ESP Tree view.
This commit is contained in:
@@ -104,7 +104,7 @@
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\SizedBuffer;..\ESPReader;..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@@ -159,6 +159,14 @@
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<ItemGroup>
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<None Include="..\imgui\misc\debuggers\imgui.natvis" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\espReader\espReader.vcxproj">
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<Project>{c403cba2-86ae-4442-87cf-26b283a549c2}</Project>
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</ProjectReference>
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<ProjectReference Include="..\SizedBuffer\SizedBuffer.vcxproj">
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<Project>{cb1c8f66-5b90-4de7-890b-f6430daaf25f}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@@ -1,42 +1,152 @@
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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Based on Dear ImGui GLFW + OpenGL 3 standalone example
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#include "ESPReader.h"
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <cstdlib>
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#undef NDEBUG
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#include <assert.h>
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#define NDEBUG
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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const float BASE_FONT_SIZE = 13;
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const ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
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MetaTree ReadESP(const char *filename);
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GLFWwindow *Setup(void);
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void NewFrame(void);
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void Fullscreen(void);
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void Render(GLFWwindow *window, const ImVec4 clear_color);
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void Cleanup(GLFWwindow *window);
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void ChangeScale(bool *scale_update, const float scale);
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void ScalingWidget(bool *scale_update, float *scale);
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void ESPTreeWalk(MetaNode *m);
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static void glfw_error_callback(int error, const char *description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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void ChangeScale(bool *scale_update, const float scale);
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void ScalingWidget(bool *scale_update, float *scale);
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int main(int, char **)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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GLFWwindow *window = Setup();
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if (!window)
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return 1;
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// GL 3.0 + GLSL 130
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MetaTree m = ReadESP("Skyrim.esm");
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m.root->user = (void *)true;
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// Our state
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool scale_update = false;
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float scale = 1.0f;
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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// Interface scaling
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ChangeScale(&scale_update, scale);
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// Start the Dear ImGui frame
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NewFrame();
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// Setup for fullscreen
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Fullscreen();
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// Begin window
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ImGui::Begin("ESP Browser", NULL, window_flags);
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ScalingWidget(&scale_update, &scale);
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ESPTreeWalk(m.root);
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// End window
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ImGui::End();
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Render(window, clear_color);
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}
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free(m.esp.data);
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free(m.tree.data);
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Cleanup(window);
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return 0;
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}
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MetaTree ReadESP(const char *filename)
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{
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errno_t ret = 0;
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SizedBuf esp_buf = { 0 };
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ESPStats stats = { 0 };
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SizedBuf tree_buf = { 0 };
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MetaTree tree = { 0 };
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// Read in the esp file
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{
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FILE *fp;
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ret = fopen_s(&fp, "Skyrim.esm", "rb");
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assert(fp && !ret);
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fseek(fp, 0L, SEEK_END);
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esp_buf.size = ftell(fp);
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rewind(fp);
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esp_buf.data = (char *)malloc(esp_buf.size);
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assert(esp_buf.data);
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size_t read = fread(esp_buf.data, sizeof(char), esp_buf.size, fp);
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fclose(fp);
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assert(read == esp_buf.size);
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}
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// Calculate esp stats
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stats = espr_stats(esp_buf);
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// Construct the meta tree
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{
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tree_buf.size = espr_tree_size(stats);
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tree_buf.data = (char *)malloc(tree_buf.size);
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assert(tree_buf.data);
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tree = espr_create_tree(esp_buf, tree_buf);
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}
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// lazy file pointer cleanup
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_fcloseall();
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return tree;
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}
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GLFWwindow *Setup(void)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return NULL;
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// GL 3.0 + GLSL 130
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const char *glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// Create window with graphics context
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// Create window with graphics context
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GLFWwindow *window = glfwCreateWindow(1920, 1080, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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if (window == NULL)
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return 1;
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return NULL;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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@@ -67,80 +177,60 @@ int main(int, char **)
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Our state
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool scale_update = false;
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float scale = 1.0f;
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return window;
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}
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// Main loop
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while (!glfwWindowShouldClose(window))
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void NewFrame(void)
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void Fullscreen(void)
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{
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const ImGuiViewport *viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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}
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void Render(GLFWwindow * window, const ImVec4 clear_color)
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{
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ImGuiIO &io = ImGui::GetIO();
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
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// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
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// Interface scaling
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ChangeScale(&scale_update, scale);
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// setup for fullscreen
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const ImGuiViewport *viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::Begin("ESP Browser", NULL, flags);
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ScalingWidget(&scale_update, &scale);
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if (ImGui::TreeNode("Test"))
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{
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ImGui::Text("Text");
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ImGui::TreePop();
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}
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ImGui::End();
