51 Commits

Author SHA1 Message Date
willemsteller
4b580ef5ad Added part dragging 2018-05-02 09:47:53 +02:00
andreja6
5232d5e97f No longer exit on audio failure 2018-05-01 23:56:32 -07:00
andreja6
011d817321 Merge pull request #18 from andreja6/datamodel-V1
Finished Datamodel v1
2018-05-01 21:44:04 -07:00
andreja6
60c7a386f0 Changed how selection boxes work 2018-05-01 21:43:18 -07:00
andreja6
3ee06b6c62 Made guiroot a child of datamodel 2018-05-01 21:00:46 -07:00
andreja6
57b407c894 Made timer and score a part of Workspace 2018-05-01 20:10:52 -07:00
andreja6
9999eb62e4 Changed how render works 2018-05-01 19:58:58 -07:00
andreja6
930aee06dc Finished new datamodel
Not very efficient, but its somewhere
2018-05-01 15:02:04 -07:00
andreja6
e6ca1cd502 changed AudioPlayer::PlaySound() to AudioPlayer::playSound() 2018-05-01 12:14:54 -07:00
andreja6
c875454b40 Created bare workspace and datamodel classes 2018-05-01 11:47:23 -07:00
andreja6
388962a5e7 Finished base for new datamodel 2018-05-01 11:33:24 -07:00
andreja6
9986f2ee5f Made class name getter, can not be set outside of class 2018-04-30 21:43:02 -07:00
andreja6
529821ab9f Made size getters and setters 2018-04-30 18:05:14 -07:00
andreja6
d72d09f95d Merge pull request #17 from Zmxhawrhbg/master
add a build instructions page
2018-04-30 11:31:01 -07:00
zmxhawrhbg
d810c213f6 remove linkes 2018-04-30 11:27:53 -07:00
zmxhawrhbg
ce66ec6f5d do some stuff to the file
now it can properly exist
2018-04-30 08:23:18 -07:00
zmxhawrhbg
faaa59f58b add some sort of building instructions 2018-04-30 08:12:30 -07:00
andreja6
8dff73d5f5 added test squares to resize and arrows 2018-04-30 01:07:23 -07:00
andreja6
4bdb1d6939 Changed how panning works 2018-04-29 23:55:53 -07:00
andreja6
f0f16a3a69 Tried changing how window starts 2018-04-29 20:00:00 -07:00
andreja6
09c6a73e80 Made rotation closer to real 2018-04-29 18:58:22 -07:00
andreja6
3108021007 Made part selection better 2018-04-29 18:33:13 -07:00
andreja6
fa3a0f9aa4 Merge branch 'master' of https://github.com/andreja6/G3D-Fun 2018-04-29 16:31:14 -07:00
MusicalProgrammer
f45e8afb37 Quick part selection fix
A Part in front of the camera can now be selected if other parts are behind it.
2018-04-29 18:49:57 -04:00
andreja6
739f116895 Added rotate sound
Next required thing: Collision check
2018-04-29 12:00:30 -07:00
andreja6
f281103ca1 Rotation and Selection 2018-04-29 11:40:35 -07:00
andreja6
b7d14dcf2a Added part selection 2018-04-29 01:54:02 -07:00
andreja6
5659a1e13c Changed README.md 2018-04-28 23:26:17 -07:00
andreja6
fb48c4d85d Changed how camera pan works 2018-04-28 23:22:54 -07:00
andreja6
ce3ca419e8 Merge pull request #16 from andreja6/duplicate-button
Duplicate button
2018-04-28 20:18:05 -07:00
andreja6
c3b9e1f6c8 Removed unnecessary code 2018-04-28 20:16:48 -07:00
andreja6
9ba0db1ab9 semi-working pan right 2018-04-28 20:09:51 -07:00
andreja6
70d9aded42 Attempted pan left, what
Camera makes no sence
2018-04-28 19:57:51 -07:00
andreja6
a99f58b62f "Delete" key also deletes 2018-04-27 15:27:02 -07:00
andreja6
fcb1ad05fd Changed how boxes are rendered
PhysicalInstance now has a getBox() method that returns a Box the same way it would have been rendered, also added is a getCFrameRenderBased() which returns the CFrame that would have been used in the render pass
2018-04-27 15:05:51 -07:00
DarkKnight64
50f8c7ec10 create README 2018-04-27 20:28:40 +01:00
andreja6
4094631f30 Made most fake buttons actual buttons 2018-04-27 12:19:49 -07:00
andreja6
1cae1135b9 Merge pull request #15 from andreja6/sound
Added sound and sound effects
2018-04-27 09:19:54 -07:00
andreja6
f78ca49ec0 Added try/catch 2018-04-27 09:18:48 -07:00
andreja6
e9c7607a4b Added init check 2018-04-27 00:04:04 -07:00
andreja6
6d49e266dd Made AudioPlayer's play and init method static 2018-04-26 21:41:07 -07:00
andreja6
78cdb01ef1 changed how bitrate is set 2018-04-26 21:28:22 -07:00
andreja6
1ed434c858 removed useless arial fonts 2018-04-26 20:11:36 -07:00
andreja6
f4acbaacdc Added camera click 2018-04-26 20:07:19 -07:00
andreja6
e777f3ccc4 Added sound system
Added delete sound
2018-04-26 20:01:37 -07:00
andreja6
9e61c9e4d2 Fixed bad operator 2018-04-26 13:36:57 -07:00
andreja6
3fb730ceba Merge pull request #14 from andreja6/raycasting-part-selection
Added delete functionality
2018-04-26 13:35:15 -07:00
andreja6
811ac871a3 Added delete functionality 2018-04-26 11:57:04 -07:00
andreja6
54ed0299c0 Merge pull request #13 from andreja6/bevels
Bevels
2018-04-26 11:18:28 -07:00
andreja6
09fcd72e43 Changed shade mode 2018-04-26 11:17:54 -07:00
andreja6
0371836dc8 Attempted to make bevel code 2018-04-26 11:15:41 -07:00
24 changed files with 1022 additions and 193 deletions

