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altalk23/gd.h
layers_scenes_transitions_nodes/GJGarageLayer.h
<filename>layers_scenes_transitions_nodes/GJGarageLayer.h #ifndef __GJGARAGELAYER_H__ #define __GJGARAGELAYER_H__ #include <gd.h> class GJGarageLayer : public cocos2d::CCLayer, TextInputDelegate, FLAlertLayerProtocol, GameRateDelegate, ListButtonBarDelegate, DialogDelegate { public: PAD(0x28) ...
altalk23/gd.h
layers_scenes_transitions_nodes/GJSpecialColorSelect.h
#ifndef __GJSPECIALCOLORSELECT_H__ #define __GJSPECIALCOLORSELECT_H__ #include <gd.h> class GJSpecialColorSelect : public gd::FLAlertLayer { // todo }; #endif
altalk23/gd.h
other_nodes/CheckpointObject.h
#ifndef __CHECKPOINTOBJECT_H__ #define __CHECKPOINTOBJECT_H__ #include <gd.h> class GameObject; class PlayerCheckpoint; class CheckpointObject : public cocos2d::CCNode { public: GameObject* m_gameObject; // 0x120 PlayerCheckpoint* m_player1; // 0x128 Play...
altalk23/gd.h
layers_scenes_transitions_nodes/GJBaseGameLayer.h
<reponame>altalk23/gd.h #ifndef __GJBASEGAMELAYER_H__ #define __GJBASEGAMELAYER_H__ #include <gd.h> class OBB2D; class GJEffectManager; class CCNodeContainer; class LevelSettingsObject; class PlayerObject; class GJBaseGameLayer /* 0x2cc */ : public cocos2d::CCLayer /* 0x11c */ { public: PAD(0x4) OBB2D* m_pOBB2D; ...
altalk23/gd.h
sprite_nodes/GameObject.h
#ifndef __GAMEOBJECT_H__ #define __GAMEOBJECT_H__ #include <gd.h> class CCSpritePlus; // jesus fucking christ (painfully written by @hjfod) enum GameObjectType { kGameObjectTypeSolid = 0, kGameObjectTypeHazard = 2, kGameObjectTypeInverseGravityPortal = 3, kGameObjectTypeNormalGravityPortal = 4, kGameObjectType...
altalk23/gd.h
manager_nodes/GJAccountManager.h
<gh_stars>0 #ifndef __GJACCOUNTMANAGER_H__ #define __GJACCOUNTMANAGER_H__ #include <gd.h> class GJAccountManager : public cocos2d::CCNode { public: PAD(0x4) std::string m_sPassword; std::string m_sUsername; }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/PlayLayer.h
#ifndef __PLAYLAYER_H__ #define __PLAYLAYER_H__ #include <gd.h> class GJBaseGameLayer; class CCCircleWaveDelegate; class GameObject; // class EndPortalObject; using EndPortalObject = GameObject; // class AudioEffectsLayer; using AudioEffectsLayer = cocos2d::CCLayerColor; // class GJGroundLayer; class GJGroundLayer :...
altalk23/gd.h
manager_nodes/LocalLevelManager.h
#ifndef __LOCALLEVELMANAGER_H__ #define __LOCALLEVELMANAGER_H__ #include <gd.h> class LocalLevelManager : public cocos2d::CCNode { public: PAD(0x1C); cocos2d::CCDictionary* m_loadData; // seems to be just LoadData.plist cocos2d::CCDictionary* m_levelData; // level strings for all the main levels coco...
altalk23/gd.h
sprite_nodes/CCSpritePlus.h
#ifndef __CCSPRITEPLUS_H__ #define __CCSPRITEPLUS_H__ #include <gd.h> //credit to zmx (https://github.com/kyurime) class CCSpritePlus : public cocos2d::CCSprite { public: cocos2d::CCArray* m_pFollowers; CCSpritePlus* m_pFollowing; bool m_bHasFollowers; bool m_bScaleFollowers; bool m_bFlipFollowers; }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/GJScaleControl.h
<filename>layers_scenes_transitions_nodes/GJScaleControl.h<gh_stars>0 #ifndef __GJSCALECONTROL_H__ #define __GJSCALECONTROL_H__ #include <gd.h> class Slider; class GJScaleControlDelegate; class GJScaleControl : public cocos2d::CCLayer { public: gd::Slider* m_pSlider; unsigned int m_nTouchID; ...
