Beispiel #1
0
bool PListFile::LoadValue(PListValue& value, const XMLElement& valueElem)
{
    String valueType = valueElem.GetName();

    if (valueType == "string")
        value.SetString(valueElem.GetValue());
    else if (valueType == "real")
        value.SetFloat(ToFloat(valueElem.GetValue()));
    else if (valueType == "integer")
        value.SetInt(ToInt(valueElem.GetValue()));
    else if (valueType == "true")
        value.SetBool(true);
    else if (valueType == "false")
        value.SetBool(false);
    else if (valueType == "dict")
    {
        if (!LoadDict(value.ConvertToValueMap(), valueElem))
            return false;
    }
    else if (valueType == "array")
    {
        if (!LoadArray(value.ConvertToValueVector(), valueElem))
            return false;
    }
    else
    {
        URHO3D_LOGERROR("Supported value type");
        return false;
    }

    return true;
}
Beispiel #2
0
	bool Shader::Load(const void* wrapper)
	{
		EntityManager::Ptr entityMgr = EntityManager::Instance();
		std::string str;

		if (!LoadMemberValue(wrapper, "type", str))
		{
			FURYE << "Shader param 'type' not found!";
			return false;
		}
		m_Type = EnumUtil::ShaderTypeFromString(str);

		// read shader texture flags

		std::vector<ShaderTexture> textures;

		m_TextureFlags = 0;
		if (LoadArray(wrapper, "textures", [&](const void* node) -> bool
		{
			if (!LoadValue(node, str))
			{
				FURYE << "Shader's texture flag not found!";
				return false;
			}
			textures.push_back(EnumUtil::ShaderTextureFromString(str));
			return true;
		}))
		{
			for (auto texture : textures)
				m_TextureFlags = m_TextureFlags | (unsigned int)texture;
		}

		// end: read shader texture flags

		if (!LoadMemberValue(wrapper, "path", str))
		{
			FURYE << "Shader param 'path' not found!";
			return false;
		}
		LoadAndCompile(FileUtil::GetAbsPath() + str);

		return true;
	}
void main ( int argc, char *argv[] )
{
    Element **Array;
    int Items = 2000;

    if ( argc != 2 && argc != 3 )
    {
        fprintf ( stderr, "Usage: quick1 infile [maxitems]\n" );
        return;
    }

    if ( argc == 3 )
        Items = atoi ( argv[2] );

    if (( Items = LoadArray ( argv[1], Items, &Array )) == -1 )
        return; /* Couldn't load file */

    QuickSort1 ( Array, Items, (CompFunc) Cfunc );
    ShowArray ( Array, Items, (CompFunc) Cfunc );
}
void Config::LoadConfig(const std::string path)
{
	std::ifstream input_file(path);

	if (!input_file.good())
		return;

	try
	{
		config << input_file;
	}
	catch (...)
	{
		input_file.close();
		return;
	}

