From b7d90b601e2d26255d594954f2ffebe26c84e921 Mon Sep 17 00:00:00 2001 From: MisterY52 <11368116+MisterY52@users.noreply.github.com> Date: Fri, 11 Sep 2020 17:50:38 +0200 Subject: [PATCH] First commit --- README.md | 2 + apex_dma/Game.cpp | 297 ++ apex_dma/Game.h | 73 + apex_dma/Math.cpp | 44 + apex_dma/Math.h | 30 + apex_dma/apex_dma.cpp | 758 +++++ apex_dma/offsets.h | 33 + apex_dma/prediction.h | 64 + apex_dma/vector.h | 1485 ++++++++++ apex_guest/Client/Client.sln | 25 + apex_guest/Client/Client/Client.rc | 60 + apex_guest/Client/Client/Client.vcxproj | 115 + .../Client/Client/Client.vcxproj.filters | 38 + apex_guest/Client/Client/Client.vcxproj.user | 4 + apex_guest/Client/Client/DirectX.cpp | 85 + apex_guest/Client/Client/DirectX.h | 24 + apex_guest/Client/Client/main.cpp | 261 ++ apex_guest/Client/Client/main.h | 11 + apex_guest/Client/Client/overlay.cpp | 215 ++ apex_guest/Client/Client/overlay.h | 40 + apex_guest/Client/Client/resource.h | 14 + apex_guest/Overlay/Overlay.sln | 25 + apex_guest/Overlay/Overlay/Overlay.vcxproj | 83 + .../Overlay/Overlay/Overlay.vcxproj.filters | 22 + .../Overlay/Overlay/Overlay.vcxproj.user | 4 + apex_guest/Overlay/Overlay/main.cpp | 48 + apex_guest/apex_guest.sln | 31 + build.sh | 7 + vmread/Doxyfile | 2495 +++++++++++++++++ vmread/LICENSE.md | 8 + vmread/Makefile | 23 + vmread/definitions.h | 46 + vmread/dograph.sh | 18 + vmread/hlapi/hlapi.h | 305 ++ vmread/hlapi/pointers.h | 27 + vmread/hlapi/windll.cpp | 68 + vmread/hlapi/winprocess.cpp | 153 + vmread/hlapi/winprocesslist.cpp | 67 + vmread/inject | 15 + vmread/intmem.c | 56 + vmread/kmem.c | 174 ++ vmread/kmem.h | 19 + vmread/mem.c | 346 +++ vmread/mem.h | 226 ++ vmread/meson.build | 69 + vmread/perf_plot.p | 23 + vmread/pmparser.c | 164 ++ vmread/pmparser.h | 84 + vmread/processdata.h | 11 + vmread/vmmem.c | 111 + vmread/winstructs.h | 265 ++ vmread/wintools.c | 830 ++++++ vmread/wintools.h | 280 ++ 53 files changed, 9781 insertions(+) create mode 100644 apex_dma/Game.cpp create mode 100644 apex_dma/Game.h create mode 100644 apex_dma/Math.cpp create mode 100644 apex_dma/Math.h create mode 100644 apex_dma/apex_dma.cpp create mode 100644 apex_dma/offsets.h create mode 100644 apex_dma/prediction.h create mode 100644 apex_dma/vector.h create mode 100644 apex_guest/Client/Client.sln create mode 100644 apex_guest/Client/Client/Client.rc create mode 100644 apex_guest/Client/Client/Client.vcxproj create mode 100644 apex_guest/Client/Client/Client.vcxproj.filters create mode 100644 apex_guest/Client/Client/Client.vcxproj.user create mode 100644 apex_guest/Client/Client/DirectX.cpp create mode 100644 apex_guest/Client/Client/DirectX.h create mode 100644 apex_guest/Client/Client/main.cpp create mode 100644 apex_guest/Client/Client/main.h create mode 100644 apex_guest/Client/Client/overlay.cpp create mode 100644 apex_guest/Client/Client/overlay.h create mode 100644 apex_guest/Client/Client/resource.h create mode 100644 apex_guest/Overlay/Overlay.sln create mode 100644 apex_guest/Overlay/Overlay/Overlay.vcxproj create mode 100644 apex_guest/Overlay/Overlay/Overlay.vcxproj.filters create mode 100644 apex_guest/Overlay/Overlay/Overlay.vcxproj.user create mode 100644 apex_guest/Overlay/Overlay/main.cpp create mode 100644 apex_guest/apex_guest.sln create mode 100644 build.sh create mode 100644 vmread/Doxyfile create mode 100644 vmread/LICENSE.md create mode 100644 vmread/Makefile create mode 100644 vmread/definitions.h create mode 100644 vmread/dograph.sh create mode 100644 vmread/hlapi/hlapi.h create mode 100644 vmread/hlapi/pointers.h create mode 100644 vmread/hlapi/windll.cpp create mode 100644 vmread/hlapi/winprocess.cpp create mode 100644 vmread/hlapi/winprocesslist.cpp create mode 100644 vmread/inject create mode 100644 vmread/intmem.c create mode 100644 vmread/kmem.c create mode 100644 vmread/kmem.h create mode 100644 vmread/mem.c create mode 100644 vmread/mem.h create mode 100644 vmread/meson.build create mode 100644 vmread/perf_plot.p create mode 100644 vmread/pmparser.c create mode 100644 vmread/pmparser.h create mode 100644 vmread/processdata.h create mode 100644 vmread/vmmem.c create mode 100644 vmread/winstructs.h create mode 100644 vmread/wintools.c create mode 100644 vmread/wintools.h diff --git a/README.md b/README.md index 8dc3072..5b6695a 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,4 @@ # apex_dma_kvm_pub Apex Legends QEMU/KVM hack + +UnknownCheats thread: https://www.unknowncheats.me/forum/apex-legends/406426-kvm-vmread-apex-esp-aimbot.html \ No newline at end of file diff --git a/apex_dma/Game.cpp b/apex_dma/Game.cpp new file mode 100644 index 0000000..b4a69e1 --- /dev/null +++ b/apex_dma/Game.cpp @@ -0,0 +1,297 @@ +#include "prediction.h" +extern bool firing_range; + +uint64_t Entity::Observing(WinProcess& mem, uint64_t entitylist) +{ + uint64_t index = *(uint64_t*)(buffer + OFFSET_OBSERVING_TARGET); + index &= ENT_ENTRY_MASK; + if (index > 0) + { + uint64_t centity2 = mem.Read(entitylist + ((uint64_t)index << 5)); + return centity2; + } + return 0; +} + +int Entity::getTeamId() +{ + return *(int*)(buffer + OFFSET_TEAM); +} + +int Entity::getHealth() +{ + return *(int*)(buffer + OFFSET_HEALTH); +} + +int Entity::getShield() +{ + return *(int*)(buffer + OFFSET_SHIELD); +} + +Vector Entity::getAbsVelocity() +{ + return *(Vector*)(buffer + OFFSET_ABS_VELOCITY); +} + +Vector Entity::getPosition() +{ + return *(Vector*)(buffer + OFFSET_ORIGIN); +} + +bool Entity::isPlayer() +{ + return *(uint64_t*)(buffer + OFFSET_NAME) == 125780153691248; +} + +bool Entity::isDummy() +{ + return *(int*)(buffer + OFFSET_TEAM) == 97; +} + +bool Entity::isKnocked() +{ + return *(int*)(buffer + OFFSET_BLEED_OUT_STATE) > 0; +} + +bool Entity::isAlive() +{ + return *(int*)(buffer + OFFSET_LIFE_STATE) == 0; +} + +float Entity::lastVisTime() +{ + return *(float*)(buffer + OFFSET_VISIBLE_TIME); +} + +Vector Entity::getBonePosition(WinProcess& mem, int id) +{ + Vector position = getPosition(); + uintptr_t boneArray = *(uintptr_t*)(buffer + OFFSET_BONES); + Vector bone = Vector(); + uint32_t boneloc = (id * 0x30); + Bone bo = {}; + bo = mem.Read(boneArray + boneloc); + bone.x = bo.x + position.x; + bone.y = bo.y + position.y; + bone.z = bo.z + position.z; + return bone; +} + +QAngle Entity::GetSwayAngles() +{ + return *(QAngle*)(buffer + OFFSET_BREATH_ANGLES); +} + +QAngle Entity::GetViewAngles() +{ + return *(QAngle*)(buffer + OFFSET_VIEWANGLES); +} + +Vector Entity::GetViewAnglesV() +{ + return *(Vector*)(buffer + OFFSET_VIEWANGLES); +} + +void Entity::SetViewAngles(WinProcess& mem, SVector angles) +{ + mem.Write(ptr + OFFSET_VIEWANGLES, angles); +} + +void Entity::SetViewAngles(WinProcess& mem, QAngle& angles) +{ + SetViewAngles(mem, SVector(angles)); +} + +Vector Entity::GetCamPos() +{ + return *(Vector*)(buffer + OFFSET_CAMERAPOS); +} + +QAngle Entity::GetRecoil() +{ + return *(QAngle*)(buffer + OFFSET_AIMPUNCH); +} + +bool Item::isItem() +{ + return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120 && *(int*)(buffer + OFFSET_ITEM_GLOW) <= 1646297344; +} + +bool Item::isGlowing() +{ + return *(int*)(buffer + OFFSET_ITEM_GLOW) == 1363184265; +} + +void Item::enableGlow(WinProcess& mem) +{ + mem.Write(ptr + OFFSET_ITEM_GLOW, 1363184265); +} + +void Item::disableGlow(WinProcess& mem) +{ + mem.Write(ptr + OFFSET_ITEM_GLOW, 1411417991); +} + +Vector Item::getPosition() +{ + return *(Vector*)(buffer + OFFSET_ORIGIN); +} + +float CalculateFov(Entity& from, Entity& target) +{ + QAngle ViewAngles = from.GetViewAngles(); + Vector LocalCamera = from.GetCamPos(); + Vector EntityPosition = target.getPosition(); + QAngle Angle = Math::CalcAngle(LocalCamera, EntityPosition); + return Math::GetFov(ViewAngles, Angle); +} + +QAngle CalculateBestBoneAim(WinProcess& mem, Entity& from, uintptr_t t, float max_fov) +{ + Entity target = getEntity(mem, t); + if(firing_range) + { + if (!target.isAlive()) + { + return QAngle(0, 0, 0); + } + } + else + { + if (!target.isAlive() || target.isKnocked()) + { + return QAngle(0, 0, 0); + } + } + + Vector EntityPosition = target.getPosition(); + Vector LocalPlayerPosition = from.getPosition(); + float dist = LocalPlayerPosition.DistTo(EntityPosition); + + int bone = 2; + if (dist < 500) + { + bone = 5; + } + + Vector LocalCamera = from.GetCamPos(); + Vector TargetBonePosition = target.getBonePosition(mem, bone); + QAngle CalculatedAngles = QAngle(0, 0, 0); + + WeaponXEntity curweap = WeaponXEntity(); + curweap.update(mem, from.ptr); + float BulletSpeed = curweap.get_projectile_speed(); + float BulletGrav = curweap.get_projectile_gravity(); + /* + //simple aim prediction + if (BulletSpeed > 1.f) + { + Vector LocalBonePosition = from.getBonePosition(mem, bone); + float VerticalTime = TargetBonePosition.DistTo(LocalBonePosition) / BulletSpeed; + TargetBonePosition.z += (BulletGrav * 0.5f) * (VerticalTime * VerticalTime); + + float HorizontalTime = TargetBonePosition.DistTo(LocalBonePosition) / BulletSpeed; + TargetBonePosition += (target.getAbsVelocity() * HorizontalTime); + } + */ + + //more accurate prediction + if (BulletSpeed > 1.f) + { + PredictCtx Ctx; + Ctx.StartPos = LocalCamera; + Ctx.TargetPos = TargetBonePosition; + Ctx.BulletSpeed = BulletSpeed - (BulletSpeed*0.08); + Ctx.BulletGravity = BulletGrav + (BulletGrav*0.05); + Ctx.TargetVel = target.getAbsVelocity(); + + if (BulletPredict(Ctx)) + CalculatedAngles = QAngle{Ctx.AimAngles.x, Ctx.AimAngles.y, 0.f}; + } + + if (CalculatedAngles == QAngle(0, 0, 0)) + CalculatedAngles = Math::CalcAngle(LocalCamera, TargetBonePosition); + QAngle ViewAngles = from.GetViewAngles(); + QAngle SwayAngles = from.GetSwayAngles(); + //remove sway and recoil + CalculatedAngles-=SwayAngles-ViewAngles; + Math::NormalizeAngles(CalculatedAngles); + QAngle Delta = CalculatedAngles - ViewAngles; + double fov = Math::GetFov(SwayAngles, CalculatedAngles); + if (fov > max_fov) + { + return QAngle(0, 0, 0); + } + + double smooth = 12.0f; + + Math::NormalizeAngles(Delta); + + QAngle SmoothedAngles = ViewAngles + Delta/smooth; + return SmoothedAngles; +} + +Entity getEntity(WinProcess& mem, uintptr_t ptr) +{ + Entity entity = Entity(); + entity.ptr = ptr; + mem.ReadMem(ptr, (uintptr_t)entity.buffer, sizeof(entity.buffer)); + return entity; +} + +Item getItem(WinProcess& mem, uintptr_t ptr) +{ + Item entity = Item(); + entity.ptr = ptr; + mem.ReadMem(ptr, (uintptr_t)entity.buffer, sizeof(entity.buffer)); + return entity; +} + +bool WorldToScreen(Vector from, float* m_vMatrix, int targetWidth, int targetHeight, Vector& to) +{ + float w = m_vMatrix[12] * from.x + m_vMatrix[13] * from.y + m_vMatrix[14] * from.z + m_vMatrix[15]; + + if (w < 0.01f) return false; + + to.x = m_vMatrix[0] * from.x + m_vMatrix[1] * from.y + m_vMatrix[2] * from.z + m_vMatrix[3]; + to.y = m_vMatrix[4] * from.x + m_vMatrix[5] * from.y + m_vMatrix[6] * from.z + m_vMatrix[7]; + + float invw = 1.0f / w; + to.x *= invw; + to.y *= invw; + + float x = targetWidth / 2; + float y = targetHeight / 2; + + x += 0.5 * to.x * targetWidth + 0.5; + y -= 0.5 * to.y * targetHeight + 0.5; + + to.x = x; + to.y = y; + to.z = 0; + return true; +} + +void WeaponXEntity::update(WinProcess& mem, uint64_t LocalPlayer) +{ + extern uint64_t g_Base; + uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; + uint64_t wephandle = mem.Read(LocalPlayer + OFFSET_WEAPON); + + wephandle &= 0xffff; + + uint64_t wep_entity = mem.Read(entitylist + (wephandle << 5)); + + projectile_speed = mem.Read(wep_entity + OFFSET_BULLET_SPEED); + projectile_scale = mem.Read(wep_entity + OFFSET_BULLET_SCALE); +} + +float WeaponXEntity::get_projectile_speed() +{ + return projectile_speed; +} + +float WeaponXEntity::get_projectile_gravity() +{ + return 750.0f * projectile_scale; +} diff --git a/apex_dma/Game.h b/apex_dma/Game.h new file mode 100644 index 0000000..d72a60a --- /dev/null +++ b/apex_dma/Game.h @@ -0,0 +1,73 @@ +#include "Math.h" +#include "offsets.h" +#include "../vmread/hlapi/hlapi.h" + +#define NUM_ENT_ENTRIES (1 << 12) +#define ENT_ENTRY_MASK (NUM_ENT_ENTRIES - 1) + +typedef struct Bone +{ + uint8_t pad1[0xCC]; + float x; + uint8_t pad2[0xC]; + float y; + uint8_t pad3[0xC]; + float z; +}Bone; + +class Entity +{ +public: + uint64_t ptr; + uint8_t buffer[0x3FF0]; + Vector getPosition(); + bool isDummy(); + bool isPlayer(); + bool isKnocked(); + bool isAlive(); + float lastVisTime(); + int getTeamId(); + int getHealth(); + int getShield(); + Vector getAbsVelocity(); + QAngle GetSwayAngles(); + QAngle GetViewAngles(); + Vector GetCamPos(); + QAngle GetRecoil(); + Vector GetViewAnglesV(); + + void SetViewAngles(WinProcess& mem, SVector angles); + void SetViewAngles(WinProcess& mem, QAngle& angles); + Vector getBonePosition(WinProcess& mem, int id); + uint64_t Observing(WinProcess& mem, uint64_t entitylist); +}; + +class Item +{ +public: + uint64_t ptr; + uint8_t buffer[0x3FF0]; + Vector getPosition(); + bool isItem(); + bool isGlowing(); + + void enableGlow(WinProcess& mem); + void disableGlow(WinProcess& mem); +}; + +class WeaponXEntity +{ +public: + void update(WinProcess& mem, uint64_t LocalPlayer); + float get_projectile_speed(); + float get_projectile_gravity(); + +private: + float projectile_scale; + float projectile_speed; +}; +Entity getEntity(WinProcess& mem, uintptr_t ptr); +Item getItem(WinProcess& mem, uintptr_t ptr); +bool WorldToScreen(Vector from, float* m_vMatrix, int targetWidth, int targetHeight, Vector& to); +float CalculateFov(Entity& from, Entity& target); +QAngle CalculateBestBoneAim(WinProcess& mem, Entity& from, uintptr_t target, float max_fov); \ No newline at end of file diff --git a/apex_dma/Math.cpp b/apex_dma/Math.cpp new file mode 100644 index 0000000..9089c2b --- /dev/null +++ b/apex_dma/Math.cpp @@ -0,0 +1,44 @@ +#include "Math.h" + +void Math::NormalizeAngles(QAngle& angle) +{ + while (angle.x > 89.0f) + angle.x -= 180.f; + + while (angle.x < -89.0f) + angle.x += 180.f; + + while (angle.y > 180.f) + angle.y -= 360.f; + + while (angle.y < -180.f) + angle.y += 360.f; +} + +QAngle Math::CalcAngle(const Vector& src, const Vector& dst) +{ + QAngle angle = QAngle(); + SVector delta = SVector((src.x - dst.x), (src.y - dst.y), (src.z - dst.z)); + + double hyp = sqrt(delta.x*delta.x + delta.y * delta.y); + + angle.x = atan(delta.z / hyp) * (180.0f / M_PI); + angle.y = atan(delta.y / delta.x) * (180.0f / M_PI); + angle.z = 0; + if (delta.x >= 0.0) angle.y += 180.0f; + + return angle; +} + +double Math::GetFov(const QAngle& viewAngle, const QAngle& aimAngle) +{ + QAngle delta = aimAngle - viewAngle; + NormalizeAngles(delta); + + return sqrt(pow(delta.x, 2.0f) + pow(delta.y, 2.0f)); +} + +double Math::DotProduct(const Vector& v1, const float* v2) +{ + return v1.x * v2[0] + v1.y * v2[1] + v1.z * v2[2]; +} \ No newline at end of file diff --git a/apex_dma/Math.h b/apex_dma/Math.h new file mode 100644 index 0000000..3796e34 --- /dev/null +++ b/apex_dma/Math.h @@ -0,0 +1,30 @@ +#include +#include "vector.h" + +struct SVector +{ + float x; + float y; + float z; + SVector(float x1, float y1, float z1) + { + x = x1; + y = y1; + z = z1; + } + + SVector(QAngle q) + { + x = q.x; + y = q.y; + z = q.z; + } +}; + +namespace Math +{ + void NormalizeAngles(QAngle& angle); + double GetFov(const QAngle& viewAngle, const QAngle& aimAngle); + double DotProduct(const Vector& v1, const float* v2); + QAngle CalcAngle(const Vector& src, const Vector& dst); +} \ No newline at end of file diff --git a/apex_dma/apex_dma.cpp b/apex_dma/apex_dma.cpp new file mode 100644 index 0000000..b5979de --- /dev/null +++ b/apex_dma/apex_dma.cpp @@ -0,0 +1,758 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include "Game.h" +#include + +#define STRINGIFY(x) #x +#define TOSTRING(x) STRINGIFY(x) + +FILE* dfile; + +bool firing_range = false; +bool active = true; +uintptr_t aimentity = 0; +uintptr_t tmp_aimentity = 0; +uintptr_t lastaimentity = 0; +float max = 999.0f; +float max_dist = 200.0f*40.0f; +int team_player = 0; +int tmp_spec = 0, spectators = 0; +int tmp_all_spec = 0, allied_spectators = 0; +int playerId = 0; +int s_FOV = 15; +int toRead = 100; +int aim = false; +bool esp = false; +bool item_glow = false; +int safe_level = 0; +bool aiming = false; + +bool actions_t = false; +bool esp_t = false; +bool aim_t = false; +bool vars_t = false; +bool item_t = false; +uint64_t g_Base; +uint64_t c_Base; +bool next = false; +bool valid = false; +bool lock = false; + +typedef struct player +{ + float dist = 0; + int entity_team = 0; + float boxMiddle = 0; + float h_y = 0; + float width = 0; + float height = 0; + float b_x = 0; + float b_y = 0; + bool knocked = false; + bool visible = false; + int health = 0; + int shield = 0; + +}player; + + +struct Matrix +{ + float matrix[16]; +}; + +float lastvis_esp[100]; +float lastvis_aim[100]; + +////////////////////////////////////////////////////////////////////////////////////////////////// + +bool tmp = true; +void ProcessPlayer(WinProcess& mem, Entity& LPlayer, Entity& target, uint64_t entitylist, int index) +{ + int entity_team = target.getTeamId(); + if (target.Observing(mem, entitylist) == LPlayer.ptr) + { + if (entity_team == team_player) + { + tmp_all_spec++; + } + else + { + tmp_spec++; + } + } + Vector EntityPosition = target.getPosition(); + Vector LocalPlayerPosition = LPlayer.getPosition(); + float dist = LocalPlayerPosition.DistTo(EntityPosition); + if (dist > max_dist) return; + + if (!target.isAlive()) + return; + + if(!firing_range) + if (entity_team < 0 || entity_team>50 || entity_team == team_player) return; + + if(aim==2) + { + if((target.lastVisTime() > lastvis_aim[index])) + { + float fov = CalculateFov(LPlayer, target); + if (fov < max) + { + max = fov; + tmp_aimentity = target.ptr; + } + } + else + { + if(aimentity==target.ptr) + { + aimentity=tmp_aimentity=lastaimentity=0; + } + } + } + else + { + float fov = CalculateFov(LPlayer, target); + if (fov < max) + { + max = fov; + tmp_aimentity = target.ptr; + } + } + lastvis_aim[index] = target.lastVisTime(); +} + +void DoActions(WinProcess& mem) +{ + actions_t = true; + while (actions_t) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + while (g_Base!=0 && c_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(300)); + uint64_t LocalPlayer = mem.Read(g_Base + OFFSET_LOCAL_ENT); + if (LocalPlayer == 0) continue; + + Entity LPlayer = getEntity(mem, LocalPlayer); + + team_player = LPlayer.getTeamId(); + if (team_player < 0 || team_player>50) + { + continue; + } + uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; + + uint64_t baseent = mem.Read(entitylist); + if (baseent == 0) + { + continue; + } + + max = 999.0f; + tmp_spec = 0; + tmp_all_spec = 0; + tmp_aimentity = 0; + if(firing_range) + { + int c=0; + for (int i = 0; i < 9000; i++) + { + uint64_t centity = mem.Read(entitylist + ((uint64_t)i << 5)); + if (centity == 0) continue; + if (LocalPlayer == centity) continue; + + Entity Target = getEntity(mem, centity); + if (!Target.isDummy()) + { + continue; + } + + ProcessPlayer(mem, LPlayer, Target, entitylist, c); + c++; + } + } + else + { + for (int i = 0; i < toRead; i++) + { + uint64_t centity = mem.Read(entitylist + ((uint64_t)i << 5)); + if (centity == 0) continue; + if (LocalPlayer == centity) continue; + + Entity Target = getEntity(mem, centity); + if (!Target.isPlayer()) + { + continue; + } + + ProcessPlayer(mem, LPlayer, Target, entitylist, i); + } + } + spectators = tmp_spec; + allied_spectators = tmp_all_spec; + if(!lock) + aimentity = tmp_aimentity; + else + aimentity = lastaimentity; + } + } + actions_t = false; +} + +///////////////////////////////////////////////////////////////////////////////////////////////////// + +player players[100]; + +static void EspLoop(WinProcess& mem) +{ + esp_t = true; + while(esp_t) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + while(g_Base!