altalk23/gd.h
layers_scenes_transitions_nodes/MenuLayer.h
<filename>layers_scenes_transitions_nodes/MenuLayer.h #ifndef __MENULAYER_H__ #define __MENULAYER_H__ #include <gd.h> class FLAlertLayerProtocol; class MenuLayer : public cocos2d::CCLayer, public FLAlertLayerProtocol, public GooglePlayDelegate { public: }; #endif
altalk23/gd.h
manager_nodes/ObjectToolbox.h
#ifndef __OBJECTTOOLBOX_H__ #define __OBJECTTOOLBOX_H__ #include <gd.h> class ObjectToolbox : public cocos2d::CCNode { public: cocos2d::CCDictionary* m_frameToKey; cocos2d::CCDictionary* m_keyToFrame; PAD(4); }; #endif
altalk23/gd.h
sprite_nodes/GJSpiderSprite.h
#ifndef __GJSPIDERSPRITE_H__ #define __GJSPIDERSPRITE_H__ #include <gd.h> class GJRobotSprite; class GJSpiderSprite : public GJRobotSprite { }; #endif
altalk23/gd.h
level_nodes/PulseEffectAction.h
#ifndef __PULSEEFFECTACTION_H__ #define __PULSEEFFECTACTION_H__ #include <gd.h> class PulseEffectAction : public cocos2d::CCNode { public: PADX(0x10); int m_group; }; #endif
altalk23/gd.h
sprite_nodes/ColorActionSprite.h
#ifndef __COLORACTIONSPRITE_H__ #define __COLORACTIONSPRITE_H__ #include <gd.h> class ColorActionSprite : public cocos2d::CCNode { public: }; #endif
altalk23/gd.h
manager_nodes/GameManager.h
#ifndef __GAMEMANAGER_H__ #define __GAMEMANAGER_H__ #include <gd.h> #define PLAYER_ICON_FUNC(x) void setPlayer##x(int v) { m_nPlayer##x = v; __STR_CAT__(m_nPlayer##x,Rand1) = v + __STR_CAT__(m_nPlayer##x,Rand2); } enum IconType { kIconTypeCube = 0, kIconTypeShip = 1, kIconTypeBall = ...
altalk23/gd.h
manager_nodes/GameSoundManager.h
<gh_stars>0 #ifndef __GAMESOUNDMANAGER_H__ #define __GAMESOUNDMANAGER_H__ #include <gd.h> #include <filesystem> class GameSoundManager : public cocos2d::CCNode { public: cocos2d::CCDictionary* m_pDictionary1; cocos2d::CCDictionary* m_pDictionary2; PAD(12); bool m_bPreloaded; PAD(4); std::string m_sFilePath; }; ...
altalk23/gd.h
scroll_nodes/TableView.h
#ifndef __TABLEVIEW_H__ #define __TABLEVIEW_H__ #include <gd.h> class CCScrollLayerExt; class CCScrollLayerExtDelegate; class CCIndexPath; typedef enum { //idk what goes here } TableViewCellEditingStyle; class TableView : public CCScrollLayerExt, public CCScrollLayerExtDelegate { //lol i kinda just gave up i dont...
altalk23/gd.h
menu_nodes/CCMenuItemToggler.h
#ifndef __CCMENUITEMTOGGLER_H__ #define __CCMENUITEMTOGGLER_H__ #include <gd.h> class CCMenuItemSpriteExtra; class CCMenuItemToggler : public cocos2d::CCMenuItem { public: CCMenuItemSpriteExtra* m_pOnButton; CCMenuItemSpriteExtra* m_pOffButton; bool m_bOn; bool m_bNotClickable; }; #endif
altalk23/gd.h
include/GDProtocols.h
<reponame>altalk23/gd.h #ifndef __GDPROTOCOLS_H__ #define __GDPROTOCOLS_H__ #include <gd.h> class FLAlertLayer; class FLAlertLayerProtocol { public: virtual void FLAlert_Clicked(gd::FLAlertLayer*, bool btn2) {}; }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/LoadingLayer.h
<filename>layers_scenes_transitions_nodes/LoadingLayer.h #ifndef __LOADINGLAYER_H__ #define __LOADINGLAYER_H__ #include <gd.h> class LoadingLayer : public cocos2d::CCLayer { public: PAD(4); int m_nLoadIndex; cocos2d::CCLabelBMFont* m_pCaption; PAD(4); //artifacts of rob debugging something cocos2d::CCSprite* m_...
altalk23/gd.h
layers_scenes_transitions_nodes/TextAlertPopup.h
#ifndef __TEXTALERTPOPUP_H__ #define __TEXTALERTPOPUP_H__ #include <gd.h> class TextAlertPopup : public cocos2d::CCNode { public: }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/PauseLayer.h
<filename>layers_scenes_transitions_nodes/PauseLayer.h #ifndef __PAUSELAYER_H__ #define __PAUSELAYER_H__ #include <gd.h> class CCBlockLayer; class PauseLayer : public CCBlockLayer { public: bool m_bUnknown; bool m_bUnknown2; }; #endif
altalk23/gd.h
cell_nodes/GJComment.h
<reponame>altalk23/gd.h<gh_stars>0 #ifndef __GJCOMMENT_H__ #define __GJCOMMENT_H__ #include <gd.h> class TableViewCell; class GJComment : public cocos2d::CCNode { public: std::string m_sCommentString; PAD(0x18) int m_nCommentID; PAD(4) int m_nLikeCount; PAD(8) int m_nAccountID; std::s...
altalk23/gd.h
sprite_nodes/HardStreak.h
<reponame>altalk23/gd.h #ifndef __HARDSTREAK_H__ #define __HARDSTREAK_H__ #include <gd.h> class HardStreak : public cocos2d::CCDrawNode { public: cocos2d::CCArray* m_pointsArr; // 0x011C cocos2d::CCPoint m_currentPoint; // 0x0120 where the wave is at rn float m_waveSize; // 0x0128 bad name but its 1.0 for...
