static bool isLogin = false; static std::string err; if (!isLogin) { ImGui::Text("Please Login! (Copy Key to Clipboard)"); ImGui::PushItemWidth(-1); static char s[64]; ImGui::InputText("##key", s, sizeof s); // auto paste auto key = getClipboardText(); strncpy(s, key.c_str(), sizeof s); anticrack = true; // auto login err = Login(s); if (err == "OK") { isLogin = bValid && g_Auth == g_Token; } ImGui::PopItemWidth(); ImGui::PushItemWidth(-1); if (ImGui::Button(" Paste Key ", ImVec2(ImGui::GetContentRegionAvailWidth(), 0))) { auto key = getClipboardText(); strncpy(s, key.c_str(), sizeof s); } ImGui::PopItemWidth(); ImGui::PushItemWidth(-1); if (ImGui::Button("Login", ImVec2(ImGui::GetContentRegionAvailWidth(), 0))) { err = Login(s); if (err == "OK") { isLogin = bValid && g_Auth == g_Token; } } ImGui::PopItemWidth(); if (!err.empty() && err != "OK") { ImGui::Text("Error: %s", err.c_str()); } ImGui::PopItemWidth(); } else{ { if (!g_Token.empty() && !g_Auth.empty() && g_Token == g_Auth) { if(anticrack){ static bool ic; static bool show; if(ImGui::Button(("ON"),ImVec2(80,65))) { show = true; } ImGui::SetNextWindowSize(ImVec2(600,600)); if(show){ ImGui::Begin("Hacks",&show,ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize ); ImVec2 P1, P2; ImDrawList* pDrawList; const auto& CurrentWindowPos = ImGui::GetWindowPos(); const auto& pWindowDrawList = ImGui::GetWindowDrawList(); const auto& pBackgroundDrawList = ImGui::GetBackgroundDrawList(); const auto& pForegroundDrawList = ImGui::GetForegroundDrawList(); P1 = ImVec2(30.000f, 20.000f); P1.x += CurrentWindowPos.x; P1.y += CurrentWindowPos.y; P2 = ImVec2(120.000f, 580.000f); P2.x += CurrentWindowPos.x; P2.y += CurrentWindowPos.y; pDrawList = pWindowDrawList; pDrawList->AddRectFilled(P1, P2, ImColor(0.168f, 0.190f, 0.264f, 1.000f), 80.000f); P1 = ImVec2(140.000f, 20.000f); P1.x += CurrentWindowPos.x; P1.y += CurrentWindowPos.y; P2 = ImVec2(570.000f, 580.000f); P2.x += CurrentWindowPos.x; P2.y += CurrentWindowPos.y; pDrawList = pWindowDrawList; pDrawList->AddRectFilled(P1, P2, ImColor(0.127f, 0.168f, 0.247f, 1.000f), 80.000f); ImGui::SetCursorPos(ImVec2(45.000f, 56.000f)); if (ImGui::Button(ICON_FA_SHIELD"", ImVec2(60.000f, 70.000f))) Settings::Tab = 1; ImGui::SetCursorPos(ImVec2(45.000f, 156.000f)); if (ImGui::Button(ICON_FA_EYE_SLASH"", ImVec2(60.000f, 70.000f))) Settings::Tab = 2; ImGui::SetCursorPos(ImVec2(46.000f, 261.000f)); if(ImGui::Button(ICON_FA_CROSSHAIRS"", ImVec2(60.000f, 70.000f))) Settings::Tab = 3; ImGui::SetCursorPos(ImVec2(45.000f, 368.000f)); if (ImGui::Button(ICON_FA_CUBES"", ImVec2(60.000f, 70.000f))) Settings::Tab = 4; ImGui::SetCursorPos(ImVec2(45.000f, 472.000f)); if(ImGui::Button(ICON_FA_POWER_OFF"", ImVec2(60.000f, 70.000f))) { show = false; } ImGui::SetCursorPos(ImVec2(155.000f, 50.000f)); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(15, 15, 15, 0)); ImGui::BeginChild("TextXhild#1", ImVec2(390, 490), true); // ImGui::PopStyleVar(); if (Settings::Tab == 1) { ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); ImGui::SetCursorPos(ImVec2(100.000f, 54.000f)); ImGui::Text("PRIMIUM BYPASS"); ImGui::Spacing(); ImGui::Spacing(); // ImGui::SetCursorPos(ImVec2(250.000f, 70.000f)); ImGui::Text("Loby Bypass "); ImGui::SameLine(); ImGui::Toggle("", &Config.Bypass); ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); ImGui::Text("Island Bypass "); ImGui::SameLine(); ImGui::Toggle(" ", &Config.Bypass1); } else if (Settings::Tab == 2) { ImGui::PushStyleColor(ImGuiCol_Border, IM_COL32(15, 15, 15, 0)); ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); ImGui::SetCursorPos(ImVec2(10, 45)); ImGui::BeginGroup();{ ImGui::SetCursorPos(ImVec2(100.000f, 54.000f)); ImGui::Text("Player Esp"); ImGui::Spacing(); ImGui::Spacing(); ImGui::Spacing(); if (ImGui::BeginTable("split", 2)); { ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 3.5f); ImGui::TableNextColumn(); ImGui::Checkbox("Line", &Config.PlayerESP.Line); ImGui::TableNextColumn(); ImGui::Checkbox("Box", &Config.PlayerESP.Box); ImGui::TableNextColumn(); ImGui::Checkbox("Skeleton", &Config.PlayerESP.Skeleton); ImGui::TableNextColumn(); ImGui::Checkbox("Health", &Config.PlayerESP.Health); ImGui::TableNextColumn(); ImGui::Checkbox("Name", &Config.PlayerESP.Name); ImGui::TableNextColumn(); ImGui::Checkbox("Distance", &Config.PlayerESP.Distance); ImGui::TableNextColumn(); ImGui::Checkbox("Team