112
AudioPlayer.cpp Normal file
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@@ -0,0 +1,112 @@
#include "AudioPlayer.h"
#include "SDL.h"
#include "SDL_audio.h"
#include <stdlib.h>
#include <malloc.h>
#include <string.h>
#define NUM_SOUNDS 10
static SDL_AudioSpec fmt;
static bool initiated = false;
AudioPlayer::AudioPlayer(void)
{
}
AudioPlayer::~AudioPlayer(void)
{
SDL_CloseAudio();
}
void AudioPlayer::init()
{
initiated = true;
extern void mixaudio(void *unused, Uint8 *stream, int len);
fmt.freq = 22050;
fmt.format = AUDIO_S16;
fmt.channels = 2;
fmt.samples = 1024; /* A good value for games */
fmt.callback = mixaudio;
fmt.userdata = NULL;
/* Open the audio device and start playing sound! */
if ( SDL_OpenAudio(&fmt, NULL) < 0 ) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
}
SDL_PauseAudio(0);
}
static struct sample {
Uint8 *data;
Uint32 dpos;
Uint32 dlen;
} sounds[NUM_SOUNDS];
void mixaudio(void *unused, Uint8 *stream, int len)
{
int i;
Uint32 amount;
for ( i=0; i<NUM_SOUNDS; ++i ) {
amount = (sounds[i].dlen-sounds[i].dpos);
if ( amount > (Uint32)len ) {
amount = len;
}
SDL_MixAudio(stream, &sounds[i].data[sounds[i].dpos], amount, SDL_MIX_MAXVOLUME);
sounds[i].dpos += amount;
}
}
void AudioPlayer::playSound(std::string fileString)
{
if(initiated)
{
char *file = new char[fileString.length() + 1];
strcpy(file, fileString.c_str());
int index;
SDL_AudioSpec wave;
Uint8 *data;
Uint32 dlen;
SDL_AudioCVT cvt;
/* Look for an empty (or finished) sound slot */
for ( index=0; index<NUM_SOUNDS; ++index ) {
if ( sounds[index].dpos == sounds[index].dlen ) {
break;
}
}
if ( index == NUM_SOUNDS )
return;
/* Load the sound file and convert it to 16-bit stereo at 22kHz */
if ( SDL_LoadWAV(file, &wave, &data, &dlen) == NULL ) {
fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
return;
}
SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq,
AUDIO_S16, 2, fmt.freq);
cvt.buf = (Uint8*)malloc(dlen*cvt.len_mult);
memcpy(cvt.buf, data, dlen);
cvt.len = dlen;
SDL_ConvertAudio(&cvt);
SDL_FreeWAV(data);
/* Put the sound data in the slot (it starts playing immediately) */
if ( sounds[index].data ) {
free(sounds[index].data);
}
SDL_LockAudio();
sounds[index].data = cvt.buf;
sounds[index].dlen = cvt.len_cvt;
sounds[index].dpos = 0;
SDL_UnlockAudio();
delete [] file;
}
else
{
OutputDebugString("Audio player not initialized, sound will not play\r\n");
}
}

