 0.15, ["TT"] = { ["y"] = -846.1, ["x"] = -3266.9, }, }, -- [71] { ["ExtraLine"] = "In house", ["Qpart"] = { [1164] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -999.5, ["x"] = -2896.2, }, ["Range"] = 0.09, ["TT"] = { ["y"] = -999.5, ["x"] = -2896.2, }, }, -- [72] { ["SpecialButton"] = "Fardel Dabyrie", ["Qpart"] = { [1164] = { ["3"] = "3", }, }, ["Button"] = 1, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1062.4, ["x"] = -2901.3, }, ["RaidIcon"] = 4479, ["Range"] = 24.13, ["TT"] = { ["y"] = -1062.4, ["x"] = -2901.3, }, }, -- [73] { ["ExtraLine"] = "In stables", ["Qpart"] = { [1164] = { ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1049.3, ["x"] = -2814.8, }, ["RaidIcon"] = 4481, ["Range"] = 0.12, ["TT"] = { ["y"] = -1049.3, ["x"] = -2814.8, }, }, -- [74] { ["ExtraLine"] = "Click stone", ["Qpart"] = { [651] = { ["3"] = "3", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1350.2, ["x"] = -2738.9, }, ["Range"] = 0.15, ["TT"] = { ["y"] = -1350.2, ["x"] = -2738.9, }, }, -- [75] { ["Qpart"] = { [701] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1777.5, ["x"] = -2718.7, }, ["Range"] = 75.72, ["TT"] = { ["y"] = -1777.5, ["x"] = -2718.7, }, }, -- [76] { ["Qpart"] = { [676] = { ["1"] = "1", ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1196.8, ["x"] = -2136.6, }, ["Range"] = 18.44, ["TT"] = { ["y"] = -1196.8, ["x"] = -2136.6, }, }, -- [77] { ["Qpart"] = { [671] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -826, ["x"] = -2031.1, }, ["Range"] = 133.07, ["TT"] = { ["y"] = -826, ["x"] = -2031.1, }, }, -- [78] { ["ExtraLine"] = "Click Stone", ["Qpart"] = { [651] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -856.9, ["x"] = -1784.4, }, ["Range"] = 0.14, ["TT"] = { ["y"] = -856.9, ["x"] = -1784.4, }, }, -- [79] { ["Group"] = 3, ["TT"] = { ["y"] = -1353.3, ["x"] = -1832.5, }, ["GroupTask"] = 639, ["QaskPopup"] = 639, }, -- [80] { ["CRange"] = 639, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1353.3, ["x"] = -1832.5, }, ["GroupTask"] = 639, ["Range"] = 29.32, ["TT"] = { ["y"] = -1353.3, ["x"] = -1832.5, }, }, -- [81] { ["Qpart"] = { [639] = { ["1"] = "1", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1572.5, ["x"] = -1808.8, }, ["GroupTask"] = 639, ["Range"] = 131.31, ["TT"] = { ["y"] = -1572.5, ["x"] = -1808.8, }, }, -- [82] { ["ExtraLine"] = "Click stone", ["Done"] = { 651, -- [1] }, ["TT"] = { ["y"] = -1509.2, ["x"] = -2171.2, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [83] { ["PickUp"] = { 652, -- [1] }, ["TT"] = { ["y"] = -1509.2, ["x"] = -2171.2, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [84] { ["TT"] = { ["y"] = -1509.2, ["x"] = -2171.2, }, ["UseHS"] = 676, ["Zone"] = "45 (Arathi Highlands)", }, -- [85] { ["GroupTask"] = 639, ["Done"] = { 639, -- [1] }, ["TT"] = { ["y"] = -948, ["x"] = -3522.6, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [86] { ["Done"] = { 676, -- [1] }, ["TT"] = { ["y"] = -947.2, ["x"] = -3539, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [87] { ["PickUp"] = { 677, -- [1] }, ["TT"] = { ["y"] = -947.2, ["x"] = -3539, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [88] { ["Done"] = { 701, -- [1] 671, -- [2] }, ["TT"] = { ["y"] = -1004.8, ["x"] = -3556.3, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [89] { ["PickUp"] = { 702, -- [1] }, ["TT"] = { ["y"] = -1004.8, ["x"] = -3556.3, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [90] { ["Done"] = { 702, -- [1] }, ["TT"] = { ["y"] = -952.8, ["x"] = -3487.7, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [91] { ["ExtraLine"] = "Wait a sec", ["TT"] = { ["y"] = -945.9, ["x"] = -3485.8, }, ["PickUp"] = { 847, -- [1] }, ["Zone"] = "45 (Arathi Highlands)", }, -- [92] { ["Done"] = { 847, -- [1] }, ["TT"] = { ["y"] = -1004.9, ["x"] = -3556.4, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [93] { ["Qpart"] = { [677] = { ["1"] = "1", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1720.8, ["x"] = -3312.8, }, ["Range"] = 186.96, ["TT"] = { ["y"] = -1720.8, ["x"] = -3312.8, }, }, -- [94] { ["Done"] = { 677, -- [1] }, ["TT"] = { ["y"] = -947.6, ["x"] = -3539.4, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [95] { ["PickUp"] = { 678, -- [1] }, ["TT"] = { ["y"] = -947.6, ["x"] = -3539.4, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [96] { ["Qpart"] = { [678] = { ["1"] = "1", ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1956.1, ["x"] = -2763.5, }, ["Range"] = 60.55, ["TT"] = { ["y"] = -1956.1, ["x"] = -2763.5, }, }, -- [97] { ["Grind"] = 11951, ["Range"] = 442.15, ["Trigger"] = { ["y"] = -1956.1, ["x"] = -2763.5, }, ["level"] = 37, ["xp"] = 1, ["TT"] = { ["y"] = -1956.1, ["x"] = -2763.5, }, }, -- [98] { ["ExtraLine"] = "Use HS or run", ["Done"] = { 678, -- [1] }, ["TT"] = { ["y"] = -947.6, ["x"] = -3539.9, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [99] { ["Group"] = 3, ["TT"] = { ["y"] = -936.3, ["x"] = -3535.2, }, ["GroupTask"] = 680, ["QaskPopup"] = 680, }, -- [100] { ["PickUp"] = { 680, -- [1] }, ["TT"] = { ["y"] = -927.8, ["x"] = -3532.7, }, ["GroupTask"] = 680, ["Zone"] = "45 (Arathi Highlands)", }, -- [101] { ["Qpart"] = { [680] = { ["1"] = "1", }, [640] = { ["1"] = "1", }, [673] = { ["1"] = "1", }, [679] = { ["1"] = "1", ["2"] = "2", }, }, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1670.9, ["x"] = -1805.5, }, ["GroupTask"] = 680, ["Range"] = 194.07, ["TT"] = { ["y"] = -1670.9, ["x"] = -1805.5, }, }, -- [102] { ["GroupTask"] = 680, ["Done"] = { 680, -- [1] 640, -- [2] 679, -- [3] 673, -- [4] }, ["TT"] = { ["y"] = -983.8, ["x"] = -3524.9, }, ["Zone"] = "45 (Arathi Highlands)", }, -- [103] { ["TT"] = { ["y"] = -918, ["x"] = -3497.7, }, ["UseFlightPath"] = 544, ["Name"] = "Tarren Mill, Hillsbrad", ["Zone"] = "45 (Arathi Highlands)", }, -- [104] { ["PickUp"] = { 544, -- [1] }, ["TT"] = { ["y"] = -44.1, ["x"] = -904.4, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [105] { ["PickUp"] = { 556, -- [1] }, ["RaidIcon"] = 2437, ["TT"] = { ["y"] = -46.6, ["x"] = -901.3, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [106] { ["CRange"] = 544, ["Zone"] = "267 (Hillsbrad Foothills)", ["Trigger"] = { ["y"] = 183, ["x"] = -660, }, ["LeaveQuests"] = { 680, -- [1] 640, -- [2] 679, -- [3] 673, -- [4] 643, -- [5] }, ["Range"] = 47.8, ["TT"] = { ["y"] = 183, ["x"] = -660, }, }, -- [107] { ["CRange"] = 544, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 177, ["x"] = -587.3, }, ["Range"] = 17.34, ["TT"] = { ["y"] = 177, ["x"] = -587.3, }, }, -- [108] { ["CRange"] = 544, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 71.9, ["x"] = -535.3, }, ["Range"] = 17.09, ["TT"] = { ["y"] = 71.9, ["x"] = -535.3, }, }, -- [109] { ["ExtraLine"] = "Kill a Cat or Lion", ["TT"] = { ["y"] = 37.6, ["x"] = -476.1, }, ["ItemID"] = 5810, ["Qid"] = 553, ["Trigger"] = { ["y"] = 37.6, ["x"] = -476.1, }, ["Ammount"] = 1, ["Range"] = 0.91, ["ExtraQpart"] = "Fresh Carcass", }, -- [110] { ["CRange"] = 544, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 92.3, ["x"] = -365.8, }, ["Range"] = 21.13, ["TT"] = { ["y"] = 92.3, ["x"] = -365.8, }, }, -- [111] { ["CRange"] = 553, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 226.6, ["x"] = -269.2, }, ["Range"] = 17.12, ["TT"] = { ["y"] = 226.6, ["x"] = -269.2, }, }, -- [112] { ["Qpart"] = { [553] = { ["3"] = "3", }, }, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 263.5, ["x"] = -267.7, }, ["Range"] = 0.11, ["TT"] = { ["y"] = 263.5, ["x"] = -267.7, }, }, -- [113] { ["ExtraLine"] = "Use Carcass to summon Frostmaw", ["Qpart"] = { [1136] = { ["1"] = "1", }, }, ["Button"] = 5810, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 263.2, ["x"] = -266.3, }, ["RaidIcon"] = 4504, ["Range"] = 0.14, ["TT"] = { ["y"] = 263.2, ["x"] = -266.3, }, }, -- [114] { ["CRange"] = 556, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 116.6, ["x"] = 12.4, }, ["Range"] = 51.16, ["TT"] = { ["y"] = 116.6, ["x"] = 12.4, }, }, -- [115] { ["Qpart"] = { [556] = { ["1"] = "1", }, [544] = { ["1"] = "1", ["4"] = "4", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = -87.1, ["x"] = 246, }, ["Range"] = 97.63, ["TT"] = { ["y"] = -87.1, ["x"] = 246, }, }, -- [116] { ["CRange"] = 553, ["Zone"] = "267 (Hillsbrad Foothills)", ["Trigger"] = { ["y"] = -581.4, ["x"] = -697.2, }, ["Range"] = 62.42, ["TT"] = { ["y"] = -581.4, ["x"] = -697.2, }, }, -- [117] { ["ExtraLine"] = "Click on Grave", ["Done"] = { 553, -- [1] }, ["TT"] = { ["y"] = -738.1, ["x"] = -622.6, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [118] { ["Done"] = { 556, -- [1] 544, -- [2] }, ["TT"] = { ["y"] = -46.1, ["x"] = -902.6, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [119] { ["PickUp"] = { 545, -- [1] 557, -- [2] }, ["TT"] = { ["y"] = -46.1, ["x"] = -902.6, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [120] { ["CRange"] = 557, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 201.2, ["x"] = -647.1, }, ["Range"] = 40.76, ["TT"] = { ["y"] = 201.2, ["x"] = -647.1, }, }, -- [121] { ["CRange"] = 557, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 163.7, ["x"] = -592, }, ["Range"] = 19.69, ["TT"] = { ["y"] = 163.7, ["x"] = -592, }, }, -- [122] { ["CRange"] = 557, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 7.2, ["x"] = -479.2, }, ["Range"] = 31.64, ["TT"] = { ["y"] = 7.2, ["x"] = -479.2, }, }, -- [123] { ["CRange"] = 557, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = -76.9, ["x"] = -338.9, }, ["Range"] = 26.33, ["TT"] = { ["y"] = -76.9, ["x"] = -338.9, }, }, -- [124] { ["CRange"] = 557, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 2.3, ["x"] = -83.8, }, ["Range"] = 22.31, ["TT"] = { ["y"] = 2.3, ["x"] = -83.8, }, }, -- [125] { ["Qpart"] = { [557] = { ["1"] = "1", }, [545] = { ["1"] = "1", ["2"] = "2", }, }, ["Zone"] = "36 (Alterac Mountains)", ["Trigger"] = { ["y"] = 91.8, ["x"] = 258, }, ["Range"] = 90.3, ["TT"] = { ["y"] = 91.8, ["x"] = 258, }, }, -- [126] { ["ExtraLine"] = "Die and spirit rez or run", ["Done"] = { 557, -- [1] 545, -- [2] }, ["TT"] = { ["y"] = -46.1, ["x"] = -902.9, }, ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [127] { ["UpdMapID"] = 1, }, }, ["37-40"] = { { ["TT"] = { ["y"] = 1.9, ["x"] = -858.5, }, ["UseFlightPath"] = 1164, ["Name"] = "Undercity, Tirisfal", ["Zone"] = "267 (Hillsbrad Foothills)", }, -- [1] { ["Done"] = { 1164, -- [1] }, ["TT"] = { ["y"] = 1561.8, ["x"] = 261.2, }, ["Zone"] = "1497 (Undercity)", }, -- [2] { ["ExtraLine"] = "Leave Undercity and go to Orgrimmar on Zep", ["CRange"] = 1436, ["Zone"] = "14 (Durotar)", ["Trigger"] = { ["y"] = 1336.5, ["x"] = -5215.9, }, ["Range"] = 440.37, ["TT"] = { ["y"] = 2064, ["x"] = 288.5, }, }, -- [3] { ["CRange"] = 1436, ["Zone"] = "14 (Durotar)", ["Trigger"] = { ["y"] = 1389.7, ["x"] = -4375.3, }, ["Range"] = 17.78, ["TT"] = { ["y"] = 1389.7, ["x"] = -4375.3, }, }, -- [4] { ["CRange"] = 1436, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1475.7, ["x"] = -4415.5, }, ["Range"] = 29, ["TT"] = { ["y"] = 1475.7, ["x"] = -4415.5, }, }, -- [5] { ["CRange"] = 1436, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1556.4, ["x"] = -4323.4, }, ["Range"] = 19.67, ["TT"] = { ["y"] = 1556.4, ["x"] = -4323.4, }, }, -- [6] { ["CRange"] = 1436, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1648.7, ["x"] = -4273.7, }, ["Range"] = 11.27, ["TT"] = { ["y"] = 1648.7, ["x"] = -4273.7, }, }, -- [7] { ["CRange"] = 1436, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1695.4, ["x"] = -4281.5, }, ["Range"] = 4.98, ["TT"] = { ["y"] = 1695.4, ["x"] = -4281.5, }, }, -- [8] { ["CRange"] = 1436, ["Zone"] = "1637 (Orgrimmar)", ["Trigger"] = { ["y"] = 1687.7, ["x"] = -4241.5, }, ["Range"] = 18.98, ["TT"] = { ["y"] = 1687.7, ["x"] = -4241.5, }, }, -- [9] { ["Done"] = { 1436, -- [1] }, ["TT"] = { ["y"] = 1780.5, ["x"] = -3997.2, }, ["Zone"] = "1637 (Orgrimmar)", }, -- [10] { ["TT"] = { ["y"] = 1675.9, ["x"] = -4313.9, }, ["UseFlightPath"] = 1146, ["Name"] = "Crossroads, The Barrens", ["Zone"] = "1637 (Orgrimmar)", }, -- [11] { ["SetHS"] = 1146, ["TT"] = { ["y"] = -408.1, ["x"] = -2645.4, }, ["Zone"] = "17 (The Barrens)", }, -- [12] { ["TT"] = { ["y"] = -438, ["x"] = -2595.9, }, ["UseFlightPath"] = 1146, ["Name"] = "Freewind Post, Thousand Needles", ["Zone"] = "17 (The Barrens)", }, -- [13] { ["Done"] = { 1146, -- [1] }, ["TT"] = { ["y"] = -5842.9, ["x"] = -3407.7, }, ["Zone"] = "400 (Thousand Needles)", }, -- [14] { ["PickUp"] = { 1147, -- [1] }, ["TT"] = { ["y"] = -5842.9, ["x"] = -3407.7, }, ["Zone"] = "400 (Thousand Needles)", }, -- [15] { ["Done"] = { 1112, -- [1] }, ["TT"] = { ["y"] = -6232.8, ["x"] = -3855.3, }, ["Zone"] = "400 (Thousand Needles)", }, -- [16] { ["ExtraLine"] = "wait a sec", ["TT"] = { ["y"] = -6232.8, ["x"] = -3855.3, }, ["PickUp"] = { 1114, -- [1] }, ["Zone"] = "400 (Thousand Needles)", }, -- [17] { ["Done"] = { 1114, -- [1] }, ["TT"] = { ["y"] = -6228.3, ["x"] = -3868.2, }, ["Zone"] = "400 (Thousand Needles)", }, -- [18] { ["PickUp"] = { 1106, -- [1] }, ["TT"] = { ["y"] = -6228.3, ["x"] = -3868.2, }, ["Zone"] = "400 (Thousand Needles)", }, -- [19] { ["PickUp"] = { 1115, -- [1] }, ["TT"] = { ["y"] = -6233.2, ["x"] = -3855.9, }, ["Zone"] = "400 (Thousand Needles)", }, -- [20] { ["Done"] = { 1183, -- [1] }, ["TT"] = { ["y"] = -6192.1, ["x"] = -3961.1, }, ["Zone"] = "400 (Thousand Needles)", }, -- [21] { ["PickUp"] = { 1186, -- [1] }, ["TT"] = { ["y"] = -6192.1, ["x"] = -3961.1, }, ["Zone"] = "400 (Thousand Needles)", }, -- [22] { ["Done"] = { 1186, -- [1] }, ["TT"] = { ["y"] = -6198.5, ["x"] = -3967.8, }, ["Zone"] = "400 (Thousand Needles)", }, -- [23] { ["PickUp"] = { 1187, -- [1] }, ["TT"] = { ["y"] = -6198.5, ["x"] = -3967.8, }, ["Zone"] = "400 (Thousand Needles)", }, -- [24] { ["ExtraLine"] = "Kill Silithid mobs and get quest starter", ["TT"] = { ["y"] = -6430, ["x"] = -3558.5, }, ["PickUp"] = { 1148, -- [1] }, ["Zone"] = "400 (Thousand Needles)", }, -- [25] { ["Qpart"] = { [1148] = { ["1"] = "1", ["3"] = "3", ["2"] = "2", }, [1147] = { ["1"] = "1", ["3"] = "3", ["2"] = "2", }, }, ["Zone"] = "400 (Thousand Needles)", ["Trigger"] = { ["y"] = -6454.3, ["x"] = -3408.6, }, ["Range"] = 131.05, ["TT"] = { ["y"] = -6454.3, ["x"] = -3408.6, }, }, -- [26] { ["Grind"] = 11951, ["Range"] = 442.15, ["Trigger"] = { ["y"] = -6454.3, ["x"] = -3408.6, }, ["level"] = 38, ["xp"] = 1, ["TT"] = { ["y"] = -6454.3, ["x"] = -3408.6, }, }, -- [27] { ["Done"] = { 1147, -- [1] }, ["TT"] = { ["y"] = -5842.6, ["x"] = -3407.6, }, ["Zone"] = "400 (Thousand Needles)", }, -- [28] { ["TT"] = { ["y"] = -5845.1, ["x"] = -3410.9, }, ["UseHS"] = 1148, ["Zone"] = "400 (Thousand Needles)", }, -- [29] { ["Done"] = { 1148, -- [1] }, ["TT"] = { ["y"] = -389.3, ["x"] = -2552.1, }, ["Zone"] = "17 (The Barrens)", }, -- [30] { ["PickUp"] = { 1184, -- [1] }, ["TT"] = { ["y"] = -389.3, ["x"] = -2552.1, }, ["Zone"] = "17 (The Barrens)", }, -- [31] { ["TT"] = { ["y"] = -437.5, ["x"] = -2596.9, }, ["UseFlightPath"] = 1136, ["Name"] = "Thunder Bluff, Mulgore", ["Zone"] = "17 (The Barrens)", }, -- [32] { ["ExtraLine"] = "Buy Soothing Spices for a quest later", ["TT"] = { ["y"] = -1214.7, ["x"] = -16.7, }, ["ItemID"] = 3713, ["Qid"] = 1201, ["Trigger"] = { ["y"] = -1214.7, ["x"] = -16.7, }, ["Ammount"] = 3, ["Range"] = 0.01, ["ExtraQpart"] = "Soothing Spices", }, -- [33] { ["ExtraLine"] = "Train abilities", ["Done"] = { 1136, -- [1] }, ["TT"] = { ["y"] = -1412.7, ["x"] = -125.3, }, ["Zone"] = "1638 (Thunder Bluff)", }, -- [34] { ["PickUp"] = { 1205, -- [1] }, ["TT"] = { ["y"] = -1412.7, ["x"] = -125.3, }, ["Zone"] = "1638 (Thunder Bluff)", }, -- [35] { ["TT"] = { ["y"] = -1196.9, ["x"] = 26.8, }, ["UseFlightPath"] = 1201, ["Name"] = "Brackenwall Village, Dustwallow Marsh", ["Zone"] = "1638 (Thunder Bluff)", }, -- [36] { ["PickUp"] = { 1201, -- [1] }, ["TT"] = { ["y"] = -3107.6, ["x"] = -2824, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [37] { ["PickUp"] = { 1322, -- [1] }, ["TT"] = { ["y"] = -3112, ["x"] = -2891.8, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [38] { ["PickUp"] = { 1177, -- [1] }, ["TT"] = { ["y"] = -3372.8, ["x"] = -2820.5, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [39] { ["ExtraLine"] = "Theramore Infiltrator are stealthed non-agro", ["Qpart"] = { [1322] = { ["1"] = "1", }, [1201] = { ["1"] = "1", }, }, ["Button"] = 1, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -2954.5, ["x"] = -2972.9, }, ["SpecialButton"] = "Theramore Infiltrator", ["Range"] = 43.35, ["TT"] = { ["y"] = -2954.5, ["x"] = -2972.9, }, }, -- [40] { ["Qpart"] = { [1177] = { ["1"] = "1", }, }, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -2582.1, ["x"] = -4021.3, }, ["Range"] = 43.29, ["TT"] = { ["y"] = -2582.1, ["x"] = -4021.3, }, }, -- [41] { ["PickUp"] = { 1218, -- [1] }, ["TT"] = { ["y"] = -2953.3, ["x"] = -3885.2, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [42] { ["Done"] = { 1218, -- [1] }, ["TT"] = { ["y"] = -2953.3, ["x"] = -3885.2, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [43] { ["PickUp"] = { 1206, -- [1] }, ["TT"] = { ["y"] = -2953.3, ["x"] = -3885.2, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [44] { ["ExtraLine"] = "Click Dirtpile", ["TT"] = { ["y"] = -2940.1, ["x"] = -3885.1, }, ["PickUp"] = { 1238, -- [1] }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [45] { ["ExtraLine"] = "Grind on the way", ["TT"] = { ["y"] = -2646.5, ["x"] = -3436.7, }, ["PickUp"] = { 1270, -- [1] }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [46] { ["Qpart"] = { [1270] = { ["1"] = "1", }, }, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -2714.1, ["x"] = -3458.9, }, ["RaidIcon"] = 4880, ["Range"] = 110.67, ["TT"] = { ["y"] = -2714.1, ["x"] = -3458.9, }, }, -- [47] { ["Qpart"] = { [1206] = { ["1"] = "1", }, }, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -2806, ["x"] = -2779.3, }, ["Range"] = 109.31, ["TT"] = { ["y"] = -2806, ["x"] = -2779.3, }, }, -- [48] { ["Done"] = { 1238, -- [1] 1201, -- [2] }, ["TT"] = { ["y"] = -3105.8, ["x"] = -2823.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [49] { ["PickUp"] = { 1202, -- [1] }, ["TT"] = { ["y"] = -3105.8, ["x"] = -2823.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [50] { ["Done"] = { 1322, -- [1] }, ["TT"] = { ["y"] = -3111.2, ["x"] = -2891.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [51] { ["PickUp"] = { 1323, -- [1] }, ["TT"] = { ["y"] = -3111.2, ["x"] = -2891.