=0 && c_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + if (esp) + { + valid = false; + switch (safe_level) + { + case 1: + if (spectators > 0) + { + next = true; + while(next && g_Base!=0 && c_Base!=0 && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + continue; + } + break; + case 2: + if (spectators+allied_spectators > 0) + { + next = true; + while(next && g_Base!=0 && c_Base!=0 && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + continue; + } + break; + default: + break; + } + + uint64_t LocalPlayer = mem.Read(g_Base + OFFSET_LOCAL_ENT); + if (LocalPlayer == 0) + { + next = true; + while(next && g_Base!=0 && c_Base!=0 && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + continue; + } + Entity LPlayer = getEntity(mem, LocalPlayer); + int team_player = LPlayer.getTeamId(); + if (team_player < 0 || team_player>50) + { + next = true; + while(next && g_Base!=0 && c_Base!=0 && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + continue; + } + Vector LocalPlayerPosition = LPlayer.getPosition(); + + uint64_t viewRenderer = mem.Read(g_Base + OFFSET_RENDER); + uint64_t viewMatrix = mem.Read(viewRenderer + OFFSET_MATRIX); + Matrix m = mem.Read(viewMatrix); + + uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; + + memset(players,0,sizeof(players)); + if(firing_range) + { + int c=0; + for (int i = 0; i < 9000; i++) + { + uint64_t centity = mem.Read( entitylist + ((uint64_t)i << 5)); + if (centity == 0) + { + continue; + } + + if (LocalPlayer == centity) + { + continue; + } + + Entity Target = getEntity(mem, centity); + if (!Target.isDummy()) + { + continue; + } + + if (!Target.isAlive()) + { + continue; + } + int entity_team = Target.getTeamId(); + + Vector EntityPosition = Target.getPosition(); + float dist = LocalPlayerPosition.DistTo(EntityPosition); + if (dist > max_dist || dist < 50.0f) + { + continue; + } + + Vector bs = Vector(); + WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); + if (bs.x > 0 && bs.y > 0) + { + Vector hs = Vector(); + Vector HeadPosition = Target.getBonePosition(mem, 8); + WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); + float height = abs(abs(hs.y) - abs(bs.y)); + float width = height / 2.0f; + float boxMiddle = bs.x - (width / 2.0f); + int health = Target.getHealth(); + int shield = Target.getShield(); + players[c] = + { + dist, + entity_team, + boxMiddle, + hs.y, + width, + height, + bs.x, + bs.y, + 0, + (Target.lastVisTime() > lastvis_esp[c]), + health, + shield + }; + lastvis_esp[c] = Target.lastVisTime(); + valid = true; + c++; + } + } + } + else + { + for (int i = 0; i < toRead; i++) + { + uint64_t centity = mem.Read( entitylist + ((uint64_t)i << 5)); + if (centity == 0) + { + continue; + } + + if (LocalPlayer == centity) + { + continue; + } + + Entity Target = getEntity(mem, centity); + if (!Target.isPlayer()) + { + continue; + } + + if (!Target.isAlive()) + { + continue; + } + + int entity_team = Target.getTeamId(); + if (entity_team < 0 || entity_team>50 || entity_team == team_player) + { + continue; + } + + Vector EntityPosition = Target.getPosition(); + float dist = LocalPlayerPosition.DistTo(EntityPosition); + if (dist > max_dist || dist < 50.0f) + { + continue; + } + + Vector bs = Vector(); + WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); + if (bs.x > 0 && bs.y > 0) + { + Vector hs = Vector(); + Vector HeadPosition = Target.getBonePosition(mem, 8); + WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); + float height = abs(abs(hs.y) - abs(bs.y)); + float width = height / 2.0f; + float boxMiddle = bs.x - (width / 2.0f); + int health = Target.getHealth(); + int shield = Target.getShield(); + + players[i] = + { + dist, + entity_team, + boxMiddle, + hs.y, + width, + height, + bs.x, + bs.y, + Target.isKnocked(), + (Target.lastVisTime() > lastvis_esp[i]), + health, + shield + }; + lastvis_esp[i] = Target.lastVisTime(); + valid = true; + } + } + } + + next = true; + while(next && g_Base!=0 && c_Base!=0 && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + } + } + } + esp_t = false; +} + +static void AimbotLoop(WinProcess& mem) +{ + aim_t = true; + while (aim_t) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + while (g_Base!=0 && c_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + if (aim>0) + { + switch (safe_level) + { + case 1: + if (spectators > 0) + { + continue; + } + break; + case 2: + if (spectators+allied_spectators > 0) + { + continue; + } + break; + default: + break; + } + + if (aimentity == 0 || !aiming) + { + lock=false; + lastaimentity=0; + continue; + } + lock=true; + lastaimentity = aimentity; + uint64_t LocalPlayer = mem.Read(g_Base + OFFSET_LOCAL_ENT); + if (LocalPlayer == 0) continue; + Entity LPlayer = getEntity(mem, LocalPlayer); + QAngle Angles = CalculateBestBoneAim(mem, LPlayer, aimentity, s_FOV); + if (Angles.x == 0 && Angles.y == 0) + { + lock=false; + lastaimentity=0; + continue; + } + LPlayer.SetViewAngles(mem, Angles); + } + } + } + aim_t = false; +} + +static void set_vars(WinProcess& mem, uint64_t add_addr) +{ + printf("Reading client vars...\n"); + std::this_thread::sleep_for(std::chrono::milliseconds(50)); + //Get addresses of client vars + uint64_t spec_addr = mem.Read(add_addr); + uint64_t all_spec_addr = mem.Read(add_addr + sizeof(uint64_t)); + uint64_t aim_addr = mem.Read(add_addr + sizeof(uint64_t)*2); + uint64_t esp_addr = mem.Read(add_addr + sizeof(uint64_t)*3); + uint64_t safe_lev_addr = mem.Read(add_addr + sizeof(uint64_t)*4); + uint64_t aiming_addr = mem.Read(add_addr + sizeof(uint64_t)*5); + uint64_t g_Base_addr = mem.Read(add_addr + sizeof(uint64_t)*6); + uint64_t next_addr = mem.Read(add_addr + sizeof(uint64_t)*7); + uint64_t player_addr = mem.Read(add_addr + sizeof(uint64_t)*8); + uint64_t valid_addr = mem.Read(add_addr + sizeof(uint64_t)*9); + uint64_t max_dist_addr = mem.Read(add_addr + sizeof(uint64_t)*10); + uint64_t item_glow_addr = mem.Read(add_addr + sizeof(uint64_t)*11); + if(mem.Read(spec_addr)!=1) + { + printf("Incorrect values read. Restart the client or check if the offset is correct. Quitting.\n"); + active = false; + return; + } + vars_t = true; + while(vars_t) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + if(c_Base!=0 && g_Base!=0) + printf("\nReady\n"); + while(c_Base!=0 && g_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + mem.Write(spec_addr, spectators); + mem.Write(all_spec_addr, allied_spectators); + mem.Write(g_Base_addr, g_Base); + + aim = mem.Read(aim_addr); + esp = mem.Read(esp_addr); + safe_level = mem.Read(safe_lev_addr); + aiming = mem.Read(aiming_addr); + max_dist = mem.Read(max_dist_addr); + item_glow = mem.Read(item_glow_addr); + + if(esp && next) + { + if(valid) + mem.WriteMem(player_addr, players, sizeof(players)); + mem.Write(valid_addr, valid); + mem.Write(next_addr, true); //next + + while (mem.Read(next_addr) && g_Base!=0 && c_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + next = false; + } + } + } + vars_t = false; +} + +static void item_glow_t(WinProcess& mem) +{ + item_t = true; + while(item_t) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + int k = 0; + while(g_Base!=0 && c_Base!=0) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; + if (item_glow) + { + for (int i = 0; i < 10000; i++) + { + uint64_t centity = mem.Read(entitylist + ((uint64_t)i << 5)); + if (centity == 0) continue; + + Item item = getItem(mem, centity); + + if(item.isItem() && !item.isGlowing()) + { + item.enableGlow(mem); + } + } + k=1; + std::this_thread::sleep_for(std::chrono::milliseconds(600)); + } + else + { + if(k==1) + { + for (int i = 0; i < 10000; i++) + { + uint64_t centity = mem.Read(entitylist + ((uint64_t)i << 5)); + if (centity == 0) continue; + + Item item = getItem(mem, centity); + + if(item.isItem() && item.isGlowing()) + { + item.disableGlow(mem); + } + } + k=0; + } + } + } + } + item_t = false; +} + +__attribute__((constructor)) +static void init() +{ + FILE* out = stdout; + const char* cl_proc = "client.exe"; + const char* ap_proc = "r5apex.exe"; + + pid_t pid; + #if (LMODE() == MODE_EXTERNAL()) + FILE* pipe = popen("pidof qemu-system-x86_64", "r"); + fscanf(pipe, "%d", &pid); + pclose(pipe); + #else + out = fopen("/tmp/testr.txt", "w"); + pid = getpid(); + #endif + fprintf(out, "Using Mode: %s\n", TOSTRING(LMODE)); + + dfile = out; + + try + { + printf("\nStarting client context...\n"); + WinContext ctx_client(pid); + printf("\nStarting apex context...\n"); + WinContext ctx_apex(pid); + printf("\nStarting refresh process list context...\n"); + WinContext ctx_refresh(pid); + printf("\n"); + bool apex_found = false; + bool client_found = false; + //Client "add" offset + uint64_t add_off = 0xBA80; + + while(active) + { + if(!apex_found) + { + aim_t = false; + esp_t = false; + actions_t = false; + item_t = false; + std::this_thread::sleep_for(std::chrono::seconds(1)); + printf("Searching apex process...\n"); + ctx_apex.processList.Refresh(); + for (auto& i : ctx_apex.processList) + { + if (!strcasecmp(ap_proc, i.proc.name)) + { + PEB peb = i.GetPeb(); + short magic = i.Read(peb.ImageBaseAddress); + g_Base = peb.ImageBaseAddress; + if(g_Base!=0) + { + apex_found = true; + fprintf(out, "\nApex found %lx:\t%s\n", i.proc.pid, i.proc.name); + fprintf(out, "\tBase:\t%lx\tMagic:\t%hx (valid: %hhx)\n", peb.ImageBaseAddress, magic, (char)(magic == IMAGE_DOS_SIGNATURE)); + std::thread aimbot(AimbotLoop, std::ref(i)); + std::thread esp_th(EspLoop, std::ref(i)); + std::thread actions(DoActions, std::ref(i)); + std::thread itemglow(item_glow_t, std::ref(i)); + aimbot.detach(); + esp_th.detach(); + actions.detach(); + itemglow.detach(); + } + } + } + } + + if(!client_found) + { + vars_t = false; + std::this_thread::sleep_for(std::chrono::seconds(1)); + printf("Searching client process...\n"); + ctx_client.processList.Refresh(); + for (auto& i : ctx_client.processList) + { + if (!strcasecmp(cl_proc, i.proc.name)) + { + PEB peb = i.GetPeb(); + short magic = i.Read(peb.ImageBaseAddress); + c_Base = peb.ImageBaseAddress; + if(c_Base!=0) + { + client_found = true; + fprintf(out, "\nClient found %lx:\t%s\n", i.proc.pid, i.proc.name); + fprintf(out, "\tBase:\t%lx\tMagic:\t%hx (valid: %hhx)\n", peb.ImageBaseAddress, magic, (char)(magic == IMAGE_DOS_SIGNATURE)); + std::thread vars(set_vars, std::ref(i), c_Base + add_off); + vars.detach(); + } + } + } + } + + + if(apex_found || client_found) + { + apex_found = false; + client_found = false; + std::this_thread::sleep_for(std::chrono::seconds(1)); + ctx_refresh.processList.Refresh(); + for (auto& i : ctx_refresh.processList) + { + if (!strcasecmp(cl_proc, i.proc.name)) + { + PEB peb = i.GetPeb(); + if(peb.ImageBaseAddress != 0) + { + if(vars_t) + client_found = true; + } + } + + if (!strcasecmp(ap_proc, i.proc.name)) + { + PEB peb = i.GetPeb(); + if(peb.ImageBaseAddress != 0) + { + if(actions_t) + apex_found = true; + } + } + } + + if(!apex_found && !client_found) + { + g_Base = 0; + c_Base = 0; + active = false; + } + else + { + if(!apex_found) + { + g_Base = 0; + } + + if(!client_found) + { + c_Base = 0; + } + } + } + } + } catch (VMException& e) + { + fprintf(out, "Initialization error: %d\n", e.value); + } + fclose(out); +} + +int main() +{ + return 0; +} diff --git a/apex_dma/offsets.h b/apex_dma/offsets.h new file mode 100644 index 0000000..5c611ba --- /dev/null +++ b/apex_dma/offsets.h @@ -0,0 +1,33 @@ +#define OFFSET_ENTITYLIST 0x18b9a98 +#define OFFSET_LOCAL_ENT 0x1c684b8 //LocalPlayer + +#define OFFSET_TEAM 0x430 +#define OFFSET_HEALTH 0x420 +#define OFFSET_NAME 0x561 +#define OFFSET_SIG_NAME 0x558 +#define OFFSET_SHIELD 0x170 +#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity +#define OFFSET_VISIBLE_TIME 0x1A6C + +#define OFFSET_LIFE_STATE 0x770 //>0 = dead +#define OFFSET_BLEED_OUT_STATE 0x2670 //>0 = knocked + +#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin +#define OFFSET_BONES 0xF18 //m_bConstrainBetweenEndpoints +#define OFFSET_AIMPUNCH 0x23c8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle +#define OFFSET_CAMERAPOS 0x1E6C +#define OFFSET_VIEWANGLES 0x24A0 +#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 +#define OFFSET_OBSERVER_MODE 0x3304 +#define OFFSET_OBSERVING_TARGET 0x3308 + +#define OFFSET_MATRIX 0x1b3bd0 +#define OFFSET_RENDER 0x40deec8 + +#define OFFSET_WEAPON 0x1a0c //m_latestPrimaryWeapons +#define OFFSET_BULLET_SPEED 0x1e08 +#define OFFSET_BULLET_SCALE 0x1e10 + +#define OFFSET_ITEM_GLOW 0x290 +#define OFFSET_GLOW_ENABLE 0x330 //7 = enabled +#define OFFSET_GLOW_THROUGH_WALLS 0x340 //2 = enabled \ No newline at end of file diff --git a/apex_dma/prediction.h b/apex_dma/prediction.h new file mode 100644 index 0000000..96cd696 --- /dev/null +++ b/apex_dma/prediction.h @@ -0,0 +1,64 @@ +#include +#include "Game.h" + +struct PredictCtx +{ + Vector StartPos; + Vector TargetPos; + Vector TargetVel; + float BulletSpeed; + float BulletGravity; + + Vector2D AimAngles; +}; + +Vector ExtrapolatePos(const PredictCtx& Ctx, float Time) +{ + return Ctx.TargetPos + (Ctx.TargetVel * Time); +} + +bool OptimalPitch(const PredictCtx& Ctx, const Vector2D& Dir2D, float* OutPitch) +{ + float Vel = Ctx.BulletSpeed, Grav = Ctx.BulletGravity, DirX = Dir2D.x, DirY = Dir2D.y; + float Root = Vel * Vel * Vel * Vel - Grav * (Grav * DirX * DirX + 2.f * DirY * Vel * Vel); + if (Root >= 0.f) { *OutPitch = atanf((Vel * Vel - sqrt(Root)) / (Grav * DirX)); return true; } + return false; +} + +bool SolveTrajectory(PredictCtx& Ctx, const Vector& ExtrPos, float* TravelTime) +{ + Vector Dir = ExtrPos - Ctx.StartPos; + Vector2D Dir2D = { sqrtf(Dir.x * Dir.x + Dir.y * Dir.y), Dir.z }; + + float CurPitch; + if (!OptimalPitch(Ctx, Dir2D, &CurPitch)) + { + return false; + } + + *TravelTime = Dir2D.x / (cosf(CurPitch) * Ctx.BulletSpeed); + Ctx.AimAngles.y = atan2f(Dir.y, Dir.x); + Ctx.AimAngles.x = CurPitch; + return true; +} + +bool BulletPredict(PredictCtx& Ctx) +{ + float MAX_TIME = 1.f, TIME_STEP = (1.f / 256.f); + for (float CurrentTime = 0.f; CurrentTime <= MAX_TIME; CurrentTime += TIME_STEP) + { + float TravelTime; + Vector ExtrPos = ExtrapolatePos(Ctx, CurrentTime); + if (!SolveTrajectory(Ctx, ExtrPos, &TravelTime)) + { + return false; + } + + if (TravelTime < CurrentTime) + { + Ctx.AimAngles = { -RAD2DEG(Ctx.AimAngles.x), RAD2DEG(Ctx.AimAngles.y) }; + return true; + } + } + return false; +} diff --git a/apex_dma/vector.h b/apex_dma/vector.h new file mode 100644 index 0000000..ca57189 --- /dev/null +++ b/apex_dma/vector.h @@ -0,0 +1,1485 @@ +#include + +#define Assert( _exp ) ((void)0) + +#define FastSqrt(x) (sqrt)(x) + +#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h + +#define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything. + +#define M_PHI 1.61803398874989484820 // golden ratio + +// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system. +#ifndef RAD2DEG +#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) ) +#endif + +#ifndef DEG2RAD +#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) ) +#endif + +// MOVEMENT INFO +enum +{ + PITCH = 0, // up / down + YAW, // left / right + ROLL // fall over +}; + +// decls for aligning data + +#define DECL_ALIGN(x) __attribute__((aligned(x))) + + +#define ALIGN16 DECL_ALIGN(16) +#define VALVE_RAND_MAX 0x7fff +#define VectorExpand(v) (v).x, (v).y, (v).z + +struct matrix3x4_t +{ + matrix3x4_t() {} + matrix3x4_t( + float m00, float m01, float m02, float m03, + float m10, float m11, float m12, float m13, + float m20, float m21, float m22, float m23) + { + m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03; + m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13; + m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23; + } + + float* operator[](int i) { Assert((i >= 0) && (i < 3)); return m_flMatVal[i]; } + const float* operator[](int i) const { Assert((i >= 0) && (i < 3)); return m_flMatVal[i]; } + float* Base() { return &m_flMatVal[0][0]; } + const float* Base() const { return &m_flMatVal[0][0]; } + + float m_flMatVal[3][4]; +}; + +class VMatrix +{ +public: + + VMatrix() {} + VMatrix( + float m00, float m01, float m02, float m03, + float m10, float m11, float m12, float m13, + float m20, float m21, float m22, float m23, + float m30, float m31, float m32, float m33 + ) { + m[0][0] = m00; + m[0][1] = m01; + m[0][2] = m02; + m[0][3] = m03; + + m[1][0] = m10; + m[1][1] = m11; + m[1][2] = m12; + m[1][3] = m13; + + m[2][0] = m20; + m[2][1] = m21; + m[2][2] = m22; + m[2][3] = m23; + + m[3][0] = m30; + m[3][1] = m31; + m[3][2] = m32; + m[3][3] = m33; + } + + + + // array access + inline float* operator[](int i) + { + return m[i]; + } + + inline const float* operator[](int i) const + { + return m[i]; + } + + // Get a pointer to m[0][0] + inline float* Base() + { + return &m[0][0]; + } + + inline const float* Base() const + { + return &m[0][0]; + } + + +public: + // The matrix. + float m[4][4]; +}; + +class Vector +{ +public: + float x, y, z; + Vector(void); + Vector(float X, float Y, float Z); + void Init(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f); + bool IsValid() const; + float operator[](int i) const; + float& operator[](int i); + inline void Zero(); + bool operator==(const Vector& v) const; + bool operator!=(const Vector& v) const; + inline Vector& operator+=(const Vector& v); + inline Vector& operator-=(const Vector& v); + inline Vector& operator*=(const Vector& v); + inline Vector& operator*=(float s); + inline Vector& operator/=(const Vector& v); + inline Vector& operator/=(float s); + inline Vector& operator+=(float fl); + inline Vector& operator-=(float fl); + inline float Length() const; + inline float LengthSqr(void) const + { + return (x * x + y * y + z * z); + } + bool IsZero(float tolerance = 0.01f) const + { + return (x > -tolerance && x < tolerance && + y > -tolerance && y < tolerance && + z > -tolerance && z < tolerance); + } + Vector Normalize(); + void NormalizeInPlace(); + inline float DistTo(const Vector& vOther) const; + inline float DistToSqr(const Vector& vOther) const; + float Dot(const Vector& vOther) const; + float Length2D(void) const; + float Length2DSqr(void) const; + Vector& operator=(const Vector& vOther); + Vector operator-(void) const; + Vector operator+(const Vector& v) const; + Vector operator-(const Vector& v) const; + Vector operator*(const Vector& v) const; + Vector operator/(const Vector& v) const; + Vector operator*(float fl) const; + Vector operator/(float fl) const; + // Base address... + float* Base(); + float const* Base() const; +}; + +//=============================================== +inline void Vector::Init(float ix, float iy, float iz) +{ + x = ix; y = iy; z = iz; +} +//=============================================== +inline Vector::Vector(float X, float Y, float Z) +{ + x = X; y = Y; z = Z; +} +//=============================================== +inline Vector::Vector(void) { Zero(); } +//=============================================== +inline void Vector::Zero() +{ + x = y = z = 0.0f; +} +//=============================================== +inline void VectorClear(Vector& a) +{ + a.x = a.y = a.z = 0.0f; +} +//=============================================== +inline Vector& Vector::operator=(const Vector& vOther) +{ + x = vOther.x; y = vOther.y; z = vOther.z; + return *this; +} +//=============================================== +inline float& Vector::operator[](int i) +{ + Assert((i >= 0) && (i < 3)); + return ((float*)this)[i]; +} +//=============================================== +inline float Vector::operator[](int i) const +{ + Assert((i >= 0) && (i < 3)); + return ((float*)this)[i]; +} +//=============================================== +inline bool Vector::operator==(const Vector& src) const +{ + return (src.x == x) && (src.y == y) && (src.z == z); +} +//=============================================== +inline bool Vector::operator!