	Load(g_Options.misc_autoaccept, "misc_autoaccept");
	Load(g_Options.misc_revealAllRanks, "misc_revealAllRanks");
	Load(g_Options.misc_bhop, "misc_bhop");
	Load(g_Options.misc_autostrafe, "misc_autostrafe");
	Load(g_Options.misc_auto_pistol, "misc_auto_pistol");
	Load(g_Options.misc_chatspamer, "misc_chatspamer");
	Load(g_Options.misc_thirdperson, "misc_thirdperson");
	Load(g_Options.misc_thirdperson_bind, "misc_thirdperson_bind");
	Load(g_Options.misc_fakewalk, "misc_fakewalk");
	Load(g_Options.misc_fakewalk_bind, "misc_fakewalk_bind");
	Load(g_Options.misc_fakelag_enabled, "misc_fakelag_enabled");
	Load(g_Options.misc_fakelag_value, "misc_fakelag_value");
	Load(g_Options.misc_fakelag_activation_type, "misc_fakelag_activation_type");
	Load(g_Options.misc_fakelag_adaptive, "misc_fakelag_adaptive");
	Load(g_Options.misc_animated_clantag, "misc_animated_clantag");
	Load(g_Options.misc_spectatorlist, "misc_spectatorlist");
	Load(g_Options.misc_logevents, "misc_logevents");
	Load(g_Options.removals_flash, "removals_flash");
	Load(g_Options.removals_smoke, "removals_smoke");
	Load(g_Options.removals_smoke_type, "removals_smoke_type");
	Load(g_Options.removals_scope, "removals_scope");
	Load(g_Options.removals_novisualrecoil, "removals_novisualrecoil");
	Load(g_Options.removals_postprocessing, "removals_postprocessing");
	Load(g_Options.esp_enemies_only, "esp_enemies_only");
	Load(g_Options.esp_farther, "esp_farther");
	Load(g_Options.esp_fill_amount, "esp_fill_amount");
	LoadArray(g_Options.esp_player_fill_color_t, "esp_player_fill_color_t");
	LoadArray(g_Options.esp_player_fill_color_ct, "esp_player_fill_color_ct");
	LoadArray(g_Options.esp_player_fill_color_t_visible, "esp_player_fill_color_t_visible");
	LoadArray(g_Options.esp_player_fill_color_ct_visible, "esp_player_fill_color_ct_visible");
	Load(g_Options.esp_player_boundstype, "esp_player_boundstype");
	Load(g_Options.esp_player_boxtype, "esp_player_boxtype");
	LoadArray(g_Options.esp_player_bbox_color_t, "esp_player_bbox_color_t");
	LoadArray(g_Options.esp_player_bbox_color_ct, "esp_player_bbox_color_ct");
	LoadArray(g_Options.esp_player_bbox_color_t_visible, "esp_player_bbox_color_t_visible");
	LoadArray(g_Options.esp_player_bbox_color_ct_visible, "esp_player_bbox_color_ct_visible");
	Load(g_Options.esp_player_name, "esp_player_name");
	Load(g_Options.esp_player_health, "esp_player_health");
	Load(g_Options.esp_player_weapons, "esp_player_weapons");
	Load(g_Options.esp_player_snaplines, "esp_player_snaplines");
	Load(g_Options.esp_player_chams, "esp_player_chams");
	Load(g_Options.esp_player_chams_type, "esp_player_chams_type");
	LoadArray(g_Options.esp_player_chams_color_t_visible, "esp_player_chams_color_t_visible");
	LoadArray(g_Options.esp_player_chams_color_ct_visible, "esp_player_chams_color_ct_visible");
	LoadArray(g_Options.esp_player_chams_color_t, "esp_player_chams_color_t");
	LoadArray(g_Options.esp_player_chams_color_ct, "esp_player_chams_color_ct");
	Load(g_Options.esp_player_skelet, "esp_player_skelet");
	Load(g_Options.esp_player_anglelines, "esp_player_anglelines");
	Load(g_Options.esp_dropped_weapons, "esp_dropped_weapons");
	Load(g_Options.esp_planted_c4, "esp_planted_c4");
	Load(g_Options.esp_grenades, "esp_grenades");
	Load(g_Options.esp_grenades_type, "esp_grenades_type");
	Load(g_Options.esp_backtracked_player_skelet, "esp_backtracked_player_skelet");
	Load(g_Options.esp_lagcompensated_hitboxes, "esp_lagcompensated_hitboxes");
	Load(g_Options.esp_lagcompensated_hitboxes_type, "esp_lagcompensated_hitboxes_type");