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [52] { ["Done"] = { 1323, -- [1] }, ["TT"] = { ["y"] = -3149.4, ["x"] = -2887.2, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [53] { ["Done"] = { 1177, -- [1] }, ["TT"] = { ["y"] = -3372.4, ["x"] = -2820.6, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [54] { ["Done"] = { 1206, -- [1] }, ["TT"] = { ["y"] = -2953.5, ["x"] = -3885.3, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [55] { ["ExtraLine"] = "Click Dirtpile", ["TT"] = { ["y"] = -2940.6, ["x"] = -3885.4, }, ["PickUp"] = { 1239, -- [1] }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [56] { ["CRange"] = 1202, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3340.3, ["x"] = -4095, }, ["Range"] = 31.46, ["TT"] = { ["y"] = -3340.3, ["x"] = -4095, }, }, -- [57] { ["CRange"] = 1202, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3564.1, ["x"] = -4456.2, }, ["Range"] = 22.22, ["TT"] = { ["y"] = -3564.1, ["x"] = -4456.2, }, }, -- [58] { ["CRange"] = 1202, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3574.2, ["x"] = -4504.6, }, ["Range"] = 21.08, ["TT"] = { ["y"] = -3574.2, ["x"] = -4504.6, }, }, -- [59] { ["CRange"] = 1202, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3685.8, ["x"] = -4668.8, }, ["Range"] = 23.12, ["TT"] = { ["y"] = -3685.8, ["x"] = -4668.8, }, }, -- [60] { ["CRange"] = 1202, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3808.9, ["x"] = -4701.4, }, ["Range"] = 17.85, ["TT"] = { ["y"] = -3808.9, ["x"] = -4701.4, }, }, -- [61] { ["ExtraLine"] = "Loot Footlocker in the water", ["Qpart"] = { [1202] = { ["1"] = "1", }, }, ["Zone"] = "15 (Dustwallow Marsh)", ["Trigger"] = { ["y"] = -3824.2, ["x"] = -4732.2, }, ["Range"] = 0.07, ["TT"] = { ["y"] = -3824.2, ["x"] = -4732.2, }, }, -- [62] { ["ExtraLine"] = "Die and spirit rez", ["Done"] = { 1202, -- [1] 1239, -- [2] }, ["TT"] = { ["y"] = -3106.7, ["x"] = -2823.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [63] { ["PickUp"] = { 1240, -- [1] }, ["TT"] = { ["y"] = -3106.7, ["x"] = -2823.9, }, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [64] { ["TT"] = { ["y"] = -3106.7, ["x"] = -2823.9, }, ["UseHS"] = 1270, ["Zone"] = "15 (Dustwallow Marsh)", }, -- [65] { ["UseFlightPath"] = 1270, ["Name"] = "Ratchet, The Barrens", ["Zone"] = "17 (The Barrens)", ["LeaveQuests"] = { 1169, -- [1] 1166, -- [2] 1107, -- [3] 1168, -- [4] 1203, -- [5] }, ["TT"] = { ["y"] = -437.4, ["x"] = -2596, }, }, -- [66] { ["Done"] = { 1270, -- [1] }, ["TT"] = { ["y"] = -929.3, ["x"] = -3697.2, }, ["Zone"] = "17 (The Barrens)", }, -- [67] { ["ExtraLine"] = "Use boat to Booty Bay", ["CRange"] = 1115, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14340.6, ["x"] = 1151.5, }, ["Range"] = 534.89, ["TT"] = { ["y"] = -999.6, ["x"] = -3827.4, }, }, -- [68] { ["PickUp"] = { 595, -- [1] }, ["LeaveQuests"] = { 1491, -- [1] 1069, -- [2] 1221, -- [3] }, ["TT"] = { ["y"] = -14411, ["x"] = 427.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [69] { ["PickUp"] = { 606, -- [1] }, ["TT"] = { ["y"] = -14449.6, ["x"] = 450.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [70] { ["SetHS"] = 606, ["TT"] = { ["y"] = -14458.5, ["x"] = 494.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [71] { ["Done"] = { 1115, -- [1] }, ["TT"] = { ["y"] = -14453.6, ["x"] = 500.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [72] { ["PickUp"] = { 1116, -- [1] }, ["TT"] = { ["y"] = -14453.6, ["x"] = 500.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [73] { ["TT"] = { ["y"] = -14448.9, ["x"] = 506.5, }, ["UseFlightPath"] = 606, ["Name"] = "Grom'gol, Stranglethorn", ["Zone"] = "33 (Stranglethorn Vale)", }, -- [74] { ["PickUp"] = { 572, -- [1] }, ["LeaveQuests"] = { 209, -- [1] 621, -- [2] 600, -- [3] }, ["TT"] = { ["y"] = -12412.6, ["x"] = 171.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [75] { ["PickUp"] = { 629, -- [1] }, ["TT"] = { ["y"] = -12347.4, ["x"] = 161.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [76] { ["Done"] = { 1240, -- [1] }, ["TT"] = { ["y"] = -12347.4, ["x"] = 161.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [77] { ["Qpart"] = { [196] = { ["1"] = "1", }, [572] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12874.1, ["x"] = 23.2, }, ["Range"] = 110.89, ["TT"] = { ["y"] = -12874.1, ["x"] = 23.2, }, }, -- [78] { ["TT"] = { ["y"] = -12871.9, ["x"] = -120.3, }, ["xp"] = 1, ["Trigger"] = { ["y"] = -12871.9, ["x"] = -120.3, }, ["level"] = 39, ["Range"] = 83.79, ["Grind"] = 11951, }, -- [79] { ["Done"] = { 572, -- [1] }, ["TT"] = { ["y"] = -12412.6, ["x"] = 171.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [80] { ["PickUp"] = { 571, -- [1] }, ["TT"] = { ["y"] = -12412.6, ["x"] = 171.3, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [81] { ["ExtraLine"] = "Loot tablet standing against pelar", ["Qpart"] = { [629] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12148.5, ["x"] = 636.2, }, ["Range"] = 0.15, ["TT"] = { ["y"] = -12148.5, ["x"] = 636.2, }, }, -- [82] { ["Done"] = { 629, -- [1] }, ["TT"] = { ["y"] = -12347.2, ["x"] = 160.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [83] { ["Qpart"] = { [577] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12034.4, ["x"] = -404.9, }, ["Range"] = 85.85, ["TT"] = { ["y"] = -12034.4, ["x"] = -404.9, }, }, -- [84] { ["GroupTask"] = 193, ["TT"] = { ["y"] = -12034.4, ["x"] = -404.9, }, ["Group"] = 2, ["QaskPopup"] = 193, }, -- [85] { ["Zone"] = "33 (Stranglethorn Vale)", ["GroupTask"] = 193, ["Range"] = 233.29, ["Qpart"] = { [193] = { ["1"] = "1", }, }, ["Button"] = 1, ["SpecialButton"] = "Bhag'thera", ["RaidIcon"] = 728, ["Trigger"] = { ["y"] = -12379, ["x"] = -854.7, }, ["TT"] = { ["y"] = -12379, ["x"] = -854.7, }, }, -- [86] { ["Done"] = { 196, -- [1] }, ["TT"] = { ["y"] = -11628.3, ["x"] = -54.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [87] { ["GroupTask"] = 193, ["Done"] = { 193, -- [1] }, ["TT"] = { ["y"] = -11617.4, ["x"] = -48.4, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [88] { ["PickUp"] = { 197, -- [1] }, ["TT"] = { ["y"] = -11629.2, ["x"] = -54.5, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [89] { ["TT"] = { ["y"] = -11629.2, ["x"] = -54.5, }, ["UseHS"] = 595, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [90] { ["Done"] = { 577, -- [1] }, ["TT"] = { ["y"] = -14469.1, ["x"] = 416.5, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [91] { ["PickUp"] = { 628, -- [1] }, ["TT"] = { ["y"] = -14469.1, ["x"] = 416.5, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [92] { ["ExtraLine"] = "Exit BB", ["CRange"] = 595, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14301.2, ["x"] = 437, }, ["Range"] = 7.15, ["TT"] = { ["y"] = -14301.2, ["x"] = 437, }, }, -- [93] { ["CRange"] = 595, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14249.4, ["x"] = 331.5, }, ["Range"] = 11.85, ["TT"] = { ["y"] = -14249.4, ["x"] = 331.5, }, }, -- [94] { ["ExtraLine"] = "Click Scroll on Barrel", ["Done"] = { 595, -- [1] }, ["TT"] = { ["y"] = -14125.6, ["x"] = 479.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [95] { ["PickUp"] = { 597, -- [1] }, ["TT"] = { ["y"] = -14125.6, ["x"] = 479.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [96] { ["CRange"] = 606, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14231.1, ["x"] = 265.3, }, ["Range"] = 44.11, ["TT"] = { ["y"] = -14231.1, ["x"] = 265.3, }, }, -- [97] { ["Qpart"] = { [571] = { ["1"] = "1", }, [606] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -13994.9, ["x"] = 179, }, ["Range"] = 88.9, ["TT"] = { ["y"] = -13994.9, ["x"] = 179, }, }, -- [98] { ["ExtraLine"] = "back to BB", ["CRange"] = 606, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -14257.2, ["x"] = 339.1, }, ["Range"] = 8.85, ["TT"] = { ["y"] = -14257.2, ["x"] = 339.1, }, }, -- [99] { ["Done"] = { 606, -- [1] }, ["TT"] = { ["y"] = -14299.6, ["x"] = 504.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [100] { ["PickUp"] = { 607, -- [1] }, ["TT"] = { ["y"] = -14299.6, ["x"] = 504.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [101] { ["Done"] = { 597, -- [1] }, ["TT"] = { ["y"] = -14410.5, ["x"] = 427.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [102] { ["PickUp"] = { 599, -- [1] }, ["TT"] = { ["y"] = -14410.5, ["x"] = 427.6, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [103] { ["Done"] = { 607, -- [1] }, ["TT"] = { ["y"] = -14448.7, ["x"] = 449.7, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [104] { ["ExtraLine"] = "Up in the Inn", ["TT"] = { ["y"] = -14450.4, ["x"] = 497.8, }, ["PickUp"] = { 209, -- [1] }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [105] { ["ExtraLine"] = "Ontop of the Inn", ["Done"] = { 599, -- [1] }, ["TT"] = { ["y"] = -14444.4, ["x"] = 487.1, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [106] { ["TT"] = { ["y"] = -14448.1, ["x"] = 506, }, ["UseFlightPath"] = 571, ["Name"] = "Grom'gol, Stranglethorn", ["Zone"] = "33 (Stranglethorn Vale)", }, -- [107] { ["Done"] = { 571, -- [1] }, ["TT"] = { ["y"] = -12412.6, ["x"] = 170.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [108] { ["PickUp"] = { 573, -- [1] }, ["TT"] = { ["y"] = -12412.6, ["x"] = 170.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [109] { ["PickUp"] = { 598, -- [1] }, ["TT"] = { ["y"] = -12346.8, ["x"] = 161.8, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [110] { ["SetHS"] = 573, ["TT"] = { ["y"] = -12434.2, ["x"] = 211.9, }, ["Zone"] = "33 (Stranglethorn Vale)", }, -- [111] { ["Qpart"] = { [209] = { ["1"] = "1", }, }, ["Zone"] = "33 (Stranglethorn Vale)", ["Trigger"] = { ["y"] = -12707.3, ["x"] = -769.1, }, ["LeaveQuests"] = { 587, -- [1] 2932, -- [2] 584, -- [3] 621, -- [4] 609, -- [5] 604, -- [6] 600, -- [7] }, ["Range"] = 333.04, ["TT"] = { ["y"] = -12707.3, ["x"] = -769.1, }, }, -- [112] { ["ShowMobsOnMap"] = 667, ["Trigger"] = { ["y"] = -12709.4, ["x"] = -472.5, }, ["Range"] = 442.15, ["ShowMobsOnMap2"] = 1195, ["Grind"] = 11951, ["xp"] = 1, ["level"] = 40, ["ShowMobsOnMap3"] = 1, ["TT"] = { ["y"] = -12709.4, ["x"] = -472.5, }, }, -- [113] { ["ExtraLine"] = "Use hs or run and go to UC with Zep", ["CRange"] = 573, ["Zone"] = "85 (Tirisfal Glades)", ["Trigger"] = { ["y"] = 2306.2, ["x"] = -469.3, }, ["Range"] = 548.46, ["TT"] = { ["y"] = -12417.8, ["x"] = 208.3, }, }, -- [114] { ["ExtraLine"] = "go to Undercity", ["CRange"] = 573, ["Zone"] = "85 (Tirisfal Glades)", ["Trigger"] = { ["y"] = 1875.2, ["x"] = 238.2, }, ["Range"] = 7.65, ["TT"] = { ["y"] = 1875.2, ["x"] = 238.2, }, }, -- [115] { ["ExtraLine"] = "Learn your 40 abilitys then use FP", ["UseFlightPath"] = 573, ["Name"] = "Hammerfall, Arathi", ["Zone"] = "1497 (Undercity)", ["TT"] = { ["y"] = 1567.3, ["x"] = 266.2, }, }, -- [116] { ["ExtraLine"] = "If you got 240FirstAid Learn Heavy Magewave", ["CRange"] = 573, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1018.8, ["x"] = -3509.5, }, ["RaidIcon"] = 12920, ["Range"] = 4.36, ["TT"] = { ["y"] = -1018.8, ["x"] = -3509.5, }, }, -- [117] { ["ExtraLine"] = "Time to run alot (Badlands)", ["CRange"] = 573, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -1808.4, ["x"] = -2425.7, }, ["Range"] = 34.25, ["TT"] = { ["y"] = -1808.4, ["x"] = -2425.7, }, }, -- [118] { ["CRange"] = 573, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -2181.4, ["x"] = -2454.4, }, ["Range"] = 17.19, ["TT"] = { ["y"] = -2181.4, ["x"] = -2454.4, }, }, -- [119] { ["CRange"] = 573, ["Zone"] = "45 (Arathi Highlands)", ["Trigger"] = { ["y"] = -2275.5, ["x"] = -2502.8, }, ["Range"] = 23.28, ["TT"] = { ["y"] = -2275.5, ["x"] = -2502.8, }, }, -- [120] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -2476.7, ["x"] = -2498.7, }, ["Range"] = 16.89, ["TT"] = { ["y"] = -2476.7, ["x"] = -2498.7, }, }, -- [121] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -3458.5, ["x"] = -2628.6, }, ["Range"] = 56.46, ["TT"] = { ["y"] = -3458.5, ["x"] = -2628.6, }, }, -- [122] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4087, ["x"] = -2621.7, }, ["Range"] = 12.01, ["TT"] = { ["y"] = -4087, ["x"] = -2621.7, }, }, -- [123] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4092.7, ["x"] = -2425.5, }, ["Range"] = 8.01, ["TT"] = { ["y"] = -4092.7, ["x"] = -2425.5, }, }, -- [124] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4008.2, ["x"] = -2381.2, }, ["Range"] = 11.8, ["TT"] = { ["y"] = -4008.2, ["x"] = -2381.2, }, }, -- [125] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4080.7, ["x"] = -2464.7, }, ["Range"] = 13.08, ["TT"] = { ["y"] = -4080.7, ["x"] = -2464.7, }, }, -- [126] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4307.9, ["x"] = -2464.5, }, ["Range"] = 14.47, ["TT"] = { ["y"] = -4307.9, ["x"] = -2464.5, }, }, -- [127] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4423.1, ["x"] = -2481, }, ["Range"] = 6.03, ["TT"] = { ["y"] = -4423.1, ["x"] = -2481, }, }, -- [128] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4450, ["x"] = -2674.5, }, ["Range"] = 7.77, ["TT"] = { ["y"] = -4450, ["x"] = -2674.5, }, }, -- [129] { ["CRange"] = 573, ["Zone"] = "11 (Wetlands)", ["Trigger"] = { ["y"] = -4485.2, ["x"] = -2689.5, }, ["Range"] = 8.71, ["TT"] = { ["y"] = -4485.2, ["x"] = -2689.5, }, }, -- [130] { ["CRange"] = 573, ["Zone"] = "38 (Loch Modan)", ["Trigger"] = { ["y"] = -4679.6, ["x"] = -2699.1, }, ["Range"] = 15.74, ["TT"] = { ["y"] = -4679.6, ["x"] = -2699.1, }, }, -- [131] { ["CRange"] = 573, ["Zone"] = "38 (Loch Modan)", ["Trigger"] = { ["y"] = -5230.8, ["x"] = -3048.1, }, ["Range"] = 32.77, ["TT"] = { ["y"] = -5230.8, ["x"] = -3048.1, }, }, -- [132] { ["CRange"] = 573, ["Zone"] = "38 (Loch Modan)", ["Trigger"] = { ["y"] = -5488.1, ["x"] = -3146.1, }, ["Range"] = 41.93, ["TT"] = { ["y"] = -5488.1, ["x"] = -3146.1, }, }, -- [133] { ["CRange"] = 573, ["Zone"] = "38 (Loch Modan)", ["Trigger"] = { ["y"] = -5856.7, ["x"] = -3276.2, }, ["Range"] = 23.68, ["TT"] = { ["y"] = -5856.7, ["x"] = -3276.2, }, }, -- [134] { ["CRange"] = 573, ["Zone"] = "3 (Badlands)", ["Trigger"] = { ["y"] = -6154.7, ["x"] = -3369.5, }, ["Range"] = 20.79, ["TT"] = { ["y"] = -6154.7, ["x"] = -3369.5, }, }, -- [135] { ["CRange"] = 573, ["Zone"] = "3 (Badlands)", ["Trigger"] = { ["y"] = -6699.9, ["x"] = -3226.3, }, ["Range"] = 22.42, ["TT"] = { ["y"] = -6699.9, ["x"] = -3226.3, }, }, -- [136] { ["Done"] = { 1106, -- [1] }, ["TT"] = { ["y"] = -6763.4, ["x"] = -3129.1, }, ["Zone"] = "3 (Badlands)", }, -- [137] { ["UpdMapID"] = 1, }, }, } if (not AAPClassic.Path) then AAPClassic.Path = {} end for AAP_index,AAP_value in pairs(AAPClassic.PathH2) do AAPClassic.Path[AAP_index] = AAP_value end AAPClassic.PathH2 = nil end
function newBol(elin, lin, actB) -- num name[1] as[2] value[3] -- vname, vvall = sys.midle(lin, ' as ') -- A other variable has the same name if actB[vname] ~= nil then sys.error(elin, 'c', "Another bol variable has the same name of this.") -- If is a number -- elseif isBol(vvall, actB) then -- Update value -- if actB[vvall] ~= nil then vvall = actB[vvall] end -- Update variable -- if vvall == 'yes' then actB[vname] = true end if vvall == 'not' then actB[vname] = false end -- Return bol's table -- return actB -- Wrong type -- else sys.error(elin, 'c', "This is not a boolean value.") end end function isBol(vall, actB) -- Pure bool -- if vall == 'yes' or vall == 'not' then return true -- Stored bool -- elseif actB[vall] ~= nil then return true -- Is not a bool -- else return false end end
--[[ This database of players who violate or use third-party software. Our development team is trying to improve the quality of the game and get rid of unwanted players. All rights reserved Awesomium Team. --]] AWTeam.Config = { system = true, -- On/off system ban = true, -- On/off system bansystem = "fadmin", -- Ban system. Available: serverguard; ulx; fadmin bantime = 0, -- Time ban delayupdate = 60 -- Delay update API php } AWTeam.Menu = { ColorBG = Color(62, 69, 76), -- Color menu ColorFont = Color(255, 246, 229), -- Color font ColoButton = Color(33, 133, 197), -- Color button Font = "Default", -- Custom font or default https://wiki.facepunch.com/gmod/Default_Fonts Language = "EN", -- WIP (is not work) } AWTeam.Translate = { NameMenu = "All in one - Ban system", AddBan = "See/Add ban...", Search = "Search...", ColumnName = "Name", ColumnSteam = "SteamID", ColumnReason = "Reason", }
local ts = require("telescope") ts.setup { defaults = { vimgrep_arguments = { "rg", "--no-heading", "--smart-case" }, prompt_prefix = " ", selection_caret = " ", layout_config = { horizontal = { prompt_position = "bottom", preview_width = 0.55, results_width = 0.8, }, vertical = { mirror = false, }, width = 0.87, height = 0.80, preview_cutoff = 120, }, borderchars = { "─", "│", "─", "│", "╭", "╮", "╯", "╰" }, file_ignore_patterns = { "node_modules", "build", "dist", "target", ".git" } } }
-- project set_project("co") -- set xmake minimum version set_xmakever("2.2.5") -- set common flags set_languages("c++11") set_optimize("faster") -- -O2 set_warnings("all") -- -Wall if is_plat("macosx", "linux") then add_cxflags("-g3") if is_plat("macosx") then add_cxflags("-fno-pie") end add_syslinks("pthread", "dl") end if is_plat("windows") then add_cxflags("-Ox", "-fp:fast", "-EHsc") end -- include sub-projects includes("base", "rpcgen", "test", "unitest/base")
-- Agent script -- The moonagents table is preloaded in the agent's _ENV, so it need not be require()d. -- local moonagents = require("moonagents") -- this should give an error -- Make moonagents functions global in this _ENV: moonagents.global_functions() -- Just to make things a little interesting, the salute is given with a delay. local delay = 1.2 -- seconds local T = timer(delay,"T_EXPIRED") local function Start() print("Please, wait "..delay.." seconds ...") timer_start(T) next_state("Waiting") end local function TExpired() print("... Hello World!") stop() end start_transition(Start) transition("Waiting", "T_EXPIRED", TExpired)
-- config: (lint (only var:set-loop)) for x = 0, 10 do x = x + 1 end for k in pairs(_G) do k = 0 end
--[[ FiveM Scripts Copyright C 2018 Sighmir This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or at your option any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. ]] Menu = {} Menu.GUI = {} Menu.buttonCount = 0 Menu.selection = 0 Menu.hidden = true MenuTitle = "Garage" function Menu.addButton(name, func,args) local yoffset = 0.2 local xoffset = 0 local xmin = 0.0 local xmax = 0.3 local ymin = 0.05 local ymax = 0.05 Menu.GUI[Menu.buttonCount+1] = {} Menu.GUI[Menu.buttonCount+1]["name"] = name Menu.GUI[Menu.buttonCount+1]["func"] = func Menu.GUI[Menu.buttonCount+1]["args"] = args Menu.GUI[Menu.buttonCount+1]["active"] = false Menu.GUI[Menu.buttonCount+1]["xmin"] = xmin + xoffset Menu.GUI[Menu.buttonCount+1]["ymin"] = ymin * (Menu.buttonCount + 0.01) +yoffset Menu.GUI[Menu.buttonCount+1]["xmax"] = xmax Menu.GUI[Menu.buttonCount+1]["ymax"] = ymax Menu.buttonCount = Menu.buttonCount+1 end function Menu.updateSelection() if IsControlJustPressed(3, 173) then if(Menu.selection < Menu.buttonCount -1 ) then Menu.selection = Menu.selection +1 else Menu.selection = 0 end elseif IsControlJustPressed(3, 172) then if(Menu.selection > 0)then Menu.selection = Menu.selection -1 else Menu.selection = Menu.buttonCount-1 end elseif IsControlJustPressed(3, 176) then MenuCallFunction(Menu.GUI[Menu.selection +1]["func"], Menu.GUI[Menu.selection +1]["args"]) end local iterator = 0 for id, settings in ipairs(Menu.GUI) do Menu.GUI[id]["active"] = false if(iterator == Menu.selection ) then Menu.GUI[iterator +1]["active"] = true end iterator = iterator +1 end end function Menu.renderGUI() if not Menu.hidden then Menu.renderButtons() Menu.updateSelection() end end function Menu.renderBox(xMin,xMax,yMin,yMax,color1,color2,color3,color4) DrawRect(xMin, yMin,xMax, yMax, color1, color2, color3, color4); end function Menu.renderButtons() local yoffset = 0.2 local xoffset = 0 SetTextFont(1) SetTextProportional(0) SetTextScale(1.0, 1.0) SetTextColour(255, 255, 255, 255) SetTextDropShadow(0, 0, 0, 0,255) SetTextEdge(1, 0, 0, 0, 255) SetTextDropShadow() SetTextOutline() SetTextCentre(2) SetTextEntry("STRING") AddTextComponentString(string.upper(MenuTitle)) DrawText((xoffset + 0.07), (yoffset - 0.065 - 0.0125 )) Menu.renderBox(xoffset,0.3,(yoffset - 0.05),0.05,20,20,255,150) for id, settings in pairs(Menu.GUI) do local screen_w = 0 local screen_h = 0 screen_w, screen_h = GetScreenResolution(0, 0) if(settings["active"]) then boxColor = {255,255,255,150} SetTextColour(0, 0, 0, 255) else boxColor = {0,0,0,150} SetTextColour(255, 255, 255, 255) end SetTextFont(0) SetTextScale(0.0,0.35) SetTextCentre(false) -- SetTextDropShadow(0, 0, 0, 0, 0) SetTextEdge(0, 0, 0, 0, 0) SetTextEntry("STRING") AddTextComponentString(settings["name"]) DrawText(settings["xmin"]+ 0.01, (settings["ymin"] - 0.0125 )) Menu.renderBox(settings["xmin"] ,settings["xmax"], settings["ymin"], settings["ymax"],boxColor[1],boxColor[2],boxColor[3],boxColor[4]) end end function ClearMenu() --Menu = {} Menu.GUI = {} Menu.buttonCount = 0 Menu.selection = 0 end function MenuCallFunction(fnc, arg) _G[fnc](arg) end