altalk23/gd.h
layers_scenes_transitions_nodes/CustomizeObjectLayer.h
<filename>layers_scenes_transitions_nodes/CustomizeObjectLayer.h #ifndef __CUSTOMIZEOBJECTLAYER_H__ #define __CUSTOMIZEOBJECTLAYER_H__ #include <gd.h> class CustomizeObjectLayer : public FLAlertLayer, public TextInputDelegate, public HSVWidgetPopupDelegate, public ColorSelectDelegate, public Color...
altalk23/gd.h
sprite_nodes/GJItemIcon.h
#ifndef __GJITEMICON_H__ #define __GJITEMICON_H__ #include <gd.h> class GJItemIcon : public cocos2d::CCSprite { public: }; #endif
altalk23/gd.h
sprite_nodes/ButtonSprite.h
#ifndef __BUTTONSPRITE_H__ #define __BUTTONSPRITE_H__ #include <gd.h> class ButtonSprite : public cocos2d::CCSprite { public: PAD(48) cocos2d::CCPoint m_obSpritePosition; }; #endif
altalk23/gd.h
scroll_nodes/ScrollingLayer.h
<reponame>altalk23/gd.h<gh_stars>0 #ifndef __SCROLLINGLAYER_H__ #define __SCROLLINGLAYER_H__ #include <gd.h> class ScrollingLayer : public cocos2d::CCLayerColor { public: PAD(0x28) float m_fLayerHeight; PAD(0x4) cocos2d::CCLayer * m_pScrollLayer; cocos2d::CCNode* m_pParent; }; #endif
altalk23/gd.h
achievement_nodes/AchievementBar.h
#ifndef __ACHIEVEMENTBAR_H__ #define __ACHIEVEMENTBAR_H__ #include <gd.h> class AchievementBar : public cocos2d::CCNodeRGBA { public: PAD(0x24); }; #endif
altalk23/gd.h
other_nodes/PlayerCheckpoint.h
<reponame>altalk23/gd.h #ifndef __PLAYERCHECKPOINT_H__ #define __PLAYERCHECKPOINT_H__ #include <gd.h> class PlayerCheckpoint : public cocos2d::CCNode { public: cocos2d::CCPoint m_position; float m_yAccel; // 0x0F4 bool m_isUpsideDown; // 0x0F8 bool m_isShip; // 0x0F9 ...
altalk23/gd.h
sprite_nodes/PlayerObject.h
<filename>sprite_nodes/PlayerObject.h #ifndef __PLAYEROBJECT_H__ #define __PLAYEROBJECT_H__ #include <gd.h> class GameObject; class AnimatedSpriteDelegate; class GJRobotSprite; class GJSpiderSprite; class HardStreak; class GhostTrailEffect; class PlayerObject : public GameObject, public AnimatedSpriteDelegate { publ...
altalk23/gd.h
scroll_nodes/CCIndexPath.h
#ifndef __CCINDEXPATH_H__ #define __CCINDEXPATH_H__ #include <gd.h> class CCIndexPath : public cocos2d::CCObject { public: int m_nUnknown1; int m_nUnknown2; }; #endif
altalk23/gd.h
menu_nodes/Slider.h
#ifndef SLIDER_H #define SLIDER_H #include <gd.h> class Slider; class SliderThumb : public cocos2d::CCMenuItemImage { public: float m_fLength; bool m_bVertical; }; class SliderTouchLogic : public cocos2d::CCMenu { public: PAD(0x4) float m_fLength; SliderThumb* m_pThumb; Slider* m_pSlider; ...
altalk23/gd.h
scroll_nodes/CCScrollLayerExt.h
<filename>scroll_nodes/CCScrollLayerExt.h #ifndef __CCSCROLLLAYEREXT_H__ #define __CCSCROLLLAYEREXT_H__ #include <gd.h> class CCContentLayer; class CCScrollLayerExt : public cocos2d::CCLayer { public: PAD(4); cocos2d::CCPoint m_obUnknown1; cocos2d::CCPoint m_obUnknown2; PAD(8); bool m_bUnknown1; bool m_bUnknow...
altalk23/gd.h
audio_nodes/FMODSound.h
<filename>audio_nodes/FMODSound.h #ifndef __FMODSOUND_H__ #define __FMODSOUND_H__ #include <gd.h> class FMODSound : public cocos2d::CCNode { public: FMOD::Sound* m_pSound; }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/GaragePage.h
#ifndef __GARAGEPAGE_H__ #define __GARAGEPAGE_H__ #include <gd.h> class GJGarageLayer; class GaragePage : public cocos2d::CCLayer, ListButtonBarDelegate { public: GJGarageLayer* m_pGarage; cocos2d::SEL_MenuHandler m_pHandler; cocos2d::CCSprite* m_pSelectSprite; CCMenuItemSpriteExtra* m_pUnkNode0x12c;...
altalk23/gd.h
sprite_nodes/GJRobotSprite.h
<reponame>altalk23/gd.h<gh_stars>0 #ifndef __GJROBOTSPRITE_H__ #define __GJROBOTSPRITE_H__ #include <gd.h> class CCAnimatedSprite; class GJRobotSprite : public CCAnimatedSprite { }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/SetGroupIDLayer.h
<gh_stars>0 #ifndef __SETGROUPIDLAYER_H__ #define __SETGROUPIDLAYER_H__ #include <gd.h> class SetGroupIDLayer : public gd::FLAlertLayer, public gd::TextInputDelegate { public: gd::GameObject* m_pObj; PAD(0x4) cocos2d::CCArray* m_pArray0; cocos2d::CCArray* m_pArray1; cocos2d::CCLabelBMFont* m_pEdit...