11
AudioPlayer.h Normal file
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@@ -0,0 +1,11 @@
#include <G3DAll.h>
#pragma once
class AudioPlayer
{
public:
AudioPlayer(void);
~AudioPlayer(void);
static void playSound(std::string);
static void init();
};

27
DataModelInstance.cpp Normal file
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@@ -0,0 +1,27 @@
#include "DataModelInstance.h"
WorkspaceInstance* workspace;
Instance* guiRoot;
DataModelInstance::DataModelInstance(void)
{
workspace = new WorkspaceInstance();
guiRoot = new Instance();
children.push_back(workspace);
className = "dataModel";
}
DataModelInstance::~DataModelInstance(void)
{
}
WorkspaceInstance* DataModelInstance::getWorkspace()
{
return workspace;
}
Instance* DataModelInstance::getGuiRoot()
{
return guiRoot;
}

13
DataModelInstance.h Normal file
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@@ -0,0 +1,13 @@
#pragma once
#include "instance.h"
#include "WorkspaceInstance.h"
class DataModelInstance :
public Instance
{
public:
DataModelInstance(void);
~DataModelInstance(void);
WorkspaceInstance* getWorkspace();
Instance* getGuiRoot();
};

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@@ -231,7 +231,7 @@
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
> >
<File <File
RelativePath=".\BaseButtonInstance.cpp" RelativePath=".\AudioPlayer.cpp"
> >
</File> </File>
<File <File
@@ -242,14 +242,6 @@
RelativePath=".\Dialogs.rc" RelativePath=".\Dialogs.rc"
> >
</File> </File>
<File
RelativePath=".\ImageButtonInstance.cpp"
>
</File>
<File
RelativePath=".\Instance.cpp"
>
</File>
<File <File
RelativePath="main.cpp" RelativePath="main.cpp"
> >
@@ -270,6 +262,25 @@
/> />
</FileConfiguration> </FileConfiguration>
</File> </File>
<Filter
Name="Instances"
>
<File
RelativePath=".\BaseButtonInstance.cpp"
>
</File>
<File
RelativePath=".\DataModelInstance.cpp"
>
</File>
<File
RelativePath=".\ImageButtonInstance.cpp"
>
</File>
<File
RelativePath=".\Instance.cpp"
>
</File>
<File <File
RelativePath=".\PhysicalInstance.cpp" RelativePath=".\PhysicalInstance.cpp"
> >
@@ -278,19 +289,39 @@
RelativePath=".\TextButtonInstance.cpp" RelativePath=".\TextButtonInstance.cpp"
> >
</File> </File>
<File
RelativePath=".\WorkspaceInstance.cpp"
>
</File>
</Filter>
</Filter> </Filter>
<Filter <Filter
Name="Header Files" Name="Header Files"
Filter="h;hpp;hxx;hm;inl" Filter="h;hpp;hxx;hm;inl"
> >
<File <File
RelativePath=".\BaseButtonInstance.h" RelativePath=".\AudioPlayer.h"
> >
</File> </File>
<File <File
RelativePath=".\ButtonListener.h" RelativePath=".\ButtonListener.h"
> >
</File> </File>
<File
RelativePath=".\resource.h"
>
</File>
<Filter
Name="Instances"
>
<File
RelativePath=".\BaseButtonInstance.h"
>
</File>
<File
RelativePath=".\DataModelInstance.h"
>
</File>
<File <File
RelativePath=".\ImageButtonInstance.h" RelativePath=".\ImageButtonInstance.h"
> >
@@ -303,14 +334,15 @@
RelativePath=".\PhysicalInstance.h" RelativePath=".\PhysicalInstance.h"
> >
</File> </File>
<File
RelativePath=".\resource.h"
>
</File>
<File <File
RelativePath=".\TextButtonInstance.h" RelativePath=".\TextButtonInstance.h"
> >
</File> </File>
<File
RelativePath=".\WorkspaceInstance.h"
>
</File>
</Filter>
</Filter> </Filter>
<Filter <Filter
Name="Resource Files" Name="Resource Files"