--[[ TheNexusAvenger Tests the NexusTextBox class. --]] local NexusUnitTesting = require("NexusUnitTesting") local NexusPluginFramework = require(game:GetService("ReplicatedStorage"):WaitForChild("NexusPluginFramework")) local NexusTextBox = NexusPluginFramework:GetResource("UI.Input.NexusTextBox") --[[ Test that the constructor works without failing. --]] NexusUnitTesting:RegisterUnitTest("Constructor",function(UnitTest) local CuT = NexusTextBox.new() UnitTest:AssertEquals(CuT.ClassName,"NexusTextBox","Class name is incorrect.") UnitTest:AssertEquals(CuT.Name,"NexusTextBox","Name is incorrect.") UnitTest:AssertEquals(tostring(CuT),"NexusTextBox","Name is incorrect.") end) return true
--[[Author: Pizzalol Date: 14.03.2015. Fires several axes in a cone, damaging and slowing enemies]] function WhirlingAxesRanged( keys ) local caster = keys.caster local caster_location = caster:GetAbsOrigin() local target_point = keys.target_points[1] local ability = keys.ability local ability_level = ability:GetLevel() - 1 -- Ability variables local axe_width = ability:GetLevelSpecialValueFor("axe_width", ability_level) local axe_speed = ability:GetLevelSpecialValueFor("axe_speed", ability_level) local axe_range = ability:GetLevelSpecialValueFor("axe_range", ability_level) local axe_spread = ability:GetLevelSpecialValueFor("axe_spread", ability_level) local axe_count = ability:GetLevelSpecialValueFor("axe_count", ability_level) local axe_projectile = keys.axe_projectile caster.whirling_axes_ranged_hit_table = {} -- Vision local vision_radius = ability:GetLevelSpecialValueFor("vision_radius", ability_level) -- Initial angle calculation local angle = axe_spread / axe_count -- The angle between the axes local direction = (target_point - caster_location):Normalized() local axe_angle_count = math.floor(axe_count / 2) -- Number of axes for each direction local angle_left = QAngle(0, angle, 0) -- Rotation angle to the left local angle_right = QAngle(0, -angle, 0) -- Rotation angle to the right -- Check if its an uneven number of axes -- If it is then create the middle axe if axe_count % 2 ~= 0 then local projectileTable = { EffectName = axe_projectile, Ability = ability, vSpawnOrigin = caster_location, vVelocity = direction * axe_speed, fDistance = axe_range, fStartRadius = axe_width, fEndRadius = axe_width, Source = caster, bHasFrontalCone = false, bReplaceExisting = false, iUnitTargetTeam = ability:GetAbilityTargetTeam(), iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE, iUnitTargetType = ability:GetAbilityTargetType(), bProvidesVision = true, iVisionRadius = vision_radius, iVisionTeamNumber = caster:GetTeamNumber() } ProjectileManager:CreateLinearProjectile(projectileTable) end local new_angle = QAngle(0,0,0) -- Rotation angle -- Create axes that spread to the right for i = 1, axe_angle_count do -- Angle calculation new_angle.y = angle_right.y * i -- Calculate the new position after applying the angle and then get the direction of it local position = RotatePosition(caster_location, new_angle, target_point) local position_direction = (position - caster_location):Normalized() -- Create the axe projectile local projectileTable = { EffectName = axe_projectile, Ability = ability, vSpawnOrigin = caster_location, vVelocity = position_direction * axe_speed, fDistance = axe_range, fStartRadius = axe_width, fEndRadius = axe_width, Source = caster, bHasFrontalCone = false, bReplaceExisting = false, iUnitTargetTeam = ability:GetAbilityTargetTeam(), iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE, iUnitTargetType = ability:GetAbilityTargetType(), bProvidesVision = true, iVisionRadius = vision_radius, iVisionTeamNumber = caster:GetTeamNumber() } ProjectileManager:CreateLinearProjectile(projectileTable) end -- Create axes that spread to the left for i = 1, axe_angle_count do -- Angle calculation new_angle.y = angle_left.y * i -- Calculate the new position after applying the angle and then get the direction of it local position = RotatePosition(caster_location, new_angle, target_point) local position_direction = (position - caster_location):Normalized() -- Create the axe projectile local projectileTable = { EffectName = axe_projectile, Ability = ability, vSpawnOrigin = caster_location, vVelocity = position_direction * axe_speed, fDistance = axe_range, fStartRadius = axe_width, fEndRadius = axe_width, Source = caster, bHasFrontalCone = false, bReplaceExisting = false, iUnitTargetTeam = ability:GetAbilityTargetTeam(), iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE, iUnitTargetType = ability:GetAbilityTargetType(), bProvidesVision = true, iVisionRadius = vision_radius, iVisionTeamNumber = caster:GetTeamNumber() } ProjectileManager:CreateLinearProjectile(projectileTable) end end --[[ Author: Noya Used by: Pizzalol Date: 14.03.2015. Levels up the ability_name to the same level of the ability that runs this ]] function LevelUpAbility( event ) local caster = event.caster local this_ability = event.ability local this_abilityName = this_ability:GetAbilityName() local this_abilityLevel = this_ability:GetLevel() -- The ability to level up local ability_name = event.ability_name local ability_handle = caster:FindAbilityByName(ability_name) local ability_level = ability_handle:GetLevel() -- Check to not enter a level up loop if ability_level ~= this_abilityLevel then ability_handle:SetLevel(this_abilityLevel) end end --[[Author: Pizzalol Date: 18.03.2015. Checks if the target has been hit before and then does logic according to that]] function WhirlingAxesRangedHit( keys ) local caster = keys.caster local target = keys.target local ability = keys.ability local ability_level = ability:GetLevel() - 1 local sound = keys.sound local axe_damage = ability:GetLevelSpecialValueFor("axe_damage", ability_level) -- Check if the target has been hit before local hit_check = false for _,unit in ipairs(caster.whirling_axes_ranged_hit_table) do if unit == target then hit_check = true break end end -- If the target hasnt been hit before then insert it into the hit table to keep track of it if not hit_check then table.insert(caster.whirling_axes_ranged_hit_table, target) -- Play the sound EmitSoundOn(sound, target) -- Initialize the damage table and deal damage to the target local damage_table = {} damage_table.attacker = caster damage_table.victim = target damage_table.ability = ability damage_table.damage_type = ability:GetAbilityDamageType() damage_table.damage = axe_damage ApplyDamage(damage_table) end end
abyssal_underlord_dark_rift_oaa = class(AbilityBaseClass) LinkLuaModifier("modifier_underlord_dark_rift_oaa_stun", "abilities/oaa_dark_rift.lua", LUA_MODIFIER_MOTION_NONE) -------------------------------------------------------------------------------- function abyssal_underlord_dark_rift_oaa:GetAOERadius() return self:GetSpecialValueFor("radius") end function abyssal_underlord_dark_rift_oaa:GetCastAnimation() return ACT_DOTA_CAST_ABILITY_4 end function abyssal_underlord_dark_rift_oaa:GetAssociatedSecondaryAbilities() return "abyssal_underlord_cancel_dark_rift_oaa" end function abyssal_underlord_dark_rift_oaa:OnUpgrade() local abilityLevel = self:GetLevel() local sub_ability = self:GetCaster():FindAbilityByName("abyssal_underlord_cancel_dark_rift_oaa") -- Check to not enter a level up loop if sub_ability and sub_ability:GetLevel() ~= abilityLevel then sub_ability:SetLevel(abilityLevel) end end function abyssal_underlord_dark_rift_oaa:OnSpellStart() local caster = self:GetCaster() local originCaster = caster:GetAbsOrigin() local pos = self:GetCursorPosition() local minRange = self:GetSpecialValueFor("minimum_range") local vectorTarget = pos - originCaster -- if the target point is too close, push it out to minimum range if vectorTarget:Length2D() < minRange then pos = originCaster + ( vectorTarget:Normalized() * minRange ) end local radius = self:GetSpecialValueFor( "radius" ) self.originSecond = GetGroundPosition( Vector(pos.x, pos.y, 0), caster) -- Remove particles of the previous spell instance in case of refresher if caster.partPortal1 then ParticleManager:DestroyParticle( caster.partPortal1, false ) ParticleManager:ReleaseParticleIndex( caster.partPortal1 ) caster.partPortal1 = nil end if caster.partPortal2 then ParticleManager:DestroyParticle( caster.partPortal2, false ) ParticleManager:ReleaseParticleIndex( caster.partPortal2 ) caster.partPortal2 = nil end -- Remove stored location of the previous spell instance in case of refresher caster.original_cast_location = nil -- create portal particle on caster location local partPortal1 = ParticleManager:CreateParticle( "particles/units/heroes/heroes_underlord/abyssal_underlord_dark_rift_portal.vpcf", PATTACH_WORLDORIGIN, caster ) ParticleManager:SetParticleControl( partPortal1, 0, originCaster ) ParticleManager:SetParticleControl( partPortal1, 2, originCaster ) ParticleManager:SetParticleControl( partPortal1, 1, Vector( radius, 1, 1 ) ) -- create portal particle on destination local partPortal2 = ParticleManager:CreateParticle( "particles/units/heroes/heroes_underlord/abyssal_underlord_dark_rift_portal.vpcf", PATTACH_WORLDORIGIN, caster ) ParticleManager:SetParticleControl( partPortal2, 0, self.originSecond ) ParticleManager:SetParticleControl( partPortal2, 2, self.originSecond ) ParticleManager:SetParticleControl( partPortal2, 1, Vector( radius, 1, 1 ) ) -- play cast sounds caster:EmitSound( "Hero_AbyssalUnderlord.DarkRift.Cast" ) --EmitSoundOnLocationWithCaster( self.originSecond, "Hero_AbyssalUnderlord.DarkRift.Cast", caster ) -- EmitSoundOnLocationWithCaster needs to be replaced with EmitSound on invisible thinker/dummy entity -- and StopSound when portals close, otherwise its annoying -- Store the location of the caster on the caster itself for the sub ability caster.original_cast_location = originCaster -- Store particles indexes on caster itself caster.partPortal1 = partPortal1 caster.partPortal2 = partPortal2 end function abyssal_underlord_dark_rift_oaa:OnChannelFinish(bInterrupted) local caster = self:GetCaster() -- Stop sound in all cases when channeling finishes caster:StopSound( "Hero_AbyssalUnderlord.DarkRift.Cast" ) -- Function for removing portal particles local function RemoveParticles() if caster.partPortal1 then ParticleManager:DestroyParticle( caster.partPortal1, false ) ParticleManager:ReleaseParticleIndex( caster.partPortal1 ) caster.partPortal1 = nil end if caster.partPortal2 then ParticleManager:DestroyParticle( caster.partPortal2, false ) ParticleManager:ReleaseParticleIndex( caster.partPortal2 ) caster.partPortal2 = nil end end -- Remove stuff if interrupted and don't continue if bInterrupted then RemoveParticles() caster.original_cast_location = nil return end local originParent = caster:GetAbsOrigin() local radius = self:GetSpecialValueFor("radius") -- destroy all trees in portals GridNav:DestroyTreesAroundPoint( originParent, radius, true ) GridNav:DestroyTreesAroundPoint( self.originSecond, radius, true ) -- play teleportation sounds caster:EmitSound("Hero_AbyssalUnderlord.DarkRift.Aftershock") EmitSoundOnLocationWithCaster( self.originSecond, "Hero_AbyssalUnderlord.DarkRift.Aftershock", caster ) -- emit warp particles local part = ParticleManager:CreateParticle( "particles/units/heroes/heroes_underlord/abbysal_underlord_darkrift_warp.vpcf", PATTACH_WORLDORIGIN, caster ) ParticleManager:SetParticleControl( part, 1, Vector( radius, 1, 1 ) ) ParticleManager:SetParticleControl( part, 2, originParent ) local part2 = ParticleManager:CreateParticle( "particles/units/heroes/heroes_underlord/abbysal_underlord_darkrift_warp.vpcf", PATTACH_WORLDORIGIN, caster ) ParticleManager:SetParticleControl( part2, 1, Vector( radius, 1, 1 ) ) ParticleManager:SetParticleControl( part2, 2, self.originSecond ) local targetTeam = self:GetAbilityTargetTeam() local targetType = self:GetAbilityTargetType() local targetFlags = self:GetAbilityTargetFlags() local units_in_portal = FindUnitsInRadius(caster:GetTeamNumber(), self.originSecond, nil, radius, targetTeam, targetType, targetFlags, FIND_ANY_ORDER, false) -- Original stun duration local stun_duration = self:GetSpecialValueFor("stun_duration") -- Teleport the caster caster:SetAbsOrigin(self.originSecond) FindClearSpaceForUnit(caster, self.originSecond, true) -- Disjoint disjointable/dodgeable projectiles ProjectileManager:ProjectileDodge(caster) -- Teleportation particle local part3 = ParticleManager:CreateParticle( "particles/units/heroes/heroes_underlord/abbysal_underlord_darkrift_ambient_end.vpcf", PATTACH_ABSORIGIN_FOLLOW, caster ) ParticleManager:SetParticleControl( part3, 2, originParent ) ParticleManager:SetParticleControl( part3, 5, originParent ) local damageTable = {} damageTable.attacker = caster damageTable.damage = self:GetSpecialValueFor("damage") damageTable.damage_type = self:GetAbilityDamageType() damageTable.ability = self -- Find all enemies and apply effects of the spell: stun them and damage them for _, unit in pairs(units_in_portal) do -- Status Resistance Fix local actual_duration = unit:GetValueChangedByStatusResistance(stun_duration) unit:AddNewModifier(caster, self, "modifier_underlord_dark_rift_oaa_stun", {duration = actual_duration} ) -- Apply damage damageTable.victim = unit ApplyDamage(damageTable) end -- Particles releasing indexes ParticleManager:ReleaseParticleIndex(part) ParticleManager:ReleaseParticleIndex(part2) ParticleManager:ReleaseParticleIndex(part3) -- If somebody was affected by this spell, delay the portal particle removal, otherwise remove immediately if #units_in_portal > 0 then Timers:CreateTimer(stun_duration+0.5, function() RemoveParticles() end) else RemoveParticles() caster.original_cast_location = nil end end --------------------------------------------------------------------------------------------------- modifier_underlord_dark_rift_oaa_stun = class(ModifierBaseClass) function modifier_underlord_dark_rift_oaa_stun:IsHidden() return false end function modifier_underlord_dark_rift_oaa_stun:IsDebuff() return true end function modifier_underlord_dark_rift_oaa_stun:IsPurgable() return true end function modifier_underlord_dark_rift_oaa_stun:IsStunDebuff() return true end function modifier_underlord_dark_rift_oaa_stun:GetEffectName() return "particles/generic_gameplay/generic_stunned.vpcf" end function modifier_underlord_dark_rift_oaa_stun:GetEffectAttachType() return PATTACH_OVERHEAD_FOLLOW end function modifier_underlord_dark_rift_oaa_stun:DeclareFunctions() return { MODIFIER_PROPERTY_OVERRIDE_ANIMATION, } end function modifier_underlord_dark_rift_oaa_stun:GetOverrideAnimation() return ACT_DOTA_DISABLED end function modifier_underlord_dark_rift_oaa_stun:CheckState() return { [MODIFIER_STATE_STUNNED] = true, } end
game.ReplicatedStorage.Remotes.GiveClicks.OnServerEvent:Connect(function(player) player.leaderstats.Clicks.Value = player.leaderstats.Clicks.Value + player.ClickData["Click_Multiplier"].Value player.ClickData.TotalClicks.Value = player.ClickData.TotalClicks.Value + player.ClickData["Click_Multiplier"].Value wait(2) end)
-- -- tests/base/test_table.lua -- Automated test suite for the new table functions. -- Copyright (c) 2008-2013 Jason Perkins and the Premake project -- local suite = test.declare("table") local t -- -- table.contains() tests -- function suite.contains_OnContained() t = { "one", "two", "three" } test.istrue( table.contains(t, "two") ) end function suite.contains_OnNotContained() t = { "one", "two", "three" } test.isfalse( table.contains(t, "four") ) end -- -- table.flatten() tests -- function suite.flatten_OnMixedValues() t = { "a", { "b", "c" }, "d" } test.isequal({ "a", "b", "c", "d" }, table.flatten(t)) end -- -- table.implode() tests -- function suite.implode() t = { "one", "two", "three", "four" } test.isequal("[one], [two], [three], [four]", table.implode(t, "[", "]", ", ")) end -- -- table.indexof() tests -- function suite.indexof_returnsIndexOfValueFound() local idx = table.indexof({ "a", "b", "c" }, "b") test.isequal(2, idx) end -- -- table.isempty() tests -- function suite.isempty_ReturnsTrueOnEmpty() test.istrue(table.isempty({})) end function suite.isempty_ReturnsFalseOnNotEmpty() test.isfalse(table.isempty({ 1 })) end function suite.isempty_ReturnsFalseOnNotEmptyMap() test.isfalse(table.isempty({ name = 'premake' })) end function suite.isempty_ReturnsFalseOnNotEmptyMapWithFalseKey() test.isfalse(table.isempty({ [false] = 0 })) end -- -- table.insertsorted() tests -- function suite.insertsorted() local t = {} table.insertsorted(t, 5) table.insertsorted(t, 2) table.insertsorted(t, 8) table.insertsorted(t, 4) table.insertsorted(t, 1) test.istrue(#t == 5) test.istrue(t[1] == 1) test.istrue(t[2] == 2) test.istrue(t[3] == 4) test.istrue(t[4] == 5) test.istrue(t[5] == 8) end
local state = 0 function get_one() state = 1 return 1 end function get_two() state = 2 return 2 end assert(get_one() == 1 or get_two() == 1 or 0 == 1) assert(state == 1) assert((get_one() == 1 and get_two() == 1) == false) assert((get_one() == 2 and get_two() == 2) == false) assert((get_one() == 1 or get_two() == 1) == true) assert((get_one() == 2 or get_two() == 2) == true) assert((get_one() == 1 and get_two() == 2) == true) assert((get_one() == 2 or get_two() == 1) == false)