altalk23/gd.h
menu_nodes/CCMenuItemSpriteExtra.h
<gh_stars>0 #ifndef __CCMENUITEMSPRITEEXTRA_H__ #define __CCMENUITEMSPRITEEXTRA_H__ #include <gd.h> enum MenuAnimationType { kMenuAnimationTypeScale = 0, kMenuAnimationTypeMove = 1, }; class CCMenuItemSpriteExtra : public cocos2d::CCMenuItemSprite { public: float m_fScaleMultiplier; // 0x118 float m_fBaseScale;...
altalk23/gd.h
layers_scenes_transitions_nodes/LoadingCircle.h
#ifndef __LOADINGCIRCLE_H__ #define __LOADINGCIRCLE_H__ #include <gd.h> class LoadingCircle : public cocos2d::CCLayerColor { public: cocos2d::CCSprite* m_pSprite; cocos2d::CCLayer* m_pParentLayer; bool m_bFade; }; #endif
altalk23/gd.h
scroll_nodes/CCContentLayer.h
<reponame>altalk23/gd.h #ifndef __CCCONTENTLAYER_H__ #define __CCCONTENTLAYER_H__ #include <gd.h> class CCContentLayer : public cocos2d::CCLayerColor { //no members public: }; #endif
altalk23/gd.h
actions/CCCircleWave.h
#ifndef __CCCIRCLEWAVE_H__ #define __CCCIRCLEWAVE_H__ #include <gd.h> class CCCircleWave : public cocos2d::CCNode { public: cocos2d::CCArray* m_array; //idk what this is tho PAD2(4, 4); float m_from1; //? float m_from2; //? cocos2d::ccColor3B m_color; cocos2d::CCPoint m_unknown; //more that im too lazy to figu...
altalk23/gd.h
sprite_nodes/EffectGameObject.h
#ifndef __EFFECTGAMEOBJECT_H__ #define __EFFECTGAMEOBJECT_H__ #include <gd.h> class EffectGameObject : public GameObject { public: PAD(12) int m_nTargetGroupID; // 0x0474 int m_nCenterGroupID; // 0x0478 PAD(0x98) int m_nTargetCount; // 0x0514 PAD(20) int m_nTargetItemID; //0x052c }; #endi...
altalk23/gd.h
include/GameToolbox.h
<filename>include/GameToolbox.h<gh_stars>0 #ifndef __GAMETOOLBOX_H__ #define __GAMETOOLBOX_H__ #include <gd.h> namespace GameToolbox { } #endif
altalk23/gd.h
layers_scenes_transitions_nodes/CreateGuidelinesLayer.h
<gh_stars>0 #ifndef __CREATEGUIDELINESLAYER_H__ #define __CREATEGUIDELINESLAYER_H__ #include <gd.h> class CreateGuidelinesLayer : public FLAlertLayer, FLAlertLayerProtocol { public: PAD(36) std::string m_sGuidelineString; }; #endif
altalk23/gd.h
audio_nodes/FMODAudioEngine.h
#ifndef __FMODAUDIOENGINE_H__ #define __FMODAUDIOENGINE_H__ #include <gd.h> class FMODAudioEngine : public cocos2d::CCNode { public: cocos2d::CCDictionary* m_pDictionary; std::string m_sFilePath; float m_fBackgroundMusicVolume; float m_fEffectsVolume; float m_fPulse1; float m_fPulse2; float m_fPulse3; int m_n...
altalk23/gd.h
layers_scenes_transitions_nodes/ListButtonBar.h
#ifndef __LISTBUTTONBAR_H__ #define __LISTBUTTONBAR_H__ #include <gd.h> class ListButtonBar : public cocos2d::CCNode { // TODO }; #endif
altalk23/gd.h
layers_scenes_transitions_nodes/GJListLayer.h
<reponame>altalk23/gd.h<filename>layers_scenes_transitions_nodes/GJListLayer.h<gh_stars>0 #ifndef __GJLISTLAYER_H__ #define __GJLISTLAYER_H__ #include "gd.h" class GJListLayer : public cocos2d::CCLayerColor { public: CCObject* m_pTarget; }; #endif
altalk23/gd.h
level_nodes/LevelSettingsObject.h
<filename>level_nodes/LevelSettingsObject.h<gh_stars>0 #ifndef __LEVELSETTINGSOBJECT_H__ #define __LEVELSETTINGSOBJECT_H__ #include <gd.h> class GJEffectManager; class GJGameLevel; class LevelSettingsObject : public cocos2d::CCNode { public: GJEffectManager* m_effectManager; int m_gamemode; // 0x128 int ...