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@@ -3,20 +3,103 @@
#include "Instance.h" #include "Instance.h"
std::string name; std::string name;
Instance* parent; Instance* parent = NULL;
static std::string className = "DataModel"; std::vector<Instance* > children;
static std::string className = "BaseInstance";
Instance::Instance(void) Instance::Instance(void)
{ {
parent = NULL;
name = "Default Game Instance"; name = "Default Game Instance";
className = "DataModel"; className = "BaseInstance";
}
void Instance::render(RenderDevice* rd)
{
for(size_t i = 0; i < children.size(); i++)
{
children.at(i)->render(rd);
}
} }
Instance::~Instance(void) Instance::~Instance(void)
{ {
name = "Default Game Instance"; for(size_t i = 0; i < children.size(); i++)
{
delete children.at(i);
}
} }
std::string Instance::getClassName()
{
return className;
}
std::vector<Instance* > Instance::getChildren()
{
return children;
}
std::vector<Instance* > Instance::getAllChildren()
{
if(!children.empty())
{
std::vector<Instance* > totalchildren = children;
for(size_t i = 0; i < children.size(); i++)
{
std::vector<Instance* > subchildren = children.at(i)->getAllChildren();
if(!subchildren.empty())
totalchildren.insert(totalchildren.end(), subchildren.begin(), subchildren.end());
}
return totalchildren;
}
return children;
}
void Instance::setParent(Instance* newParent)
{
if(parent != NULL)
{
parent->removeChild(this);
}
parent = newParent;
if(newParent != NULL)
{
newParent->addChild(this);
}
}
Instance* Instance::getParent()
{
return parent;
}
void Instance::addChild(Instance* newChild)
{
children.push_back(newChild);
}
void Instance::removeChild(Instance* oldChild)
{
for(size_t i = 0; i < children.size(); i++)
{
if(children.at(i) == oldChild)
{
children.erase(children.begin() + i);
}
}
}
Instance* Instance::findFirstChild(std::string name)
{
Instance* child = NULL;
for(size_t i = 0; i < children.size(); i++)
{
if(children.at(i)->name == name)
{
child = children.at(i);
break;
}
}
return child;
}

View File

@@ -7,6 +7,17 @@ public:
Instance(void); Instance(void);
virtual ~Instance(void); virtual ~Instance(void);
std::string name; std::string name;
Instance* parent; // Another pointer. virtual void render(RenderDevice*);
std::vector<Instance*> children; // All children.
std::string getClassName();
Instance* findFirstChild(std::string);
std::vector<Instance* > getChildren();
std::vector<Instance* > getAllChildren();
void setParent(Instance*);
void addChild(Instance*);
void removeChild(Instance*);
Instance* getParent();
protected:
std::string className; std::string className;
Instance* parent; // Another pointer.
}; };