-- _NSword Prototype [masterepico] -- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Meshes : Head, Torso, Wedge, Sphere, Cylinder, Brick, Cone, Devo, Corner, Diamond, Ring, Tetrahedron, Crown, Dominus, Claws -- HowToUse : Variable = CreatePart(parts(table), name, color, transparency, reflectance, size, vector, rotation, cancollide, meshtype, weldpart) -- [ TEST ] Fade remove for non-canCollide part -- [ TEST ] accelerate reflectance end -- [ TEST / 2 ] fix conditions for horisontal slice (first bug maybe fixed, if sYPos is greater than pYPos....) -- GRAB WITH LIGHTING -- Spider to control -- Dodge while gtarget -- HOVERSWORD WITH PALE ANIMATION !!! local _CODE = "_NSword" --==================================================-VARIABLES-==================================================-- local player = game:GetService("Players").LocalPlayer local char = player.Character local huma = char:FindFirstChild("Humanoid") local initialized, disconnectRequest = false, false local model,suited,use,processing,animate,gtarget,gs = false,false,false,false,false,true local w,a,s,d,z = false,false,false,false,false local bindKeyDown,bindKeyUp = false,false local hit,trail,lighting,shirt,bin = false, false, false, false, false local bPos, bGyro = Instance.new("BodyPosition"), Instance.new("BodyGyro") local delete = true local prt,_jnt,_mdl,_prt,_kup,_kdn,_mse,ms = {} local combo = 0 local tol = 4 local mode = 0 local cfs = false local jumping = false local buttonDown = false local shirtColor = "Lime green" local pantsColor = "Really red" local attachColor = "Really red" local sheathColor = "Really red" local swordHandleColor = "Really red" local gunColor = "Really red" local gunTakePos = nil local defaultWalkspeed = huma.WalkSpeed --==================================================-MAIN-CODE-==================================================-- bPos.maxForce = Vector3.new(0,math.huge,0) bGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) if player == nil or char == nil then return end if not player.Backpack:FindFirstChild(_CODE) then bin = Instance.new("HopperBin") bin.Name = _CODE bin.Parent = player:FindFirstChild("Backpack") else bin = player.Backpack[_CODE] end if bin ~= nil then script.Name = "_NScript" script.Parent = nil end local part = { head = char:FindFirstChild("Head"), tors = char:FindFirstChild("Torso"),ftor, larm = char:FindFirstChild("Left Arm"), rarm = char:FindFirstChild("Right Arm"), lleg = char:FindFirstChild("Left Leg"), rleg = char:FindFirstChild("Right Leg")} local motor = { neck = part.tors:FindFirstChild("Neck"), lsho = part.tors:FindFirstChild("Left Shoulder"), rsho = part.tors:FindFirstChild("Right Shoulder"), lhip = part.tors:FindFirstChild("Left Hip"), rhip = part.tors:FindFirstChild("Right Hip")} for i,obj in pairs(char:GetChildren()) do if obj:IsA("CharacterMesh") then obj:Destroy() end end function JoinInit() while processing do wait() end processing = true if char:FindFirstChild("Shirt") then shirt = char.Shirt shirt.Parent = nil end part.ftor = part.tors:Clone() part.ftor.Name = "_Torso2" part.ftor.BrickColor = BrickColor.new("Really red") local joint = {neck,tors,lsho,rsho,lhip,rhip} joint.tors = Instance.new("Weld", part.tors) joint.tors.Name = "Torso_WELD" joint.tors.Part0 = part.tors joint.tors.Part1 = part.ftor part.ftor.Parent = char part.tors.Transparency = 1 for i,join in pairs (motor) do local weld if not join.Parent:FindFirstChild(join.Name.."_WELD") then weld = Instance.new("Weld", join.Parent) weld.Name = join.Name.."_WELD" else weld = join.Parent[join.Name.."_WELD"] end if tostring(i) == "lsho" then weld.C0 = CFrame.new(-1.5,0.5,0) weld.C1 = CFrame.new(0,0.5,0) elseif tostring(i) == "rsho" then weld.C0 = CFrame.new(1.5,0.5,0) weld.C1 = CFrame.new(0,0.5,0) elseif tostring(i) == "neck" then weld.C0 = CFrame.new(0,1,0) weld.C1 = CFrame.new(0,-0.5,0) else weld.C0 = join.C0 weld.C1 = join.C1 end weld.Part1 = join.Part1 if tostring(i) ~= "neck" then join.Part0 = part.ftor else weld.Part0 = part.ftor end joint[i] = weld end initialized = true processing = false return joint end function Bind(join) if join == nil then return end if _jnt == nil then return end if part.ftor == nil then return end if not _jnt[join]:IsA("Weld") then return end if not motor[join]:IsA("Motor6D") then return end motor[join].Part0 = nil _jnt[join].Part0 = part.ftor end function Release(join) if join == nil then return end if _jnt == nil then return end if part.ftor == nil then return end if not _jnt[join]:IsA("Weld") then return end if not motor[join]:IsA("Motor6D") then return end _jnt[join].Part0 = nil motor[join].Part0 = part.ftor end function SuitInit() while processing do wait() end processing = true if initialized then local suitModel if not char:FindFirstChild(_CODE.." Suit") then suitModel = Instance.new("Model", char) suitModel.Name = _CODE.." Suit" model = true else suitModel = char[_CODE.." Suit"] model = true end processing = false return suitModel else processing = false end end function CF(join,cf,rot,speed,ctin,s) if s and cfs then ctin = true animate = false return end if join == nil then return end local def,done = join.C0,false local cf = cf or def local rot = rot or (def - def.p) local speed = speed or 1 local x1,y1,z1 = def:toEulerAnglesXYZ() local x2,y2,z2 = rot:toEulerAnglesXYZ() coroutine.wrap(function() if speed ~= 1 then for i = 0,1,speed do if s and cfs then ctin = true animate = false return end join.C0 = CFrame.new( (def.p.X * (1 - i) + cf.p.X * i), (def.p.Y * (1 - i) + cf.p.Y * i), (def.p.Z * (1 - i) + cf.p.Z * i)) * CFrame.fromEulerAnglesXYZ( (x1 * (1 - i) + x2 * i), (y1 * (1 - i) + y2 * i), (z1 * (1 - i) + z2 * i)) wait(0.015) end end if s and cfs then ctin = true animate = false else join.C0 = CFrame.new(cf.p) * CFrame.fromEulerAnglesXYZ(x2,y2,z2) end done = true end)() if not ctin and speed ~= 1 then while not done do wait(0.015) end end end function CreatePart(tab, name, color, transparency, reflectance, size, cframe, rotation, cancollide, anchored, meshType, scaleSize, weldPart, parent) if model and _mdl ~= nil and part.ftor ~= nil then local returnTable = {part,weld} if scaleSize == nil then scaleSize = false end local suitPart = Instance.new("Part") suitPart.Name = name suitPart.BrickColor = BrickColor.new(color) suitPart.Anchored = anchored suitPart.Locked = true suitPart.CanCollide = cancollide suitPart.Transparency = transparency suitPart.Reflectance = reflectance suitPart.FormFactor = Enum.FormFactor.Custom suitPart.BottomSurface = "Smooth" suitPart.TopSurface = "Smooth" suitPart.Size = size if meshType ~= nil then if meshType == "Cone" then CreateMesh("http://www.roblox.com/asset/?id=1033714", suitPart, scaleSize) elseif meshType == "Corner" then CreateMesh("http://www.roblox.com/asset/?id=11294911", suitPart, scaleSize) elseif meshType == "Devo" then CreateMesh("http://www.roblox.com/asset/?id=15720044", suitPart, scaleSize) elseif meshType == "Diamond" then CreateMesh("http://www.roblox.com/asset/?id=9756362", suitPart, scaleSize) elseif meshType == "Ring" then CreateMesh("http://www.roblox.com/asset/?id=3270017", suitPart, scaleSize) elseif meshType == "Tetrahedron" then CreateMesh("http://www.roblox.com/asset/?id=11294922", suitPart, scaleSize) elseif meshType == "Crown" then CreateMesh("http://www.roblox.com/asset/?id=20329976", suitPart, scaleSize) elseif meshType == "Claws" then CreateMesh("http://www.roblox.com/asset/?id=10681506", suitPart, scaleSize) elseif meshType == "Cylinder" then local mesh = Instance.new("CylinderMesh", suitPart) if scaleSize then mesh.Scale = suitPart.Size end elseif meshType == "Brick" then local mesh = Instance.new("BlockMesh", suitPart) if scaleSize then mesh.Scale = suitPart.Size end else local mesh = Instance.new("SpecialMesh", suitPart) if scaleSize then mesh.Scale = suitPart.Size end mesh.MeshType = meshType end end if weldPart == nil then suitPart.CFrame = cframe * rotation else local weld = Instance.new("Weld", _mdl) weld.Part1 = suitPart weld.Part0 = weldPart weld.Name = tostring(weld.Part0).."_TO_"..tostring(weld.Part1) weld.C0 = cframe * rotation returnTable.weld = weld end returnTable.part = suitPart suitPart.Parent = parent or _mdl if tab ~= nil then tab[name] = returnTable else return returnTable end end end function CreateMesh(id, part, scaleSize) local mesh = Instance.new("SpecialMesh", part) if scaleSize then mesh.Scale = part.Size end mesh.MeshType = Enum.MeshType.FileMesh mesh.MeshId = id return mesh end function LoadSuit() while processing do wait() end processing = true if not suited then CreatePart(prt, "torso_1", shirtColor, 0, 0, Vector3.new(2.015,2.11,1.015), CFrame.new(0,-0.04,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.ftor) CreatePart(prt, "torso_2", attachColor, 0, 0, Vector3.new(2.70,0.2,1.06), CFrame.new(-0.05,0.125,0), CFrame.Angles(0,0,math.rad(45)),false,false, "Brick",false,prt.torso_1.part) CreatePart(prt, "torso_3", attachColor, 0, 0, Vector3.new(2.15,0.2,1.06), CFrame.new(-0.025,-0.9,0), CFrame.Angles(0,0,math.rad(-2)),false,false, "Brick",false,prt.torso_1.part) CreatePart(prt, "torso_4", "Lime green", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0.6,0,-0.45), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",false,prt.torso_3.part) CreatePart(prt, "arm_1", shirtColor, 0, 0, Vector3.new(1.015,0.8,1.015), CFrame.new(0,0.615,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.rarm) CreatePart(prt, "arm_2", shirtColor, 0, 0, Vector3.new(1.015,1.6,1.015), CFrame.new(0,0.215,0), CFrame.Angles(0,0,0),false,false, "Brick",false,part.larm) CreatePart(prt, "sheath_1", sheathColor, 0, 0, Vector3.new(0.425,4.5,0.2), CFrame.new(-0.25,0,0.63), CFrame.Angles(0,0,math.rad(-90)),false, false,"Brick", false, prt.torso_2.part) CreatePart(prt, "sheath_2", sheathColor, 0, 0,Vector3.new(0.21,0.6,0.415),CFrame.new(0,-2.55,0),CFrame.Angles(0,math.rad(90),math.rad(180)),false,false,"Wedge",false,prt.sheath_1.part) CreatePart(prt, "sheath_3", "Really red", 0, 0,Vector3.new(0.25,0.6,0.2),CFrame.new(0,1.8,0.05),CFrame.Angles(0,0,0),false,false,"Diamond",true,prt.sheath_1.part) CreatePart(prt, "sheath_4", "Pastel Blue", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,1.3,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sheath_5", "Medium blue", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,1.1,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sheath_6", "Bright blue", 0, 0.3,Vector3.new(0.2,0.6,0.2),CFrame.new(0,0.9,0.1),CFrame.Angles(0,0,math.rad(27)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sheath_7", "Lime green", 0, 0,Vector3.new(0.2,2,0.2),CFrame.new(0.2,0,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sheath_8", "Lime green", 0, 0,Vector3.new(0.2,2,0.2),CFrame.new(-0.2,0,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sheath_9", "Lime green", 0, 0,Vector3.new(0.2,0.72,0.2),CFrame.new(0.09,2.0125,0.13),CFrame.Angles(math.rad(35),0,-math.rad(20)),false,false,"Brick",true,prt.sheath_7.part) CreatePart(prt, "sheath_10", "Lime green", 0, 0,Vector3.new(0.2,0.72,0.2),CFrame.new(-0.09,2.0125,0.13),CFrame.Angles(math.rad(35),0,math.rad(20)),false,false,"Brick",true,prt.sheath_8.part) CreatePart(prt, "sheath_11", "Lime green", 0, 1,Vector3.new(0.25,0.425,0.25),CFrame.new(0,0.085,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_9.part) CreatePart(prt, "sheath_12", "Lime green", 0, 1,Vector3.new(0.25,0.425,0.25),CFrame.new(0,0.085,0),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_10.part) CreatePart(prt, "sheath_13", "Lime green", 0, 1,Vector3.new(0.2,0.7,0.2),CFrame.new(0,0,0),CFrame.Angles(math.rad(-145),0,0),false,false,"Brick",true,prt.sheath_2.part) CreatePart(prt, "sheath_14", "Lime green", 0, 1,Vector3.new(0.2,1.11,0.2),CFrame.new(0.072,-0.025,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "gunsheath_1", sheathColor, 0, 0, Vector3.new(0.5,0.9,0.7), CFrame.new(1.2,-0.2,0), CFrame.Angles(math.rad(-20),0,0),false, false,"Brick",true,prt.torso_3.part) CreatePart(prt, "gunsheath_2", "Lime green", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0.1,0.2,-0.225), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gunsheath_1.part) CreatePart(prt, "gunsheath_3", "Lime green", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0,-0.1,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gunsheath_2.part) CreatePart(prt, "gunsheath_4", "Lime green", 0, 1, Vector3.new(0.3,0.2,0.3), CFrame.new(0,-0.1,0), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gunsheath_3.part) CreatePart(prt, "gun_1", gunColor, 0, 0, Vector3.new(0.4,0.775,0.5), CFrame.new(0,0.6,0.15), CFrame.Angles(math.rad(-105),0,0),false, false,"Brick",true,prt.gunsheath_1.part) CreatePart(prt, "gun_2", gunColor, 0, 0, Vector3.new(0.4,0.5,0.9), CFrame.new(0,0.2,-0.275), CFrame.Angles(math.rad(15),0,0),false, false,"Brick",true,prt.gun_1.part) CreatePart(prt, "gun_3", gunColor, 0, 0, Vector3.new(0.4,0.45,0.55), CFrame.new(0,0.1,0.26), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_2.part) CreatePart(prt, "gun_4", "Lime green", 0, 1, Vector3.new(0.3,0.4,0.55), CFrame.new(0,0,-0.3), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part) CreatePart(prt, "gun_5", gunColor, 0, 0, Vector3.new(0.4,0.45,0.6), CFrame.new(0,0,-0.55), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gun_3.part) CreatePart(prt, "gun_6", gunColor, 0, 0, Vector3.new(0.4,0.45,0.2), CFrame.new(0,0,-0.22), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part) CreatePart(prt, "gun_7", gunColor, 0, 0, Vector3.new(0.4,0.45,0.2), CFrame.new(0,0,-0.3), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.gun_3.part) CreatePart(prt, "gun_8", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,-0.25,0.18), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.gun_2.part) CreatePart(prt, "gun_9", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,0.105,-0.105), CFrame.Angles(math.rad(90),0,0),false,false, "Brick",true,prt.gun_8.part) CreatePart(prt, "gun_10", gunColor, 0, 0, Vector3.new(0.2,0.2,0.5), CFrame.new(0,0.1725,-0.03), CFrame.Angles(math.rad(90),0,0),false,false, "Brick",true,prt.gun_8.part) CreatePart(prt, "gunbullet", "Lime green", 0, 0, Vector3.new(0.325,0.2,0.325), CFrame.new(0,0,-0.42), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",true,prt.gun_7.part) CreatePart(prt, "gunpointer", "Lime green", 0, 0, Vector3.new(0.275,0.2,0.275), CFrame.new(0,-0.065,-0.39), CFrame.Angles(math.rad(90),0,0),false,false, "Cylinder",true,prt.gun_2.part) CreatePart(prt, "nairod7_1", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-2,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_2", "Lime green", 0, 1,Vector3.new(0.2,0.45,0.2),CFrame.new(0,-1.93,0.1),CFrame.Angles(0,0,math.rad(130)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_3", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.86,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_4", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.74,0.1),CFrame.Angles(0,0,math.rad(60)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_5", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.66,0.1),CFrame.Angles(0,0,math.rad(110)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_6", "Lime green", 0, 1,Vector3.new(0.2,0.275,0.2),CFrame.new(0.025,-1.7,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_7", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.54,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_8", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.44,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_9", "Lime green", 0, 1,Vector3.new(0.2,0.34,0.2),CFrame.new(-0.072,-1.37,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_10", "Lime green", 0, 1,Vector3.new(0.2,0.2,0.2),CFrame.new(-0.05,-1.332,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_11", "Lime green", 0, 1,Vector3.new(0.2,0.34,0.2),CFrame.new(-0.01,-1.37,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_12", "Lime green", 0, 1,Vector3.new(0.2,0.36,0.2),CFrame.new(0.035,-1.3825,0.1),CFrame.Angles(0,0,math.rad(145)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_13", "Lime green", 0, 1,Vector3.new(0.2,0.36,0.2),CFrame.new(-0.072,-1.19,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_14", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.24,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_15", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.12,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_16", "Lime green", 0, 1,Vector3.new(0.2,0.36,0.2),CFrame.new(0.072,-1.19,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_17", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-1.02,0.1),CFrame.Angles(0,0,math.rad(90)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_18", "Lime green", 0, 1,Vector3.new(0.2,0.39,0.2),CFrame.new(-0.0375,-0.96,0.1),CFrame.Angles(0,0,math.rad(145)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_19", "Lime green", 0, 1,Vector3.new(0.2,0.39,0.2),CFrame.new(0.0375,-0.96,0.1),CFrame.Angles(0,0,math.rad(35)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_20", "Lime green", 0, 1,Vector3.new(0.2,0.36,0.2),CFrame.new(-0.072,-0.78,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_21", "Lime green", 0, 1,Vector3.new(0.2,0.43,0.2),CFrame.new(0,-0.77,0.1),CFrame.Angles(0,0,math.rad(60)),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "nairod7_22", "Lime green", 0, 1,Vector3.new(0.2,0.2,0.2),CFrame.new(0.072,-2.12,0.1),CFrame.Angles(0,0,0),false,false,"Brick",true,prt.sheath_1.part) CreatePart(prt, "sword_1", swordHandleColor, 0, 0, Vector3.new(0.4,0.9,0.35), CFrame.new(0,2.715,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.sheath_1.part) CreatePart(prt, "sword_2", "Lime green", 0, 0, Vector3.new(0.5,2.135,0.25), CFrame.new(0,-2.68,0), CFrame.Angles(0,0,0),false,false, "Brick",true,prt.sword_1.part) CreatePart(prt, "sword_3", "Lime green", 0, 0, Vector3.new(0.25,0.55,0.5), CFrame.new(0,-5.1,0), CFrame.Angles(0,math.rad(90),math.rad(180)),false,false,"Wedge",true,prt.sword_1.part) CreatePart(prt, "sword_4", swordHandleColor, 0, 0, Vector3.new(0.9,0.3,0.55), CFrame.new(0,-0.4,0), CFrame.Angles(0,0,0),false, false,"Brick",true,prt.sword_1.part) CreatePart(prt, "sword_5", "Lime green", 1, 0, Vector3.new(1.8,4.4,0.2), CFrame.new(0.7,0,0), CFrame.Angles(0,0,0),false, false,"Brick",false,prt.sword_2.part) elseif prt.torso_1 ~= nil then prt.torso_1.weld.Part0 = part.ftor end suited = true processing = false return prt end -- +7 function Trail(val) if not _prt.sword_1.part then return end trail = val if trail then coroutine.wrap(function() local last = _prt.sword_3.part.CFrame.p while use and trail and _prt.sword_3.part ~= nil do wait(.02) local new = _prt.sword_3.part.CFrame.p local mag = (last - new).magnitude local pos = CFrame.new(last, new) * CFrame.Angles(math.rad(-90), 0, 0) local trl = Instance.new("Part") local msh = Instance.new("CylinderMesh", trl) trl.Name = "NSword_TRAIL" trl.Anchored = true trl.Locked = true trl.CanCollide = false trl.FormFactor = Enum.FormFactor.Custom trl.BrickColor = BrickColor.new("Lime green") trl.Transparency = 0.3 trl.Size = Vector3.new(0.2, mag, 0.2) msh.Scale = Vector3.new(1.8, 1, 1.8) trl.CFrame = pos * CFrame.new(0,mag/2,0) trl.Parent = game.Workspace coroutine.wrap(function() for i = trl.Transparency, 1, .05 do trl.Transparency = i msh.Scale = msh.Scale - Vector3.new(.15, 0, .15) wait(.02) end pcall(function() trl:Destroy() end) end)() last = _prt.sword_3.part.CFrame.p end end)() end end function LightingGen(init,target,ran,delay,size,damage) local CL = function() local lght = Instance.new("Part") local msh = Instance.new("CylinderMesh", lght) local