altalk23/gd.h
scroll_nodes/CustomListView.h
<filename>scroll_nodes/CustomListView.h<gh_stars>0 #ifndef __CUSTOMLISTVIEW_H__ #define __CUSTOMLISTVIEW_H__ #include <gd.h> class BoomListView; class CustomListView : public BoomListView { //no members }; #endif
grisu48/Templates
Templates/C and Cpp/io/mysql/version.c
/* ==== MYSQL trivial implementation =========================================== * * * * Compile with * - gcc -c -I/usr/include/mysql -Wall -Werror -pedantic -std=c99 version.c -o * version.obj * - gcc version.obj -L/usr/lib/mysql -lmysqlclient -o version * * * * * =============================...
grisu48/Templates
Templates/C and Cpp/Hello_c.c
/* ============================================================================= * * Title: * Author: <NAME> * License: Copyright (c), 2021 <NAME> * MIT license (http://opensource.org/licenses/MIT) * GPLv3 license (https://www.gnu.org/licenses/gpl-3.0.en.html) ...
hui520/WGWeibo
Weibo/Weibo/ViewController.h
// // ViewController.h // Weibo // // Created by workuy on 2020/12/9. // #import <UIKit/UIKit.h> @interface ViewController : UIViewController @end
hui520/WGWeibo
Weibo/Weibo/AppDelegate.h
<reponame>hui520/WGWeibo // // AppDelegate.h // Weibo // // Created by workuy on 2020/12/9. // #import <UIKit/UIKit.h> @interface AppDelegate : UIResponder <UIApplicationDelegate> @end
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Coin.h
#ifndef _j1Coin_H__ #define __j1Coin_H__ #include "PugiXml/src/pugixml.hpp" #include "p2Point.h" #include "p2Animations.h" #include "p2DynArray.h" #include "j1Entity.h" class j1Coin : public j1Entity { public: j1Coin(int x, int y, entitytypes type); virtual ~j1Coin(); bool Start(); bool Update(float dt); boo...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Collisions.h
<filename>Bobobo_Adventure/Motor2D/j1Collisions.h<gh_stars>0 #pragma once #ifndef __MODULECOLLISIONS_H__ #define __MODULECOLLISIONS_H__ #include "j1Module.h" #include "p2Point.h" #include "SDL\include\SDL_rect.h" #define MAX_NUM_COLLIDERS 800 enum COLLIDER_TYPE { NO_COLLIDER = 0, PLAYER_COLLIDER, GROUND_COLLIDER,...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/LabelUI.h
<gh_stars>0 #ifndef __LABELUI_H__ #define __LABELUI_H__ #include "j1UIItems.h" #include "SDL_TTF\include\SDL_ttf.h" class LabelUI : public j1UIItems { public: LabelUI(Position ali = NO_POSITIONING); virtual ~LabelUI(); bool Start() override; bool CleanUp() override; bool Update(float dt) override; void Creat...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Scene.h
<reponame>sherzock/Bobobo-s-adventure #ifndef __j1SCENE_H__ #define __j1SCENE_H__ #include "j1Module.h" #include "j1Timer.h" struct SDL_Texture; class WindowUI; class ButtonUI; class LabelUI; class ImageUI; class SliderUI; class j1Scene : public j1Module { public: j1Scene(); // Destructor virtual ~j1Scene(); ...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/SliderUI.h
#ifndef __SLIDERUI_H__ #define __SLIDERUI_H__ #include "j1UIItems.h" class ButtonUI; class ImageUI; class SliderUI : public j1UIItems { public: SliderUI(Position alignment = NO_POSITIONING); virtual ~SliderUI(); bool Start(); bool CleanUp(); bool Update(float dt); bool PostUpdate(); void MouseInput(Input s...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Timer.h
<reponame>sherzock/Bobobo-s-adventure #ifndef __j1TIMER_H__ #define __j1TIMER_H__ #include "p2Defs.h" class j1Timer { public: // Constructor j1Timer(); void Start(); uint32 Read() const; float ReadSec() const; public: uint32 started_at; }; #endif //__j1TIMER_H__
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1MainMenuScene.h
<reponame>sherzock/Bobobo-s-adventure #ifndef __j1MAINMENUSCENE_H__ #define __j1MAINMENUSCENE_H__ #include "j1Module.h" #include "PugiXml\src\pugixml.hpp" struct SDL_Texture; class WindowUI; class ButtonUI; class LabelUI; class ImageUI; class SliderUI; class j1MainMenuScene : public j1Module { public: j1MainMenuS...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Player.h
#ifndef __j1PLAYER_H__ #define __j1PLAYER_H__ #include "PugiXml/src/pugixml.hpp" #include "p2Point.h" #include "j1Module.h" #include "p2Animations.h" #include "j1Entity.h" struct SDL_Texture; class j1PlayerUI; class j1Player : public j1Entity { public: j1Player(int x, int y, entitytypes type); //Collider* pl...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/ImageUI.h
