//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEntityPanel::OnCursorEntered()
{
	if ( m_szMouseOverText[ 0 ] )
	{
		StatusPrint( TYPE_HINT, "%s", m_szMouseOverText );
	}
}
Esempio n. 2
0
void
ScanStatusPrint()
{
	LONG64 llFrequency = GetPerformanceFrequency();
	MMA_DATA mdTotal;
	ZeroMemory(&mdTotal, sizeof(MMA_DATA));
	for (int i = 0; i < PROCFILTER_NUM_CONTEXTS + 1; ++i) {
		WCHAR *lpszName = NULL;
		MMA_DATA md;

		lpszName = g_Stats[i].lpszScanName;
		md = MmaGet(&g_Stats[i].mma);
		
		LONG64 llSma = (LONG64)md.rSma;
		double rWeight = MmaGetWeight(&g_Stats[i].mma);
	
		StatusPrint(L"%11ls->TotalScans        = %I64d\n", lpszName, md.llNum);
		StatusPrint(L"%11ls->MinTimeScanning   = %I64d.%03I64d seconds\n",
			lpszName, GetPerformanceSeconds(md.llMin, llFrequency), GetPerformanceMilliseconds(md.llMin, llFrequency) % 1000);
		StatusPrint(L"%11ls->MaxTimeScanning   = %I64d.%03I64d seconds\n",
			lpszName, GetPerformanceSeconds(md.llMax, llFrequency), GetPerformanceMilliseconds(md.llMax, llFrequency) % 1000);
		StatusPrint(L"%11ls->AvgTimeScanning   = %I64d.%03I64d seconds (SMA Weight=%0.02f)\n",
			lpszName, GetPerformanceSeconds(llSma, llFrequency), GetPerformanceMilliseconds(llSma, llFrequency) % 1000, rWeight);
		StatusPrint(L"%11ls->TotalTimeScanning = %I64d.%03I64d seconds\n",
			lpszName, GetPerformanceSeconds(md.llTotalSum, llFrequency), GetPerformanceMilliseconds(md.llTotalSum, llFrequency) % 1000);
		StatusPrint(L"\n");
	}
	StatusPrint(L" * Time counts include plugins\n");
}
Esempio n. 3
0
	void Render()
	{
		ScreenClear();

		char InBoxNum[5];
		char temp[5];

		/*
		if (GameStatus == START)
		{
			ScreenPrint(10, 2, startPrint);
		}
		*/
		StatusPrint(); // GameStatus에 따른 문구 출력 

		if (GameStatus == RUNNING || GameStatus == FINISH)
		{
			sprintf(guidePrint, "숫자 세 개를 입력하세요. 남은 목숨 : %d \n", Player.life);
			ScreenPrint(10, 5, guidePrint);

			// 입력한 수 출력
			for (int i = 0; i < 3; i++)
			{
				if (InBox[i].num != -1) // 숫자가 있는 것만 출력
				{
					sprintf(InBoxNum, "%d", InBox[i].num);
					ScreenPrint(InBox[i].X, InBox[i].Y, InBoxNum);
				}
			}
			/*
			// 테스트용 정답 출력
			sprintf(temp, "%d", Computer.x);
			ScreenPrint(10, 13, temp);
			sprintf(temp, "%d", Computer.y);
			ScreenPrint(10, 16, temp);
			sprintf(temp, "%d", Computer.z);
			ScreenPrint(10, 19, temp); 
			*/
			ScreenPrint(10, 10, gueAftPrint); // 추측 후 메시지 출력
		}

		ScreenFlipping();
	}
Esempio n. 4
0
void Render()
{
	ScreenClear();

	char TheTopBar[81];
		
	StatusPrint(); // 상태별 화면 출력

	// 게임 화면
	if (GameStatus == RUNNING)
	{
		// 상단바 출력
		sprintf(TheTopBar, "현 스테이지 : %d | Life : %d  \t\t    [Map%d]", Stage.level + 1, Player.Life, MapIndex);
		ScreenPrint(17, 2, TheTopBar);

		// Board 출력
		// 각모서리
		ScreenPrint(Board.leftX, Board.topY, "┌"); // 좌측 상단
		ScreenPrint(Board.rightX, Board.topY, "┐"); // 우측 상단
		ScreenPrint(Board.leftX, Board.bottomY, "└"); // 좌측 하단
		ScreenPrint(Board.rightX, Board.bottomY, "┘"); // 우측 하단

													   // 위아래벽
		for (int i = Board.leftX + 2; i < Board.rightX; i++)
		{
			ScreenPrint(i, Board.topY, "-");
			ScreenPrint(i, Board.bottomY, "-");
		}
		// 좌우벽
		for (int i = Board.topY + 1; i < Board.bottomY; i++)
		{
			ScreenPrint(Board.leftX, i, "│");
			ScreenPrint(Board.rightX, i, "│");
		}

		// Goal 출력
		if (Goal.IsEnable)
		{
			ScreenPrint(Goal.X, Goal.Y, "G");
		}

		// Player 출력
		ScreenPrint(Player.X, Player.Y, "-●-");