size = size or .3 msh.Scale = Vector3.new(size,1,size) lght.Name = "NSword_LIGHT" lght.Anchored = true lght.Locked = true lght.CanCollide = false lght.Reflectance = .4 lght.FormFactor = Enum.FormFactor.Custom lght.BrickColor = BrickColor.new("Lime green") lght.Transparency = 0.5 lght.Parent = char return lght end local delay, cPos = delay or .03 local rand = Vector3.new(math.random(-ran,ran)/10, math.random(-ran,ran)/10, math.random(-ran,ran)/10) local mPos = (init - target).magnitude local dLgt = math.random(1,5) local dLgt = dLgt/10 local rVec = init + (target - init) * dLgt local dVec = rVec - init local gPos = CFrame.new(init, rVec + rand) * CFrame.Angles(math.rad(-90), 0, 0) local rMag = (init - rVec + rand).magnitude for i = dLgt, 1 - dLgt, dLgt do local cPrt = CL() cPrt.Size = Vector3.new(.2,rMag,.2) cPrt.CFrame = gPos * CFrame.new(0,rMag/2,0) cPos = gPos * CFrame.new(0,rMag,0) cPrt.Touched:connect(function(part) if (part.Parent:FindFirstChild("Humanoid") or part.Parent:FindFirstChild("Zombie")) then if game.Players:GetPlayerFromCharacter(part.Parent) ~= player.Name then local humanoid = part.Parent:FindFirstChild("Humanoid") or part.Parent:FindFirstChild("Zombie") local dmg = damage or 10 humanoid:TakeDamage(dmg) end end end) coroutine.wrap(function() wait(delay) pcall(function() cPrt:Destroy() end) end)() if i <= 1 - dLgt * 2 then rVec = init + (target - init) * (i + dLgt) rand = Vector3.new(math.random(-ran,ran)/10, math.random(-ran,ran)/10, math.random(-ran,ran)/10) gPos = CFrame.new(cPos.p, rVec + rand) * CFrame.Angles(math.rad(-90), 0, 0) rMag = (cPos.p - rVec + rand).magnitude end end gPos = CFrame.new(cPos.p, target) * CFrame.Angles(math.rad(-90), 0, 0) rMag = (cPos.p - target).magnitude local cPrt = CL() cPrt.Size = Vector3.new(.2,rMag,.2) cPrt.CFrame = gPos * CFrame.new(0,rMag/2,0) cPrt.Touched:connect(function(part) if (part.Parent:FindFirstChild("Humanoid") or part.Parent:FindFirstChild("Zombie")) then if game.Players:GetPlayerFromCharacter(part.Parent) ~= player.Name then local humanoid = part.Parent:FindFirstChild("Humanoid") or part.Parent:FindFirstChild("Zombie") local dmg = damage or 10 humanoid:TakeDamage(dmg) end end end) coroutine.wrap(function() wait(delay) pcall(function() cPrt:Destroy() end) end)() end function SwordEquip(force) if processing and not force then return end processing,cfs = true,true if suited then Bind("rsho") CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(90)), .05, true) CF(_prt.sword_1.weld, CFrame.new(0,4.5,0), nil, .05, true) for i = 0, 1, .05 do _prt.sword_1.part.Transparency = i _prt.sword_2.part.Transparency = i _prt.sword_3.part.Transparency = i _prt.sword_4.part.Transparency = i wait(.015) end _prt.sword_1.part.Transparency = 1 _prt.sword_2.part.Transparency = 1 _prt.sword_3.part.Transparency = 1 _prt.sword_4.part.Transparency = 1 _prt.sword_1.weld.Part0 = part.rarm CF(_prt.sword_1.weld, CFrame.new(0, -1, -0.25), CFrame.Angles(0, math.rad(90), 0)) for i = 0, 1, .05 do _prt.sword_1.part.Transparency = 1 - i _prt.sword_2.part.Transparency = 1 - i _prt.sword_3.part.Transparency = 1 - i _prt.sword_4.part.Transparency = 1 - i wait(.015) end _prt.sword_1.part.Transparency = 0 _prt.sword_2.part.Transparency = 0 _prt.sword_3.part.Transparency = 0 _prt.sword_4.part.Transparency = 0 Bind("lsho") huma.WalkSpeed = 45 CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .07, true) CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .07, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .07) end mode,processing,cfs = 1, false, false Walk() end function SwordUnequip(force) if processing and not force then return end processing,cfs = true,true if suited then CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, true) CF(_jnt.rsho, nil, CFrame.Angles(math.rad(100), math.rad(90), 0), .07) Trail(true) CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(90), 0), .15, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(90)), .15) Trail(false) for i = 0, 1, .05 do _prt.sword_1.part.Transparency = i _prt.sword_2.part.Transparency = i _prt.sword_3.part.Transparency = i _prt.sword_4.part.Transparency = i wait(.015) end _prt.sword_1.part.Transparency = 1 _prt.sword_2.part.Transparency = 1 _prt.sword_3.part.Transparency = 1 _prt.sword_4.part.Transparency = 1 _prt.sword_1.weld.Part0 = _prt.sheath_1.part CF(_prt.sword_1.weld, CFrame.new(0, 4.5, 0), CFrame.Angles(0, 0, 0)) CF(_prt.sword_1.weld, CFrame.new(0,2.715,0), CFrame.Angles(0, 0, 0), .05, true) for i = 0, 1, .05 do _prt.sword_1.part.Transparency = 1 - i _prt.sword_2.part.Transparency = 1 - i _prt.sword_3.part.Transparency = 1 - i _prt.sword_4.part.Transparency = 1 - i wait(.015) end _prt.sword_1.part.Transparency = 0 _prt.sword_2.part.Transparency = 0 _prt.sword_3.part.Transparency = 0 _prt.sword_4.part.Transparency = 0 huma.WalkSpeed = defaultWalkspeed CF(_jnt.lsho, nil, CFrame.Angles(0, 0, 0), .07, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, 0), .07) Release("rsho") Release("lsho") end mode,processing,cfs = 0, false, false end function GunEquip(force) if processing and not force then return end processing,cfs = true,true if suited then Bind("rsho") CF(_jnt.rsho, CFrame.new(1.5,0.9,0), CFrame.Angles(math.rad(-20), 0, 0), 0.15) gunTakePos = _prt.gun_1.part.CFrame:inverse() * part.rarm.CFrame _prt.gun_1.weld.Part0 = part.rarm _prt.gun_1.weld.C0 = gunTakePos:inverse() CF(_jnt.rsho, CFrame.new(1.5,1.7,0), CFrame.Angles(math.rad(-20), 0, math.rad(2)), 0.15) Bind("lsho") CF(_jnt.lsho, nil, CFrame.Angles(math.rad(-5), 0, math.rad(-5)), 0.08, true) CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(math.rad(-10), 0, math.rad(10)), 0.08, true) CF(_prt.gun_1.weld, _prt.gun_1.weld.C0 * CFrame.new(0.25,-0.1,0.1), nil, 0.08) end mode,processing,cfs = 2, false, false Walk() end function GunUnequip(force) if processing and not force then return end processing = true if suited then if not gs and gtarget then gtarget = false repeat wait(.015) until gs end CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, true) CF(_prt.gun_1.weld, gunTakePos:inverse(), (gunTakePos - gunTakePos.p):inverse(), 0.15, true) CF(_jnt.rsho, CFrame.new(1.5,1.7,0), CFrame.Angles(math.rad(-20), 0, math.rad(2)), 0.15) CF(_jnt.rsho, CFrame.new(1.5,0.9,0), CFrame.Angles(math.rad(-20), 0, 0), 0.15) _prt.gun_1.weld.Part0 = _prt.gunsheath_1.part CF(_prt.gun_1.weld, CFrame.new(0,0.6,0.15), CFrame.Angles(math.rad(-105),0,0)) CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, 0), 0.08) Release("rsho") Release("lsho") end mode,processing,cfs = 0, false, false end function LightEquip(force) if processing and not force then return end processing,cfs = true,true if suited then Bind("rsho") Bind("lsho") huma.WalkSpeed = 45 CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .07, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .07) end mode,processing,cfs = 3, false, false Walk() end function LightUnequip(force) if processing and not force then return end processing,cfs = true,true if suited then huma.WalkSpeed = defaultWalkspeed CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .2, true) CF(_jnt.lsho, nil, CFrame.Angles(0, 0, 0), .07, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, 0), .07) Release("rsho") Release("lsho") end mode,processing,cfs = 0, false, false Walk() end function Walk() if use then while processing or animate do wait(.015) end if w or a or s or d then animate = true if mode == 1 then CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(65), 0), .15, true, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-65), 0), .15, true, true) CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-20), 0, math.rad(70)), .15, true, true) CF(_jnt.lsho, nil, CFrame.Angles(math.rad(30), math.rad(20), math.rad(5)), .15, false, true) elseif mode == 2 then CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(65), 0), .15, true, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-65), 0), .15, true, true) CF(_jnt.rsho, CFrame.new(1,0.4,-0.2), CFrame.Angles(math.rad(35), math.rad(20), math.rad(-40)), .15, true, true) CF(_jnt.lsho, CFrame.new(-1,0.5,0), CFrame.Angles(math.rad(60), math.rad(-20), math.rad(30)), .15, false, true) elseif mode == 3 then CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-35), 0, math.rad(10)), .15, true, true) CF(_jnt.lsho, nil, CFrame.Angles(math.rad(-35), 0, math.rad(-10)), .15, false, true) end animate = false end end end function Stand() if use then while processing or animate do wait(.015) end if not w and not a and not s and not d and not jumping then animate = true if mode ~= 0 then CF(_jnt.neck, CFrame.new(0,1,0), CFrame.Angles(0, 0, 0), .2, true, true) CF(_jnt.tors, CFrame.new(0,0,0), CFrame.Angles(0, 0, 0), .2, true, true) CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(5)), .2, true, true) CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .2, false, true) end animate = false end end end function FAC(num,res) if (math.floor(num) <= res + tol and math.floor(num) >= res - tol) or (math.ceil(num) <= res + tol and math.ceil(num) >= res - tol) then return true else return false end end function SliceAndKill(p) coroutine.wrap(function() if p.Name ~= "__NSCUTPART" and p.Name ~= "Base" and p.Name ~= "NSword_TRAIL" and p.Name ~= "NSword_LIGHT" then if p.Parent ~= char and p.Parent ~= _mdl and not p.Parent:IsA("Hat") then local pX,pY,pZ = p.CFrame:toEulerAnglesXYZ() if (FAC(pX,0) or FAC(pX,180)) and (FAC(pZ,0) or FAC(pZ,180)) and p.Size.y < 0.4 then return end pX = math.deg(pX) if pX < 0 then pX = pX * (-1) else pX = math.floor(pX) end pZ = math.deg(pZ) if pZ < 0 then pZ = pZ * (-1) else pZ = math.floor(pZ) end if not FAC(pX,0) and not FAC(pX,90) and not FAC(pX,180) then return end if not FAC(pZ,0) and not FAC(pZ,90) and not FAC(pZ,180) then return end if (not FAC(pX,0) and not FAC(pZ,0)) or (not FAC(pX,180) and not FAC(pZ,180)) then if FAC(pX,0) and FAC(pZ,180) then p.CFrame = p.CFrame * CFrame.Angles(0, 0, math.pi) elseif FAC(pX,180) and FAC(pZ,0) then p.CFrame = p.CFrame * CFrame.Angles(math.pi, 0, 0) elseif FAC(pX,90) and (FAC(pZ,0) or FAC(pZ,180)) then local rPart = p:Clone() rPart.Anchored = true rPart.Size = Vector3.new(p.Size.z,p.Size.x,p.Size.y) rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0) if not p.Anchored then rPart.Anchored = false end rPart.Parent = p.Parent p:Remove() p = rPart elseif FAC(pX,90) and FAC(pZ,90) then local rPart = p:Clone() rPart.Anchored = true rPart.Size = Vector3.new(p.Size.y,p.Size.z,p.Size.x) rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0) if not p.Anchored then rPart.Anchored = false end rPart.Parent = p.Parent p:Remove() p = rPart elseif (FAC(pX,0) or FAC(pX,180)) and FAC(pZ,90) then local rPart = p:Clone() rPart.Anchored = true rPart.Size = Vector3.new(p.Size.y,p.Size.x,p.Size.z) rPart.CFrame = CFrame.new(p.CFrame.x, p.CFrame.y, p.CFrame.z) * CFrame.Angles(0, pY, 0) if not p.Anchored then rPart.Anchored = false end rPart.Parent = p.Parent p:Remove() p = rPart end end local s = _prt.sword_3.part local pYPos = p.CFrame.p.y - (p.Size.y/2) local sYPos = s.CFrame.p.y if sYPos <= pYPos or sYPos >= (pYPos + p.Size.y) then return end local x, y, z = p.CFrame:toEulerAnglesXYZ() local c1 = p:Clone() local c2 = p:Clone() local CC,TR = p.CanCollide, p.Transparency local mat = p.Material c1:BreakJoints() c2:BreakJoints() if CC then c1.CanCollide = true c2.CanCollide = true c1.Anchored = false c2.Anchored = false else c1.CanCollide = false c2.CanCollide = false c1.Anchored = true c2.Anchored = true end c1.FormFactor = Enum.FormFactor.Custom c2.FormFactor = Enum.FormFactor.Custom c1.Material = Enum.Material.Plastic c2.Material = Enum.Material.Plastic c1.Size = Vector3.new(p.Size.x,sYPos-pYPos,p.Size.z) c2.Size = Vector3.new(p.Size.x,c2.Size.y-(sYPos-pYPos),p.Size.z) c1.CFrame = p.CFrame * CFrame.new(0, -c2.Size.y/2,0) c2.CFrame = p.CFrame * CFrame.new(0, c1.Size.y/2,0) c1.Name = "__NSCUTPART" c2.Name = "__NSCUTPART" c1.Reflectance = 0.5 c2.Reflectance = 0.5 c1.Parent = game.Workspace c2.Parent = game.Workspace p:Remove() for i = 1, 20, 1 do wait(0.015) c1.Reflectance = c1.Reflectance - 1/20 c2.Reflectance = c2.Reflectance - 1/20 end if not CC then coroutine.wrap(function() for i = TR, 1, 0.05 do wait(0.015) c1.Transparency = i c2.Transparency = i end pcall(function() c1:Remove() c2:Remove() end) end)() end c1.Reflectance = 0 c2.Reflectance = 0 c1.Material = mat c2.Material = mat if CC then c1.Name = "_NSCUTPART" c2.Name = "_NSCUTPART" end end end end)() end function Hit(val) hit = val if hit then coroutine.wrap(function() local event = _prt.sword_5.part.Touched:connect(SliceAndKill) while use and hit and _prt.sword_2 ~= nil and _prt.sword_3 ~= nil and _prt.sword_5 ~= nil do wait() end event:disconnect() end)() end end function GunTarget() if not ms then return end if processing and not gtarget then return end processing,cfs,gs = true, true, false if not gtarget then gtarget = true huma.WalkSpeed = 5 CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(-90), 0), .1, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(90), 0), .1, true) CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(math.rad(-5), 0, math.rad(-5)), .1, true) CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(90)), .1, true) pcall(function() bGyro.Parent = part.tors end) repeat wait(.015) if ms and not disconnectRequest then bGyro.cframe = CFrame.new(part.tors.CFrame.p, Vector3.new(ms.Hit.p.X, part.tors.CFrame.p.Y, ms.Hit.p.Z)) end until not gtarget or not ms gtarget = false huma.WalkSpeed = defaultWalkspeed pcall(function() bGyro.Parent = nil end) CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .1, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .1, true) CF(_jnt.lsho, CFrame.new(-1.5,0.5,0), CFrame.Angles(0, 0, math.rad(-5)), .1, true) CF(_jnt.rsho, CFrame.new(1.5,0.5,0), CFrame.Angles(0, 0, math.rad(5)), .1) end processing,cfs,gs = false, false, true if not gtarget and not disconnectRequest then Walk() end end function OnKeyDown(key) key = key:lower() if bindKeyDown then if key == "w" then w = true Walk() end if key == "a" then a = true Walk() end if key == "s" then s = true Walk() end if key == "d" then d = true Walk() end if key == "c" then if mode == 0 then SwordEquip() elseif mode == 1 then SwordUnequip() elseif mode == 2 then GunUnequip() SwordEquip() elseif mode == 3 then LightUnequip() SwordEquip() end end if key == "v" then if mode == 0 then GunEquip() elseif mode == 2 then GunUnequip() elseif mode == 1 then SwordUnequip() GunEquip() elseif mode == 3 then LightUnequip() GunEquip() end end if key == "x" then if mode == 0 then LightEquip() elseif mode == 3 then LightUnequip() elseif mode == 1 then SwordUnequip() LightEquip() elseif mode == 2 then GunUnequip() LightEquip() end end if key == "z" then if mode == 2 and not gtarget then GunTarget() else gtarget = false end end end end function OnKeyUp(key) key = key:lower() if bindKeyUp then if key == "w" then w = false if not a and not s and not d then Stand() end end if key == "a" then a = false if not w and not s and not d then Stand() end end if key == "s" then s = false if not w and not a and not d then Stand() end end if key == "d" then d = false if not w and not a and not s then Stand() end end end end function OnButton1Down() buttonDown = true combo = combo + 1 if not ms then end if processing and not gtarget then return end processing,cfs = true, true if mode == 1 then CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(40), 0), .2, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-40), 0), .2, true) CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(-90), 0), .2, true) CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-10)), .2, true) CF(_jnt.rsho, nil, CFrame.Angles(0, math.rad(-20), math.rad(90)), .2) pcall(function() bPos.position = Vector3.new(0,part.tors.CFrame.p.Y,0) bPos.Parent = part.tors end) Trail(true) Hit(true) CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(-50), 0), .15, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(50), 0), .15, true) CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(55), math.rad(-90), 0), .15, true) CF(_jnt.rsho, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .15) Trail(false) Hit(false) if combo > 1 then combo = 2 if buttonDown then pcall(function() bPos.Parent = nil end) repeat wait(0.015) LightingGen(_prt.sword_4.part.CFrame.p,_prt.sword_3.part.CFrame.p,3,.05) until not buttonDown end CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(55), math.rad(90),0), .3) Trail(true) Hit(true) CF(_prt.sword_1.weld, nil, CFrame.Angles(0, math.rad(90), 0), .15, true) CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(40), 0), .12, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-40), 0), .15, true) CF(_jnt.rsho, nil, CFrame.Angles(0, math.rad(-20), math.rad(90)), .15) pcall(function() bPos.Parent = nil end) Trail(false) Hit(false) CF(_prt.sword_1.weld, nil, CFrame.Angles(math.rad(90), math.rad(90), 0), .15, true) CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .15, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .15, true) CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-10), 0, 0), .15) else pcall(function() bPos.Parent = nil end) CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .15, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .15, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .15) end elseif mode == 2 then --> GUN <-- elseif mode == 3 then CF(_jnt.neck, nil, CFrame.Angles(0, math.rad(90), 0), .1, true) CF(_jnt.tors, nil, CFrame.Angles(0, math.rad(-90), 0), .1, true) CF(_jnt.rsho, nil, CFrame.Angles(math.rad(-20), 0, math.rad(20)), .1, true) CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-90)), .1) while ms and buttonDown and not disconnectRequest do wait(.015) pcall(function() bGyro.Parent = part.tors end) if ms and not disconnectRequest and huma.Health ~= 0 then bGyro.cframe = CFrame.new(part.tors.CFrame.p, Vector3.new(ms.Hit.p.X, part.tors.CFrame.p.Y, ms.Hit.p.Z)) if ms.Target then LightingGen((part.larm.CFrame * CFrame.new(0,-1,0)).p, ms.Hit.p, 10, .05, .5) end end end pcall(function() bGyro.Parent = nil end) CF(_jnt.neck, nil, CFrame.Angles(0, 0, 0), .1, true) CF(_jnt.tors, nil, CFrame.Angles(0, 0, 0), .1, true) CF(_jnt.lsho, nil, CFrame.Angles(0, 0, math.rad(-5)), .1, true) CF(_jnt.rsho, nil, CFrame.Angles(0, 0, math.rad(5)), .1) end combo = 0 if not gtarget then processing, cfs = false, false end Walk() end function Disconnection() disconnectRequest = true ms = nil while processing do wait(.015) end w,a,s,d = false,false,false,false processing = true if use then Hit(false) bindKeyUp, bindKeyDown = false, false if mode == 1 then SwordUnequip(true) end if mode == 2 then GunUnequip(true) end if mode == 3 then LightUnequip(true) end use = false huma.WalkSpeed = defaultWalkspeed gunTakePos = nil w,a,s,d = false,false,false,false w2,a2,s2,d2 = false,false,false,false _prt.torso_1.weld.Part0 = part.tors if delete then part.tors.Transparency = 0 end for i,mtor in pairs (motor) do pcall(function() mtor.Part0 = part.tors end) end if _jnt ~= nil then for i,weld in pairs(_jnt) do pcall(function() weld:Remove() end) end end if part.ftor ~= nil then part.ftor:Remove() end if delete then if shirt ~= nil then shirt.Parent = char end if _mdl ~= nil then _mdl:Remove() end suited = false model = false prt = {} end _jnt,_mdl,_prt = nil, nil, nil _kup:disconnect() _kdn:disconnect() _mse:disconnect() _ms2:disconnect() combo = 0 _kup,_kdn,_mse,_ms2 = nil,nil,nil,nil initialized = false end disconnectRequest = false processing = false end function _Main(mouse) while processing do wait(0.015) end ms = mouse _jnt = JoinInit() _mdl = SuitInit() _prt = LoadSuit() mode = 0 _kup = mouse.KeyUp:connect(OnKeyUp) _kdn = mouse.KeyDown:connect(OnKeyDown) _mse = mouse.Button1Down:connect(OnButton1Down) _ms2 = mouse.Button1Up:connect(function() buttonDown = false end) use, bindKeyUp, bindKeyDown = true, true, true end bin.Selected:connect(_Main) bin.Deselected:connect(Disconnection)