<reponame>sherzock/Bobobo-s-adventure #ifndef __IMAGEUI_H__ #define __IMAGEUI_H__ #include "j1UIItems.h" class ImageUI : public j1UIItems { public: ImageUI(Position ali = NO_POSITIONING); virtual ~ImageUI(); bool Start(); bool Update(float dt); bool CleanUp(); void Move(iPoint Movement); }; #endif // __IMAG...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Gui.h
#ifndef __j1GUI_H__ #define __j1GUI_H__ #include "j1Module.h" #include "p2List.h" #include "j1UIItems.h" #include "LabelUI.h" #include "ImageUI.h" #include "ButtonUI.h" #include "WindowUI.h" #include "SliderUI.h" class j1Gui : public j1Module { public: j1Gui(); virtual ~j1Gui(); bool Awake(pugi::xml_node&); bo...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1PlayerUI.h
<reponame>sherzock/Bobobo-s-adventure<gh_stars>0 #ifndef __j1PLAYERUI_H__ #define __j1PLAYERUI_H__ #include "j1Player.h" #include "j1Timer.h" class ImageUI; class LabelUI; class WindowUI; class ButtonUI; class j1PlayerUI { public: j1PlayerUI(); ~j1PlayerUI(); bool Start(); bool Update(float dt); bool CleanUp(...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1UIItems.h
#ifndef __j1UIITEMS_H__ #define __j1UIITEMS_H__ #include "j1Module.h" #include "SDL\include\SDL_rect.h" #include "p2Point.h" struct SDL_Texture; enum Position { NO_POSITIONING, POSITION_LEFT = 1, POSITION_CENTER, POSITION_RIGHT }; enum Input { IDLE = 0, HOVER, PRESSED_R, UP_R, PRESSED_L, UP_L, DISABLED }; enum Event...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/WindowUI.h
<filename>Bobobo_Adventure/Motor2D/WindowUI.h #ifndef __WINDOWUI_H__ #define __WINDOWUI_H__ #include "j1UIItems.h" #include "p2List.h" #include "p2SString.h" class j1UIItems; class LabelUI; class ButtonUI; class WindowUI : public j1UIItems { public: WindowUI(Position ali = NO_POSITIONING); virtual ~WindowUI(); ...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/ButtonUI.h
#ifndef __ButtonUI_H__ #define __ButtonUI_H__ #include "j1UIItems.h" class LabelUI; class ButtonUI : public j1UIItems { public: ButtonUI(Position alignment = NO_POSITIONING); virtual ~ButtonUI(); bool Start(); bool CleanUp(); bool Update(float dt); void MouseInput(Input state); void ChangeEvent(j1UIItems* ...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1Entity.h
#ifndef __J1ENTITY_H__ #define __J1ENTITY_H__ #include "j1Module.h" #include "p2Point.h" #include "p2Animations.h" #include "j1Collisions.h" #include "j1EntityManager.h" #include "j1Audio.h" #include "p2DynArray.h" #include "p2Log.h" #define GRAVITY 1 //struct Collider; struct SDL_Texture; //struct Animation; enum...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1FlyingEnemy.h
<reponame>sherzock/Bobobo-s-adventure<filename>Bobobo_Adventure/Motor2D/j1FlyingEnemy.h #ifndef _j1FlyingEnemy_H__ #define __j1FlyingEnemy_H__ #include "PugiXml/src/pugixml.hpp" #include "p2Point.h" #include "p2Animations.h" #include "p2DynArray.h" #include "j1Pathfinding.h" #include "j1Entity.h" class j1FlyingEnemy ...
sherzock/Bobobo-s-adventure
Bobobo_Adventure/Motor2D/j1EntityManager.h
#ifndef __J1ENEMIES_H__ #define __J1ENEMIES_H__ #include "j1Module.h" #include "p2Defs.h" #include "p2List.h" #include "p2Point.h" #include "j1Entity.h" #include "j1Collisions.h" #define MAX_ENEMIES 50 class j1Entity; class j1Player; struct SDL_Texture; enum entitytypes { NO_TYPE, PLAYER, FLYINGENEMY, WALKING...
tommishe/buildnumber
examples/hellobuild.c/hellobuild.c
<reponame>tommishe/buildnumber /* HelloBuild example See README.TXT for documentation of BuildNumber Licensed under the BSD license. See LICENSE.TXT for terms. BuildNumber (c) 2006 <NAME>. All rights reserved. */ #include <stdio.h> /* note that buildnumber.h does not have to exist before make is exec...
tommishe/buildnumber
buildnumber.h
/* Generated by BuildNumber Version 0.8 */ #ifndef BUILD_NUMBER_H_ #define BUILD_NUMBER_H_ #define BUILDNUMBER 100 #define BUILDNUMBER_STR "100" #endif /* BUILD_NUMBER_H_ */
PRDeving/TheWatchman
serverside/src/tools.h
#ifndef TOOLS_H #define TOOLS_H #include <time.h> #include <string> #include <sys/stat.h> using namespace std; inline bool fileExists (const std::string& name) { struct stat buffer; return (stat (name.c_str(), &buffer) == 0); } string getCurrentTime(){ time_t rawtime; struct tm * timeinfo; tim...
PRDeving/TheWatchman
serverside/src/logger.h
<filename>serverside/src/logger.h #ifndef LOGGER_H #define LOGGER_H #include <iostream> #include <fstream> #include <queue> #include <string> using namespace std; class Logger{ public: Logger(string LOG_FILE); ~Logger(); void write(string msn); void pull(); private: fstr...