View File

@@ -1,5 +1,4 @@
#include "PhysicalInstance.h" #include "PhysicalInstance.h"
bool canCollide = true; bool canCollide = true;
bool anchored = false; bool anchored = false;
Vector3 size; Vector3 size;
@@ -8,6 +7,9 @@ Vector3 velocity;
Vector3 rotVelocity; Vector3 rotVelocity;
CoordinateFrame cFrame; CoordinateFrame cFrame;
Color3 color; Color3 color;
bool changed = true;
Box itemBox = Box();
PhysicalInstance::PhysicalInstance(void) PhysicalInstance::PhysicalInstance(void)
{ {
@@ -22,7 +24,38 @@ PhysicalInstance::PhysicalInstance(void)
velocity = Vector3(0,0,0); velocity = Vector3(0,0,0);
rotVelocity = Vector3(0,0,0); rotVelocity = Vector3(0,0,0);
} }
void PhysicalInstance::setSize(Vector3 newSize)
{
int minsize = 1;
int maxsize = 512;
changed = true;
int sizex = (int)newSize.x;
if(sizex <= 0)
sizex = 1;
if(sizex > 512)
sizex = 512;
int sizey = (int)newSize.y;
if(sizey <= 0)
sizey = 1;
if(sizey > 512)
sizey = 512;
int sizez = (int)newSize.z;
if(sizez <= 0)
sizez = 1;
if(sizez > 512)
sizez = 512;
size = Vector3(sizex, sizey, sizez);
}
Vector3 PhysicalInstance::getSize()
{
return size;
}
Vector3 PhysicalInstance::getPosition() Vector3 PhysicalInstance::getPosition()
{ {
return position; return position;
@@ -31,6 +64,7 @@ void PhysicalInstance::setPosition(Vector3 pos)
{ {
position = pos; position = pos;
cFrame = CoordinateFrame(pos); cFrame = CoordinateFrame(pos);
changed = true;
} }
CoordinateFrame PhysicalInstance::getCFrame() CoordinateFrame PhysicalInstance::getCFrame()
{ {
@@ -40,8 +74,37 @@ void PhysicalInstance::setCFrame(CoordinateFrame coordinateFrame)
{ {
cFrame = coordinateFrame; cFrame = coordinateFrame;
position = coordinateFrame.translation; position = coordinateFrame.translation;
changed = true;
} }
CoordinateFrame PhysicalInstance::getCFrameRenderBased()
{
return CoordinateFrame(getCFrame().rotation,Vector3(getCFrame().translation.x/2, getCFrame().translation.y/2, getCFrame().translation.z/2));
}
Box PhysicalInstance::getBox()
{
if(changed)
{
Box box = Box(Vector3(0+size.x/4, 0+size.y/4, 0+size.z/4) ,Vector3(0-size.x/4,0-size.y/4,0-size.z/4));
CoordinateFrame c = getCFrameRenderBased();
itemBox = c.toWorldSpace(box);
}
return itemBox;
}
void PhysicalInstance::render(RenderDevice* rd)
{
Draw::box(getBox(), rd, color, Color4::clear());
if(!children.empty())
{
for(size_t i = 0; i < children.size(); i++)
{
children.at(i)->render(rd);
}
}
}
PhysicalInstance::~PhysicalInstance(void) PhysicalInstance::~PhysicalInstance(void)
{ {

View File

@@ -7,7 +7,7 @@ class PhysicalInstance :
public: public:
PhysicalInstance(void); PhysicalInstance(void);
~PhysicalInstance(void); ~PhysicalInstance(void);
Vector3 size; virtual void render(RenderDevice*);
Vector3 velocity; Vector3 velocity;
Vector3 rotvelocity; Vector3 rotvelocity;
CoordinateFrame cFrame; CoordinateFrame cFrame;
@@ -16,6 +16,11 @@ public:
void setPosition(Vector3); void setPosition(Vector3);
CoordinateFrame getCFrame(); CoordinateFrame getCFrame();
void setCFrame(CoordinateFrame); void setCFrame(CoordinateFrame);
Box getBox();
CoordinateFrame getCFrameRenderBased();
Vector3 getSize();
void setSize(Vector3);
private: private:
Vector3 position; Vector3 position;
Vector3 size;
}; };

14
README.md Normal file
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@@ -0,0 +1,14 @@
# G3D-Fun
Despite its name, this is actually a recreation of ROBLOX as it was in 2005. Early development. Uses roughly time-accurate development tools.
# COMPILE WITH
Graphics3D 6.10 (Released July 21, 2006)
SDL 1.2.7 (1.2.9 could work as well)
Visual Studio 2005 Professional or Visual Studio 2005 Express with Platform SDK
# NOTE
Please know that there currently is no documentation and minimal commenting. As such, it may be confusing to follow the code.
Code for this project is written quickly at random intervals, where each individual thinks of a solution to a problem and adds it.