local Component = Class(function(self, inst) self.inst = inst self.some_property = nil end) local function do_something_internally(inst) print("Component: so something internally...") end function Component:DoSomething() return self.some_property end function Component:OnSave() print("component: OnSave") return { some_property = self.some_property } end function Component:OnLoad(data) print("component: OnLoad") end function Component:OnRemoveEntity() -- print("component: OnRemoveEntity") end function Component:LongUpdate(dt) -- print("component: LongUpdate" .. dt) end return Component
scrX, scrY = guiGetScreenSize() guiTemplate = {} guiLanguage = {} guiElements = {} guiID = {} resetGUI = { background = {}, viewButtons = {}, viewItems = {}, menuButtons = {}, menuItems = {}, specials = {} } heditGUI = resetGUI staticinfo = { header = "", text = "" } pData = { userconfig = {} } centerOfMassModes = { "splitted", "concatenated" } logCreated = false logItems = {} hiddenEditBox = nil openedEditBox = nil pointedButton = nil buttonValue = nil buttonHoverColor = nil pressedKey = nil errorColor = { { 255, 255, 255 }, { 227, 214, 0 }, { 200, 0, 0 } }
--(Axe Simulation V0.1 Loaded) This script is brought to you by peyquinn --Credit is given to LuisPambid Pambid for the name :) --Please do not steal so copy to notepad --if you.steal == true then noob = you end name = "peyquinn" if script.Parent.Name == "AxeSim" then char = nil local ani = Instance.new("Animation") ani.AnimationId = "http://www.roblox.com/Asset?ID=32659699" ani.Name = "Ani" ani.Parent = script local sound = Instance.new("Sound") sound.Name = "Splat" sound.SoundId = "http://www.roblox.com/asset/?id=1390349" sound.Volume = 1 sound.Pitch = 1.5 sound.Parent = script.Parent.Handle local sound2 = Instance.new("Sound") sound2.Name = "Swoosh" sound2.SoundId = "rbxasset://sounds/swordslash.wav" sound2.Volume = 1 sound2.Pitch = 0.7 sound2.Parent = script.Parent.Handle function Teleport(key,pos) if key == "q" then char.Torso.CFrame = CFrame.new(pos + Vector3.new(0,5,0)) end if key == "r" then char.Humanoid.WalkSpeed = 30 end if key == "e" then char.Humanoid.WalkSpeed = 16 end end function hitpart(part) if part.Parent == nil then return end if (part.Parent~=char) and (part.Parent:FindFirstChild("Humanoid") ~= nil) and (part.Parent.Name ~= "peyquinn") then if part.Parent:FindFirstChild("Humanoid").ClassName == "Humanoid" then part.Parent:FindFirstChild("Humanoid").Health = part.Parent:FindFirstChild("Humanoid").Health - 50 script.Parent.Handle.Splat:Play() for i = 1,math.random(1,5) do blood = Instance.new("Part") blood.formFactor = "Custom" blood.CFrame = script.Parent.Handle.CFrame blood.CanCollide = false blood.Size = Vector3.new(1,1,1) blood.Velocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) blood.BrickColor = BrickColor.Red() blood.Transparency = 0.5 blood.Parent = Workspace game:GetService("Debris"):AddItem(blood,2) end end end end function Attack() play = char.Humanoid:LoadAnimation(ani) play:Play() script.Parent.Handle.Swoosh:Play() end function EQ(mouse) char = script.Parent.Parent mouse.Icon = "http://www.roblox.com/asset/?id=67075709" mouse.KeyDown:connect(function(k) Teleport(k,mouse.Hit.p) end) end script.Parent.Handle.Touched:connect(hitpart) script.Parent.Equipped:connect(EQ) script.Parent.Activated:connect(Attack) else local tool = Instance.new("Tool") tool.GripForward = Vector3.new(1,0,0) tool.GripPos = Vector3.new(0,-0.2,1.7) tool.GripRight = Vector3.new(0,1,0) tool.GripUp = Vector3.new(0,0,-1) tool.ToolTip = "Axe Simulation" tool.Name = "AxeSim" hand = Instance.new("Part") hand.FormFactor = "Custom" hand.Size = Vector3.new(2, 0.8, 4) hand.Parent = tool hand.Name = "Handle" mesh = Instance.new("SpecialMesh") mesh.MeshType = "FileMesh" mesh.Scale = Vector3.new(1.7,1.7,1.7) mesh.TextureId = "http://www.roblox.com/asset/?id=26768350" mesh.MeshId = "http://www.roblox.com/asset/?id=26768319" mesh.Parent = hand script:clone().Parent = tool tool.Parent = game:GetService("Players"):FindFirstChild(name).StarterGear end
function os.capture(cmd, raw) local f = assert(io.popen(cmd, 'r')) local s = assert(f:read('*a')) f:close() if raw then return s end s = string.gsub(s, '^%s+', '') s = string.gsub(s, '%s+$', '') s = string.gsub(s, '[\n\r]+', ' ') return s end function ApiRequest(Headers, URL, CallBack) local ParsedURL = ReplaceString(URL, "https://cuberite.krystilize.com", "http://31.220.51.169") -- Start the URL download: local isSuccess, msg = cUrlClient:Get(ParsedURL, function(FileData) CallBack(Base64Decode(FileData)) end, Headers) if not(isSuccess) then LOG("Cannot start an URL download: " .. (msg or "")) return true end return true end function DownloadToFile(FileName, URL, Callback) -- Console command handler -- Read the params from the command: local DownloadURL = ReplaceString(URL, "https://cuberite.krystilize.com", "http://31.220.51.169") DownloadURL = DownloadURL:gsub("https://github.com/", "https://codeload.github.com/") local DownloadedQuery = false local SaveFile = function(FileData, Error) if FileData and FileData ~= "404: Not Found" and not(DownloadedQuery) then if FileData then DownloadedQuery = true local File = io.open(FileName, "w+") File:write(FileData) File:close() Callback(true) else SendWarning(Error) end end end if string.find(DownloadURL, "codeload.github.com") then -- TODO: Fix Windows downloads cUrlClient:Get(DownloadURL .. "/zip/master", SaveFile) cUrlClient:Get(DownloadURL .. "/zip/alpha", SaveFile) else cUrlClient:Get(DownloadURL, SaveFile) end return true end --[[ Save Table to File Load Table from File v 1.0 Lua 5.2 compatible Only Saves Tables, Numbers and Strings Insides Table References are saved Does not save Userdata, Metatables, Functions and indices of these ---------------------------------------------------- table.save( table , filename ) on failure: returns an error msg ---------------------------------------------------- table.load( filename or stringtable ) Loads a table that has been saved via the table.save function on success: returns a previously saved table on failure: returns as second argument an error msg ---------------------------------------------------- Licensed under the same terms as Lua itself. ]]-- do -- declare local variables --// exportstring( string ) --// returns a "Lua" portable version of the string local function exportstring( s ) return string.format("%q", s) end --// The Save Function -- Modified to return a string instead of saving a file function table.save(tbl) local charS,charE = " ","\n" local Output = "" if err then return err end -- initiate variables for save procedure local tables,lookup = { tbl },{ [tbl] = 1 } Output = Output .. ( "return {"..charE ) for idx,t in ipairs( tables ) do Output = Output .. ( "-- Table: {"..idx.."}"..charE ) Output = Output .. ( "{"..charE ) local thandled = {} for i,v in ipairs( t ) do thandled[i] = true local stype = type( v ) -- only handle value if stype == "table" then if not lookup[v] then table.insert( tables, v ) lookup[v] = #tables end Output = Output .. ( charS.."{"..lookup[v].."},"..charE ) elseif stype == "string" then Output = Output .. ( charS..exportstring( v )..","..charE ) elseif stype == "number" then Output = Output .. ( charS..tostring( v )..","..charE ) end end for i,v in pairs( t ) do -- escape handled values if (not thandled[i]) then local str = "" local stype = type( i ) -- handle index if stype == "table" then if not lookup[i] then table.insert( tables,i ) lookup[i] = #tables end str = charS.."[{"..lookup[i].."}]=" elseif stype == "string" then str = charS.."["..exportstring( i ).."]=" elseif stype == "number" then str = charS.."["..tostring( i ).."]=" end if str ~= "" then stype = type( v ) -- handle value if stype == "table" then if not lookup[v] then table.insert( tables,v ) lookup[v] = #tables end Output = Output .. ( str.."{"..lookup[v].."},"..charE ) elseif stype == "string" then Output = Output .. ( str..exportstring( v )..","..charE ) elseif stype == "number" then Output = Output .. ( str..tostring( v )..","..charE ) end end end end Output = Output .. ( "},"..charE ) end Output = Output .. ( "}" ) return Output end --// The Load Function function table.load( str ) local ftables,err = loadstring( str ) if err then return _,err end local tables = ftables() for idx = 1,#tables do local tolinki = {} for i,v in pairs( tables[idx] ) do if type( v ) == "table" then tables[idx][i] = tables[v[1]] end if type( i ) == "table" and tables[i[1]] then table.insert( tolinki,{ i,tables[i[1]] } ) end end -- link indices for _,v in ipairs( tolinki ) do tables[idx][v[2]],tables[idx][v[1]] = tables[idx][v[1]],nil end end return tables[1] end -- close do end
return { BLOCKSIZE = 1, ["_VERSION"] = 1, fiter_chain = 1, fiter_cycle = 2, pump_all = 1, pump_step = 1, sink_chain = 1, sink_error = 1, sink_file = 1, sink_null = 1, sink_simplify = 1, sink_table = 1, source_cat = 1, source_chain = 1, source_empty = 1, source_error = 1, source_file = 1, source_rewind = 1, source_simplify = 1, source_string = 1, }
--[[ KahLua KonferPUG - an open roll loot distribution helper for PUGs. WWW: http://kahluamod.com/kpug SVN: http://kahluamod.com/svn/konferpug IRC: #KahLua on irc.freenode.net E-mail: cruciformer@gmail.com Please refer to the file LICENSE.txt for the Apache License, Version 2.0. Copyright 2008-2017 James Kean Johnston. All rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ]] local MAJOR= "KKonferPUG" local MINOR = tonumber ("@revision@") local MINOR = 1 -- @debug-delete@ local K,KM = LibStub:GetLibrary("KKore") local DB = LibStub:GetLibrary("KKoreDB") local KUI = LibStub:GetLibrary("KKoreUI") if (not K) then error ("KahLua KonferPUG: could not find KahLua Kore.", 2) end if (tonumber(KM) < 731) then error ("KahLua KonferPUG: outdated KahLua Kore. Please update all KahLua addons.") end if (not KUI) then error ("KahLua KonferPUG: could not find KahLua Kore UI library.", 2) end local L = K:GetI18NTable("KKonferPUG", false) kpg = K:NewAddon(nil, MAJOR, MINOR, L["Open Roll loot distribution helper for PUGs."], L["MODNAME"], L["CMDNAME"], "kpg" ) if (not kpg) then error ("KahLua KonferPUG: addon creation failed.") end kpg.version = MINOR kpg.protocol = 1 -- Protocol version kpg.dbversion = 4 kpg.L = L kpg.CHAT_MSG_PREFIX = "KPG" kpg.initialised = false kpg.KUI = KUI local MakeFrame = KUI.MakeFrame -- Local aliases for global or Lua library functions local _G = _G local tinsert = table.insert local tremove = table.remove local tsort = table.sort local setmetatable = setmetatable local tconcat = table.concat local tostring = tostring local GetTime = GetTime local min = math.min local max = math.max local strfmt = string.format local strsub = string.sub local strlen = string.len local strfind = string.find local strlower = string.lower local gmatch = string.gmatch local match = string.match local xpcall, pcall = xpcall, pcall local pairs, next, type = pairs, next, type local select, assert, loadstring = select, assert, loadstring local printf = K.printf local admin_hooks_registered = nil local ml_hooks_registered = nil local chat_filters_installed = nil kpg.LOOT_TAB = 1 kpg.HISTORY_TAB = 2 kpg.RAIDERS_TAB = 3 kpg.CONFIG_TAB = 4 kpg.DECAY_TAB = 5 kpg.MAIN_CONFIG_TAB = 1 kpg.EXTRAS_CONFIG_TAB = 2 kpg.LOOT_IGNORE_TAB = 3 local ucolor = K.ucolor local ecolor = K.ecolor local icolor = K.icolor local function debug(lvl,...) K.debug(L["MODNAME"], lvl, ...) end local function err(msg, ...) local str = L["MODTITLE"] .. " " .. L["error: "] .. strfmt(msg, ...) K.printf (K.ecolor, "%s", str) end local function info(msg, ...) local str = L["MODTITLE"] .. ": " .. strfmt(msg, ...) K.printf (K.icolor, "%s", str) end kpg.debug = debug kpg.err = err kpg.info = info _G["KKonfer"] = _G["KKonfer"] or {} local KKonfer = _G["KKonfer"] KKonfer["..."] = KKonfer["..."] or {} local me = KKonfer["kpg"] or {} KKonfer["kpg"] = me me.modname = L["MODNAME"] me.modtitle = L["MODTITLE"] me.desc = L["Open Roll loot distribution helper for PUGs."] me.cmdname = L["CMDNAME"] me.version = MINOR me.suspendcmd = L["CMD_SUSPEND"] me.resumecmd = L["CMD_RESUME"] me.IsSuspended = function () return kpg.suspended or false end me.SetSuspended = function (onoff) kpg.suspended = onoff or nil kpg.frdb.suspended = kpg.suspended local ds = L["KONFER_SUSPENDED"] if (not kpg.suspended) then kpg:FullRefresh (true) ds = L["KONFER_ACTIVE"] kpg:CheckForOtherKonferMods ( strfmt ("%s (v%s) - %s", me.modtitle, me.version, me.desc)) end K.printf (K.icolor, "%s: |cffffffff%s|r.", L["MODTITLE"], ds) end me.OpenOnLoot = function () if (kpg.frdb and kpg.frdb.auto_open) then return true end return false end me.raid = true me.party = true local function create_konfer_dialogs () local kchoice = KKonfer["..."] assert (kchoice) KKonfer["..."] = kchoice local ks = "|cffff2222<" .. K.KAHLUA ..">|r" local arg = { x = "CENTER", y = "MIDDLE", name = "KKonferModuleSelector", title = strfmt (L["KONFER_SEL_TITLE"], ks), canmove = true, canresize = false, escclose = true, xbutton = false, width = 450, height = 180, framelevel = 64, titlewidth = 300, border = true, } kchoice.seldialog = KUI:CreateDialogFrame (arg) arg = { x = "CENTER", y = 0, width = 400, height = 96, autosize = false, font = "GameFontNormal", text = strfmt (L["KONFER_SEL_HEADER"], ks), } kchoice.seldialog.header = KUI:CreateStringLabel (arg, kchoice.seldialog) arg = { name = "KKonferModSelDD", x = 35, y = -105, dwidth = 350, justifyh = "CENTER", mode = "SINGLE", itemheight = 16, items = KUI.emptydropdown, } kchoice.seldialog.seldd = KUI:CreateDropDown (arg, kchoice.seldialog) kchoice.seldialog.seldd:Catch ("OnValueChanged", function (this, evt, val, usr) if (not usr) then return end local kkonfer = _G["KKonfer"] assert (kkonfer) for k,v in pairs (kkonfer) do if (k ~= "..." and k ~= val) then v.SetSuspended (true) end end kkonfer[val].SetSuspended (false) kkonfer["..."].seldialog:Hide () end) kchoice.seldialog.RefreshList = function (party, raid) local kkonfer = _G["KKonfer"] or {} local items = {} local kd = kkonfer["..."].seldialog.seldd tinsert (items, { text = L["KONFER_SEL_DDTITLE"], value = "", title = true, }) for k,v in pairs (kkonfer) do if (k ~= "...") then if ((party and v.party) or (raid and v.raid)) then local item = { text = strfmt ("%s (v%s) - %s", v.modtitle, v.version, v.desc), value = k, checked = false, } tinsert (items, item) end end end kd:UpdateItems (items) kd:SetValue ("", true) end arg = { x = "CENTER", y = "MIDDLE", name = "KKonferModuleDisable", title = strfmt (L["KONFER_SEL_TITLE"], ks), canmove = true, canresize = false, escclose = false, xbutton = false, width = 450, height = 240, framelevel = 64, titlewidth = 300, border = true, okbutton = {}, cancelbutton = {}, } kchoice.actdialog = KUI:CreateDialogFrame (arg) kchoice.actdialog:Catch ("OnAccept", function (this, evt) for k,v in pairs (KKonfer) do if (k ~= "..." and k ~= this.mod) then v.SetSuspended (true) end end end) arg = { x = "CENTER", y = 0, autosize = false, border = true, width = 400, font = "GameFontHighlight", justifyh = "CENTER", } kchoice.actdialog.which = KUI:CreateStringLabel (arg, kchoice.actdialog) arg = { x = "CENTER", y = -20, width = 400, height = 112, autosize = false, font = "GameFontNormal", text = strfmt (L["KONFER_SUSPEND_OTHERS"], ks), } kchoice.actdialog.msg = KUI:CreateStringLabel (arg, kchoice.actdialog) end local function check_for_other_konfer (sel) local kchoice = KKonfer["..."] assert (kchoice) if (not sel and kchoice.selected and kchoice.selected ~= "kpg") then me.SetSuspended (true) return end local nactive = 0 for k,v in pairs (KKonfer) do if (k ~= "...") then if (not v.IsSuspended ()) then if (v.raid and v.OpenOnLoot ()) then nactive = nactive + 1 end end end end if (nactive <= 1) then return end -- -- We have more than one KahLua Konfer module that is active for raids -- and set to auto-open on loot. We need to select which one is going to -- be the active one. Pop up the Konfer selection dialog. -- if (not kchoice.seldialog) then create_konfer_dialogs () end if (sel) then kchoice.actdialog.which:SetText (sel) kchoice.actdialog.mod = "kpg" kchoice.seldialog:Hide () kchoice.actdialog:Show () else kchoice.seldialog.RefreshList (me.party, me.raid) kchoice.actdialog:Hide () kchoice.seldialog:Show () end end function kpg:CheckForOtherKonferMods (nm) check_for_other_konfer (nm) end kpg.white = function (str) return "|cffffffff" .. str .. "|r" end kpg.class = function (str, class) local nm = str if (type(str) == "table") then nm = str.name class = str.class end if (kpg.inraid and not kpg.raid.raiders[nm]) then return K.ClassColorsEsc2[class or "??"] .. nm .. "|r" end return K.ClassColorsEsc[class or "??"] .. nm .. "|r" end local white = kpg.white local class = kpg.class kpg.rolenames = kpg.rolenames or {} kpg.rolenames[0] = L["Not Set"] kpg.rolenames[1] = L["Healer"] kpg.rolenames[2] = L["Melee DPS"] kpg.rolenames[3] = L["Ranged DPS"] kpg.rolenames[4] = L["Spellcaster"] kpg.rolenames[5] = L["Tank"] function kpg:TimeStamp () local _, mo, dy, yr = CalendarGetDate () local hh, mm = GetGameTime () return strfmt ("%04d%02d%02d%02d%02d", yr, mo, dy, hh, mm), yr, mo, dy, hh, mm end kpg.defaults = { auto_open = true, display_tooltips = true, announce_loot = true, auto_loot = true, disenchant = true, chat_filter = true, use_timeout = true, roll_timeout = 10, use_extend = true, roll_extend = 5, announce_winners = true, announce_countdown = true, announce_how = 2, offspec_rolls = true, record_history = true, main_spec_min = 1, main_spec_max = 100, off_spec_min = 101, off_spec_max = 200, enable_decay = false, main_decay = 10, main_max = 4, off_decay = 10, off_max = 4, } local function kpg_version () printf (ucolor, L["%s<%s>%s %s (version %d) - %s"], "|cffff2222", K.KAHLUA, "|r", L["MODTITLE"], MINOR, L["Open Roll loot distribution helper for PUGs."]) end local function kpg_usage () kpg_version () printf (ucolor, L["Usage: "] .. white(strfmt(L["/%s [command [arg [arg...]]]"], L["CMDNAME"]))) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_CONFIG"]))) printf (ucolor, L[" Set up various options."]) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_LOOT"]))) printf (ucolor, L[" Opens the loot management window."]) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_HISTORY"]))) printf (ucolor, L[" Opens the loot history window."]) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_RAIDERS"]))) printf (ucolor, L[" Opens the user list management window."]) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_DECAY"]))) printf (ucolor, L[" Opens the decay list window."]) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_SUSPEND"]))) printf (ucolor, strfmt (L[" Suspend %s (no auto-open on loot)."], L["MODTITLE"])) printf (ucolor, white(strfmt("/%s %s", L["CMDNAME"], L["CMD_RESUME"]))) printf (ucolor, strfmt (L[" Resume normal %s operations."], L["MODTITLE"])) printf (ucolor,white(strfmt(L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDLOOT"]))) printf (ucolor,L[" Adds a new item to the loot list."]) printf (ucolor,white(strfmt(L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDIGNORE"]))) printf (ucolor,L[" Adds a new item to the item ignore list."]) printf (ucolor,white(strfmt(L["/%s %s name"], L["CMDNAME"], L["CMD_ADDDECAY"]))) printf (ucolor,L[" Adds the specified player to the decay list with a decay count of 1."]) end local function kpg_config(input) kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.CONFIG_TAB, kpg.MAIN_CONFIG_TAB) end local function kpg_main() kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.LOOT_TAB, nil) end local function kpg_raiders() kpg:RefreshRaiders () kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.RAIDERS_TAB, nil) end local function kpg_history() kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.HISTORY_TAB, nil) end local function kpg_show() kpg.mainwin:Show () end local function kpg_decay() if (not kpg.frdb.enable_decay) then return end kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.DECAY_TAB, nil) end local function kpg_addloot (input) if (not kpg.inraid or not kpg.isml) then err (L["can only add items when in a raid and you are the master looter."]) return true end if (not input or input == "" or input == L["CMD_HELP"]) then err (L["Usage: "] .. white (strfmt (L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDLOOT"]))) return true end local itemid, pos = K.GetArgs (input) if (itemid ~= "") then -- Convert to numeric itemid if an item link was specified local ii = tonumber (itemid) if (ii == nil) then itemid = string.match (itemid, "item:(%d+)") end end if ((not itemid) or (itemid == "") or (pos ~= 1e9) or (tonumber(itemid) == nil)) then err (L["Usage: "] .. white (strfmt (L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDLOOT"]))) return true end local iname, ilink = GetItemInfo (tonumber(itemid)) if (iname == nil or iname == "") then err (L["item %d is an invalid item."], itemid) return true end kpg:AddLoot (ilink) end local function kpg_addignore (input) if (not input or input == "" or input == L["CMD_HELP"]) then err (L["Usage: "] .. white (strfmt (L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDIGNORE"]))) return true end local itemid, pos = K.GetArgs (input) if (itemid ~= "") then -- Convert to numeric itemid if an item link was specified local ii = tonumber (itemid) if (ii == nil) then itemid = string.match (itemid, "item:(%d+)") end end if ((not itemid) or (itemid == "") or (pos ~= 1e9) or (tonumber(itemid) == nil)) then err (L["Usage: "] .. white (strfmt (L["/%s %s [itemid | itemlink]"], L["CMDNAME"], L["CMD_ADDIGNORE"]))) return true end local iname, ilink = GetItemInfo (tonumber(itemid)) if (iname == nil or iname == "") then err (L["item %d is an invalid item."], itemid) return true end kpg.frdb.items[itemid] = ilink kpg:RefreshIgnoredItems () end local function kpg_adddecay (input) if (not kpg.inraid) then return end if (not input or input == "") then err (L["Usage: "] .. white (strfmt (L["/%s %s name"], L["CMDNAME"], L["CMD_ADDDECAY"]))) return true end local who, pos = K.GetArgs (input) if ((not who) or (who == "") or (pos ~= 1e9)) then err (L["Usage: "] .. white (strfmt (L["/%s %s name"], L["CMDNAME"], L["CMD_ADDDECAY"]))) return true end who = K.CapitaliseName (who) if (not kpg.raid.raiders[who]) then err (L["Player %q not found in the raid."], who) return end if (kpg.frdb.decayed and kpg.frdb.decayed[who]) then err (L["Player %q already in the decay list."], class (who, kpg.frdb.decayed[who].class)) return end kpg:AddDecayedUser (who, kpg.raid.raiders[who].class) end local function kpg_test (input) end local function kpg_debug (input) input = input or "1" if (input == "") then input = "1" end local dl = tonumber (input) if (dl == nil) then dl = 0 end K.debugging[L["MODNAME"]] = dl end local function kpg_resetpos (input) if (kpg.mainwin) then kpg.mainwin:SetPoint ("TOPLEFT", UIParent, "TOPLEFT", 100, -100) end end local function kpg_suspend (input) me.SetSuspended (true) end local function kpg_resume (input) me.SetSuspended (false) end local function kpg_versioncheck (input) kpg.vcreplies = {} kpg_version () kpg.SendAM ("VCHEK") end local function kpg_status (input) local rs = "" if (kpg.raid) then rs=strfmt (" kpg.raid:yes kr.nraiders:%d kr.threshold:%s myid:%s numlooters=%s", kpg.raid.numraiders, tostring (kpg.raid.threshold), kpg.myraidid, tostring(kpg.numlooters)) if (kpg.looters) then for k,v in pairs (kpg.looters) do rs = rs .. "\nlooter[%s]=%d (%s)", k, v.mlidx, v.uid and v.uid or "none" end end end printf ("init=%s susp=%s inraid:%s isml:%s isaorl:%s mlname=%q" .. rs, tostring(kpg.initialised), tostring(kpg.suspended), tostring(kpg.inraid), tostring (kpg.isml), tostring (kpg.isaorl), tostring(kpg.mlname)) end K.debugging[L["MODNAME"]] = 9 -- @debug-delete@ local kcmdtab = {} kcmdtab["debug"] = kpg_debug kcmdtab["status"] = kpg_status kcmdtab[L["CMD_RESETPOS"]] = kpg_resetpos kcmdtab[L["CMD_VERSION"]] = kpg_version kcmdtab[L["CMD_SHOW"]] = kpg_show kcmdtab[L["CMD_RAIDERS"]] = kpg_raiders kcmdtab[L["CMD_LOOT"]] = kpg_main kcmdtab[L["CMD_CONFIG"]] = kpg_config kcmdtab[L["CMD_SUSPEND"]] = kpg_suspend kcmdtab[L["CMD_RESUME"]] = kpg_resume kcmdtab[L["CMD_HISTORY"]] = kpg_history kcmdtab[L["CMD_ADDLOOT"]] = kpg_addloot kcmdtab[L["CMD_ADDIGNORE"]] = kpg_addignore kcmdtab[L["CMD_ADDDECAY"]] = kpg_adddecay kcmdtab[L["CMD_DECAY"]] = kpg_decay kcmdtab[L["CMD_VERSIONCHECK"]] = kpg_versioncheck kcmdtab["vc"] = kpg_versioncheck kcmdtab["test"] = kpg_test function kpg:OnSlashCommand (input) if (not input or input == "") then kpg_main() return end local cmd, pos = K.GetArgs (input) if (not cmd or cmd == "") then kpg_main() return end strlower(cmd) if (cmd == L["CMD_HELP"] or cmd == "?") then kpg_usage() return end if (not kcmdtab[cmd]) then err (L["%q is not a valid command. Type %s for help."], white (cmd), white (strfmt ("/%s %s", L["CMDNAME"], L["CMD_HELP"]))) return end local arg if (pos == 1e9) then arg = "" else arg = strsub(input, pos) end kcmdtab[cmd](arg) end local function kpg_initialisation (self) if (kpg.initialised) then return end self.db = DB:New("KKonferPUGDB", nil, "Default") self.frdb = self.db.factionrealm if (not self.frdb.dbversion) then self.frdb.dbversion = kpg.dbversion for k,v in pairs (kpg.defaults) do if (self.frdb[k] == nil) then self.frdb[k] = v end end end self.frdb.users = self.frdb.users or {} self.frdb.items = self.frdb.items or {} self.frdb.history = self.frdb.history or {} self:UpdateDatabaseVersion () self.lootitem = {} self.qf = {} self.suspended = self.frdb.suspended or nil kpg:InitialiseUI () K.comm.RegisterComm (self, self.CHAT_MSG_PREFIX) self:SendMessage ("KPG_INITIALISED") end function kpg:OnLateInit () kpg_initialisation (self) check_for_other_konfer () end function kpg:FullRefresh () kpg:UpdateAllConfigSettings () kpg:RefreshRaid () kpg:RefreshIgnoredItems () kpg:RefreshDecayedUsers () end function kpg:UpdateAllConfigSettings () local cf = kpg.qf.lootopts cf.autoopen:SetChecked (kpg.frdb.auto_open) cf.tooltips:SetChecked (kpg.frdb.display_tooltips) cf.announce:SetChecked (kpg.frdb.announce_loot) cf.chatfilter:SetChecked (kpg.frdb.chat_filter) cf.autoloot:SetChecked (kpg.frdb.auto_loot) cf.disenchant:SetChecked (kpg.frdb.disenchant) cf.rolltimeout:SetValue (kpg.frdb.roll_timeout) cf.rollextend:SetValue (kpg.frdb.roll_extend) cf.winners:SetChecked (kpg.frdb.announce_winners) cf.countdown:SetChecked (kpg.frdb.announce_countdown) cf.counthow:SetValue (kpg.frdb.announce_how) cf.offspec:SetChecked (kpg.frdb.offspec_rolls) cf.history:SetChecked (kpg.frdb.record_history) cf.entimer:SetChecked (kpg.frdb.use_timeout) cf.enext:SetChecked (kpg.frdb.use_extend) cf.msmin:SetText (tostring (kpg.frdb.main_spec_min)) cf.msmax:SetText (tostring (kpg.frdb.main_spec_max)) cf.osmin:SetText (tostring (kpg.frdb.off_spec_min)) cf.osmax:SetText (tostring (kpg.frdb.off_spec_max)) cf = kpg.qf.extraopts cf.decay:SetChecked (kpg.frdb.enable_decay) cf.maindec:SetText (tostring(kpg.frdb.main_decay)) cf.mainmax:SetValue (kpg.frdb.main_max) cf.offdec:SetText (tostring(kpg.frdb.off_decay)) cf.offmax:SetValue (kpg.frdb.off_max) end -- -- Event handling stuff. A few are Kore messages we trap but most are the -- events we care about and are local to Konfer. The only exception is the -- raid tracking stuff that will need to change to hook Kahlua Killers -- events when that mod is complete. -- local function player_info_updated (evt, ...) RequestRaidInfo () end function kpg:RefreshRaid () if (not kpg.initialised) then return end local nraiders = GetNumGroupMembers () local oldinraid = kpg.inraid kpg.inraid = nil if (nraiders > 0) then kpg.inraid = 1 end if (IsInRaid ()) then kpg.inraid = 2 end if (UnitInBattleground ("player")) then kpg.inraid = false end local sendmsg = false if (kpg.inraid ~= oldinraid) then if (kpg.inraid and kpg.inraid > 0) then kpg.raid = {} kpg.myraidid = 0 kpg.isml = false kpg.mlname = nil kpg.isaorl = false sendmsg = true K:UpdatePlayerAndGuild () else kpg.raid = nil kpg.myraidid = nil kpg.isml = nil kpg.mlname = nil kpg.isaorl = nil kpg.looters = nil kpg.numlooters = nil kpg:ResetBossLoot () kpg:SendMessage ("KPG_LEFT_RAID") return end end if (kpg.inraid) then kpg.raid.party = {} for i = 1,8 do kpg.raid.party[i] = {} end kpg.raid.raiders = {} kpg.raid.numraiders = nraiders kpg.raid.threshold = GetLootThreshold () kpg.myraidid = 0 if (kpg.inraid == 2) then local lootm, _, mlrid = GetLootMethod () for i = 1, 40 do local nm, rank, party, lvl, _, cls, _, ol = GetRaidRosterInfo (i) if (nm) then nm = K.CanonicalName (nm, nil) local isml = false if (i == mlrid) then isml = true end if (nm == K.player.player) then kpg.myraidid = i if (isml) then kpg.isml = true end if (rank > 0) then kpg.isaorl = true end end kpg.raid.raiders[nm] = { class = K.ClassIndex[cls], idx = i, party = party, isaorl = rank > 0, online = ol and true or false, } if (kpg.frdb.users[nm]) then kpg.raid.raiders[nm].uinfo = kpg.frdb.users[nm] end local ti = { name = nm } tinsert (kpg.raid.party[party], ti) end end elseif (kpg.inraid == 1) then kpg.raid.raiders[K.player.player] = { class = K.player.class, idx = 0, party = 1, online = true, } tinsert (kpg.raid.party[1], { name = K.player.player }) for i = 1, MAX_PARTY_MEMBERS do local isp = UnitExists ("party"..i) if (isp) then local pnm = UnitName ("party"..i) local pcl = K.ClassIndex[select (2, UnitClass ("party"..i))] or nil local ol = UnitIsConnected ("party"..i) if (pcl) then kpg.raid.raiders[pnm] = { class = pcl, idx = i, party = 1, online = ol and true or false, } tinsert (kpg.raid.party[1], { name = pnm }) if (kpg.frdb.users[pnm]) then kpg.raid.raiders[pnm].uinfo = kpg.frdb.users[pnm] end end end end end end kpg:RefreshRaiders () if (sendmsg) then kpg:SendMessage ("KPG_JOINED_RAID", kpg.raid.numraiders, kpg.raid.numparty) end kpg:RefreshMasterLootInfo () end -- -- Only get these values once -- local disenchant_name = GetSpellInfo (13262) local herbalism_name = GetSpellInfo (11993) local mining_name = GetSpellInfo (32606) local function unit_spellcast_succeeded (evt, caster, sname, rank, tgt) if ((caster == "player") and (sname == OPENING)) then kpg.chestname = tgt return end if ((caster == "player") and ((sname == disenchant_name) or (sname == herbalism_name) or (sname == mining_name))) then kpg.skiploot = true end end function kpg:AddItemToBossLoot (ilink, quant, lootslot) if (not kpg.bossloot) then kpg.bossloot = {} end local lootslot = lootslot or 0 local itemid = string.match (ilink, "item:(%d+)") local ti = { itemid = itemid, ilink = ilink, slot = lootslot, quant = quant } tinsert (kpg.bossloot, ti) end function kpg:SetMLCandidates (slot) if (not kpg.inraid) then return end kpg.looters = {} kpg.numlooters = 0 for i = 1, GetNumGroupMembers (LE_PARTY_CATEGORY_HOME) do local tlc = GetMasterLootCandidate (slot, i) if (tlc and tlc ~= "") then local lc = K.CanonicalName (tlc, nil) local ti = { mlidx = i } kpg.looters[lc] = ti kpg.numlooters = kpg.numlooters + 1 end end kpg:UpdateCandidatesPopup () end function kpg:RefreshBossLoot() if (kpg.suspended or (not kpg.inraid) or (not kpg.isml) or (not kpg.raid) or (not kpg.raid.masterloot)) then return end kpg.announcedloot = kpg.announcedloot or {} if (kpg.skiploot) then debug (3, "skiploot set, returning") kpg.skiploot = nil return end local lslot = GetNumLootItems () debug (3, "GetNumLootItems() = %d", lslot) local ilist = {} kpg.bossloot = {} kpg.uguid = nil for i = 1,lslot do if (LootSlotHasItem (i)) then local icon, name, quant, qual, locked = GetLootSlotInfo (i) local ilink = GetLootSlotLink (i) local itemid local skipit = false kpg:SetMLCandidates (i) if (locked) then skipit = true else if ((ilink ~= nil) and (ilink ~= "")) then itemid = string.match (ilink, "item:(%d+)") if (kpg.frdb.items and kpg.frdb.items[itemid]) then skipit = true elseif (kpg.iitems[itemid]) then skipit = true end else skipit = true end end if (qual < kpg.raid.threshold) then skipit = true end debug (3, "RefreshBossLoot: i=%d/%d ilink=%q itemid=%s quant=%d qual=%d threshold=%d skipit=%s", i, lslot, tostring (ilink), tostring (itemid), quant, qual, kpg.raid.threshold, tostring (skipit)) if (not skipit) then kpg:AddItemToBossLoot (ilink, quant, i) local tii = { ilink, quant } tinsert (ilist, tii) end end end if (not kpg.bossloot) then return end local uname = UnitName ("target") local uguid = UnitGUID ("target") local realguid = true if (not uname or uname == "") then if (kpg.chestname and kpg.chestname ~= "") then uname = kpg.chestname else uname = L["Chest"] end end if (not uguid or uguid == "") then uguid = 0 if (kpg.chestname and kpg.chestname ~= "") then uguid = kpg.chestname realguid = false end end kpg.uguid = uguid kpg.qf.lootlist.itemcount = #kpg.bossloot kpg.qf.lootlist:UpdateList () if (#kpg.bossloot > 0) then kpg:SendConfig () kpg.SendAM ("OLOOT", "ALERT", uname, uguid, realguid, ilist) if (kpg.frdb.auto_open == true) then if (not kpg.mainwin:IsVisible ()) then kpg.autoshown = true end kpg.mainwin:Show () kpg.mainwin:SetTab (kpg.LOOT_TAB, kpg.LOOT_ASSIGN_TAB) end if (kpg.frdb.announce_loot) then kpg.announcedloot = kpg.announcedloot or {} local sendfn = kpg.SendRaidMsg if (kpg.inraid == 1) then sendfn = kpg.SendPartyMsg end local dloot = true if (uguid ~= 0) then if (kpg.announcedloot[uguid]) then dloot = false end kpg.announcedloot[uguid] = true else kpg.lastannouncetime = kpg.lastannouncetime or time() local now = time() local elapsed = difftime (now, kpg.lastannounce) if (elapsed < 60) then dloot = false end end if (dloot == true) then sendfn (strfmt (L["%s: loot from %s: "], L["MODABBREV"], uname)) for k,v in ipairs (kpg.bossloot) do sendfn (strfmt ("%s: %s", L["MODABBREV"], v.ilink)) end kpg.lastannouncetime = time () end end else kpg.bossloot = nil end end local function loot_closed (evt, ...) kpg:ResetBossLoot () kpg.chestname = nil if (kpg.autoshown) then kpg.autoshown = nil kpg.mainwin:Hide () end kpg.SendAM ("CLOOT") end local function party_loot_method_changed (evt, ...) kpg:RefreshMasterLootInfo () end function kpg:RefreshMasterLootInfo () local method, mlpi, mlri = GetLootMethod () kpg.mlname = nil kpg.isml = nil if (kpg.inraid) then kpg.raid.masterloot = false end if (method == "master") then local mlname if (mlpi) then if (mlpi == 0) then mlname = K.player.player else mlname = UnitName ("party"..mlpi) end end if (mlri) then if (mlri == 0) then mlname = K.player.player else mlname = UnitName ("raid"..mlri) end end if (kpg.inraid) then kpg.raid.masterloot = true kpg.mlname = K.CanonicalName (mlname) if (kpg.mlname == K.player.player) then kpg.isml = true else kpg.isml = false end kpg:SendMessage ("KPG_MASTER_LOOTER", kpg.isml) end end kpg:SendMessage ("KPG_CONFIG_ADMIN", kpg.isml) end local titlematch = "^" .. L["MODTITLE"] .. ": " local abbrevmatch = "^" .. L["MODABBREV"] .. ": " local function reply_filter (self, evt, msg, snd, ...) local sender = K.CanonicalName (snd, nil) if (strmatch (msg, titlematch)) then if (evt == "CHAT_MSG_WHISPER_INFORM") then return true elseif (sender == K.player.player) then return true end end if (strmatch (msg, abbrevmatch)) then if (evt == "CHAT_MSG_WHISPER_INFORM") then return true elseif (sender == K.player.player) then return true end end end local function raid_roster_update (evt,...) kpg:RefreshRaid () end kpg:RegisterMessage ("KPG_CONFIG_ADMIN", function (evt, onoff, ...) if (onoff and admin_hooks_registered ~= true) then admin_hooks_registered = true kpg:RegisterEvent ("UNIT_SPELLCAST_SUCCEEDED", unit_spellcast_succeeded) kpg:RegisterEvent ("PARTY_LOOT_METHOD_CHANGED", party_loot_method_changed) elseif (not onoff and admin_hooks_registered == true) then admin_hooks_registered = false kpg:UnregisterEvent ("UNIT_SPELLCAST_SUCCEEDED") kpg:UnregisterEvent ("PARTY_LOOT_METHOD_CHANGED") kpg:SendMessage ("KPG_MASTER_LOOTER", false) end if (onoff) then if (chat_filters_installed ~= true) then if (kpg.frdb.chat_filter) then chat_filters_installed = true ChatFrame_AddMessageEventFilter("CHAT_MSG_WHISPER_INFORM", reply_filter) ChatFrame_AddMessageEventFilter("CHAT_MSG_RAID", reply_filter) ChatFrame_AddMessageEventFilter("CHAT_MSG_RAID_LEADER", reply_filter) ChatFrame_AddMessageEventFilter("CHAT_MSG_PARTY", reply_filter) ChatFrame_AddMessageEventFilter("CHAT_MSG_PARTY_LEADER", reply_filter) end end end if (not onoff or not kpg.frdb.chat_filter) then if (chat_filters_installed) then chat_filters_installed = false ChatFrame_RemoveMessageEventFilter ("CHAT_MSG_WHISPER_INFORM", reply_filter) ChatFrame_RemoveMessageEventFilter ("CHAT_MSG_RAID", reply_filter) ChatFrame_RemoveMessageEventFilter ("CHAT_MSG_RAID_LEADER", reply_filter) ChatFrame_RemoveMessageEventFilter ("CHAT_MSG_PARTY", reply_filter) ChatFrame_RemoveMessageEventFilter ("CHAT_MSG_PARTY_LEADER", reply_filter) end end end) kpg:RegisterMessage ("KPG_MASTER_LOOTER", function (evt, onoff, ...) if (onoff and ml_hooks_registered ~= true) then kpg:RegisterEvent ("LOOT_OPENED", function (evt, ...) kpg:RefreshBossLoot () end) kpg:RegisterEvent ("LOOT_SLOT_CHANGED", function (evt, ...) kpg:RefreshBossLoot () end) kpg:RegisterEvent ("LOOT_CLOSED", loot_closed) kpg:RegisterEvent ("OPEN_MASTER_LOOT_LIST", function (evt, ...) local l for l = 1, GetNumLootItems() do if (LootSlotHasItem (l)) then kpg:SetMLCandidates (l) return end end end) kpg:RegisterEvent ("UPDATE_MASTER_LOOT_LIST", function (evt, ...) local l for l = 1, GetNumLootItems() do if (LootSlotHasItem (l)) then kpg:SetMLCandidates (l) return end end end) ml_hooks_registered = true elseif (not onoff and ml_hooks_registered == true) then kpg:UnregisterEvent ("LOOT_OPENED") kpg:UnregisterEvent ("LOOT_CLOSED") kpg:UnregisterEvent ("OPEN_MASTER_LOOT_LIST") kpg:UnregisterEvent ("UPDATE_MASTER_LOOT_LIST") ml_hooks_registered = false end if (not onoff and kpg.inraid) then -- Hide the config and decay tabs kpg.qf.configtab:SetShown (false) kpg.qf.decaytab:SetShown (false) else kpg.qf.configtab:SetShown (true) kpg.qf.decaytab:SetShown (kpg.frdb.enable_decay) end kpg:RefreshDecayedUsers () end) kpg:RegisterMessage ("KPG_INITIALISED", function (evt, ...) debug (5, "KPG_INITIALISED") kpg.initialised = true kpg:RegisterMessage ("PLAYER_INFO_UPDATED", player_info_updated) kpg:RegisterEvent ("GROUP_ROSTER_UPDATE", raid_roster_update) kpg:RegisterEvent ("PARTY_MEMBERS_CHANGED", raid_roster_update) kpg:FullRefresh () end) kpg:RegisterMessage ("KPG_JOINED_RAID", function (evt, ...) if (kpg.isml) then kpg.qf.configtab:SetShown (true) kpg.qf.decaytab:SetShown (kpg.frdb.enable_decay) else kpg.qf.configtab:SetShown (false) kpg.qf.decaytab:SetShown (false) end end) kpg:RegisterMessage ("KPG_LEFT_RAID", function (evt, ...) kpg.qf.configtab:SetShown (true) kpg.qf.decaytab:SetShown (kpg.frdb.enable_decay) end)