AD1024/tvm
src/tir/schedule/primitive.h
/* * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you ...
ilonajulczuk/robocar
ultrasonic_sensor.h
#ifndef ULTRASONIC_H #define ULTRASONIC_H #include <avr/io.h> #include <util/delay.h> #define US_PORT PORTD #define US_PIN PIND #define US_DDR DDRD #define US_POS PD0 //PORTD0 #define US_TRIG PD7 /******************************************************************** This function measurers the width of hig...
ilonajulczuk/robocar
ultrasonic_sensor.c
<gh_stars>0 #include "ultrasonic_sensor.h" uint16_t get_pulse_width() { uint32_t i; uint32_t result; // Wait for the rising edge for(i = 0; i < TIMEOUT; i++) { if(!(US_PIN & (1<<US_POS))) continue; else break; } if(i == TIMEOUT) return 0xffff; //Indicates time out //...
ilonajulczuk/robocar
main.c
<reponame>ilonajulczuk/robocar<filename>main.c #include <avr/io.h> #include <util/delay.h> #include <avr/interrupt.h> #include "ultrasonic_sensor.h" #define MODE PD3 #define MOTOR_1_PHASE PD1 #define MOTOR_2_PHASE PD2 #define MAX_SPEED 255 #define MIN_SPEED 0 uint16_t duty_motor_1 = 165; uint16_t duty_motor_2 = 165;...
PaulaPerdomo/vtr-verilog-to-routing
vpr/src/base/partition_region.h
#ifndef PARTITION_REGIONS_H #define PARTITION_REGIONS_H #include "region.h" #include "atom_netlist_fwd.h" #include "vpr_types.h" /** * @file * @brief This file defines the PartitionRegion class. The PartitionRegion class is used to store the union * of regions that a partition can be placed in. * * For more deta...
PaulaPerdomo/vtr-verilog-to-routing
vpr/src/place/place_constraints.h
/* * place_constraints.h * * * Created on: Mar. 1, 2021 * Author: khalid88 */ #ifndef VPR_SRC_PLACE_PLACE_CONSTRAINTS_H_ #define VPR_SRC_PLACE_PLACE_CONSTRAINTS_H_ /* * Check that placement of each block is within the floorplan constraint region of that block (if the block has any constraints). * Return...
tlalarus/opencv-cpp-for-xeus-cling
notebook/xeus-cling-includeLib.h
#pragma cling add_library_path("/usr/local/lib") #pragma cling add_include_path("/usr/local/include") #pragma cling add_include_path("/usr/local/include/opencv2") #pragma cling load("/usr/local/lib/libopencv_highgui.so.3.4.6") #pragma cling load("/usr/local/lib/libopencv_core.so.3.4.6") #pragma cling load("/usr/local/...
darcros/polimi-082746-fondamenti-informatica
esercizi/strecursivecmp/strecursivecmp.c
#include <stdio.h> #include <string.h> int strecursivecmp(char* s1, char* s2) { if (*s1 < *s2) return -1; if (*s1 > *s2) return 1; // a questo punto s1 è uguale a s2, non serve controllare entrambi if (*s1 == '\0') return 0; return strecursivecmp(s1 + 1, s2 + 1); } int main() { int x, r; ...
darcros/polimi-082746-fondamenti-informatica
esercizi/parole/parole.c
<reponame>darcros/polimi-082746-fondamenti-informatica #include <ctype.h> #include <stdio.h> #include <string.h> int is_whitespace(char c) { return c == ' ' || c == '\n'; } char* find_start(char* s) { while (*s != '\0' && is_whitespace(*s)) { s++; } return s; } char* find_end(char* s) { while (*s != '...
darcros/polimi-082746-fondamenti-informatica
esercizi/mie-liste/mie-liste-main.c
<filename>esercizi/mie-liste/mie-liste-main.c #include <stdio.h> #include "./mie-liste.h" int ric = 0; char menu() { char x; printf("\n"); printf("\n 0 : cambia modo (ora: %s)", ric ? "ricorsivo" : "iterativo"); printf("\n 1 : inserisci in testa"); printf("\n 2 : inserisci in coda"); pri...
darcros/polimi-082746-fondamenti-informatica
esercizi/is-power/is-power.c
#include <stdio.h> int is_power(int n, int b) { // 1 è potenza di tutti i numeri perchè qualsiasi numero elevato a 0 fa 1 if (n == 1) return 1; // nessun numero (tranne 1, ma lo abbiamo già controllato) è potenza di 1 if (b == 1) return 0; if (n == 0 && b == 0) return 1; if (n == 0 || b == 0...
darcros/polimi-082746-fondamenti-informatica
esercizi/cesare/cesare.c
<reponame>darcros/polimi-082746-fondamenti-informatica #include <stdio.h> /* Si scriva un programma C che legge da stdin un intero k e una sequenza di caratteri di lunghezza arbitraria, e stampa su stdout la sequenza cifrata con la "chiave" k (per brevità e semplicità, si considerino solo i caratteri minuscoli). */ i...
darcros/polimi-082746-fondamenti-informatica
esercizi/vettori-ciclici-ricorsivo/vettori-ciclici-ricorsivo.c
#include <stdio.h> #define N 8 #define K 4 int ciclico(int*, int); /* Questa funzione è giusta "per decreto" (l'esercizio era già stato assegnato in un lab precedente) */ int ciclicoIterativoGiustoPerDecreto(int v[], int dim) { int posizione = 0, passi = 0; while (posizione >= 0 && posizione < dim && passi <= ...