		// Block 출력
		for (int i = 0; i < MaxBlockCount; i++)
		{
			if (Block[i].X == 0 && Block[i].Y == 0) continue; // 좌표가 주어지지 않은 Block 표시 X
			ScreenPrint(Block[i].X, Block[i].Y, "■");
		}

		// Portal 출력
		for (int i = 0; i < 4; i++)
		{
			if (Portal[i].IsEnable == false) // 유효하지 않은 포탈이면
				continue;

			ScreenPrint(Portal[i].X, Portal[i].Y, "★");
		}
	}
	ScreenFlipping();
}
void Render()
{
	char string[100];
	
	char MoveLine[] = { "===============================================================================" }; // 행동범위 제한

	ScreenClear();

	// 렌더링

	StatusPrint();

	if (GameStatus == RUNNING || GameStatus == STOP || GameStatus == GO)
	{
		sprintf(string, "\tLife : %d        Star : %d (총 %d 점 )          게임 종료 : Q 버튼\n", Player.Life, Star.Catch, Star.SumCatch);
		ScreenPrint(0, 0, string);
		ScreenPrint(0, 1, MoveLine);

		// 1, 2 스테이지에서 MoveLine

		if (Stage != 2)
		{
			ScreenPrint(0, Player.Y - 1, MoveLine); 
			ScreenPrint(0, Player.Y + 1, MoveLine); 
		}

		ScreenPrint(Player.X, Player.Y, Player_Shape); // 플레이어 표시

		// Dot 표시

		switch (Stage)
		{
		case 2:
			for (int i = DotNum * 2; i < DotNum * 3; i++) // →
			{
				ScreenPrint(Dot[i].X, Dot[i].Y, Dot_Shape[2]); // 점 표시
			}
			for (int i = DotNum * 3; i < DotNum * 4; i++) // ←
			{
				ScreenPrint(Dot[i].X, Dot[i].Y, Dot_Shape[3]); // 점 표시
			}

		case 1:
			for (int i = DotNum; i < DotNum * 2; i++) // ↑
			{
				ScreenPrint(Dot[i].X, Dot[i].Y, Dot_Shape[1]); // 점 표시
			}

			for (int i = 0; i < DotNum; i++) // ↓
			{
				ScreenPrint(Dot[i].X, Dot[i].Y, Dot_Shape[0]); // 점 표시
			}
			break;

		case 0:
			for (int i = 0; i < Zero; i++) // ↓
			{
				ScreenPrint(Dot[i].X, Dot[i].Y, Dot_Shape[0]); // 점 표시
			}
			break;
		}

		ScreenPrint(Star.X, Star.Y, Star_Shape); // Star 표시
	}
	ScreenFlipping();
}
Esempio n. 6
0
	void Render()
	{
		char BarPrint[100];

		ScreenClear();

		// GameStatus에 따른 화면 출력 함수
		StatusPrint();

		// RUNNIG 시 출력 문구
		if (GameStatus == RUNNING)
		{
			// 상태바 출력
			sprintf(BarPrint, "남은 뒤집기 : %d     맞춘 카드 : %d    남은 카드 : %d", selectChance, matchCardCount, (Stage.CardCount / 2) - matchCardCount);
			ScreenPrint(16, 2, BarPrint);

			// Board 출력
			// 각모서리
			ScreenPrint(Board.leftX, Board.topY, "┌"); // 좌측 상단
			ScreenPrint(Board.rightX, Board.topY, "┐"); // 우측 상단
			ScreenPrint(Board.leftX, Board.bottomY, "└"); // 좌측 하단
			ScreenPrint(Board.rightX, Board.bottomY, "┘"); // 우측 하단

			// 위아래벽
			for (int i = Board.leftX + 2; i < Board.rightX; i++)
			{
				ScreenPrint(i, Board.topY, "-");
				ScreenPrint(i, Board.bottomY, "-");
			}
			// 좌우벽
			for (int i = Board.topY + 1; i < Board.bottomY; i++)
			{
				ScreenPrint(Board.leftX, i, "│");
				ScreenPrint(Board.rightX, i, "│");
			}

			// Card 출력
			if (Stage.CardCount == 12)
			{
				for (int i = 0; i < Stage.CardCount; i++)
				{
					ScreenPrint(Card[i].X, Card[i].Y, Card[i].PrintForm);
				}
			}
			else
			{
				for (int i = 0; i < Stage.CardCount; i++)
				{
					ScreenPrint(Card[i].X, Card[i].Y - 2, Card[i].PrintForm);
				}
			}

			// Choice 출력
			if (Stage.CardCount == 12)
			{
				ScreenPrint(Choice.X, Choice.Y, "▷");
			}
			else
			{
				ScreenPrint(Choice.X, Choice.Y - 2, "▷");
			}
		}
		/*
		//test 시작
		for (int i = 0; i < 4; i++)
		{
			ScreenPrint(24 + (10*i), 8, "※");
		}
		for (int i = 0; i < 4; i++)
		{
			ScreenPrint(24, 8 + (4*i), "※");
		}
		//test 끝
		*/

		ScreenFlipping();
	}