BilliardsAniMgr = BilliardsAniMgr or { } -- 创建人物当前轮次动画 -- root是人物框 function BilliardsAniMgr:createUserFrameAni(rootNode, isRestart) local function removeAni(sp) if sp and not tolua.isnull(sp) then sp:stopAllActions() sp:removeFromParent() sp = nil end end if isRestart then removeAni(rootNode.img_User1:getChildByTag(1000)) removeAni(rootNode.img_User2:getChildByTag(1000)) rootNode.blackBg:setVisible(false) return end if EightBallGameManager:getCurrentUserID() == -1 or EBGameControl:getGameState() == g_EightBallData.gameState.practise then return end local root = player:getPlayerUserID() == EightBallGameManager:getCurrentUserID() and rootNode.img_User1 or rootNode.img_User2 local blackBgRoot = player:getPlayerUserID() == EightBallGameManager:getCurrentUserID() and rootNode.img_User2 or rootNode.img_User1 local msp = root:getChildByTag(1000) if msp then --removeAni(msp) return end rootNode.blackBg:setPositionX(blackBgRoot:getPositionX()) rootNode.blackBg:setVisible(true) msp = cc.Sprite:create() local frames = display.newFrames("userFrame%02d.png", 1, 90) local animation = display.newAnimation(frames, 0.03) msp:runAction(cc.RepeatForever:create(cc.Animate:create(animation))) msp:setPosition(cc.p(root:getContentSize().width / 2, root:getContentSize().height / 2)) msp:setTag(1000) root:addChild(msp) end -- 创建连杆动画 -- @ rootNode 游戏layer -- @ nLinkCount 连杆次数 function BilliardsAniMgr:createLinkEffect(rootNode, nLinkCount) print(" ========== link count is ", nLinkCount) local sprite = cc.Sprite:create() sprite:setCascadeOpacityEnabled(true) sprite:setGlobalZOrder(150000) -- local emitter = cc.ParticleFlower:create() -- if emitter then -- sprite:addChild(emitter, 10) -- emitter:setOpacity(0.5) -- emitter:setTexture(cc.Director:getInstance():getTextureCache():addImage("gameBilliards/effect/stars.png")) -- emitter:setPosition(cc.p(20, 0)) -- emitter:setLocalZOrder(-1) -- emitter:setScale(1.5) -- end local spine = sp.SkeletonAnimation:create("spine/skeleton.json", "spine/skeleton.atlas", 1) if spine then spine:setAnchorPoint(cc.p(0.5, 0.5)) spine:setScale(1.5) spine:setAnimation(0, "animation", false) sprite:setTag(g_EightBallData.g_Border_Tag.linkSpine) sprite:addChild(spine) spine:setCascadeOpacityEnabled(false) spine:setLocalZOrder(5) end if nLinkCount > 9 then local ten = math.modf(nLinkCount / 10) local one = nLinkCount % 10 local link1 = ccui.ImageView:create("img_num_" .. ten .. ".png", UI_TEX_TYPE_PLIST) local link2 = ccui.ImageView:create("img_num_" .. one .. ".png", UI_TEX_TYPE_PLIST) link1:setAnchorPoint(cc.p(0.5, 0.5)) link1:setScale(1) link1:setPositionX(-100) sprite:addChild(link1) link2:setCascadeOpacityEnabled(true) link2:setAnchorPoint(cc.p(0.5, 0.5)) link2:setScale(1) link2:setPositionX(-50) sprite:addChild(link2) link2:setCascadeOpacityEnabled(true) else local link = ccui.ImageView:create("img_num_" .. nLinkCount .. ".png", UI_TEX_TYPE_PLIST) if link then link:setAnchorPoint(cc.p(0.5, 0.5)) link:setScale(1) link:setPositionX(-50) sprite:addChild(link) link:setCascadeOpacityEnabled(true) end end local word = ccui.ImageView:create("img_Effect_Link.png", UI_TEX_TYPE_PLIST) if word then word:setAnchorPoint(cc.p(0.5, 0.5)) word:setScale(1) word:setPositionX(50) sprite:addChild(word) word:setCascadeOpacityEnabled(true) end rootNode:addChild(sprite) sprite:setOpacity(0) sprite:setPosition(cc.p(display.cx + 200, display.cy + 50)) sprite:setCameraMask(cc.CameraFlag.USER2) sprite:runAction(cc.Sequence:create( cc.FadeIn:create(0.5), cc.DelayTime:create(1.5), cc.FadeOut:create(0.5) )) sprite:runAction(cc.Sequence:create( cc.MoveTo:create(0.5, cc.p(sprite:getPositionX() + 50, sprite:getPositionY())), cc.DelayTime:create(1.5), cc.MoveTo:create(0.5, cc.p(sprite:getPositionX() + 100, sprite:getPositionY())) )) sprite:runAction(cc.Sequence:create(cc.DelayTime:create(2.5), cc.CallFunc:create( function() if sprite and not tolua.isnull(sprite) then sprite:stopAllActions() sprite:removeAllChildren() sprite:removeFromParent() sprite = nil end end ))) end -- 力量条数值显示 -- param@ root 三个数字的父节点 -- param@ num 力量大小 function BilliardsAniMgr:createPowerNumEffet(root, num) local hundred = math.modf(num / 100) local ten = math.modf(num / 10)%10 local one = num % 10 if hundred == 0 then root:getChildByName("num1"):setVisible(false) if ten == 0 or ten == 10 then root:getChildByName("num2"):setVisible(false) else root:getChildByName("num2"):loadTexture("img_num_" .. ten .. ".png", UI_TEX_TYPE_PLIST) root:getChildByName("num2"):setVisible(true) end else root:getChildByName("num1"):loadTexture("img_num_" .. hundred .. ".png", UI_TEX_TYPE_PLIST) root:getChildByName("num1"):setVisible(true) root:getChildByName("num2"):loadTexture("img_num_" .. ten .. ".png", UI_TEX_TYPE_PLIST) root:getChildByName("num2"):setVisible(true) end root:getChildByName("num3"):loadTexture("img_num_" .. one .. ".png", UI_TEX_TYPE_PLIST) root:getChildByName("num3"):setVisible(true) end -- 创建屏幕中间提示信息(该你击球,你将击打花色求等) -- @ rootNode 游戏图层 -- @ nType 枚举 = g_EightBallData.word function BilliardsAniMgr:createWordEffect(rootNode, nType) local spineWord if nType == g_EightBallData.word.your then spineWord = cc.Sprite:createWithSpriteFrameName("eightBall_Word_YourRound.png") elseif nType == g_EightBallData.word.full then spineWord = cc.Sprite:createWithSpriteFrameName("eightBall_Word_HitHalfBall.png") elseif nType == g_EightBallData.word.half then spineWord = cc.Sprite:createWithSpriteFrameName("eightBall_Word_HitFullBall.png") end spineWord:setCascadeOpacityEnabled(true) spineWord:setGlobalZOrder(150000) local spine = sp.SkeletonAnimation:create("spine/skeleton.json", "spine/skeleton.atlas", 1) if spine then spine:setAnchorPoint(cc.p(0.5, 0.5)) spine:setScale(1.5) spine:setAnimation(0, "animation", false) spine:setPosition(cc.p(spineWord:getContentSize().width / 2, spineWord:getContentSize().height / 2)) spineWord:addChild(spine) spine:setCascadeOpacityEnabled(false) spine:setLocalZOrder(5) end spineWord:setOpacity(0) spineWord:setPosition(cc.p(display.cx - 100, display.cy)) spineWord:setCameraMask(cc.CameraFlag.USER2) rootNode:addChild(spineWord) spineWord:runAction(cc.Sequence:create( cc.FadeIn:create(0.3), cc.DelayTime:create(1), cc.FadeOut:create(0.3) )) spineWord:runAction(cc.Sequence:create( cc.MoveTo:create(0.3, cc.p(spineWord:getPositionX() + 100, spineWord:getPositionY())), cc.DelayTime:create(1), cc.MoveTo:create(0.3, cc.p(spineWord:getPositionX() + 200, spineWord:getPositionY())) )) spineWord:runAction(cc.Sequence:create(cc.DelayTime:create(1.65), cc.CallFunc:create( function() if spineWord and not tolua.isnull(spineWord) then spineWord:stopAllActions() spineWord:removeAllChildren() spineWord:removeFromParent() spineWord = nil end end ))) end -- 设置力量条的进场出场动画 --@ isEnabled 是否是可以点击状态,动画状态 --@ m_MainLayer 游戏图层 function BilliardsAniMgr:setSliderBarAni(isEnabled, m_MainLayer) print(" setSliderBarAni ",isEnabled) BilliardsAniMgr:setFineTurningAni(isEnabled, m_MainLayer) m_MainLayer.slider_View:setVisible(false) m_MainLayer.img_PowerBar:stopAllActions() local nodeWidth = m_MainLayer.node:getContentSize().width local childWidth = m_MainLayer.img_PowerBar:getContentSize().width if isEnabled then local posX = 1136 +(display.width - nodeWidth) / 2 if posX ~= m_MainLayer.img_PowerBar:getPositionX() then m_MainLayer.img_PowerBar:setPositionX(posX - childWidth) return end m_MainLayer.slider_PowerBar:setTouchEnabled(true) m_MainLayer.img_PowerBar:setPositionX(posX) m_MainLayer.img_PowerBar:runAction(cc.MoveTo:create(0.5, cc.p(posX - childWidth, m_MainLayer.img_PowerBar:getPositionY()))) else -- if EBGameControl:getGameState() == g_EightBallData.gameState.practise then -- return -- end local posX = 1136 +(display.width - nodeWidth) / 2 - childWidth if posX ~= m_MainLayer.img_PowerBar:getPositionX() then m_MainLayer.img_PowerBar:setPositionX(posX + childWidth) return end if EBGameControl:getGameState() ~= g_EightBallData.gameState.practise then m_MainLayer.slider_PowerBar:setTouchEnabled(false) end m_MainLayer.img_PowerBar:setPositionX(posX) m_MainLayer.img_PowerBar:runAction(cc.MoveTo:create(0.5, cc.p(posX + childWidth, m_MainLayer.img_PowerBar:getPositionY()))) end end -- 设置微调框的进场出场动画 -- @ isEnabled 是否可以点击状态,动画状态 -- @ m_MainLayer 游戏图层 function BilliardsAniMgr:setFineTurningAni(isEnabled, m_MainLayer) m_MainLayer.layout_FineTurning:stopAllActions() local nodeWidth = m_MainLayer.node:getContentSize().width local childWidth = m_MainLayer.layout_FineTurning:getContentSize().width if isEnabled then local posX = 0 -(display.width - nodeWidth) / 2 -- if posX ~= m_MainLayer.layout_FineTurning:getPositionX() then -- m_MainLayer.layout_FineTurning:setPositionX(posX + childWidth) -- return -- end m_MainLayer.layout_FineTurning:setPositionX(posX) m_MainLayer.layout_FineTurning:runAction(cc.MoveTo:create(0.5, cc.p(posX + childWidth, m_MainLayer.layout_FineTurning:getPositionY()))) else local posX = 0 -(display.width - nodeWidth) / 2 -- if posX ~= m_MainLayer.layout_FineTurning:getPositionX() then -- m_MainLayer.layout_FineTurning:setPositionX(posX - childWidth) -- return -- end m_MainLayer.layout_FineTurning:setPositionX(posX+childWidth) m_MainLayer.layout_FineTurning:runAction(cc.MoveTo:create(0.5, cc.p(posX - childWidth, m_MainLayer.layout_FineTurning:getPositionY()))) end end --比赛开始动画 function BilliardsAniMgr:setGameStartAni(rootBg) local spine = sp.SkeletonAnimation:create("gameBilliards/effect/bisaikaishi_tx.json", "gameBilliards/effect/bisaikaishi_tx.atlas", 1) if spine then spine:setAnchorPoint(cc.p(0.5, 0.5)) spine:setScale(1) spine:setAnimation(0, "bisaikaishi", false) spine:setPosition(cc.p(rootBg:getContentSize().width / 2, rootBg:getContentSize().height / 2+50)) spine:setCameraMask(cc.CameraFlag.USER2) spine:setGlobalZOrder(100000) rootBg:addChild(spine) end end function BilliardsAniMgr:setGameOverAni(isWin, rootBg) local spine if isWin then ccs.ArmatureDataManager:getInstance():addArmatureFileInfo("res/flash/yuan010.png", "res/flash/yuan010.plist", "res/flash/yuan01.ExportJson") local spine = ccs.Armature:create("yuan01") spine:setPosition(cc.p(display.cx, display.cy+50)) spine:setScale(3.0) spine:setLocalZOrder(-1) --spine:setCameraMask(cc.CameraFlag.USER2) spine:getAnimation():play("Animation1") rootBg:addChild(spine) else spine = sp.SkeletonAnimation:create("gameBilliards/effect/jiesuan_shibai.json", "gameBilliards/effect/jiesuan_shibai.atlas", 1) spine:setAnimation(0, "jiesuan_shibai", true) spine:setScale(0.5) spine:setPosition(cc.p(rootBg:getContentSize().width / 2, rootBg:getContentSize().height / 2 + 180)) rootBg:addChild(spine) end end -- 提示框信息 function BilliardsAniMgr:setGameTips(m_MainLayer,result) --倒计时 local timer = m_MainLayer.tip:getChildByTag(g_EightBallData.g_Border_Tag.tipsTimer) if not timer then timer = ccui.ImageView:create() timer:setTag(g_EightBallData.g_Border_Tag.tipsTimer) local size = m_MainLayer.tip:getContentSize() timer:setPositionX(timer:getPositionX() + 50) --timer:setPosition(cc.p(size.width/2,size.height/2)) m_MainLayer.tip:addChild(timer) local word = cc.Sprite:create("gameBilliards/eightBall/eightBall_Word_Timer.png") word:setPosition(cc.p(-75,40)) timer:addChild(word) end timer:stopAllActions() timer:setVisible(false) local currentUserID = EightBallGameManager:getCurrentUserID() local panel_Tip = m_MainLayer.panel_Tip if result == g_EightBallData.gameRound.foul then if currentUserID ~= -1 and currentUserID == player:getPlayerUserID() then m_MainLayer.tip:setString("击球犯规,请放置自由球") elseif currentUserID ~= -1 and currentUserID ~= player:getPlayerUserID() then m_MainLayer.tip:setString("击球犯规,对手放置自由球") else return end elseif result == g_EightBallData.gameRound.keep then if (currentUserID ~= -1 and currentUserID ~= player:getPlayerUserID()) --[[or EightBallGameManager:getColorUserID() <= 0]] then m_MainLayer.tip:setString("继续击球") else return end elseif result == g_EightBallData.gameRound.change then m_MainLayer.tip:setString("正常击球,交换击球权") elseif result == g_EightBallData.gameRound.restart then m_MainLayer.tip:setString("首杆进黑八,重新开始本局") elseif result == g_EightBallData.gameRound.countdown then if EightBallGameManager:getCurrentUserID() ~= player:getPlayerUserID() then return end timer:setVisible(true) m_MainLayer.tip:setString("") timer:setScale(0.9) timer:loadTexture("img_num_3.png",UI_TEX_TYPE_PLIST) timer:runAction(cc.Sequence:create( cc.DelayTime:create(1), cc.CallFunc:create(function () timer:loadTexture("img_num_2.png",UI_TEX_TYPE_PLIST) end), cc.DelayTime:create(1), cc.CallFunc:create(function () timer:loadTexture("img_num_1.png",UI_TEX_TYPE_PLIST) end), cc.DelayTime:create(1), cc.CallFunc:create(function () timer:loadTexture("img_num_0.png",UI_TEX_TYPE_PLIST) end), cc.DelayTime:create(1), cc.CallFunc:create(function () if timer and not tolua.isnull(timer) then timer:stopAllActions() timer:setVisible(false) panel_Tip:runAction(cc.MoveTo:create(0.3, cc.p(display.cx, 0 -(display.height - m_MainLayer.node:getContentSize().height) / 2))) end end) )) panel_Tip:runAction(cc.MoveTo:create(0.3, cc.p(display.cx, 0 -(display.height - m_MainLayer.node:getContentSize().height) / 2 + panel_Tip:getContentSize().height))) return else m_MainLayer.tip:setString("") panel_Tip:setPosition(cc.p(display.cx, 0 -(display.height - m_MainLayer.node:getContentSize().height) / 2)) return end local nodeHeight = m_MainLayer.node:getContentSize().height local childHeight = panel_Tip:getContentSize().height if panel_Tip then panel_Tip:stopAllActions() panel_Tip:setPosition(cc.p(display.cx, 0 -(display.height - nodeHeight) / 2)) panel_Tip:runAction(cc.Sequence:create( cc.MoveTo:create(0.3, cc.p(display.cx, 0 -(display.height - nodeHeight) / 2 + childHeight)), cc.DelayTime:create(1), cc.CallFunc:create( function() panel_Tip:runAction(cc.MoveTo:create(0.3, cc.p(display.cx, 0 -(display.height - nodeHeight) / 2))) end ) )) end end --桌子白色摆放球的指示框 --@param isEnabled 是否需要亮出来 function BilliardsAniMgr:setDeskTempAni(m_MainLayer, isEnabled) m_MainLayer.deskTemp:stopAllActions() m_MainLayer.deskTemp:setOpacity(0) if isEnabled then if EBGameControl:getGameState() == g_EightBallData.gameState.practise or EightBallGameManager:getCurrentUserID() == player:getPlayerUserID() then m_MainLayer.deskTemp:setVisible(true) m_MainLayer.deskTemp:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.FadeIn:create(1), cc.FadeOut:create(1)))) else m_MainLayer.deskTemp:setVisible(false) end else m_MainLayer.deskTemp:setVisible(false) end end -- 设置头像框的倒计时 function BilliardsAniMgr:setHeadTimerAni(Bg, leftTime, callback) --if EBGameControl:getGameState() ~= g_EightBallData.gameState.practise then local size = Bg:getContentSize() local ProgressTimerAction = Bg:getChildByTag(g_EightBallData.g_Border_Tag.timer) if not ProgressTimerAction then local sprite = cc.Sprite:create("gameBilliards/eightBall/eightBall_ProgressTimer_Bg.png") ProgressTimerAction = cc.ProgressTimer:create(sprite) ProgressTimerAction:setType(cc.PROGRESS_TIMER_TYPE_RADIAL) ProgressTimerAction:setPosition(cc.p(Bg:getContentSize().width / 2, Bg:getContentSize().height / 2)) ProgressTimerAction:setAnchorPoint(cc.p(0.5, 0.5)) ProgressTimerAction:setReverseDirection(true) ProgressTimerAction:setTag(g_EightBallData.g_Border_Tag.timer) Bg:addChild(ProgressTimerAction) end local particle = Bg:getChildByTag(g_EightBallData.g_Border_Tag.clockParticle) if not particle then particle = cc.ParticleSystemQuad:create("gameBilliards/effect/ClockMove.plist") particle:setLifeVar(2) particle:setDuration(-1) particle:setTag(g_EightBallData.g_Border_Tag.clockParticle) Bg:addChild(particle) end particle:setPosition(cc.p(size.width /2 ,size.height-2)) particle:setVisible(true) particle:stopAllActions() local seq = cc.Sequence:create( cc.MoveBy:create(leftTime / 8 , cc.p(size.width /2, 0)), cc.MoveBy:create(leftTime / 4 , cc.p(0, -size.height+2)), cc.MoveBy:create(leftTime / 4 , cc.p(-size.width+2, 0)), cc.MoveBy:create(leftTime / 4 , cc.p(0, size.height-2)), cc.CallFunc:create(function ( ... ) --最后3秒调用 print("last 3 seconds !") --amgr.playViberate(0.3) if callback then callback() end end), cc.MoveBy:create(leftTime / 8 , cc.p(size.width /2-1, 0)), cc.CallFunc:create(function ( ... ) particle:setVisible(false) end) ) particle:runAction(seq) if leftTime <= 0 then ProgressTimerAction:setPercentage(0) ProgressTimerAction:stopAllActions() particle:setVisible(false) return end local wholeTime = leftTime * 5 if leftTime > 20 then wholeTime = 100 end local progressTo = cc.ProgressFromTo:create(leftTime, wholeTime, 0) local clear = cc.CallFunc:create( function() end ) ProgressTimerAction:runAction(cc.Sequence:create(progressTo, clear)) --end end --指示球设置 function BilliardsAniMgr:setTipBallsAni(root,tipBalls,index,pos) if root then local tip = tipBalls[index] if tip then root:addChild(tip) tip:setPositionX() end end end function BilliardsAniMgr:init() end return BilliardsAniMgr
-- Skeleton Entity -- local Base = require 'src.entities.entities.active.units.base' local Skeleton = Base:extend() function Skeleton:new(data) Base.new(self, _:merge({ name = 'skeleton', systems = { 'gravity', 'proximity', -- animation = Animation['skeleton'], health = { hp = 25 }, move = { spd = 50 }, death = { }, hit = { delay = 0.25 }, regen = { rate = 1, amt = 1 }, revive = { delay = 5 } }, behaviors = { { 'damage' }, -- reacts to damage -- { 'attack' }, -- can attack { 'patrol' } -- default: patrol } }, data)) end -- Update (req'd to run systems) -- function Skeleton:update(dt) Base.update(self, dt) end return Skeleton