=(const Vector& src) const +{ + return (src.x != x) || (src.y != y) || (src.z != z); +} +//=============================================== +inline void VectorCopy(const Vector& src, Vector& dst) +{ + dst.x = src.x; + dst.y = src.y; + dst.z = src.z; +} +//=============================================== +inline Vector& Vector::operator+=(const Vector& v) +{ + x += v.x; y += v.y; z += v.z; + return *this; +} +//=============================================== +inline Vector& Vector::operator-=(const Vector& v) +{ + x -= v.x; y -= v.y; z -= v.z; + return *this; +} +//=============================================== +inline Vector& Vector::operator*=(float fl) +{ + x *= fl; + y *= fl; + z *= fl; + + return *this; +} +//=============================================== +inline Vector& Vector::operator*=(const Vector& v) +{ + x *= v.x; + y *= v.y; + z *= v.z; + + return *this; +} +//=============================================== +inline Vector& Vector::operator+=(float fl) +{ + x += fl; + y += fl; + z += fl; + + return *this; +} +//=============================================== +inline Vector& Vector::operator-=(float fl) +{ + x -= fl; + y -= fl; + z -= fl; + + return *this; +} +//=============================================== +inline Vector& Vector::operator/=(float fl) +{ + Assert(fl != 0.0f); + float oofl = 1.0f / fl; + x *= oofl; + y *= oofl; + z *= oofl; + + return *this; +} +//=============================================== +inline Vector& Vector::operator/=(const Vector& v) +{ + Assert(v.x != 0.0f && v.y != 0.0f && v.z != 0.0f); + x /= v.x; + y /= v.y; + z /= v.z; + + return *this; +} +//=============================================== +inline float Vector::Length(void) const +{ + + + float root = 0.0f; + + float sqsr = x * x + y * y + z * z; + + root = sqrt(sqsr); + + return root; +} +//=============================================== +inline float Vector::Length2D(void) const +{ + float root = 0.0f; + + float sqst = x * x + y * y; + + root = sqrt(sqst); + + return root; +} +//=============================================== +inline float Vector::Length2DSqr(void) const +{ + return (x * x + y * y); +} +//=============================================== +inline Vector CrossProduct(const Vector& a, const Vector& b) +{ + return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); +} +//=============================================== +float Vector::DistTo(const Vector& vOther) const +{ + Vector delta; + + delta.x = x - vOther.x; + delta.y = y - vOther.y; + delta.z = z - vOther.z; + + return delta.Length(); +} +float Vector::DistToSqr(const Vector& vOther) const +{ + Vector delta; + + delta.x = x - vOther.x; + delta.y = y - vOther.y; + delta.z = z - vOther.z; + + return delta.LengthSqr(); +} +//=============================================== +inline Vector Vector::Normalize() +{ + Vector vector; + float length = this->Length(); + + if (length != 0) + { + vector.x = x / length; + vector.y = y / length; + vector.z = z / length; + } + else + { + vector.x = vector.y = 0.0f; vector.z = 1.0f; + } + + return vector; +} +//=============================================== +inline void Vector::NormalizeInPlace() +{ + Vector& v = *this; + + float iradius = 1.f / (this->Length() + 1.192092896e-07F); //FLT_EPSILON + + v.x *= iradius; + v.y *= iradius; + v.z *= iradius; +} +//=============================================== +inline float VectorNormalize(Vector& v) +{ + Assert(v.IsValid()); + float l = v.Length(); + if (l != 0.0f) + { + v /= l; + } + else + { + // FIXME: + // Just copying the existing implemenation; shouldn't res.z == 0? + v.x = v.y = 0.0f; v.z = 1.0f; + } + return l; +} +//=============================================== +inline float VectorNormalize(float* v) +{ + return VectorNormalize(*(reinterpret_cast(v))); +} +//=============================================== +inline Vector Vector::operator+(const Vector& v) const +{ + Vector res; + res.x = x + v.x; + res.y = y + v.y; + res.z = z + v.z; + return res; +} + +//=============================================== +inline Vector Vector::operator-(const Vector& v) const +{ + Vector res; + res.x = x - v.x; + res.y = y - v.y; + res.z = z - v.z; + return res; +} +//=============================================== +inline Vector Vector::operator*(float fl) const +{ + Vector res; + res.x = x * fl; + res.y = y * fl; + res.z = z * fl; + return res; +} +//=============================================== +inline Vector Vector::operator*(const Vector& v) const +{ + Vector res; + res.x = x * v.x; + res.y = y * v.y; + res.z = z * v.z; + return res; +} +//=============================================== +inline Vector Vector::operator/(float fl) const +{ + Vector res; + res.x = x / fl; + res.y = y / fl; + res.z = z / fl; + return res; +} +//=============================================== +inline Vector Vector::operator/(const Vector& v) const +{ + Vector res; + res.x = x / v.x; + res.y = y / v.y; + res.z = z / v.z; + return res; +} +inline float Vector::Dot(const Vector& vOther) const +{ + const Vector& a = *this; + + return(a.x * vOther.x + a.y * vOther.y + a.z * vOther.z); +} + +//----------------------------------------------------------------------------- +// length +//----------------------------------------------------------------------------- + +inline float VectorLength(const Vector& v) +{ + + return (float)FastSqrt(v.x * v.x + v.y * v.y + v.z * v.z); +} + +//VECTOR SUBTRAC +inline void VectorSubtract(const Vector& a, const Vector& b, Vector& c) +{ + + + c.x = a.x - b.x; + c.y = a.y - b.y; + c.z = a.z - b.z; +} + +//VECTORADD +inline void VectorAdd(const Vector& a, const Vector& b, Vector& c) +{ + + + c.x = a.x + b.x; + c.y = a.y + b.y; + c.z = a.z + b.z; +} + +//----------------------------------------------------------------------------- +// Base address... +//----------------------------------------------------------------------------- +inline float* Vector::Base() +{ + return (float*)this; +} + +inline float const* Vector::Base() const +{ + return (float const*)this; +} + +inline void VectorMAInline(const float* start, float scale, const float* direction, float* dest) +{ + dest[0] = start[0] + direction[0] * scale; + dest[1] = start[1] + direction[1] * scale; + dest[2] = start[2] + direction[2] * scale; +} + +inline void VectorMAInline(const Vector& start, float scale, const Vector& direction, Vector& dest) +{ + dest.x = start.x + direction.x * scale; + dest.y = start.y + direction.y * scale; + dest.z = start.z + direction.z * scale; +} + +inline void VectorMA(const Vector& start, float scale, const Vector& direction, Vector& dest) +{ + VectorMAInline(start, scale, direction, dest); +} + +inline void VectorMA(const float* start, float scale, const float* direction, float* dest) +{ + VectorMAInline(start, scale, direction, dest); +} + + +inline unsigned long& FloatBits(float& f) +{ + return *reinterpret_cast(&f); +} + +inline bool IsFinite(float f) +{ + return ((FloatBits(f) & 0x7F800000) != 0x7F800000); +} + +//========================================================= +// 2D Vector2D +//========================================================= + +class Vector2D +{ +public: + // Members + float x, y; + + // Construction/destruction + Vector2D(void); + Vector2D(float X, float Y); + Vector2D(const float* pFloat); + + // Initialization + void Init(float ix = 0.0f, float iy = 0.0f); + + // Got any nasty NAN's? + bool IsValid() const; + + // array access... + float operator[](int i) const; + float& operator[](int i); + + // Base address... + float* Base(); + float const* Base() const; + + // Initialization methods + void Random(float minVal, float maxVal); + + // equality + bool operator==(const Vector2D& v) const; + bool operator!=(const Vector2D& v) const; + + // arithmetic operations + Vector2D& operator+=(const Vector2D& v); + Vector2D& operator-=(const Vector2D& v); + Vector2D& operator*=(const Vector2D& v); + Vector2D& operator*=(float s); + Vector2D& operator/=(const Vector2D& v); + Vector2D& operator/=(float s); + + // negate the Vector2D components + void Negate(); + + // Get the Vector2D's magnitude. + float Length() const; + + // Get the Vector2D's magnitude squared. + float LengthSqr(void) const; + + // return true if this vector is (0,0) within tolerance + bool IsZero(float tolerance = 0.01f) const + { + return (x > -tolerance && x < tolerance && + y > -tolerance && y < tolerance); + } + + float Normalize(); + + // Normalize in place and return the old length. + float NormalizeInPlace(); + + // Compare length. + bool IsLengthGreaterThan(float val) const; + bool IsLengthLessThan(float val) const; + + // Get the distance from this Vector2D to the other one. + float DistTo(const Vector2D& vOther) const; + + // Get the distance from this Vector2D to the other one squared. + float DistToSqr(const Vector2D& vOther) const; + + // Copy + void CopyToArray(float* rgfl) const; + + // Multiply, add, and assign to this (ie: *this = a + b * scalar). This + // is about 12% faster than the actual Vector2D equation (because it's done per-component + // rather than per-Vector2D). + void MulAdd(const Vector2D& a, const Vector2D& b, float scalar); + + // Dot product. + float Dot(const Vector2D& vOther) const; + + // assignment + Vector2D& operator=(const Vector2D& vOther); + +#ifndef VECTOR_NO_SLOW_OPERATIONS + // copy constructors + Vector2D(const Vector2D& vOther); + + // arithmetic operations + Vector2D operator-(void) const; + + Vector2D operator+(const Vector2D& v) const; + Vector2D operator-(const Vector2D& v) const; + Vector2D operator*(const Vector2D& v) const; + Vector2D operator/(const Vector2D& v) const; + Vector2D operator*(float fl) const; + Vector2D operator/(float fl) const; + + // Cross product between two vectors. + Vector2D Cross(const Vector2D& vOther) const; + + // Returns a Vector2D with the min or max in X, Y, and Z. + Vector2D Min(const Vector2D& vOther) const; + Vector2D Max(const Vector2D& vOther) const; + +#else + +private: + // No copy constructors allowed if we're in optimal mode + Vector2D(const Vector2D& vOther); +#endif +}; + +//----------------------------------------------------------------------------- + +const Vector2D vec2_origin(0, 0); +//const Vector2D vec2_invalid(3.40282347E+38F, 3.40282347E+38F); + +//----------------------------------------------------------------------------- +// Vector2D related operations +//----------------------------------------------------------------------------- + +// Vector2D clear +void Vector2DClear(Vector2D& a); + +// Copy +void Vector2DCopy(const Vector2D& src, Vector2D& dst); + +// Vector2D arithmetic +void Vector2DAdd(const Vector2D& a, const Vector2D& b, Vector2D& result); +void Vector2DSubtract(const Vector2D& a, const Vector2D& b, Vector2D& result); +void Vector2DMultiply(const Vector2D& a, float b, Vector2D& result); +void Vector2DMultiply(const Vector2D& a, const Vector2D& b, Vector2D& result); +void Vector2DDivide(const Vector2D& a, float b, Vector2D& result); +void Vector2DDivide(const Vector2D& a, const Vector2D& b, Vector2D& result); +void Vector2DMA(const Vector2D& start, float s, const Vector2D& dir, Vector2D& result); + +// Store the min or max of each of x, y, and z into the result. +void Vector2DMin(const Vector2D& a, const Vector2D& b, Vector2D& result); +void Vector2DMax(const Vector2D& a, const Vector2D& b, Vector2D& result); + +#define Vector2DExpand( v ) (v).x, (v).y + +// Normalization +float Vector2DNormalize(Vector2D& v); + +// Length +float Vector2DLength(const Vector2D& v); + +// Dot Product +float DotProduct2D(const Vector2D& a, const Vector2D& b); + +// Linearly interpolate between two vectors +void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, float t, Vector2D& dest); + + +//----------------------------------------------------------------------------- +// +// Inlined Vector2D methods +// +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// constructors +//----------------------------------------------------------------------------- + +inline Vector2D::Vector2D(void) +{ +#ifdef _DEBUG + // Initialize to NAN to catch errors + //x = y = float_NAN; +#endif +} + +inline Vector2D::Vector2D(float X, float Y) +{ + x = X; y = Y; + Assert(IsValid()); +} + +inline Vector2D::Vector2D(const float* pFloat) +{ + Assert(pFloat); + x = pFloat[0]; y = pFloat[1]; + Assert(IsValid()); +} + + +//----------------------------------------------------------------------------- +// copy constructor +//----------------------------------------------------------------------------- + +inline Vector2D::Vector2D(const Vector2D& vOther) +{ + Assert(vOther.IsValid()); + x = vOther.x; y = vOther.y; +} + +//----------------------------------------------------------------------------- +// initialization +//----------------------------------------------------------------------------- + +inline void Vector2D::Init(float ix, float iy) +{ + x = ix; y = iy; + Assert(IsValid()); +} + +inline void Vector2D::Random(float minVal, float maxVal) +{ + x = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); + y = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); +} + +inline void Vector2DClear(Vector2D& a) +{ + a.x = a.y = 0.0f; +} + +//----------------------------------------------------------------------------- +// assignment +//----------------------------------------------------------------------------- + +inline Vector2D& Vector2D::operator=(const Vector2D& vOther) +{ + Assert(vOther.IsValid()); + x = vOther.x; y = vOther.y; + return *this; +} + +//----------------------------------------------------------------------------- +// Array access +//----------------------------------------------------------------------------- + +inline float& Vector2D::operator[](int i) +{ + Assert((i >= 0) && (i < 2)); + return ((float*)this)[i]; +} + +inline float Vector2D::operator[](int i) const +{ + Assert((i >= 0) && (i < 2)); + return ((float*)this)[i]; +} + +//----------------------------------------------------------------------------- +// Base address... +//----------------------------------------------------------------------------- + +inline float* Vector2D::Base() +{ + return (float*)this; +} + +inline float const* Vector2D::Base() const +{ + return (float const*)this; +} + +//----------------------------------------------------------------------------- +// IsValid? +//----------------------------------------------------------------------------- + +inline bool Vector2D::IsValid() const +{ + return IsFinite(x) && IsFinite(y); +} + +//----------------------------------------------------------------------------- +// comparison +//----------------------------------------------------------------------------- + +inline bool Vector2D::operator==(const Vector2D& src) const +{ + Assert(src.IsValid() && IsValid()); + return (src.x == x) && (src.y == y); +} + +inline bool Vector2D::operator!=(const Vector2D& src) const +{ + Assert(src.IsValid() && IsValid()); + return (src.x != x) || (src.y != y); +} + + +//----------------------------------------------------------------------------- +// Copy +//----------------------------------------------------------------------------- + +inline void Vector2DCopy(const Vector2D& src, Vector2D& dst) +{ + Assert(src.IsValid()); + dst.x = src.x; + dst.y = src.y; +} + +inline void Vector2D::CopyToArray(float* rgfl) const +{ + Assert(IsValid()); + Assert(rgfl); + rgfl[0] = x; rgfl[1] = y; +} + +//----------------------------------------------------------------------------- +// standard math operations +//----------------------------------------------------------------------------- + +inline void Vector2D::Negate() +{ + Assert(IsValid()); + x = -x; y = -y; +} + +inline Vector2D& Vector2D::operator+=(const Vector2D& v) +{ + Assert(IsValid() && v.IsValid()); + x += v.x; y += v.y; + return *this; +} + +inline Vector2D& Vector2D::operator-=(const Vector2D& v) +{ + Assert(IsValid() && v.IsValid()); + x -= v.x; y -= v.y; + return *this; +} + +inline Vector2D& Vector2D::operator*=(float fl) +{ + x *= fl; + y *= fl; + Assert(IsValid()); + return *this; +} + +inline Vector2D& Vector2D::operator*=(const Vector2D& v) +{ + x *= v.x; + y *= v.y; + Assert(IsValid()); + return *this; +} + +inline Vector2D& Vector2D::operator/=(float fl) +{ + Assert(fl != 0.0f); + float oofl = 1.0f / fl; + x *= oofl; + y *= oofl; + Assert(IsValid()); + return *this; +} + +inline Vector2D& Vector2D::operator/=(const Vector2D& v) +{ + Assert(v.x != 0.0f && v.y != 0.0f); + x /= v.x; + y /= v.y; + Assert(IsValid()); + return *this; +} + +inline void Vector2DAdd(const Vector2D& a, const Vector2D& b, Vector2D& c) +{ + Assert(a.IsValid() && b.IsValid()); + c.x = a.x + b.x; + c.y = a.y + b.y; +} + +inline void Vector2DSubtract(const Vector2D& a, const Vector2D& b, Vector2D& c) +{ + Assert(a.IsValid() && b.IsValid()); + c.x = a.x - b.x; + c.y = a.y - b.y; +} + +inline void Vector2DMultiply(const Vector2D& a, float b, Vector2D& c) +{ + Assert(a.IsValid() && IsFinite(b)); + c.x = a.x * b; + c.y = a.y * b; +} + +inline void Vector2DMultiply(const Vector2D& a, const Vector2D& b, Vector2D& c) +{ + Assert(a.IsValid() && b.IsValid()); + c.x = a.x * b.x; + c.y = a.y * b.y; +} + + +inline void Vector2DDivide(const Vector2D& a, float b, Vector2D& c) +{ + Assert(a.IsValid()); + Assert(b != 0.0f); + float oob = 1.0f / b; + c.x = a.x * oob; + c.y = a.y * oob; +} + +inline void Vector2DDivide(const Vector2D& a, const Vector2D& b, Vector2D& c) +{ + Assert(a.IsValid()); + Assert((b.x != 0.0f) && (b.y != 0.0f)); + c.x = a.x / b.x; + c.y = a.y / b.y; +} + +inline void Vector2DMA(const Vector2D& start, float s, const Vector2D& dir, Vector2D& result) +{ + Assert(start.IsValid() && IsFinite(s) && dir.IsValid()); + result.x = start.x + s * dir.x; + result.y = start.y + s * dir.y; +} + +// FIXME: Remove +// For backwards compatability +inline void Vector2D::MulAdd(const Vector2D& a, const Vector2D& b, float scalar) +{ + x = a.x + b.x * scalar; + y = a.y + b.y * scalar; +} + +inline void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, float t, Vector2D& dest) +{ + dest[0] = src1[0] + (src2[0] - src1[0]) * t; + dest[1] = src1[1] + (src2[1] - src1[1]) * t; +} + +//----------------------------------------------------------------------------- +// dot, cross +//----------------------------------------------------------------------------- +inline float DotProduct2D(const Vector2D& a, const Vector2D& b) +{ + Assert(a.IsValid() && b.IsValid()); + return(a.x * b.x + a.y * b.y); +} + +// for backwards compatability +inline float Vector2D::Dot(const Vector2D& vOther) const +{ + return DotProduct2D(*this, vOther); +} + + +//----------------------------------------------------------------------------- +// length +//----------------------------------------------------------------------------- +inline float Vector2DLength(const Vector2D& v) +{ + Assert(v.IsValid()); + return (float)FastSqrt(v.x * v.x + v.y * v.y); +} + +inline float Vector2D::LengthSqr(void) const +{ + Assert(IsValid()); + return (x * x + y * y); +} + +inline float Vector2D::NormalizeInPlace() +{ + return Vector2DNormalize(*this); +} + +inline bool Vector2D::IsLengthGreaterThan(float val) const +{ + return LengthSqr() > val* val; +} + +inline bool Vector2D::IsLengthLessThan(float val) const +{ + return LengthSqr() < val * val; +} + +inline float Vector2D::Length(void) const +{ + return Vector2DLength(*this); +} + + +inline void Vector2DMin(const Vector2D& a, const Vector2D& b, Vector2D& result) +{ + result.x = (a.x < b.x) ? a.x : b.x; + result.y = (a.y < b.y) ? a.y : b.y; +} + + +inline void Vector2DMax(const Vector2D& a, const Vector2D& b, Vector2D& result) +{ + result.x = (a.x > b.x) ? a.x : b.x; + result.y = (a.y > b.y) ? a.y : b.y; +} + + +//----------------------------------------------------------------------------- +// Normalization +//----------------------------------------------------------------------------- +inline float Vector2DNormalize(Vector2D& v) +{ + Assert(v.IsValid()); + float l = v.Length(); + if (l != 0.0f) + { + v /= l; + } + else + { + v.x = v.y = 0.0f; + } + return l; +} + + +//----------------------------------------------------------------------------- +// Get the distance from this Vector2D to the other one +//----------------------------------------------------------------------------- +inline float Vector2D::DistTo(const Vector2D& vOther) const +{ + Vector2D delta; + Vector2DSubtract(*this, vOther, delta); + return delta.Length(); +} + +inline float Vector2D::DistToSqr(const Vector2D& vOther) const +{ + Vector2D delta; + Vector2DSubtract(*this, vOther, delta); + return delta.LengthSqr(); +} + + +//----------------------------------------------------------------------------- +// Computes the closest point to vecTarget no farther than flMaxDist from vecStart +//----------------------------------------------------------------------------- +inline void ComputeClosestPoint2D(const Vector2D& vecStart, float flMaxDist, const Vector2D& vecTarget, Vector2D* pResult) +{ + Vector2D vecDelta; + Vector2DSubtract(vecTarget, vecStart, vecDelta); + float flDistSqr = vecDelta.LengthSqr(); + if (flDistSqr <= flMaxDist * flMaxDist) + { + *pResult = vecTarget; + } + else + { + vecDelta /= FastSqrt(flDistSqr); + Vector2DMA(vecStart, flMaxDist, vecDelta, *pResult); + } +} + + + +//----------------------------------------------------------------------------- +// +// Slow methods +// +//----------------------------------------------------------------------------- + +#ifndef VECTOR_NO_SLOW_OPERATIONS +#endif +//----------------------------------------------------------------------------- +// Returns a Vector2D with the min or max in X, Y, and Z. +//----------------------------------------------------------------------------- + +inline Vector2D Vector2D::Min(const Vector2D& vOther) const +{ + return Vector2D(x < vOther.x ? x : vOther.x, + y < vOther.y ? y : vOther.y); +} + +inline Vector2D Vector2D::Max(const Vector2D& vOther) const +{ + return Vector2D(x > vOther.x ? x : vOther.x, + y > vOther.y ? y : vOther.y); +} + + +//----------------------------------------------------------------------------- +// arithmetic operations +//----------------------------------------------------------------------------- + +inline Vector2D Vector2D::operator-(void) const +{ + return Vector2D(-x, -y); +} + +inline Vector2D Vector2D::operator+(const Vector2D& v) const +{ + Vector2D res; + Vector2DAdd(*this, v, res); + return res; +} + +inline Vector2D Vector2D::operator-(const Vector2D& v) const +{ + Vector2D res; + Vector2DSubtract(*this, v, res); + return res; +} + +inline Vector2D Vector2D::operator*(float fl) const +{ + Vector2D res; + Vector2DMultiply(*this, fl, res); + return res; +} + +inline Vector2D Vector2D::operator*(const Vector2D& v) const +{ + Vector2D res; + Vector2DMultiply(*this, v, res); + return res; +} + +inline Vector2D Vector2D::operator/(float fl) const +{ + Vector2D res; + Vector2DDivide(*this, fl, res); + return res; +} + +inline Vector2D Vector2D::operator/(const Vector2D& v) const +{ + Vector2D res; + Vector2DDivide(*this, v, res); + return res; +} + +inline Vector2D operator*(float fl, const Vector2D& v) +{ + return v * fl; +} + +class QAngleByValue; +class QAngle +{ +public: + // Members + float x, y, z; + + // Construction/destruction + QAngle(void); + QAngle(float X, float Y, float Z); + // QAngle(RadianEuler const &angles); // evil auto type promotion!!! + + // Allow pass-by-value + operator QAngleByValue& () { return *((QAngleByValue*)(this)); } + operator const QAngleByValue& () const { return *((const QAngleByValue*)(this)); } + + // Initialization + void Init(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f); + void Random(float minVal, float maxVal); + + // Got any nasty NAN's? + bool IsValid() const; + void Invalidate(); + + // array access... + float operator[](int i) const; + float& operator[](int i); + + // Base address... + float* Base(); + float const* Base() const; + + // equality + bool operator==(const QAngle& v) const; + bool operator!=(const QAngle& v) const; + + bool IsZero(float tolerance = 0.01f) const + { + return (x > -tolerance && x < tolerance && + y > -tolerance && y < tolerance && + z > -tolerance && z < tolerance); + } + + // arithmetic operations + QAngle& operator+=(const QAngle& v); + QAngle& operator-=(const QAngle& v); + QAngle& operator*=(float s); + QAngle& operator/=(float s); + + // Get the vector's magnitude. + float Length() const; + float LengthSqr() const; + + // negate the QAngle components + //void Negate(); + + // No assignment operators either... + QAngle& operator=(const QAngle& src); + +#ifndef VECTOR_NO_SLOW_OPERATIONS + // copy constructors + + // arithmetic operations + QAngle operator-(void) const; + + QAngle operator+(const QAngle& v) const; + QAngle operator-(const QAngle& v) const; + QAngle operator*(float fl) const; + QAngle operator/(float fl) const; +#else + +private: + // No copy constructors allowed if we're in optimal mode + QAngle(const QAngle& vOther); + +#endif +}; + +//----------------------------------------------------------------------------- +// constructors +//----------------------------------------------------------------------------- +inline QAngle::QAngle(void) +{ +#ifdef _DEBUG +#ifdef VECTOR_PARANOIA + // Initialize to NAN to catch errors + x = y = z = VEC_T_NAN; +#endif +#endif +} + +inline QAngle::QAngle(float X, float Y, float Z) +{ + x = X; y = Y; z = Z; + +} + +//----------------------------------------------------------------------------- +// initialization +//----------------------------------------------------------------------------- +inline void QAngle::Init(float ix, float iy, float iz) +{ + x = ix; y = iy; z = iz; + +} + +inline void QAngle::Random(float minVal, float maxVal) +{ + x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal); + y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal); + z = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal); + +} + +//----------------------------------------------------------------------------- +// assignment +//----------------------------------------------------------------------------- +inline QAngle& QAngle::operator=(const QAngle& vOther) +{ + + x = vOther.x; y = vOther.y; z = vOther.z; + return *this; +} + +//----------------------------------------------------------------------------- +// comparison +//----------------------------------------------------------------------------- +inline bool QAngle::operator==(const QAngle& src) const +{ + + + return (src.x == x) && (src.y == y) && (src.z == z); +} + +inline bool QAngle::operator!=(const QAngle& src) const +{ + + + return (src.x != x) || (src.y != y) || (src.z != z); +} + +//----------------------------------------------------------------------------- +// standard math operations +//----------------------------------------------------------------------------- +inline QAngle& QAngle::operator+=(const QAngle& v) +{ + + + x += v.x; y += v.y; z += v.z; + return *this; +} + +inline QAngle& QAngle::operator-=(const QAngle& v) +{ + + + x -= v.x; y -= v.y; z -= v.z; + return *this; +} + +inline QAngle& QAngle::operator*=(float fl) +{ + x *= fl; + y *= fl; + z *= fl; + + return *this; +} + +inline QAngle& QAngle::operator/=(float fl) +{ + Assert(fl != 0.0f); + float oofl = 1.0f / fl; + x *= oofl; + y *= oofl; + z *= oofl; + + return *this; +} + +//----------------------------------------------------------------------------- +// Base address... +//----------------------------------------------------------------------------- +inline float* QAngle::Base() +{ + return (float*)this; +} + +inline float const* QAngle::Base() const +{ + return (float const*)this; +} + +//----------------------------------------------------------------------------- +// Array access +//----------------------------------------------------------------------------- +inline float& QAngle::operator[](int i) +{ + Assert((i >= 0) && (i < 3)); + return ((float*)this)[i]; +} + +inline float QAngle::operator[](int i) const +{ + Assert((i >= 0) && (i < 3)); + return ((float*)this)[i]; +} + +//----------------------------------------------------------------------------- +// length +//----------------------------------------------------------------------------- +inline float QAngle::Length() const +{ + + return (float)FastSqrt(LengthSqr()); +} + + +inline float QAngle::LengthSqr() const +{ + + return x * x + y * y + z * z; +} + + +//----------------------------------------------------------------------------- +// arithmetic operations (SLOW!!) +//----------------------------------------------------------------------------- +#ifndef VECTOR_NO_SLOW_OPERATIONS + +inline QAngle QAngle::operator-(void) const +{ + return QAngle(-x, -y, -z); +} + +inline QAngle QAngle::operator+(const QAngle& v) const +{ + QAngle res; + res.x = x + v.x; + res.y = y + v.y; + res.z = z + v.z; + return res; +} + +inline QAngle QAngle::operator-(const QAngle& v) const +{ + QAngle res; + res.x = x - v.x; + res.y = y - v.y; + res.z = z - v.z; + return res; +} + +inline QAngle QAngle::operator*(float fl) const +{ + QAngle res; + res.x = x * fl; + res.y = y * fl; + res.z = z * fl; + return res; +} + +inline QAngle QAngle::operator/(float fl) const +{ + QAngle res; + res.x = x / fl; + res.y = y / fl; + res.z = z / fl; + return res; +} + +inline QAngle operator*(float fl, const QAngle& v) +{ + return v * fl; +} + +#endif // VECTOR_NO_SLOW_OPERATIONS + + +//QANGLE SUBTRAC +inline void QAngleSubtract(const QAngle& a, const QAngle& b, QAngle& c) +{ + + + c.x = a.x - b.x; + c.y = a.y - b.y; + c.z = a.z - b.z; +} + +//QANGLEADD +inline void QAngleAdd(const QAngle& a, const QAngle& b, QAngle& c) +{ + + + c.x = a.x + b.x; + c.y = a.y + b.y; + c.z = a.z + b.z; +} \ No newline at end of file diff --git a/apex_guest/Client/Client.sln b/apex_guest/Client/Client.sln new file mode 100644 index 0000000..cddebc4 --- /dev/null +++ b/apex_guest/Client/Client.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29403.142 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client", "Client\Client.vcxproj", "{9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Debug|x64.ActiveCfg = Debug|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Debug|x64.Build.0 = Debug|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Release|x64.ActiveCfg = Release|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {D6542325-B9BC-4057-A6CD-43137A5535C1} + EndGlobalSection +EndGlobal diff --git a/apex_guest/Client/Client/Client.rc b/apex_guest/Client/Client/Client.rc new file mode 100644 index 0000000..65c1d4f --- /dev/null +++ b/apex_guest/Client/Client/Client.rc @@ -0,0 +1,60 @@ +// Script di risorse generato con Microsoft Visual C++. +// + +#include "resource.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generato dalla risorsa TEXTINCLUDE 2. +// +#include "winres.h" + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// Risorse di Italiano (Italia) + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) +LANGUAGE 16, 1 + +#ifdef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// TEXTINCLUDE +// + +1 TEXTINCLUDE +BEGIN + "resource.h\0" +END + +2 TEXTINCLUDE +BEGIN + "#include ""winres.h""\r\n" + "\0" +END + +3 TEXTINCLUDE +BEGIN + "\r\n" + "\0" +END + +#endif // APSTUDIO_INVOKED + +#endif // Risorse di Italiano (Italia) +///////////////////////////////////////////////////////////////////////////// + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generato dalla risorsa TEXTINCLUDE 3. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // non APSTUDIO_INVOKED diff --git a/apex_guest/Client/Client/Client.vcxproj b/apex_guest/Client/Client/Client.vcxproj new file mode 100644 index 0000000..1b87ff6 --- /dev/null +++ b/apex_guest/Client/Client/Client.vcxproj @@ -0,0 +1,115 @@ + + + + + Debug + x64 + + + Release + x64 + + + + 16.0 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E} + Win32Proj + Client + 10.0 + Client + + + + Application + true + v142 + Unicode + false + + + Application + false + v142 + true + Unicode + false + false + + + + + + + + + + + + + + + true + $(DXSDK_DIR)Lib\x64;$(LibraryPath) + $(DXSDK_DIR)Include;$(IncludePath) + + + false + $(DXSDK_DIR)Include;$(IncludePath) + $(DXSDK_DIR)Lib\x64;$(LibraryPath) + client + + + + NotUsing + Level3 + Disabled + true + _DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + true + + + Console + true + d3d11.lib;%(AdditionalDependencies) + + + + + + + Level3 + MaxSpeed + true + true + true + NDEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + true + true + false + + + Console + true + true + false + d3d11.lib;%(AdditionalDependencies) + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/apex_guest/Client/Client/Client.vcxproj.filters b/apex_guest/Client/Client/Client.vcxproj.filters new file mode 100644 index 0000000..cecbddf --- /dev/null +++ b/apex_guest/Client/Client/Client.vcxproj.filters @@ -0,0 +1,38 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {09a8a2aa-6277-49bc-bb28-4446ac81fb47} + + + + + Source + + + Source + + + Source + + + + + Headers + + + Headers + + + Headers + + + + + + + \ No newline at end of file diff --git a/apex_guest/Client/Client/Client.vcxproj.user b/apex_guest/Client/Client/Client.vcxproj.user new file mode 100644 index 0000000..88a5509 --- /dev/null +++ b/apex_guest/Client/Client/Client.vcxproj.user @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/apex_guest/Client/Client/DirectX.cpp b/apex_guest/Client/Client/DirectX.cpp new file mode 100644 index 0000000..6ccadcf --- /dev/null +++ b/apex_guest/Client/Client/DirectX.cpp @@ -0,0 +1,85 @@ +#include "DirectX.h" + +bool Direct::D3DInit(HWND hwnd,Direct& result) +{ + Direct res = Direct(); + + if(FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &res.dx_Object))) + return false; + + res.dx_Params.hDeviceWindow = hwnd; + res.dx_Params.MultiSampleQuality = D3DMULTISAMPLE_NONE; + res.dx_Params.SwapEffect = D3DSWAPEFFECT_DISCARD; + res.dx_Params.BackBufferCount = 1; + res.dx_Params.BackBufferFormat = D3DFMT_A8R8G8B8; + res.dx_Params.BackBufferWidth = 0; + res.dx_Params.BackBufferHeight = 0; + res.dx_Params.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + res.dx_Params.Windowed = true; + + if(FAILED(res.dx_Object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &res.dx_Params, NULL, &res.dx_Device))) + return false; + + D3DXCreateLine(res.dx_Device, &res.dx_line); + if (FAILED(D3DXCreateFontA(res.dx_Device, 13, 0, 400, 1, 0, ANSI_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH, "Courier", &res.dx_font))) { + return false; + } + + result = res; + return true; +} + +void Direct::D3DShutdown() +{ + if(dx_Device != NULL) + dx_Device->Release(); + dx_Device = NULL; + if(dx_Object != NULL) + dx_Object->Release(); + dx_Object = NULL; +} + +void Direct::Fill(int x, int y, int w, int h, int r, int g, int b, int a) +{ + D3DCOLOR col = D3DCOLOR_ARGB(a,r,g,b); + D3DRECT rec = { x, y, x+w, y+h }; + dx_Device->Clear(1, &rec, D3DCLEAR_TARGET, col, 0, 0); +} + +void Direct::DrawBox(int x,int y,int x2,int y2, int r, int g, int b, int a) +{ + Fill(x-1, y-1, x2+2, 1, r, g, b, a); + Fill(x-1, y, 1, y2-1, r, g, b, a); + Fill(x+x2, y, 1, y2-1, r, g, b, a); + Fill(x-1, y+y2-1, x2+2, 1, r, g, b, a); +} + +void Direct::DrawBox2(int x, int y, int width, int height, int r, int g, int b, int a) +{ + D3DCOLOR color = D3DCOLOR_ARGB(a, r, g, b); + D3DCOLOR clear = D3DCOLOR_ARGB(0, 0, 0, 0); + D3DRECT rec_paint = { x, y, x+ width, y+ height }; + D3DRECT rec_clear = { x + 1, y + 1, x + width - 1, y + height - 1 }; + dx_Device->Clear(1, &rec_paint, D3DCLEAR_TARGET, color, 0, 0); + dx_Device->Clear(1, &rec_clear, D3DCLEAR_TARGET, clear, 0, 0); + +} + +void Direct::DrawString(int x, int y,int a,int r,int g,int b, LPCWSTR text) +{ + D3DCOLOR col = D3DCOLOR_ARGB(a, r, g, b); + RECT rect; + rect.left = x; + rect.top = y; + rect.right = x+wcslen(text) * 10; + rect.bottom = y+30; + dx_font->DrawTextW(NULL, text, -1, &rect, DT_LEFT, col); +} + +void Direct::DrawLine(float x, float y, float xx, float yy, int a,int r,int g,int b) { + D3DXVECTOR2 line[2]; + dx_line->SetWidth(1); + line[0] = D3DXVECTOR2(x, y); + line[1] = D3DXVECTOR2(xx, yy); + dx_line->Draw(line, 2, D3DCOLOR_ARGB(a, r, g, b)); +} \ No newline at end of file diff --git a/apex_guest/Client/Client/DirectX.h b/apex_guest/Client/Client/DirectX.h new file mode 100644 index 0000000..f1c6444 --- /dev/null +++ b/apex_guest/Client/Client/DirectX.h @@ -0,0 +1,24 @@ +#pragma once + +#include +#pragma comment(lib, "d3d9.lib") +#include +#pragma comment(lib, "d3dx9.lib") + +class Direct +{ +public: + IDirect3D9Ex* dx_Object; + IDirect3DDevice9Ex* dx_Device; + D3DPRESENT_PARAMETERS dx_Params; + LPD3DXLINE dx_line; + LPD3DXFONT dx_font; + + static bool D3DInit(HWND hwnd,Direct& result); + void D3DShutdown(); + void Fill(int x, int y, int w, int h, int r, int g, int b, int a); + void DrawBox(int x,int y,int x2,int y2, int r, int g, int b, int a); + void DrawBox2(int x, int y, int width, int height, int r, int g, int b, int a); + void DrawString(int x, int y, int a, int r, int g, int b, LPCWSTR text); + void DrawLine(float x, float y, float xx, float yy, int a, int r, int g, int b); +}; \ No newline at end of file diff --git a/apex_guest/Client/Client/main.cpp b/apex_guest/Client/Client/main.cpp new file mode 100644 index 0000000..6faec44 --- /dev/null +++ b/apex_guest/Client/Client/main.cpp @@ -0,0 +1,261 @@ +#include "main.h" + +typedef struct player +{ + float dist = 0; + int entity_team = 0; + float boxMiddle = 0; + float h_y = 0; + float width = 0; + float height = 0; + float b_x = 0; + float b_y = 0; + bool knocked = false; + bool visible = false; + int health = 0; + int shield = 0; +}player; + +bool use_nvidia = true; +bool active = true; +int spectators = 1; //write +int allied_spectators = 1; //write +int aim = 0; //read +bool esp = false; //read +int safe_level = 0; //read +bool item_glow = false; +bool aiming = false; //read +uint64_t g_Base = 0; //write +float max_dist = 200.0f*40.0f; //read + +bool valid = false; //write +bool next = false; //read write + +uint64_t add[12]; + +bool k_f5 = 0; +bool k_f6 = 0; +bool k_f7 = 0; +bool k_f8 = 0; + +bool IsKeyDown(int vk) +{ + return (GetAsyncKeyState(vk) & 0x8000) != 0; +} + +player players[100]; + +void render(void* ovv) +{ + next = false; + if (g_Base != 0 && esp) + { + memset(players, 0, sizeof(players)); + Overlay* ov = (Overlay*)ovv; + Direct dx = ov->CurrentDirectX; + while (!next && esp) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + if (next && valid) + { + for (int i = 0; i < 100; i++) + { + if (players[i].width > 0) + { + std::wstring distance = std::to_wstring(players[i].dist / 39.62); + distance = distance.substr(0, distance.find('.')) + L"m(" + std::to_wstring(players[i].entity_team) + L")"; + + if (players[i].visible) + { + if (players[i].dist < 1600.0f) + dx.DrawBox2((int)players[i].boxMiddle, (int)players[i].h_y, (int)players[i].width, (int)players[i].height, 255, 0, 0, 255); //BOX + else + dx.DrawBox2((int)players[i].boxMiddle, (int)players[i].h_y, (int)players[i].width, (int)players[i].height, 255, 165, 0, 255); //BOX + } + else + { + dx.DrawBox2((int)players[i].boxMiddle, (int)players[i].h_y, (int)players[i].width, (int)players[i].height, 255, 255, 255, 255); //white if player not visible + } + + dx.DrawLine((float)(ov->getWidth() / 2), (float)ov->getHeight(), players[i].b_x, players[i].b_y, 255, 0, 0, 255); //LINE FROM MIDDLE SCREEN + if (players[i].knocked) + dx.DrawString((int)players[i].boxMiddle, (int)(players[i].b_y + 1), 255, 255, 0, 0, distance.c_str()); //DISTANCE + else + dx.DrawString((int)players[i].boxMiddle, (int)(players[i].b_y + 1), 255, 0, 255, 0, distance.c_str()); //DISTANCE + + int r = 0, g = 0, b = 0; + if (players[i].health > 75 && players[i].health <= 100) + { + r = 0; + g = 200; + b = 0; + } + else if (players[i].health > 50 && players[i].health <= 75) + { + r = 255; + g = 215; + b = 0; + } + else + { + r = 255; + g = 0; + b = 0; + } + dx.Fill((int)(players[i].b_x - (players[i].width / 2.0f) - 4), (int)(players[i].b_y - players[i].height), 3, (int)((players[i].height / 100.0f) * (float)players[i].health), r, g, b, 255); + + if (players[i].shield > 75 && players[i].shield <= 125) + { + r = 0; + g = 200; + b = 0; + } + else if (players[i].shield > 50 && players[i].shield <= 75) + { + r = 255; + g = 215; + b = 0; + } + else + { + r = 255; + g = 0; + b = 0; + } + dx.Fill((int)(players[i].b_x + (players[i].width / 2.0f) + 1), (int)(players[i].b_y - players[i].height), 3, (int)((players[i].height / 100.0f) * (float)players[i].shield), r, g, b, 255); + } + } + } + } +} + +int main(int argc, char** argv) +{ + add[0] = (uintptr_t)&spectators; + add[1] = (uintptr_t)&allied_spectators; + add[2] = (uintptr_t)&aim; + add[3] = (uintptr_t)&esp; + add[4] = (uintptr_t)&safe_level; + add[5] = (uintptr_t)&aiming; + add[6] = (uintptr_t)&g_Base; + add[7] = (uintptr_t)&next; + add[8] = (uintptr_t)&players[0]; + add[9] = (uintptr_t)&valid; + add[10] = (uintptr_t)&max_dist; + add[11] = (uintptr_t)&item_glow; + printf("add offset: 0x%I64x\n", (uint64_t)&add[0] - (uint64_t)GetModuleHandle(NULL)); + Overlay ov1 = Overlay(); + ov1.SetRender(render); + ov1.Start(); + printf("Waiting for host process...