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; }
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()); }
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; }