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
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// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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GLFWwindow *backup_current_context = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_current_context);
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}
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glfwSwapBuffers(window);
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GLFWwindow *backup_current_context = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_current_context);
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}
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// Cleanup
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glfwSwapBuffers(window);
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}
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void Cleanup(GLFWwindow *window)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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void ChangeScale(bool *scale_update, const float scale)
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@@ -152,7 +242,8 @@ void ChangeScale(bool *scale_update, const float scale)
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if (*scale_update) {
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ImFontConfig font_config;
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font_config.SizePixels = (BASE_FONT_SIZE * scale);
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// Truncate to 2 decimal places
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font_config.SizePixels = ((float)(int)(BASE_FONT_SIZE * scale * 100)) / 100;
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io.Fonts->Clear();
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io.Fonts->AddFontDefault(&font_config);
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ImGui_ImplOpenGL3_UpdateFontsTexture();
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@@ -179,3 +270,22 @@ void ScalingWidget(bool *scale_update, float *scale)
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ImGui::PopItemWidth();
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}
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void ESPTreeWalk(MetaNode *m)
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{
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char buf[1024] = { 0 };
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SizedBuf sb = { buf, 1024 };
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espr_meta_string(m, sb);
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if (m->n.type == NT_RECORD) {
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ImGui::BulletText(buf);
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} else {
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if (ImGui::TreeNode(buf)) {
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MetaNode *c = m->first_child;
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while (c) {
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ESPTreeWalk(c);
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c = c->next;
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}
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ImGui::TreePop();
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}
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}
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}
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@@ -247,7 +247,7 @@ extern "C" {
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*/
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struct meta_node {
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Node n;
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MetaNode *parent;
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void *user;
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MetaNode *first_child;
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MetaNode *last_child;
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MetaNode *prev;
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@@ -255,6 +255,9 @@ extern "C" {
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};
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struct meta_tree {
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// hack, not usable when modifying tree
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SizedBuf tree;
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SizedBuf esp;
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MetaNode *root;
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size_t size;
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};
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@@ -395,6 +398,8 @@ extern "C" {
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void espr_serialize(MetaTree tree, SizedBuf out);
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void espr_meta_string(MetaNode *m, SizedBuf str_buf);
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// End C++ guard
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#ifdef __cplusplus
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}
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@@ -11,6 +11,7 @@
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#include <string.h>
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#include <intrin.h>
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#include <ammintrin.h>
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#include <crtdbg.h>
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#include <io.h>
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@@ -468,8 +469,10 @@ void litcopy(struct str_buf *sb, struct str_lit lit)
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void num_str(struct str_buf *sb, unsigned long num, int radix)
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{
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_CrtSetDebugFillThreshold(0);
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errno_t ret = _ultoa_s(num, sb->buf, sb->size, radix);
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assert(ret == 0);
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_CrtSetDebugFillThreshold(SIZE_MAX);
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int len = (int)strlen(sb->buf);
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sb->size -= len;
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sb->buf += len;
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@@ -629,6 +632,8 @@ Timestamp convert_ts(uint16_t ts)
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MetaTree espr_create_tree(SizedBuf in, SizedBuf tree)
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{
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MetaTree mtree = { .esp = in, .tree = tree };
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// create root node
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MetaNode *root = NULL;
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{
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@@ -641,7 +646,10 @@ MetaTree espr_create_tree(SizedBuf in, SizedBuf tree)
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struct walker_callbacks cb = { .pre = create_tree_cb, .data = &tree };
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espr_walk(in, cb, root);
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return (MetaTree) { .root = root, .size = in.size };
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mtree.root = root;
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mtree.size = in.size;
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return mtree;
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}
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void create_tree_cb(
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@@ -667,7 +675,6 @@ void create_tree_cb(
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// construct new node
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*m = (MetaNode){ 0 }; // zero/null unused
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m->n = n;
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m->parent = p;
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m->prev = p->last_child;
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// the linked list of children may not already exist
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if (p->last_child)
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@@ -730,3 +737,33 @@ void serialize_cb(MetaNode *m, void *data) {
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}
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}
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void espr_meta_string(MetaNode *m, SizedBuf str_buf)
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{
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// root node
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if (!m->n.data) {
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snprintf(str_buf.data, str_buf.size, "Root");
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return;
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}
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char buf[1024] = { 0 };
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struct str_buf sb = { .buf = buf, .size = 1024 };
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switch (m->n.type) {
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case NT_GROUP:
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{
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group_label_str(&sb, m->n.header.group);
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const char *lbl = group_type_strings[m->n.header.group->type].lit;
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snprintf(str_buf.data, str_buf.size, "GRUP; %s; %s", lbl, buf);
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break;
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}
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case NT_RECORD:
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{
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type_str(&sb, m->n.header.record->type);
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snprintf(str_buf.data, str_buf.size, "%s; FormID[%08x]", buf, m->n.header.record->formid);
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break;
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}
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default:
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assert(false);
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}
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}
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Reference in New Issue
Block a user