This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public class XThreadData<T> | |
| { | |
| List<ConcurrentQueue<T>> _subscribers = new List<ConcurrentQueue<T>>(); | |
| public void Write(T data) | |
| { | |
| foreach (var sub in _subscribers) | |
| { | |
| sub.Enqueue(data); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| internal void CreatePointArray() | |
| { | |
| Vector4 vel = Distance.KmToAU(_newtonMoveDB.CurrentVector_kms); | |
| Vector4 pos = myPosDB.RelativePosition_AU; | |
| Vector4 eccentVector = OrbitMath.EccentricityVector(_sgp, pos, vel); | |
| double e = eccentVector.Length(); | |
| double r = pos.Length(); | |
| double v = vel.Length(); | |
| double a = 1 / (2 / r - Math.Pow(v, 2) / _sgp); //semiMajor Axis |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public class BorderGroup | |
| { | |
| private static Vector2 _startPos; | |
| private static Vector2 _labelSize; | |
| private static uint _colour; | |
| public static void BeginBorder(string label, uint colour) | |
| { | |
| ImGui.PushID(label); | |
| _colour = colour; | |
| _startPos = ImGui.GetCursorScreenPos(); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public class BorderGroup | |
| { | |
| private static Vector2[] _startPos = new Vector2[8]; | |
| private static Vector2[] _labelSize = new Vector2[8]; | |
| private static uint[] _colour = new uint[8]; | |
| private static byte _nestIndex = 0; | |
| private static float _dentMulitpier = 3; | |
| public static void BeginBorder(string label, uint colour) | |
| { | |
| ImGui.PushID(label); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| ====================== | |
| Proton: 1586972103 proton-5.0-6 | |
| SteamGameId: 14948375713730789376 | |
| Command: ['/mnt/98448323-4372-4c8a-904a-30b587cc3685/Games/Aurora/Aurora.exe', '--wine'] | |
| Options: {'forcelgadd'} | |
| ====================== | |
| ERROR: ld.so: object '/home/se5a/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. | |
| ERROR: ld.so: object '/home/se5a/.steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. | |
| ERROR: ld.so: object '/home/se5a/.steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. | |
| ERROR: ld.so: object '/home/se5a/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public static class BorderListOptions | |
| { | |
| private static Vector2 _labelSize = new Vector2(); | |
| private static float _xleft; | |
| private static float _xcentr; | |
| private static float _xright; | |
| private static float _ytop; | |
| private static float _yctr1; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| private int _bloSelectedIndex = -1; | |
| void BorderListOptionsWiget() | |
| { | |
| string[] items = new string[_listfoo.Count]; | |
| for (int i = 0; i < _listfoo.Count; i++) | |
| { | |
| items[i] = _listfoo[i].name; | |
| } | |
| BorderGroup.Begin("Border List Options: "); | |
| BorderListOptions.Begin("blo", items, ref _bloSelectedIndex, 64); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public static class SizesDemo | |
| { | |
| enum FrameOfReference : byte | |
| { | |
| Screen, | |
| Window, | |
| } | |
| static ImDrawListPtr _wdl = ImGui.GetForegroundDrawList(); | |
| static Vector2 _windowPos = new Vector2(); | |
| static UInt32 _lineColour = ImGui.GetColorU32(new Vector4(1, 0, 0, 1)); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public static bool Switch2State(string label, ref bool state, string leftState = "Off", string rightState = "On") | |
| { | |
| int intState = Convert.ToInt32(state); | |
| string strstate = leftState; | |
| if (state == true) | |
| strstate = rightState; | |
| var txtWid = Math.Max(ImGui.CalcTextSize(leftState).X, ImGui.CalcTextSize(rightState).X); | |
| ImGui.PushItemWidth(txtWid * 3); | |
| var cpos = ImGui.GetCursorPos(); | |
| if(ImGui.SliderInt(label,ref intState, 0, 1, "" )) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| unsafe | |
| { | |
| string rf = "Resources"; | |
| ImFontConfig* rawPtr = ImGuiNative.ImFontConfig_ImFontConfig(); | |
| ImFontConfigPtr config = new ImFontConfigPtr(rawPtr); | |
| config.PixelSnapH = true; | |
| config.MergeMode = true; | |
| ImFontAtlasPtr fontAtlas = ImGui.GetIO().Fonts; |