darcros/polimi-082746-fondamenti-informatica
esercizi/allaccia-parole-b/allaccia-parole-b.c
#include <stdio.h> #include <stdlib.h> #include <string.h> #define OVERLAPMINIMO 1 /* Restituisce 0 se l'overlap è nullo o inferiore a OVERLAPMINIMO, altrimenti restituisce la misura dell'overlap **massimo** tra p e q */ int misuraoverlap(char*, char*); /* FUNZIONE IN OMAGGIO - implementata in fondo */ /* Stampa...
darcros/polimi-082746-fondamenti-informatica
esercizi/numeri-affiatati/numeri-affiatati-b/numeri-affiatati-b.c
#include <stdbool.h> #include <stdio.h> int digit_product(int n) { int product = 1; do { int digit = n % 10; product *= digit; n /= 10; } while (n > 0); return product; } // migliorabile usando il setaccio di Eratostene bool is_prime(int n) { for (int i = 2; i < n; i++) { if (n % i == 0) {...
darcros/polimi-082746-fondamenti-informatica
esercizi/primi/primi.c
#include <stdio.h> /* Esercizio: Scrivere un programma che legge un numero intero positivo e controlla se è primo o no. */ int main() { int n; printf("inserisci un numero: "); scanf("%d", &n); for (int i = 2; i < n; i++) { if (n % i == 0) { printf("Non si tratta di un numero primo\n"); return...
darcros/polimi-082746-fondamenti-informatica
esercizi/vettori-ciclici/vettori-ciclici.c
#include <stdbool.h> #include <stdio.h> #define N 8 bool isCyclical(int arr[N]) { int mask[N] = {0}; int i = 0; while (true) { // siamo usciti dall'array: non è ciclico if (i < 0 || i >= N) { return false; } // siamo tornati in un posto già visitato: è ciclico if (mask[i]) { re...
darcros/polimi-082746-fondamenti-informatica
esercizi/linea-spezzata-baricentro/linea-spezzata-baricentro.c
#include <stdio.h> #include <stdlib.h> typedef struct { float x; float y; } Punto; typedef struct ND { Punto P; struct ND* next; } Nodo; typedef Nodo* Linea; Linea insTesta(Linea l, Punto p) { Linea h = (Linea)malloc(sizeof(Nodo)); h->P = p; h->next = l; return h; } void dealloca(Linea l) { if (l...
darcros/polimi-082746-fondamenti-informatica
esercizi/rimozione-caratteri/rimozione-caratteri.c
#include <stdio.h> #include <stdlib.h> #include <string.h> char* rimuovi(char*, char); int main() { char p[] = "Esercizio semplice", q[] = "Esercizio SEMPLICE", frase[100]; char c; char* nuova; c = 's'; printf("\n Rimuovo '%c' da \"%s\" : ", c, p); nuova = rimuovi(p, c); printf("\"%s\"\n", nuova); fr...
darcros/polimi-082746-fondamenti-informatica
esercizi/matrice-impazzita/matrice-impazzita.c
<filename>esercizi/matrice-impazzita/matrice-impazzita.c #include <stdio.h> #define N 5 // void printMat(int mat[N][N]) { // for (int i = 0; i < N; i++) { // for (int j = 0; j < N; j++) { // printf("%3d ", mat[i][j]); // } // printf("\n\n"); // } // } void printMat(int mat[N][N]) { // stampa ...
darcros/polimi-082746-fondamenti-informatica
esercizi/mazzo-carte/mazzo-carte.c
#include <stdio.h> #include <stdlib.h> /* Un mazzo completo di carte da gioco francesi contiene 52 carte, di 4 semi distinti. Rappresentiamo le carte con un valore v, compreso tra 1 e 13 (asso, due ... dieci ... donna, re), e un seme s (1=picche, 2=fiori, 3=quadri, 4=cuori). Un file di testo pu`o descrivere un insieme...
darcros/polimi-082746-fondamenti-informatica
esercizi/merge-sort/merge-sort.c
#include <stdio.h> #define ARR_SIZE 9 void sort(int* arr, int start, int end); void merge(int* arr, int start, int middle, int end); void print(int arr[], int len); void swap(int* a, int* b); int main() { int arr[ARR_SIZE] = {10, 9, 0, 1, -5, -1, 23, 14, -2}; printf("Array originale: "); print(arr, ARR_SIZE); ...
darcros/polimi-082746-fondamenti-informatica
esercizi/raddoppio-caratteri-vettore-stringhe/raddoppio-caratteri-vettore-stringhe.c
<gh_stars>0 #include <stdio.h> #include <stdlib.h> #include <string.h> #define N 4 char* raddoppia_singolo(char* s, char c) { int newLen = 0; int i = 0; while (s[i] != '\0') { newLen += s[i] != c ? 1 : 2; i++; } newLen++; // spazio per '\n' char* raddoppiato = (char*)malloc(newLen); i = 0; i...
darcros/polimi-082746-fondamenti-informatica
esercizi/file-list/file-list.c
<reponame>darcros/polimi-082746-fondamenti-informatica<gh_stars>0 #include <stdio.h> #include <stdlib.h> #define SIZE_D 100 #define SIZE_V 10 typedef struct t_el { struct { int day; int month; int year; } data; float temperature; char description[SIZE_D]; int vettore[SIZE_V]; } Tipo; typedef st...