	Load(g_Options.visuals_others_player_fov, "visuals_others_player_fov");
	Load(g_Options.visuals_others_player_fov_viewmodel, "visuals_others_player_fov_viewmodel");
	Load(g_Options.visuals_others_watermark, "visuals_others_watermark");
	Load(g_Options.visuals_others_grenade_pred, "visuals_others_grenade_pred");
	Load(g_Options.visuals_others_hitmarker, "visuals_others_hitmarker");
	Load(g_Options.visuals_others_bulletimpacts, "visuals_others_bulletimpacts");
	LoadArray(g_Options.visuals_others_bulletimpacts_color, "visuals_others_bulletimpacts_color");
	Load(g_Options.visuals_others_sky, "visuals_others_sky");
	Load(g_Options.glow_enabled, "glow_enabled");
	Load(g_Options.glow_players, "glow_players");
	LoadArray(g_Options.glow_player_color_t, "glow_player_color_t");
	LoadArray(g_Options.glow_player_color_ct, "glow_player_color_ct");
	LoadArray(g_Options.glow_player_color_t_visible, "glow_player_color_t_visible");
	LoadArray(g_Options.glow_player_color_ct_visible, "glow_player_color_ct_visible");
	Load(g_Options.glow_players_style, "glow_players_style");
	Load(g_Options.glow_others, "glow_others");
	Load(g_Options.glow_others_style, "glow_others_style");
	Load(g_Options.legit_enabled, "legit_enabled");
	Load(g_Options.legit_aimkey1, "legit_aimkey1");
	Load(g_Options.legit_aimkey2, "legit_aimkey2");
	Load(g_Options.legit_rcs, "legit_rcs");
	Load(g_Options.legit_trigger, "legit_trigger");
	Load(g_Options.legit_trigger_with_aimkey, "legit_trigger_with_aimkey");
	Load(g_Options.legit_preaim, "legit_preaim");
	Load(g_Options.legit_aftershots, "legit_aftershots");
	Load(g_Options.legit_afteraim, "legit_afteraim");
	Load(g_Options.legit_smooth_factor, "legit_smooth_factor");
	Load(g_Options.legit_fov, "legit_fov");
	Load(g_Options.rage_enabled, "rage_enabled");
	Load(g_Options.rage_aimkey, "rage_aimkey");
	Load(g_Options.rage_usekey, "rage_usekey");
	Load(g_Options.rage_silent, "rage_silent");
	Load(g_Options.rage_norecoil, "rage_norecoil");
	Load(g_Options.rage_autoshoot, "rage_autoshoot");
	Load(g_Options.rage_autoscope, "rage_autoscope");
	Load(g_Options.rage_autocrouch, "rage_autocrouch");
	Load(g_Options.rage_autostop, "rage_autostop");
	Load(g_Options.rage_autobaim, "rage_autobaim");
	Load(g_Options.rage_autocockrevolver, "rage_autocockrevolver");
	Load(g_Options.rage_baim_after_x_shots, "rage_baim_after_x_shots");
	Load(g_Options.rage_lagcompensation, "rage_lagcompensation");
	Load(g_Options.rage_lagcompensation_type, "rage_lagcompensation_type");
	Load(g_Options.rage_fixup_entities, "rage_fixup_entities");
	Load(g_Options.rage_mindmg, "rage_mindmg");
	Load(g_Options.rage_hitchance_amount, "rage_hitchance_amount");
	Load(g_Options.rage_hitbox, "rage_hitbox");
	Load(g_Options.rage_prioritize, "rage_prioritize");
	Load(g_Options.rage_multipoint, "rage_multipoint");
	Load(g_Options.rage_pointscale, "rage_pointscale");
	LoadArray(g_Options.rage_multiHitboxes, "rage_multiHitboxes");
	Load(g_Options.hvh_antiaim_x, "hvh_antiaim_x");
	Load(g_Options.hvh_antiaim_y, "hvh_antiaim_y");
	Load(g_Options.hvh_antiaim_y_fake, "hvh_antiaim_y_fake");
	Load(g_Options.hvh_antiaim_lby_breaker, "hvh_antiaim_lby_breaker");
	Load(g_Options.hvh_show_real_angles, "hvh_show_real_angles");
	Load(g_Options.hvh_resolver, "hvh_resolver");
	Load(g_Options.hvh_resolver_override, "hvh_resolver_override");
	Load(g_Options.hvh_resolver_override_key, "hvh_resolver_override_key");
	Load(g_Options.skinchanger_enabled, "skinchanger_enabled");