ID", &Config.PlayerESP.TeamID); ImGui::TableNextColumn(); ImGui::Checkbox("LootBox", &Config.PlayerESP.LootBox); ImGui::TableNextColumn(); ImGui::Checkbox("Vehicle", &Config.PlayerESP.Vehicle); ImGui::TableNextColumn(); } ImGui::EndTable(); ImGui::EndGroup(); } } else if (Settings::Tab == 3) { ImGui::SetCursorPos(ImVec2(18, 35)); ImGui::BeginGroup();{ ImGui::SetCursorPos(ImVec2(100.000f, 54.000f)); ImGui::Text("Silent Menu "); ImGui::Spacing(); ImGui::Spacing(); //ImGui::SetCursorPos(ImVec2(345.000f, 165.000f)); ImGui::Checkbox("Silent Aim", &Config.SilentAim.Enable); if (Config.SilentAim.Enable){ ImGui::Text("Target : "); ImGui::SameLine(); static const char *targets[] = {"Head", "Chest"}; ImGui::PushItemWidth(200); ImGui::Combo("##Target", (int *) &Config.SilentAim.Target, targets, 2, -1); ImGui::PopItemWidth(); ImGui::Text("Trigger : "); ImGui::SameLine(); static const char *triggers[] = {"Shooting", "None", "Scoping", "Both (Shooting & Scoping)", "Any (Shooting / Scoping)"}; ImGui::PushItemWidth(200); ImGui::Combo("##Trigger", (int *) &Config.SilentAim.Trigger, triggers, 5, -1); ImGui::PopItemWidth(); ImGui::Checkbox("Ignore Knocked", &Config.SilentAim.IgnoreKnocked); ImGui::Checkbox("Visibility Check {Compulsory}", &Config.SilentAim.VisCheck); ImGui::Checkbox("Ignore Bot{Compulsory}", &Config.SilentAim.IgnoreBot); ImGui::EndGroup(); } } } else if (Settings::Tab == 4) { ImGui::SetCursorPos(ImVec2(18, 30)); ImGui::BeginGroup();{ for (auto &i : items_data) { for (auto &item : i["Items"]) { ImGui::Spacing(); ImGui::Checkbox(item["itemName"].get<std::string>().c_str(), (bool *) &Items[item["itemId"].get<int>()]); } } ImGui::EndGroup(); }} }} }} } ImGui::EndChild(); } ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return orig_eglSwapBuffers(dpy, surface); } int32_t (*orig_onInputEvent)(struct android_app *app, AInputEvent *inputEvent); int32_t onInputEvent(struct android_app *app, AInputEvent *inputEvent) { if (initImGui) { ImGui_ImplAndroid_HandleInputEvent(inputEvent, {(float) screenWidth / (float) glWidth, (float) screenHeight / (float) glHeight}); } return orig_onInputEvent(app, inputEvent);
Write, Run & Share C Language code online using OneCompiler's C online compiler for free. It's one of the robust, feature-rich online compilers for C language, running the latest C version which is C18. Getting started with the OneCompiler's C editor is really simple and pretty fast. The editor shows sample boilerplate code when you choose language as 'C' and start coding!
OneCompiler's C online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample C program which takes name as input and print your name with hello.
#include <stdio.h>
int main()
{
char name[50];
printf("Enter name:");
scanf("%s", name);
printf("Hello %s \n" , name );
return 0;
}
C language is one of the most popular general-purpose programming language developed by Dennis Ritchie at Bell laboratories for UNIX operating system. The initial release of C Language was in the year 1972. Most of the desktop operating systems are written in C Language.
When ever you want to perform a set of operations based on a condition if-else
is used.
if(conditional-expression) {
// code
} else {
// code
}
You can also use if-else for nested Ifs and if-else-if ladder when multiple conditions are to be performed on a single variable.
Switch is an alternative to if-else-if ladder.
switch(conditional-expression) {
case value1:
// code
break; // optional
case value2:
// code
break; // optional
...
default:
// code to be executed when all the above cases are not matched;
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
// code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
Array is a collection of similar data which is stored in continuous memory addresses. Array values can be fetched using index. Index starts from 0 to size-1.
data-type array-name[size];
data-type array-name[size][size];
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increases re-usuability and modularity.
Two types of functions are present in C
Library functions are the in-built functions which are declared in header files like printf(),scanf(),puts(),gets() etc.,
User defined functions are the ones which are written by the programmer based on the requirement.
return_type function_name(parameters);
function_name (parameters)
return_type function_name(parameters) {
//code
}