\n"); + while (spectators == 1) + { + if (IsKeyDown(VK_F4)) + { + active = false; + break; + } + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + if(active) + printf("Ready\n"); + while (active) + { + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + if (IsKeyDown(VK_F4)) + { + active = false; + } + + if (IsKeyDown(VK_F5) && k_f5 == 0) + { + k_f5 = 1; + esp = !esp; + } + else if (!IsKeyDown(VK_F5) && k_f5 == 1) + { + k_f5 = 0; + } + + if (IsKeyDown(VK_F6) && k_f6 == 0) + { + k_f6 = 1; + switch (aim) + { + case 0: + aim = 1; + break; + case 1: + aim = 2; + break; + case 2: + aim = 0; + break; + default: + break; + } + } + else if (!IsKeyDown(VK_F6) && k_f6 == 1) + { + k_f6 = 0; + } + + if (IsKeyDown(VK_F7) && k_f7 == 0) + { + k_f7 = 1; + switch (safe_level) + { + case 0: + safe_level = 1; + break; + case 1: + safe_level = 2; + break; + case 2: + safe_level = 0; + break; + default: + break; + } + } + else if (!IsKeyDown(VK_F7) && k_f7 == 1) + { + k_f7 = 0; + } + + if (IsKeyDown(VK_F8) && k_f8 == 0) + { + k_f8 = 1; + item_glow = !item_glow; + } + else if (!IsKeyDown(VK_F8) && k_f8 == 1) + { + k_f8 = 0; + } + + if (IsKeyDown(VK_LEFT)) + { + if (max_dist > 100.0f * 40.0f) + max_dist -= 50.0f * 40.0f; + std::this_thread::sleep_for(std::chrono::milliseconds(130)); + } + + if (IsKeyDown(VK_RIGHT)) + { + if (max_dist < 800.0f * 40.0f) + max_dist += 50.0f * 40.0f; + std::this_thread::sleep_for(std::chrono::milliseconds(130)); + } + + if (IsKeyDown(VK_RBUTTON)) + aiming = true; + else + aiming = false; + } + ov1.Clear(); + if(!use_nvidia) + system("taskkill /F /T /IM overlay.exe"); //custom overlay process name + return 0; +} + diff --git a/apex_guest/Client/Client/main.h b/apex_guest/Client/Client/main.h new file mode 100644 index 0000000..d1daa27 --- /dev/null +++ b/apex_guest/Client/Client/main.h @@ -0,0 +1,11 @@ +#pragma once + +#include +#include +#include +#include +#include +#include + +#include "math.h" +#include "overlay.h" \ No newline at end of file diff --git a/apex_guest/Client/Client/overlay.cpp b/apex_guest/Client/Client/overlay.cpp new file mode 100644 index 0000000..6c0de00 --- /dev/null +++ b/apex_guest/Client/Client/overlay.cpp @@ -0,0 +1,215 @@ +#include "overlay.h" + +extern int aim; +extern bool esp; +extern bool item_glow; +extern bool active; +extern bool use_nvidia; +extern int safe_level; +extern int spectators; +extern int allied_spectators; +extern float max_dist; +int width; +int height; + +LONG nv_default = WS_POPUP | WS_CLIPSIBLINGS; +LONG nv_default_in_game = nv_default | WS_DISABLED; +LONG nv_edit = nv_default_in_game | WS_VISIBLE; + +LONG nv_ex_default = WS_EX_TOOLWINDOW; +LONG nv_ex_edit = nv_ex_default | WS_EX_LAYERED | WS_EX_TRANSPARENT; + +static DWORD WINAPI StaticMessageStart(void* Param) +{ + Overlay* ov = (Overlay*)Param; + ov->CreateOverlay(); + return 0; +} + +BOOL CALLBACK EnumWindowsCallback(HWND hwnd, LPARAM lParam) +{ + wchar_t className[255] = L""; + GetClassName(hwnd, className, 255); + if (use_nvidia) + { + if (wcscmp(L"CEF-OSC-WIDGET", className) == 0) //Nvidia overlay + { + Process_Informations* proc = (Process_Informations*)lParam; + if (GetWindowLong(hwnd, GWL_STYLE) != nv_default && GetWindowLong(hwnd, GWL_STYLE) != nv_default_in_game) + return TRUE; + proc->overlayHWND = hwnd; + return TRUE; + } + } + else + { + if (wcscmp(L"overlay", className) == 0) //Custom overlay + { + Process_Informations* proc = (Process_Informations*)lParam; + proc->overlayHWND = hwnd; + return TRUE; + } + } + return TRUE; +} + +DWORD Overlay::CreateOverlay() +{ + EnumWindows(EnumWindowsCallback, (LPARAM)&proc); + Sleep(300); + if (proc.overlayHWND == 0) + { + printf("Can't find the overlay\n"); + Sleep(1000); + exit(0); + } + + HDC hDC = ::GetWindowDC(NULL); + width = ::GetDeviceCaps(hDC, HORZRES); + height = ::GetDeviceCaps(hDC, VERTRES); + + if (!Direct::D3DInit(proc.overlayHWND, CurrentDirectX)) + { + exit(0); + } + + running = 1; + int rs = 255; + int gs = 255; + int bs = 255; + LPCWSTR txt = L"F5: ESP"; + LPCWSTR txt2 = L"F6: AIM"; + LPCWSTR txt3 = L"F8: ITEMS"; + + while (running) + { + if (CurrentDirectX.dx_Device != 0) + { + std::wstring title = L"title (" + std::to_wstring(spectators) + L" - " + std::to_wstring(allied_spectators) + L")"; + std::wstring max_d = L"MAX DST: " + std::to_wstring((int)(max_dist / 40.0f)); + try + { + HWND wnd = GetWindow(GetForegroundWindow(), GW_HWNDPREV); + if (use_nvidia) + { + if(GetWindowLong(proc.overlayHWND, GWL_STYLE) != nv_edit) + SetWindowLong(proc.overlayHWND, GWL_STYLE, nv_edit); + if(GetWindowLong(proc.overlayHWND, GWL_STYLE) != nv_ex_edit) + SetWindowLong(proc.overlayHWND, GWL_EXSTYLE, nv_ex_edit); + } + if (wnd != proc.overlayHWND) + { + SetWindowPos(proc.overlayHWND, wnd, 0, 0, 0, 0, SWP_ASYNCWINDOWPOS | SWP_NOMOVE | SWP_NOSIZE); + UpdateWindow(proc.overlayHWND); + } + CurrentDirectX.dx_Device->Clear(NULL, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, NULL); + CurrentDirectX.dx_Device->BeginScene(); + switch (safe_level) + { + case 0: + rs = 255; + gs = 0; + bs = 0; + break; + case 1: + rs = 255; + gs = 215; + bs = 0; + break; + case 2: + rs = 0; + gs = 200; + bs = 0; + break; + default: + break; + } + CurrentDirectX.DrawString(10, 10, 255, rs, gs, bs, (LPCWSTR)title.c_str()); + + if (esp) + { + CurrentDirectX.DrawString(10, 25, 255, 0, 255, 0, txt); //green + } + else + { + CurrentDirectX.DrawString(10, 25, 255, 255, 0, 0, txt); //red + } + + if (aim==2) + { + std::wstring v = L"F6: AIM (V)"; + CurrentDirectX.DrawString(10, 38, 255, 0, 255, 0, (LPCWSTR)v.c_str()); //green + } + else if(aim==1) + { + CurrentDirectX.DrawString(10, 38, 255, 0, 255, 0, txt2); //green + } + else + { + CurrentDirectX.DrawString(10, 38, 255, 255, 0, 0, txt2); //red + } + + if (item_glow) + { + CurrentDirectX.DrawString(10, 51, 255, 0, 255, 0, txt3); //green + } + else + { + CurrentDirectX.DrawString(10, 51, 255, 255, 0, 0, txt3); //red + } + + CurrentDirectX.DrawString(10, 51, 255, 255, 215, 0, (LPCWSTR)max_d.c_str()); + Render(); + CurrentDirectX.dx_Device->EndScene(); + CurrentDirectX.dx_Device->Present(NULL, NULL, NULL, NULL); + } + catch (...) { + } + } + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + return 0; +} + +void Overlay::Start() +{ + DWORD ThreadID; + CreateThread(NULL, 0, StaticMessageStart, (void*)this, 0, &ThreadID); +} + +void Overlay::Render() +{ + (*(RenderCallbacks))(this); +} + +void Overlay::SetRender(RenderCallback v) +{ + RenderCallbacks = v; +} + +bool Overlay::isRunning() +{ + return running; +} + +void Overlay::Clear() +{ + running = 0; + Sleep(50); + if (use_nvidia) + { + SetWindowLong(proc.overlayHWND, GWL_STYLE, nv_default); + SetWindowLong(proc.overlayHWND, GWL_EXSTYLE, nv_ex_default); + } + CurrentDirectX.D3DShutdown(); +} + +int Overlay::getWidth() +{ + return width; +} + +int Overlay::getHeight() +{ + return height; +} \ No newline at end of file diff --git a/apex_guest/Client/Client/overlay.h b/apex_guest/Client/Client/overlay.h new file mode 100644 index 0000000..cd37c0b --- /dev/null +++ b/apex_guest/Client/Client/overlay.h @@ -0,0 +1,40 @@ +#pragma once + + +#include +#include +#include "DirectX.h" +#include +#pragma comment(lib, "dwmapi.lib") +#include +#include +#include +#include +#include +#include + +typedef void (*RenderCallback) (void* ov); + +struct Process_Informations +{ + HWND overlayHWND; +}; + +class Overlay +{ +public: + void Start(); + DWORD CreateOverlay(); + void Render(); + void Clear(); + void SetRender(RenderCallback render); + bool isRunning(); + int getWidth(); + int getHeight(); + Direct CurrentDirectX; +private: + bool running; + RenderCallback RenderCallbacks; + Process_Informations proc; +}; + diff --git a/apex_guest/Client/Client/resource.h b/apex_guest/Client/Client/resource.h new file mode 100644 index 0000000..6f7f05a --- /dev/null +++ b/apex_guest/Client/Client/resource.h @@ -0,0 +1,14 @@ +//{{NO_DEPENDENCIES}} +// Microsoft Visual C++ generated include file. +// Used by LocalStrunder.rc + +// Valori predefiniti successivi per i nuovi oggetti +// +#ifdef APSTUDIO_INVOKED +#ifndef APSTUDIO_READONLY_SYMBOLS +#define _APS_NEXT_RESOURCE_VALUE 101 +#define _APS_NEXT_COMMAND_VALUE 40001 +#define _APS_NEXT_CONTROL_VALUE 1001 +#define _APS_NEXT_SYMED_VALUE 101 +#endif +#endif diff --git a/apex_guest/Overlay/Overlay.sln b/apex_guest/Overlay/Overlay.sln new file mode 100644 index 0000000..1c94595 --- /dev/null +++ b/apex_guest/Overlay/Overlay.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29519.87 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Overlay", "Overlay\Overlay.vcxproj", "{68C049A1-7EA4-45D2-942C-7710AF16B1FA}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Debug|x64.ActiveCfg = Debug|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Debug|x64.Build.0 = Debug|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Release|x64.ActiveCfg = Release|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {CA1CD6B1-E5B8-4031-A3BE-BCFCBAE43EEA} + EndGlobalSection +EndGlobal diff --git a/apex_guest/Overlay/Overlay/Overlay.vcxproj b/apex_guest/Overlay/Overlay/Overlay.vcxproj new file mode 100644 index 0000000..7b674a8 --- /dev/null +++ b/apex_guest/Overlay/Overlay/Overlay.vcxproj @@ -0,0 +1,83 @@ + + + + + Debug + x64 + + + Release + x64 + + + + 16.0 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA} + Overlay + 10.0 + Overlay + + + + Application + true + v142 + Unicode + false + + + Application + false + v142 + true + Unicode + false + + + + + + + + + + + + + + + overlay + + + + Level3 + Disabled + true + true + + + Windows + + + + + Level3 + MaxSpeed + true + true + true + true + + + Windows + true + true + + + + + + + + + \ No newline at end of file diff --git a/apex_guest/Overlay/Overlay/Overlay.vcxproj.filters b/apex_guest/Overlay/Overlay/Overlay.vcxproj.filters new file mode 100644 index 0000000..173ccba --- /dev/null +++ b/apex_guest/Overlay/Overlay/Overlay.vcxproj.filters @@ -0,0 +1,22 @@ + + + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Source Files + + + \ No newline at end of file diff --git a/apex_guest/Overlay/Overlay/Overlay.vcxproj.user b/apex_guest/Overlay/Overlay/Overlay.vcxproj.user new file mode 100644 index 0000000..88a5509 --- /dev/null +++ b/apex_guest/Overlay/Overlay/Overlay.vcxproj.user @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/apex_guest/Overlay/Overlay/main.cpp b/apex_guest/Overlay/Overlay/main.cpp new file mode 100644 index 0000000..e84c4fd --- /dev/null +++ b/apex_guest/Overlay/Overlay/main.cpp @@ -0,0 +1,48 @@ +#include +#include +#include +#pragma comment(lib, "dwmapi.lib") + +const MARGINS margins = { -1 ,-1, -1, -1 }; +const wchar_t g_szClassName[] = L"overlay"; + +int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) +{ + WNDCLASSEX wc; + HWND hwnd; + MSG Msg; + + wc.cbSize = sizeof(WNDCLASSEX); + wc.style = CS_HREDRAW | CS_VREDRAW; + wc.lpfnWndProc = DefWindowProc; + wc.cbClsExtra = 0; + wc.cbWndExtra = 0; + wc.hInstance = hInstance; + wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); + wc.hCursor = LoadCursor(NULL, IDC_ARROW); + wc.hbrBackground = (HBRUSH)(RGB(0,0,0)); + wc.lpszMenuName = NULL; + wc.lpszClassName = g_szClassName; + wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); + + RegisterClassEx(&wc); + + hwnd = CreateWindowEx( + WS_EX_LAYERED | WS_EX_TRANSPARENT, + g_szClassName, + g_szClassName, + WS_POPUP | WS_VISIBLE, + 0, 0, 500, 500, + NULL, NULL, hInstance, NULL); + + SetLayeredWindowAttributes(hwnd, RGB(0,0,0), 255, LWA_ALPHA); + DwmExtendFrameIntoClientArea(hwnd, &margins); + + while (GetMessage(&Msg, NULL, 0, 0) > 0) + { + TranslateMessage(&Msg); + DispatchMessage(&Msg); + } + exit(0); + return Msg.wParam; +} \ No newline at end of file diff --git a/apex_guest/apex_guest.sln b/apex_guest/apex_guest.sln new file mode 100644 index 0000000..287bb12 --- /dev/null +++ b/apex_guest/apex_guest.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29519.87 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client", "Client\Client\Client.vcxproj", "{9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Overlay", "Overlay\Overlay\Overlay.vcxproj", "{68C049A1-7EA4-45D2-942C-7710AF16B1FA}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Debug|x64.ActiveCfg = Debug|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Debug|x64.Build.0 = Debug|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Release|x64.ActiveCfg = Release|x64 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E}.Release|x64.Build.0 = Release|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Debug|x64.ActiveCfg = Debug|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Debug|x64.Build.0 = Debug|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Release|x64.ActiveCfg = Release|x64 + {68C049A1-7EA4-45D2-942C-7710AF16B1FA}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {CA1CD6B1-E5B8-4031-A3BE-BCFCBAE43EEA} + EndGlobalSection +EndGlobal diff --git a/build.sh b/build.sh new file mode 100644 index 0000000..2006585 --- /dev/null +++ b/build.sh @@ -0,0 +1,7 @@ +#!/bin/sh +path="apex_dma/build" +if [ -d "$path" ]; then + cd "$path" && ninja; +else + cd vmread && meson "../$path" && cd "../$path" && ninja; +fi \ No newline at end of file diff --git a/vmread/Doxyfile b/vmread/Doxyfile new file mode 100644 index 0000000..7657476 --- /dev/null +++ b/vmread/Doxyfile @@ -0,0 +1,2495 @@ +# Doxyfile 1.8.15 + +# This file describes the settings to be used by the documentation system +# doxygen (www.doxygen.org) for a project. +# +# All text after a double hash (##) is considered a comment and is placed in +# front of the TAG it is preceding. +# +# All text after a single hash (#) is considered a comment and will be ignored. +# The format is: +# TAG = value [value, ...] +# For lists, items can also be appended using: +# TAG += value [value, ...] +# Values that contain spaces should be placed between quotes (\" \"). + +#--------------------------------------------------------------------------- +# Project related configuration options +#--------------------------------------------------------------------------- + +# This tag specifies the encoding used for all characters in the configuration +# file that follow. The default is UTF-8 which is also the encoding used for all +# text before the first occurrence of this tag. Doxygen uses libiconv (or the +# iconv built into libc) for the transcoding. See +# https://www.gnu.org/software/libiconv/ for the list of possible encodings. +# The default value is: UTF-8. + +DOXYFILE_ENCODING = UTF-8 + +# The PROJECT_NAME tag is a single word (or a sequence of words surrounded by +# double-quotes, unless you are using Doxywizard) that should identify the +# project for which the documentation is generated. This name is used in the +# title of most generated pages and in a few other places. +# The default value is: My Project. + +PROJECT_NAME = "vmread" + +# The PROJECT_NUMBER tag can be used to enter a project or revision number. This +# could be handy for archiving the generated documentation or if some version +# control system is used. + +PROJECT_NUMBER = + +# Using the PROJECT_BRIEF tag one can provide an optional one line description +# for a project that appears at the top of each page and should give viewer a +# quick idea about the purpose of the project. Keep the description short. + +PROJECT_BRIEF = + +# With the PROJECT_LOGO tag one can specify a logo or an icon that is included +# in the documentation. The maximum height of the logo should not exceed 55 +# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy +# the logo to the output directory. + +PROJECT_LOGO = + +# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path +# into which the generated documentation will be written. If a relative path is +# entered, it will be relative to the location where doxygen was started. If +# left blank the current directory will be used. + +OUTPUT_DIRECTORY = docs + +# If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub- +# directories (in 2 levels) under the output directory of each output format and +# will distribute the generated files over these directories. Enabling this +# option can be useful when feeding doxygen a huge amount of source files, where +# putting all generated files in the same directory would otherwise causes +# performance problems for the file system. +# The default value is: NO. + +CREATE_SUBDIRS = NO + +# If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII +# characters to appear in the names of generated files. If set to NO, non-ASCII +# characters will be escaped, for example _xE3_x81_x84 will be used for Unicode +# U+3044. +# The default value is: NO. + +ALLOW_UNICODE_NAMES = NO + +# The OUTPUT_LANGUAGE tag is used to specify the language in which all +# documentation generated by doxygen is written. Doxygen