	input_file.close();
}
CPNLBase *CPersistMatrixFlt::Load(CContextLoad *pContext)
{
    CommonMatrixAttrs attrs;
    pnlString text;

    pContext->GetText(text);
    MatrixCommonLoad(&attrs, pContext);
    if(attrs.m_Class == mcDense || attrs.m_Class == mcNumericDense
        || attrs.m_Class == mc2DNumericDense)
    {
        floatVector data;
        std::istringstream buf(text.c_str());

        LoadArray<float>(buf, data);
        switch(attrs.m_Class)
        {
        case mcDense:
            return CDenseMatrix<float>::Create(attrs.m_nDim, &attrs.m_Ranges.front(),
                &data.front(), attrs.m_bClamp);
        case mcNumericDense:
            return CNumericDenseMatrix<float>::Create(attrs.m_nDim,
                &attrs.m_Ranges.front(), &data.front(), attrs.m_bClamp);
        case mc2DNumericDense:
            return C2DNumericDenseMatrix<float>::Create(&attrs.m_Ranges.front(),
                &data.front(), attrs.m_bClamp);
        }
        PNL_THROW(CInvalidOperation, "Unknown matrix type");
    }

    CSparseMatrix<float> *pSparse;
    switch(attrs.m_Class)
    {
    case mcSparse:
        pSparse = CSparseMatrix<float>::Create(attrs.m_nDim, &attrs.m_Ranges.front(), 0);
        break;
    case mcNumericSparse:
        pSparse = CNumericSparseMatrix<float>::Create(attrs.m_nDim,
            &attrs.m_Ranges.front(), attrs.m_bClamp);
        break;
    case mc2DNumericSparse:
    default:
        PNL_THROW(CInvalidOperation, "Unknown matrix type");
        break;
    }

    std::istringstream bufSparse(text.c_str());
    intVector index;
    char ch;
    float val;
    for(;bufSparse.good();)
    {
        LoadArray(bufSparse, index);
        if(!bufSparse.good())
        {
            break;
        }
        if(bufSparse.peek() == ']')
        {
            bufSparse >> ch;
        }
        bufSparse >> ch;
        ASSERT(ch == ':');
        bufSparse >> val;
        pSparse->SetElementByIndexes(val, &index.front());
    }
Beispiel #6
0
bool Pass::Load(const void* wrapper)
{
    EntityUtil::Ptr entityUtil = EntityUtil::Instance();
    EnumUtil::Ptr enumUtil = EnumUtil::Instance();

    std::string str;

    if (!IsObject(wrapper)) return false;

    if (!LoadMemberValue(wrapper, "camera", str))
    {
        LOGE << "Pass param 'camera' not found!";
        return false;
    }
    if (auto camNode = entityUtil->FindEntity<SceneNode>(str))
        SetCameraNode(camNode);

    if (!LoadMemberValue(wrapper, "blendMode", str))
    {
        LOGE << "Pass param 'blendMode' not found!";
        return false;
    }
    SetBlendMode(enumUtil->BlendModeFromString(str));

    if (!LoadMemberValue(wrapper, "compareMode", str))
    {
        LOGE << "Pass param 'compareMode' not found!";
        return false;
    }
    SetCompareMode(enumUtil->CompareModeFromString(str));

    if (!LoadMemberValue(wrapper, "cullMode", str))
    {
        LOGE << "Pass param 'cullMode' not found!";
        return false;
    }
    SetCullMode(enumUtil->CullModeFromString(str));

    if (!LoadMemberValue(wrapper, "drawMode", str))
    {
        LOGE << "Pass param 'drawMode' not found!";
        return false;
    }
    SetDrawMode(enumUtil->DrawModeFromString(str));

    if (!LoadMemberValue(wrapper, "index", (int&)m_RenderIndex))
    {
        LOGE << "Pass param 'index' not found!";
        return false;
    }

    if (!LoadArray(wrapper, "shaders", [&](const void* node) -> bool
{
    if (!LoadValue(node, str))
        {
            LOGE << "Pass's shader name not found!";
            return false;
        }
        if (auto shader = entityUtil->FindEntity<Shader>(str))
        {
            AddShader(shader);
            return true;
        }
        else
        {
            LOGW << "Shader " << str << " not found!";
            return false;
        }
    })) return false;

    if (!LoadArray(wrapper, "input", [&](const void* node) -> bool
{
    if (!LoadValue(node, str))
        {
            LOGE << "Pass's inputTexture name not found!";
            return false;
        }
        if (auto texture = entityUtil->FindEntity<Texture>(str))
        {
            AddTexture(texture, true);
            return true;
        }
        else
        {
            LOGW << "Input Texture " << str << " not found!";
            return false;
        }
    })) return false;

    if (!LoadArray(wrapper, "output", [&](const void* node) -> bool
{
    if (!LoadValue(node, str))
        {
            LOGE << "Pass's outputTexture name not found!";
            return false;
        }
        if (auto texture = entityUtil->FindEntity<Texture>(str))
        {
            AddTexture(texture, false);
            return true;
        }
        else
        {
            LOGW << "Output Texture " << str << " not found!";
            return false;
        }
    })) return false;

    return true;
}