14
WorkspaceInstance.cpp Normal file
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@@ -0,0 +1,14 @@
#include "WorkspaceInstance.h"
float timer = 60.0F;
int score = 0;
WorkspaceInstance::WorkspaceInstance(void)
{
className = "Workspace";
timer = 60.0F;
score = 0;
}
WorkspaceInstance::~WorkspaceInstance(void)
{
}

12
WorkspaceInstance.h Normal file
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@@ -0,0 +1,12 @@
#pragma once
#include "instance.h"
class WorkspaceInstance :
public Instance
{
public:
float timer;
int score;
WorkspaceInstance(void);
~WorkspaceInstance(void);
};

75
building.md Normal file
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@@ -0,0 +1,75 @@
# Building Setup
##### G3D is super delicate, meaning that you have to go about building in a special way
#### Skip to steps 7-13 if you have already built this program
1. Install Visual Studio 2005. Google where to find it. Make note of which version you downloaded.
2. Download and install G3D from [this link here](https://sourceforge.net/projects/g3d/files/g3d-cpp/6.10/g3d-6_10_win32.exe/download).
3. Make sure G3D is included under your build directories by going under Tools -> Options -> Projects and Solutions -> VC++ Directories and check and see if:
* `g3d-6_10\bin` is under executable files
* `g3d-6_10\include` is under include files
* `g3d-6_10\bin` is under executable files
* `g3d-6_10\win32-vc8-lib` is under library files
* Ex: `C:\libraries\g3d-6_10\bin`
4. Download SDL version 1.2.7 from [this link](http://www.libsdl.org/release/SDL-devel-1.2.7-VC6.zip)
5. Extract the file to a folder on your computer. Keep note of this folder.
6. Include the extracted files by going to Tools -> Options -> Projects and Solutions -> VC++ Directories and adding the following links:
* Include files - extractpath\`include`
* Library files - extractpath\`lib`
* Ex: `C:\libraries\SDL-1.2.7\bin`
#### Steps 7-11 are optional if you are using Visual Studio Professional. Check the Error stuff section if it doesn't work, most reference steps from here.
7. Download and install the [platform SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6510).
8. Put the platform SDK into your directories (Tools -> Options -> Projects and Solutions -> VC++ Directories) by replacing all mentions of $(VCInstallDir)PlatformSDK with the actual path.
Ex: `$(VCInstallDir)PlatformSDK\include` -> `C:\Program Files\Microsoft Platform SDK\Include`
9. Right click Source files -> Dialogs.rc -> View Code
10. Edit line 10 to say
```cpp
#include "WinResrc.h"
#define IDC_STATIC -1
```
instead of
```cpp
#include "afxres.h"
```
11. Right click the project -> Properties -> Configuration Properties -> Linker -> Input, and add `AdvAPI32.lib` under Additional Dependencies.
### Continue back here if you're skipping steps 7-11
12. Right click the project -> Properties -> Configuration Properties -> Linker -> General, and make sure Additional Library Directories is blank.
13. Try building using Build -> Build G3DTest.
## Error stuff
```c:\libraries\g3d-6_10\include\G3D/platform.h(235) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory``` > Download and install platform SDK (lines 7-8)
```G3D-debug.lib(RegistryUtil.obj) : error LNK2019: unresolved external symbol __imp__RegCloseKey@4 referenced in function "public: static bool __cdecl G3D::RegistryUtil::keyExists(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (?keyExists@RegistryUtil@G3D@@SA_NABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)``` > Add AdvAPI32.lib under Additional Dependencies (step 11)
```.\Dialogs.rc(10) : fatal error RC1015: cannot open include file 'afxres.h'.``` > Perform steps 9-10
Enjoy!
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main.cpp

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