will use this +# information to generate all constant output in the proper language. +# Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Catalan, Chinese, +# Chinese-Traditional, Croatian, Czech, Danish, Dutch, English (United States), +# Esperanto, Farsi (Persian), Finnish, French, German, Greek, Hungarian, +# Indonesian, Italian, Japanese, Japanese-en (Japanese with English messages), +# Korean, Korean-en (Korean with English messages), Latvian, Lithuanian, +# Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese, Romanian, Russian, +# Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish, Swedish, Turkish, +# Ukrainian and Vietnamese. +# The default value is: English. + +OUTPUT_LANGUAGE = English + +# The OUTPUT_TEXT_DIRECTION tag is used to specify the direction in which all +# documentation generated by doxygen is written. Doxygen will use this +# information to generate all generated output in the proper direction. +# Possible values are: None, LTR, RTL and Context. +# The default value is: None. + +OUTPUT_TEXT_DIRECTION = None + +# If the BRIEF_MEMBER_DESC tag is set to YES, doxygen will include brief member +# descriptions after the members that are listed in the file and class +# documentation (similar to Javadoc). Set to NO to disable this. +# The default value is: YES. + +BRIEF_MEMBER_DESC = YES + +# If the REPEAT_BRIEF tag is set to YES, doxygen will prepend the brief +# description of a member or function before the detailed description +# +# Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the +# brief descriptions will be completely suppressed. +# The default value is: YES. + +REPEAT_BRIEF = YES + +# This tag implements a quasi-intelligent brief description abbreviator that is +# used to form the text in various listings. Each string in this list, if found +# as the leading text of the brief description, will be stripped from the text +# and the result, after processing the whole list, is used as the annotated +# text. Otherwise, the brief description is used as-is. If left blank, the +# following values are used ($name is automatically replaced with the name of +# the entity):The $name class, The $name widget, The $name file, is, provides, +# specifies, contains, represents, a, an and the. + +ABBREVIATE_BRIEF = "The $name class" \ + "The $name widget" \ + "The $name file" \ + is \ + provides \ + specifies \ + contains \ + represents \ + a \ + an \ + the + +# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then +# doxygen will generate a detailed section even if there is only a brief +# description. +# The default value is: NO. + +ALWAYS_DETAILED_SEC = NO + +# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all +# inherited members of a class in the documentation of that class as if those +# members were ordinary class members. Constructors, destructors and assignment +# operators of the base classes will not be shown. +# The default value is: NO. + +INLINE_INHERITED_MEMB = NO + +# If the FULL_PATH_NAMES tag is set to YES, doxygen will prepend the full path +# before files name in the file list and in the header files. If set to NO the +# shortest path that makes the file name unique will be used +# The default value is: YES. + +FULL_PATH_NAMES = YES + +# The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path. +# Stripping is only done if one of the specified strings matches the left-hand +# part of the path. The tag can be used to show relative paths in the file list. +# If left blank the directory from which doxygen is run is used as the path to +# strip. +# +# Note that you can specify absolute paths here, but also relative paths, which +# will be relative from the directory where doxygen is started. +# This tag requires that the tag FULL_PATH_NAMES is set to YES. + +STRIP_FROM_PATH = + +# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the +# path mentioned in the documentation of a class, which tells the reader which +# header file to include in order to use a class. If left blank only the name of +# the header file containing the class definition is used. Otherwise one should +# specify the list of include paths that are normally passed to the compiler +# using the -I flag. + +STRIP_FROM_INC_PATH = + +# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but +# less readable) file names. This can be useful is your file systems doesn't +# support long names like on DOS, Mac, or CD-ROM. +# The default value is: NO. + +SHORT_NAMES = NO + +# If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the +# first line (until the first dot) of a Javadoc-style comment as the brief +# description. If set to NO, the Javadoc-style will behave just like regular Qt- +# style comments (thus requiring an explicit @brief command for a brief +# description.) +# The default value is: NO. + +JAVADOC_AUTOBRIEF = NO + +# If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first +# line (until the first dot) of a Qt-style comment as the brief description. If +# set to NO, the Qt-style will behave just like regular Qt-style comments (thus +# requiring an explicit \brief command for a brief description.) +# The default value is: NO. + +QT_AUTOBRIEF = NO + +# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a +# multi-line C++ special comment block (i.e. a block of //! or /// comments) as +# a brief description. This used to be the default behavior. The new default is +# to treat a multi-line C++ comment block as a detailed description. 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Doxygen +# uses this value to replace tabs by spaces in code fragments. +# Minimum value: 1, maximum value: 16, default value: 4. + +TAB_SIZE = 4 + +# This tag can be used to specify a number of aliases that act as commands in +# the documentation. An alias has the form: +# name=value +# For example adding +# "sideeffect=@par Side Effects:\n" +# will allow you to put the command \sideeffect (or @sideeffect) in the +# documentation, which will result in a user-defined paragraph with heading +# "Side Effects:". You can put \n's in the value part of an alias to insert +# newlines (in the resulting output). You can put ^^ in the value part of an +# alias to insert a newline as if a physical newline was in the original file. +# When you need a literal { or } or , in the value part of an alias you have to +# escape them by means of a backslash (\), this can lead to conflicts with the +# commands \{ and \} for these it is advised to use the version @{ and @} or use +# a double escape (\\{ and \\}) + +ALIASES = + +# This tag can be used to specify a number of word-keyword mappings (TCL only). +# A mapping has the form "name=value". For example adding "class=itcl::class" +# will allow you to use the command class in the itcl::class meaning. + +TCL_SUBST = + +# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources +# only. Doxygen will then generate output that is more tailored for C. For +# instance, some of the names that are used will be different. The list of all +# members will be omitted, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_FOR_C = NO + +# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java or +# Python sources only. Doxygen will then generate output that is more tailored +# for that language. For instance, namespaces will be presented as packages, +# qualified scopes will look different, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_JAVA = NO + +# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran +# sources. Doxygen will then generate output that is tailored for Fortran. +# The default value is: NO. + +OPTIMIZE_FOR_FORTRAN = NO + +# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL +# sources. Doxygen will then generate output that is tailored for VHDL. +# The default value is: NO. + +OPTIMIZE_OUTPUT_VHDL = NO + +# Set the OPTIMIZE_OUTPUT_SLICE tag to YES if your project consists of Slice +# sources only. Doxygen will then generate output that is more tailored for that +# language. For instance, namespaces will be presented as modules, types will be +# separated into more groups, etc. +# The default value is: NO. + +OPTIMIZE_OUTPUT_SLICE = NO + +# Doxygen selects the parser to use depending on the extension of the files it +# parses. With this tag you can assign which parser to use for a given +# extension. Doxygen has a built-in mapping, but you can override or extend it +# using this tag. The format is ext=language, where ext is a file extension, and +# language is one of the parsers supported by doxygen: IDL, Java, Javascript, +# Csharp (C#), C, C++, D, PHP, md (Markdown), Objective-C, Python, Slice, +# Fortran (fixed format Fortran: FortranFixed, free formatted Fortran: +# FortranFree, unknown formatted Fortran: Fortran. In the later case the parser +# tries to guess whether the code is fixed or free formatted code, this is the +# default for Fortran type files), VHDL, tcl. For instance to make doxygen treat +# .inc files as Fortran files (default is PHP), and .f files as C (default is +# Fortran), use: inc=Fortran f=C. +# +# Note: For files without extension you can use no_extension as a placeholder. +# +# Note that for custom extensions you also need to set FILE_PATTERNS otherwise +# the files are not read by doxygen. + +EXTENSION_MAPPING = + +# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments +# according to the Markdown format, which allows for more readable +# documentation. See https://daringfireball.net/projects/markdown/ for details. +# The output of markdown processing is further processed by doxygen, so you can +# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in +# case of backward compatibilities issues. +# The default value is: YES. + +MARKDOWN_SUPPORT = YES + +# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up +# to that level are automatically included in the table of contents, even if +# they do not have an id attribute. +# Note: This feature currently applies only to Markdown headings. +# Minimum value: 0, maximum value: 99, default value: 0. +# This tag requires that the tag MARKDOWN_SUPPORT is set to YES. + +TOC_INCLUDE_HEADINGS = 0 + +# When enabled doxygen tries to link words that correspond to documented +# classes, or namespaces to their corresponding documentation. Such a link can +# be prevented in individual cases by putting a % sign in front of the word or +# globally by setting AUTOLINK_SUPPORT to NO. +# The default value is: YES. + +AUTOLINK_SUPPORT = YES + +# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want +# to include (a tag file for) the STL sources as input, then you should set this +# tag to YES in order to let doxygen match functions declarations and +# definitions whose arguments contain STL classes (e.g. func(std::string); +# versus func(std::string) {}). This also make the inheritance and collaboration +# diagrams that involve STL classes more complete and accurate. +# The default value is: NO. + +BUILTIN_STL_SUPPORT = NO + +# If you use Microsoft's C++/CLI language, you should set this option to YES to +# enable parsing support. +# The default value is: NO. + +CPP_CLI_SUPPORT = NO + +# Set the SIP_SUPPORT tag to YES if your project consists of sip (see: +# https://www.riverbankcomputing.com/software/sip/intro) sources only. Doxygen +# will parse them like normal C++ but will assume all classes use public instead +# of private inheritance when no explicit protection keyword is present. +# The default value is: NO. + +SIP_SUPPORT = NO + +# For Microsoft's IDL there are propget and propput attributes to indicate +# getter and setter methods for a property. Setting this option to YES will make +# doxygen to replace the get and set methods by a property in the documentation. +# This will only work if the methods are indeed getting or setting a simple +# type. If this is not the case, or you want to show the methods anyway, you +# should set this option to NO. +# The default value is: YES. + +IDL_PROPERTY_SUPPORT = YES + +# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC +# tag is set to YES then doxygen will reuse the documentation of the first +# member in the group (if any) for the other members of the group. By default +# all members of a group must be documented explicitly. +# The default value is: NO. + +DISTRIBUTE_GROUP_DOC = NO + +# If one adds a struct or class to a group and this option is enabled, then also +# any nested class or struct is added to the same group. By default this option +# is disabled and one has to add nested compounds explicitly via \ingroup. +# The default value is: NO. + +GROUP_NESTED_COMPOUNDS = NO + +# Set the SUBGROUPING tag to YES to allow class member groups of the same type +# (for instance a group of public functions) to be put as a subgroup of that +# type (e.g. under the Public Functions section). Set it to NO to prevent +# subgrouping. Alternatively, this can be done per class using the +# \nosubgrouping command. +# The default value is: YES. + +SUBGROUPING = YES + +# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions +# are shown inside the group in which they are included (e.g. using \ingroup) +# instead of on a separate page (for HTML and Man pages) or section (for LaTeX +# and RTF). +# +# Note that this feature does not work in combination with +# SEPARATE_MEMBER_PAGES. +# The default value is: NO. + +INLINE_GROUPED_CLASSES = NO + +# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions +# with only public data fields or simple typedef fields will be shown inline in +# the documentation of the scope in which they are defined (i.e. file, +# namespace, or group documentation), provided this scope is documented. If set +# to NO, structs, classes, and unions are shown on a separate page (for HTML and +# Man pages) or section (for LaTeX and RTF). +# The default value is: NO. + +INLINE_SIMPLE_STRUCTS = NO + +# When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or +# enum is documented as struct, union, or enum with the name of the typedef. So +# typedef struct TypeS {} TypeT, will appear in the documentation as a struct +# with name TypeT. When disabled the typedef will appear as a member of a file, +# namespace, or class. And the struct will be named TypeS. This can typically be +# useful for C code in case the coding convention dictates that all compound +# types are typedef'ed and only the typedef is referenced, never the tag name. +# The default value is: NO. + +TYPEDEF_HIDES_STRUCT = NO + +# The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This +# cache is used to resolve symbols given their name and scope. Since this can be +# an expensive process and often the same symbol appears multiple times in the +# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small +# doxygen will become slower. If the cache is too large, memory is wasted. The +# cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range +# is 0..9, the default is 0, corresponding to a cache size of 2^16=65536 +# symbols. At the end of a run doxygen will report the cache usage and suggest +# the optimal cache size from a speed point of view. +# Minimum value: 0, maximum value: 9, default value: 0. + +LOOKUP_CACHE_SIZE = 0 + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES, doxygen will assume all entities in +# documentation are documented, even if no documentation was available. Private +# class members and static file members will be hidden unless the +# EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES. +# Note: This will also disable the warnings about undocumented members that are +# normally produced when WARNINGS is set to YES. +# The default value is: NO. + +EXTRACT_ALL = NO + +# If the EXTRACT_PRIVATE tag is set to YES, all private members of a class will +# be included in the documentation. +# The default value is: NO. + +EXTRACT_PRIVATE = NO + +# If the EXTRACT_PACKAGE tag is set to YES, all members with package or internal +# scope will be included in the documentation. +# The default value is: NO. + +EXTRACT_PACKAGE = NO + +# If the EXTRACT_STATIC tag is set to YES, all static members of a file will be +# included in the documentation. +# The default value is: NO. + +EXTRACT_STATIC = NO + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES, classes (and structs) defined +# locally in source files will be included in the documentation. If set to NO, +# only classes defined in header files are included. Does not have any effect +# for Java sources. +# The default value is: YES. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. If set to YES, local methods, +# which are defined in the implementation section but not in the interface are +# included in the documentation. If set to NO, only methods in the interface are +# included. +# The default value is: NO. + +EXTRACT_LOCAL_METHODS = NO + +# If this flag is set to YES, the members of anonymous namespaces will be +# extracted and appear in the documentation as a namespace called +# 'anonymous_namespace{file}', where file will be replaced with the base name of +# the file that contains the anonymous namespace. By default anonymous namespace +# are hidden. +# The default value is: NO. + +EXTRACT_ANON_NSPACES = NO + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all +# undocumented members inside documented classes or files. If set to NO these +# members will be included in the various overviews, but no documentation +# section is generated. This option has no effect if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_MEMBERS = NO + +# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. If set +# to NO, these classes will be included in the various overviews. This option +# has no effect if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_CLASSES = NO + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend +# (class|struct|union) declarations. If set to NO, these declarations will be +# included in the documentation. +# The default value is: NO. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any +# documentation blocks found inside the body of a function. If set to NO, these +# blocks will be appended to the function's detailed documentation block. +# The default value is: NO. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation that is typed after a +# \internal command is included. If the tag is set to NO then the documentation +# will be excluded. Set it to YES to include the internal documentation. +# The default value is: NO. + +INTERNAL_DOCS = NO + +# If the CASE_SENSE_NAMES tag is set to NO then doxygen will only generate file +# names in lower-case letters. If set to YES, upper-case letters are also +# allowed. This is useful if you have classes or files whose names only differ +# in case and if your file system supports case sensitive file names. Windows +# and Mac users are advised to set this option to NO. +# The default value is: system dependent. + +CASE_SENSE_NAMES = YES + +# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with +# their full class and namespace scopes in the documentation. If set to YES, the +# scope will be hidden. +# The default value is: NO. + +HIDE_SCOPE_NAMES = NO + +# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then doxygen will +# append additional text to a page's title, such as Class Reference. If set to +# YES the compound reference will be hidden. +# The default value is: NO. + +HIDE_COMPOUND_REFERENCE= NO + +# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of +# the files that are included by a file in the documentation of that file. +# The default value is: YES. + +SHOW_INCLUDE_FILES = YES + +# If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each +# grouped member an include statement to the documentation, telling the reader +# which file to include in order to use the member. +# The default value is: NO. + +SHOW_GROUPED_MEMB_INC = NO + +# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include +# files with double quotes in the documentation rather than with sharp brackets. +# The default value is: NO. + +FORCE_LOCAL_INCLUDES = NO + +# If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the +# documentation for inline members. +# The default value is: YES. + +INLINE_INFO = YES + +# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the +# (detailed) documentation of file and class members alphabetically by member +# name. If set to NO, the members will appear in declaration order. +# The default value is: YES. + +SORT_MEMBER_DOCS = YES + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief +# descriptions of file, namespace and class members alphabetically by member +# name. If set to NO, the members will appear in declaration order. Note that +# this will also influence the order of the classes in the class list. +# The default value is: NO. + +SORT_BRIEF_DOCS = NO + +# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the +# (brief and detailed) documentation of class members so that constructors and +# destructors are listed first. If set to NO the constructors will appear in the +# respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS. +# Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief +# member documentation. +# Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting +# detailed member documentation. +# The default value is: NO. + +SORT_MEMBERS_CTORS_1ST = NO + +# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy +# of group names into alphabetical order. If set to NO the group names will +# appear in their defined order. +# The default value is: NO. + +SORT_GROUP_NAMES = NO + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by +# fully-qualified names, including namespaces. If set to NO, the class list will +# be sorted only by class name, not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the alphabetical +# list. +# The default value is: NO. + +SORT_BY_SCOPE_NAME = NO + +# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper +# type resolution of all parameters of a function it will reject a match between +# the prototype and the implementation of a member function even if there is +# only one candidate or it is obvious which candidate to choose by doing a +# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still +# accept a match between prototype and implementation in such cases. +# The default value is: NO. + +STRICT_PROTO_MATCHING = NO + +# The GENERATE_TODOLIST tag can be used to enable (YES) or disable (NO) the todo +# list. This list is created by putting \todo commands in the documentation. +# The default value is: YES. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable (YES) or disable (NO) the test +# list. This list is created by putting \test commands in the documentation. +# The default value is: YES. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable (YES) or disable (NO) the bug +# list. This list is created by putting \bug commands in the documentation. +# The default value is: YES. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or disable (NO) +# the deprecated list. This list is created by putting \deprecated commands in +# the documentation. +# The default value is: YES. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional documentation +# sections, marked by \if ... \endif and \cond +# ... \endcond blocks. + +ENABLED_SECTIONS = + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the +# initial value of a variable or macro / define can have for it to appear in the +# documentation. If the initializer consists of more lines than specified here +# it will be hidden. Use a value of 0 to hide initializers completely. The +# appearance of the value of individual variables and macros / defines can be +# controlled using \showinitializer or \hideinitializer command in the +# documentation regardless of this setting. +# Minimum value: 0, maximum value: 10000, default value: 30. + +MAX_INITIALIZER_LINES = 30 + +# Set the SHOW_USED_FILES tag to NO to disable the list of files generated at +# the bottom of the documentation of classes and structs. If set to YES, the +# list will mention the files that were used to generate the documentation. +# The default value is: YES. + +SHOW_USED_FILES = YES + +# Set the SHOW_FILES tag to NO to disable the generation of the Files page. This +# will remove the Files entry from the Quick Index and from the Folder Tree View +# (if specified). +# The default value is: YES. + +SHOW_FILES = YES + +# Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces +# page. This will remove the Namespaces entry from the Quick Index and from the +# Folder Tree View (if specified). +# The default value is: YES. + +SHOW_NAMESPACES = YES + +# The FILE_VERSION_FILTER tag can be used to specify a program or script that +# doxygen should invoke to get the current version for each file (typically from +# the version control system). Doxygen will invoke the program by executing (via +# popen()) the command command input-file, where command is the value of the +# FILE_VERSION_FILTER tag, and input-file is the name of an input file provided +# by doxygen. Whatever the program writes to standard output is used as the file +# version. For an example see the documentation. + +FILE_VERSION_FILTER = "" + +# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed +# by doxygen. The layout file controls the global structure of the generated +# output files in an output format independent way. To create the layout file +# that represents doxygen's defaults, run doxygen with the -l option. You can +# optionally specify a file name after the option, if omitted DoxygenLayout.xml +# will be used as the name of the layout file. +# +# Note that if you run doxygen from a directory containing a file called +# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE +# tag is left empty. + +LAYOUT_FILE = + +# The CITE_BIB_FILES tag can be used to specify one or more bib files containing +# the reference definitions. This must be a list of .bib files. The .bib +# extension is automatically appended if omitted. This requires the bibtex tool +# to be installed. See also https://en.wikipedia.org/wiki/BibTeX for more info. +# For LaTeX the style of the bibliography can be controlled using +# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the +# search path. See also \cite for info how to create references. + +CITE_BIB_FILES = + +#--------------------------------------------------------------------------- +# Configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated to +# standard output by doxygen. If QUIET is set to YES this implies that the +# messages are off. +# The default value is: NO. + +QUIET = NO + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated to standard error (stderr) by doxygen. If WARNINGS is set to YES +# this implies that the warnings are on. +# +# Tip: Turn warnings on while writing the documentation. +# The default value is: YES. + +WARNINGS = YES + +# If the WARN_IF_UNDOCUMENTED tag is set to YES then doxygen will generate +# warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag +# will automatically be disabled. +# The default value is: YES. + +WARN_IF_UNDOCUMENTED = YES + +# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as not documenting some parameters +# in a documented function, or documenting parameters that don't exist or using +# markup commands wrongly. +# The default value is: YES. + +WARN_IF_DOC_ERROR = YES + +# This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that +# are documented, but have no documentation for their parameters or return +# value. If set to NO, doxygen will only warn about wrong or incomplete +# parameter documentation, but not about the absence of documentation. If +# EXTRACT_ALL is set to YES then this flag will automatically be disabled. +# The default value is: NO. + +WARN_NO_PARAMDOC = NO + +# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when +# a warning is encountered. +# The default value is: NO. + +WARN_AS_ERROR = NO + +# The WARN_FORMAT tag determines the format of the warning messages that doxygen +# can produce. The string should contain the $file, $line, and $text tags, which +# will be replaced by the file and line number from which the warning originated +# and the warning text. Optionally the format may contain $version, which will +# be replaced by the version of the file (if it could be obtained via +# FILE_VERSION_FILTER) +# The default value is: $file:$line: $text. + +WARN_FORMAT = "$file:$line: $text" + +# The WARN_LOGFILE tag can be used to specify a file to which warning and error +# messages should be written. If left blank the output is written to standard +# error (stderr). + +WARN_LOGFILE = + +#--------------------------------------------------------------------------- +# Configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag is used to specify the files and/or directories that contain +# documented source files. You may enter file names like myfile.cpp or +# directories like /usr/src/myproject. Separate the files or directories with +# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING +# Note: If this tag is empty the current directory is searched. + +INPUT = + +# This tag can be used to specify the character encoding of the source files +# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses +# libiconv (or the iconv built into libc) for the transcoding. See the libiconv +# documentation (see: https://www.gnu.org/software/libiconv/) for the list of +# possible encodings. +# The default value is: UTF-8. + +INPUT_ENCODING = UTF-8 + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and +# *.h) to filter out the source-files in the directories. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# read by doxygen. +# +# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp, +# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, +# *.hh, *.hxx, *.hpp, *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc, +# *.m, *.markdown, *.md, *.mm, *.dox, *.py, *.pyw, *.f90, *.f95, *.f03, *.f08, +# *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf, *.qsf and *.ice. + +FILE_PATTERNS = *.c \ + *.c++ \ + *.h \ + *.md + +# The RECURSIVE tag can be used to specify whether or not subdirectories should +# be searched for input files as well. +# The default value is: NO. + +RECURSIVE = NO + +# The EXCLUDE tag can be used to specify files and/or directories that should be +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. +# +# Note that relative paths are relative to the directory from which doxygen is +# run. + +EXCLUDE = + +# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or +# directories that are symbolic links (a Unix file system feature) are excluded +# from the input. +# The default value is: NO. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. +# +# Note that the wildcards are matched against the file with absolute path, so to +# exclude all test directories for example use the pattern */test/* + +EXCLUDE_PATTERNS = + +# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names +# (namespaces, classes, functions, etc.) that should be excluded from the +# output. The symbol name can be a fully qualified name, a word, or if the +# wildcard * is used, a substring. Examples: ANamespace, AClass, +# AClass::ANamespace, ANamespace::*Test +# +# Note that the wildcards are matched against the file with absolute path, so to +# exclude all test directories use the pattern */test/* + +EXCLUDE_SYMBOLS = + +# The EXAMPLE_PATH tag can be used to specify one or more files or directories +# that contain example code fragments that are included (see the \include +# command). + +EXAMPLE_PATH = + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and +# *.h) to filter out the source-files in the directories. If left blank all +# files are included. + +EXAMPLE_PATTERNS = * + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude commands +# irrespective of the value of the RECURSIVE tag. +# The default value is: NO. + +EXAMPLE_RECURSIVE = NO + +# The IMAGE_PATH tag can be used to specify one or more files or directories +# that contain images that are to be included in the documentation (see the +# \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command: +# +# +# +# where is the value of the INPUT_FILTER tag, and is the +# name of an input file. Doxygen will then use the output that the filter +# program writes to standard output. If FILTER_PATTERNS is specified, this tag +# will be ignored. +# +# Note that the filter must not add or remove lines; it is applied before the +# code is scanned, but not when the output code is generated. If lines are added +# or removed, the anchors will not be placed correctly. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# properly processed by doxygen. + +INPUT_FILTER = + +# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern +# basis. Doxygen will compare the file name with each pattern and apply the +# filter if there is a match. The filters are a list of the form: pattern=filter +# (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how +# filters are used. If the FILTER_PATTERNS tag is empty or if none of the +# patterns match the file name, INPUT_FILTER is applied. +# +# Note that for custom extensions or not directly supported extensions you also +# need to set EXTENSION_MAPPING for the extension otherwise the files are not +# properly processed by doxygen. + +FILTER_PATTERNS = + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER) will also be used to filter the input files that are used for +# producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES). +# The default value is: NO. + +FILTER_SOURCE_FILES = NO + +# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file +# pattern. A pattern will override the setting for FILTER_PATTERN (if any) and +# it is also possible to disable source filtering for a specific pattern using +# *.ext= (so without naming a filter). +# This tag requires that the tag FILTER_SOURCE_FILES is set to YES. + +FILTER_SOURCE_PATTERNS = + +# If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that +# is part of the input, its contents will be placed on the main page +# (index.html). This can be useful if you have a project on for instance GitHub +# and want to reuse the introduction page also for the doxygen output. + +USE_MDFILE_AS_MAINPAGE = README.md + +#--------------------------------------------------------------------------- +# Configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will be +# generated. Documented entities will be cross-referenced with these sources. +# +# Note: To get rid of all source code in the generated output, make sure that +# also VERBATIM_HEADERS is set to NO. +# The default value is: NO. + +SOURCE_BROWSER = NO + +# Setting the INLINE_SOURCES tag to YES will include the body of functions, +# classes and enums directly into the documentation. +# The default value is: NO. + +INLINE_SOURCES = NO + +# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any +# special comment blocks from generated source code fragments. Normal C, C++ and +# Fortran comments will always remain visible. +# The default value is: YES. + +STRIP_CODE_COMMENTS = YES + +# If the REFERENCED_BY_RELATION tag is set to YES then for each documented +# entity all documented functions referencing it will be listed. +# The default value is: NO. + +REFERENCED_BY_RELATION = NO + +# If the REFERENCES_RELATION tag is set to YES then for each documented function +# all documented entities called/used by that function will be listed. +# The default value is: NO. + +REFERENCES_RELATION = NO + +# If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set +# to YES then the hyperlinks from functions in REFERENCES_RELATION and +# REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will +# link to the documentation. +# The default value is: YES. + +REFERENCES_LINK_SOURCE = YES + +# If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the +# source code will show a tooltip with additional information such as prototype, +# brief description and links to the definition and documentation. Since this +# will make the HTML file larger and loading of large files a bit slower, you +# can opt to disable this feature. +# The default value is: YES. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +SOURCE_TOOLTIPS = YES + +# If the USE_HTAGS tag is set to YES then the references to source code will +# point to the HTML generated by the htags(1) tool instead of doxygen built-in +# source browser. The htags tool is part of GNU's global source tagging system +# (see https://www.gnu.org/software/global/global.html). You will need version +# 4.8.6 or higher. +# +# To use it do the following: +# - Install the latest version of global +# - Enable SOURCE_BROWSER and USE_HTAGS in the configuration file +# - Make sure the INPUT points to the root of the source tree +# - Run doxygen as normal +# +# Doxygen will invoke htags (and that will in turn invoke gtags), so these +# tools must be available from the command line (i.e. in the search path). +# +# The result: instead of the source browser generated by doxygen, the links to +# source code will now point to the output of htags. +# The default value is: NO. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +USE_HTAGS = NO + +# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a +# verbatim copy of the header file for each class for which an include is +# specified. Set to NO to disable this. +# See also: Section \class. +# The default value is: YES. + +VERBATIM_HEADERS = YES + +#--------------------------------------------------------------------------- +# Configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all +# compounds will be generated. Enable this if the project contains a lot of +# classes, structs, unions or interfaces. +# The default value is: YES. + +ALPHABETICAL_INDEX = YES + +# The COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns in +# which the alphabetical index list will be split. +# Minimum value: 1, maximum value: 20, default value: 5. +# This tag requires that the tag ALPHABETICAL_INDEX is set to YES. + +COLS_IN_ALPHA_INDEX = 5 + +# In case all classes in a project start with a common prefix, all classes will +# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag +# can be used to specify a prefix (or a list of prefixes) that should be ignored +# while generating the index headers. +# This tag requires that the tag ALPHABETICAL_INDEX is set to YES. + +IGNORE_PREFIX = + +#--------------------------------------------------------------------------- +# Configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES, doxygen will generate HTML output +# The default value is: YES. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a +# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of +# it. +# The default directory is: html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each +# generated HTML page (for example: .htm, .php, .asp). +# The default value is: .html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a user-defined HTML header file for +# each generated HTML page. If the tag is left blank doxygen will generate a +# standard header. +# +# To get valid HTML the header file that includes any scripts and style sheets +# that doxygen needs, which is dependent on the configuration options used (e.g. +# the setting GENERATE_TREEVIEW). It is highly recommended to start with a +# default header using +# doxygen -w html new_header.html new_footer.html new_stylesheet.css +# YourConfigFile +# and then modify the file new_header.html. See also section "Doxygen usage" +# for information on how to generate the default header that doxygen normally +# uses. +# Note: The header is subject to change so you typically have to regenerate the +# default header when upgrading to a newer version of doxygen. For a description +# of the possible markers and block names see the documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_HEADER = + +# The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each +# generated HTML page. If the tag is left blank doxygen will generate a standard +# footer. See HTML_HEADER for more information on how to generate a default +# footer and what special commands can be used inside the footer. See also +# section "Doxygen usage" for information on how to generate the default footer +# that doxygen normally uses. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FOOTER = + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading style +# sheet that is used by each HTML page. It can be used to fine-tune the look of +# the HTML output. If left blank doxygen will generate a default style sheet. +# See also section "Doxygen usage" for information on how to generate the style +# sheet that doxygen normally uses. +# Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as +# it is more robust and this tag (HTML_STYLESHEET) will in the future become +# obsolete. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_STYLESHEET = + +# The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined +# cascading style sheets that are included after the standard style sheets +# created by doxygen. Using this option one can overrule certain style aspects. +# This is preferred over using HTML_STYLESHEET since it does not replace the +# standard style sheet and is therefore more robust against future updates. +# Doxygen will copy the style sheet files to the output directory. +# Note: The order of the extra style sheet files is of importance (e.g. the last +# style sheet in the list overrules the setting of the previous ones in the +# list). For an example see the documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_STYLESHEET = + +# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or +# other source files which should be copied to the HTML output directory. Note +# that these files will be copied to the base HTML output directory. Use the +# $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these +# files. In the HTML_STYLESHEET file, use the file name only. Also note that the +# files will be copied as-is; there are no commands or markers available. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_FILES = + +# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen +# will adjust the colors in the style sheet and background images according to +# this color. Hue is specified as an angle on a colorwheel, see +# https://en.wikipedia.org/wiki/Hue for more information. For instance the value +# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300 +# purple, and 360 is red again. +# Minimum value: 0, maximum value: 359, default value: 220. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_HUE = 220 + +# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors +# in the HTML output. For a value of 0 the output will use grayscales only. A +# value of 255 will produce the most vivid colors. +# Minimum value: 0, maximum value: 255, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_SAT = 100 + +# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the +# luminance component of the colors in the HTML output. Values below 100 +# gradually make the output lighter, whereas values above 100 make the output +# darker. The value divided by 100 is the actual gamma applied, so 80 represents +# a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not +# change the gamma. +# Minimum value: 40, maximum value: 240, default value: 80. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_GAMMA = 80 + +# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML +# page will contain the date and time when the page was generated. Setting this +# to YES can help to show when doxygen was last run and thus if the +# documentation is up to date. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_TIMESTAMP = NO + +# If the HTML_DYNAMIC_MENUS tag is set to YES then the generated HTML +# documentation will contain a main index with vertical navigation menus that +# are dynamically created via Javascript. If disabled, the navigation index will +# consists of multiple levels of tabs that are statically embedded in every HTML +# page. Disable this option to support browsers that do not have Javascript, +# like the Qt help browser. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_DYNAMIC_MENUS = YES + +# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML +# documentation will contain sections that can be hidden and shown after the +# page has loaded. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_DYNAMIC_SECTIONS = NO + +# With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries +# shown in the various tree structured indices initially; the user can expand +# and collapse entries dynamically later on. Doxygen will expand the tree to +# such a level that at most the specified number of entries are visible (unless +# a fully collapsed tree already exceeds this amount). So setting the number of +# entries 1 will produce a full collapsed tree by default. 0 is a special value +# representing an infinite number of entries and will result in a full expanded +# tree by default. +# Minimum value: 0, maximum value: 9999, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_INDEX_NUM_ENTRIES = 100 + +# If the GENERATE_DOCSET tag is set to YES, additional index files will be +# generated that can be used as input for Apple's Xcode 3 integrated development +# environment (see: https://developer.apple.com/xcode/), introduced with OSX +# 10.5 (Leopard). To create a documentation set, doxygen will generate a +# Makefile in the HTML output directory. Running make will produce the docset in +# that directory and running make install will install the docset in +# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at +# startup. See https://developer.apple.com/library/archive/featuredarticles/Doxy +# genXcode/_index.html for more information. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_DOCSET = NO + +# This tag determines the name of the docset feed. A documentation feed provides +# an umbrella under which multiple documentation sets from a single provider +# (such as a company or product suite) can be grouped. +# The default value is: Doxygen generated docs. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_FEEDNAME = "Doxygen generated docs" + +# This tag specifies a string that should uniquely identify the documentation +# set bundle. This should be a reverse domain-name style string, e.g. +# com.mycompany.MyDocSet. Doxygen will append .docset to the name. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_BUNDLE_ID = org.doxygen.Project + +# The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify +# the documentation publisher. This should be a reverse domain-name style +# string, e.g. com.mycompany.MyDocSet.documentation. +# The default value is: org.doxygen.Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_ID = org.doxygen.Publisher + +# The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher. +# The default value is: Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_NAME = Publisher + +# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three +# additional HTML index files: index.hhp, index.hhc, and index.hhk. The +# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop +# (see: https://www.microsoft.com/en-us/download/details.aspx?id=21138) on +# Windows. +# +# The HTML Help Workshop contains a compiler that can convert all HTML output +# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML +# files are now used as the Windows 98 help format, and will replace the old +# Windows help format (.hlp) on all Windows platforms in the future. Compressed +# HTML files also contain an index, a table of contents, and you can search for +# words in the documentation. The HTML workshop also contains a viewer for +# compressed HTML files. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_HTMLHELP = NO + +# The CHM_FILE tag can be used to specify the file name of the resulting .chm +# file. You can add a path in front of the file if the result should not be +# written to the html output directory. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_FILE = + +# The HHC_LOCATION tag can be used to specify the location (absolute path +# including file name) of the HTML help compiler (hhc.exe). If non-empty, +# doxygen will try to run the HTML help compiler on the generated index.hhp. +# The file has to be specified with full path. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +HHC_LOCATION = + +# The GENERATE_CHI flag controls if a separate .chi index file is generated +# (YES) or that it should be included in the master .chm file (NO). +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +GENERATE_CHI = NO + +# The CHM_INDEX_ENCODING is used to encode HtmlHelp index (hhk), content (hhc) +# and project file content. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_INDEX_ENCODING = + +# The BINARY_TOC flag controls whether a binary table of contents is generated +# (YES) or a normal table of contents (NO) in the .chm file. Furthermore it +# enables the Previous and Next buttons. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members to +# the table of contents of the HTML help documentation and to the tree view. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +TOC_EXPAND = NO + +# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and +# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that +# can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help +# (.qch) of the generated HTML documentation. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_QHP = NO + +# If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify +# the file name of the resulting .qch file. The path specified is relative to +# the HTML output folder. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QCH_FILE = + +# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help +# Project output. For more information please see Qt Help Project / Namespace +# (see: http://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace). +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_NAMESPACE = org.doxygen.Project + +# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt +# Help Project output. For more information please see Qt Help Project / Virtual +# Folders (see: http://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual- +# folders). +# The default value is: doc. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_VIRTUAL_FOLDER = doc + +# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom +# filter to add. For more information please see Qt Help Project / Custom +# Filters (see: http://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom- +# filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_NAME = + +# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the +# custom filter to add. For more information please see Qt Help Project / Custom +# Filters (see: http://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom- +# filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_ATTRS = + +# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this +# project's filter section matches. Qt Help Project / Filter Attributes (see: +# http://doc.qt.io/archives/qt-4.8/qthelpproject.html#filter-attributes). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_SECT_FILTER_ATTRS = + +# The QHG_LOCATION tag can be used to specify the location of Qt's +# qhelpgenerator. If non-empty doxygen will try to run qhelpgenerator on the +# generated .qhp file. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHG_LOCATION = + +# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be +# generated, together with the HTML files, they form an Eclipse help plugin. To +# install this plugin and make it available under the help contents menu in +# Eclipse, the contents of the directory containing the HTML and XML files needs +# to be copied into the plugins directory of eclipse. The name of the directory +# within the plugins directory should be the same as the ECLIPSE_DOC_ID value. +# After copying Eclipse needs to be restarted before the help appears. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_ECLIPSEHELP = NO + +# A unique identifier for the Eclipse help plugin. When installing the plugin +# the directory name containing the HTML and XML files should also have this +# name. Each documentation set should have its own identifier. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES. + +ECLIPSE_DOC_ID = org.doxygen.Project + +# If you want full control over the layout of the generated HTML pages it might +# be necessary to disable the index and replace it with your own. The +# DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top +# of each HTML page. A value of NO enables the index and the value YES disables +# it. Since the tabs in the index contain the same information as the navigation +# tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +DISABLE_INDEX = NO + +# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index +# structure should be generated to display hierarchical information. If the tag +# value is set to YES, a side panel will be generated containing a tree-like +# index structure (just like the one that is generated for HTML Help). For this +# to work a browser that supports JavaScript, DHTML, CSS and frames is required +# (i.e. any modern browser). Windows users are probably better off using the +# HTML help feature. Via custom style sheets (see HTML_EXTRA_STYLESHEET) one can +# further fine-tune the look of the index. As an example, the default style +# sheet generated by doxygen has an example that shows how to put an image at +# the root of the tree instead of the PROJECT_NAME. Since the tree basically has +# the same information as the tab index, you could consider setting +# DISABLE_INDEX to YES when enabling this option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_TREEVIEW = NO + +# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that +# doxygen will group on one line in the generated HTML documentation. +# +# Note that a value of 0 will completely suppress the enum values from appearing +# in the overview section. +# Minimum value: 0, maximum value: 20, default value: 4. +# This tag requires that the tag GENERATE_HTML is set to YES. + +ENUM_VALUES_PER_LINE = 4 + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used +# to set the initial width (in pixels) of the frame in which the tree is shown. +# Minimum value: 0, maximum value: 1500, default value: 250. +# This tag requires that the tag GENERATE_HTML is set to YES. + +TREEVIEW_WIDTH = 250 + +# If the EXT_LINKS_IN_WINDOW option is set to YES, doxygen will open links to +# external symbols imported via tag files in a separate window. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +EXT_LINKS_IN_WINDOW = NO + +# Use this tag to change the font size of LaTeX formulas included as images in +# the HTML documentation. When you change the font size after a successful +# doxygen run you need to manually remove any form_*.png images from the HTML +# output directory to force them to be regenerated. +# Minimum value: 8, maximum value: 50, default value: 10. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FORMULA_FONTSIZE = 10 + +# Use the FORMULA_TRANSPARENT tag to determine whether or not the images +# generated for formulas are transparent PNGs. Transparent PNGs are not +# supported properly for IE 6.0, but are supported on all modern browsers. +# +# Note that when changing this option you need to delete any form_*.png files in +# the HTML output directory before the changes have effect. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FORMULA_TRANSPARENT = YES + +# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see +# https://www.mathjax.org) which uses client side Javascript for the rendering +# instead of using pre-rendered bitmaps. Use this if you do not have LaTeX +# installed or if you want to formulas look prettier in the HTML output. When +# enabled you may also need to install MathJax separately and configure the path +# to it using the MATHJAX_RELPATH option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +USE_MATHJAX = NO + +# When MathJax is enabled you can set the default output format to be used for +# the MathJax output. See the MathJax site (see: +# http://docs.mathjax.org/en/latest/output.html) for more details. +# Possible values are: HTML-CSS (which is slower, but has the best +# compatibility), NativeMML (i.e. MathML) and SVG. +# The default value is: HTML-CSS. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_FORMAT = HTML-CSS + +# When MathJax is enabled you need to specify the location relative to the HTML +# output directory using the MATHJAX_RELPATH option. The destination directory +# should contain the MathJax.js script. For instance, if the mathjax directory +# is located at the same level as the HTML output directory, then +# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax +# Content Delivery Network so you can quickly see the result without installing +# MathJax. However, it is strongly recommended to install a local copy of +# MathJax from https://www.mathjax.org before deployment. +# The default value is: https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.5/. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_RELPATH = https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.5/ + +# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax +# extension names that should be enabled during MathJax rendering. For example +# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_EXTENSIONS = + +# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces +# of code that will be used on startup of the MathJax code. See the MathJax site +# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an +# example see the documentation. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_CODEFILE = + +# When the SEARCHENGINE tag is enabled doxygen will generate a search box for +# the HTML output. The underlying search engine uses javascript and DHTML and +# should work on any modern browser. Note that when using HTML help +# (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET) +# there is already a search function so this one should typically be disabled. +# For large projects the javascript based search engine can be slow, then +# enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to +# search using the keyboard; to jump to the search box use + S +# (what the is depends on the OS and browser, but it is typically +# , /