void UI::PrintTable(){ PrintLogo(); for(int i=0; i<max_m; i++){ cout<<"\t\t"; for(int j=0; j<SZ; j++){ SetConsoleTextAttribute(hConsole, 7); if(COLOR[i][j]>0 && COLOR[i][j]<5){ if(COLOR[i][j]==1 || COLOR[i][j]==3){ SetConsoleTextAttribute(hConsole, 12); } else if(COLOR[i][j]==2 || COLOR[i][j]==4){ SetConsoleTextAttribute(hConsole, 8); } } cout<<ASZTAL[i][j]; SetConsoleTextAttribute(hConsole, 7); } cout<<endl<<endl; } PrintLegend(); }
// A macro to print out a TLegend - can be considered a smarter TLegend::ls(). // If no TLegend pointer is passed, it loops over the TLegends drawn on current TPad. void PrintLegend(TLegend *leg=0) { if ( leg==0 ) { if (gROOT->GetListOfCanvases()->GetEntries()==0) return; TList *padprim = gPad->GetListOfPrimitives(); for (int i=0; i<padprim->GetEntries(); i++) { TObject *myobj = gROOT->FindObject(padprim->At(i)->GetName()); if ( myobj != 0 && myobj->InheritsFrom("TLegend") ) PrintLegend((TLegend*)myobj); } return; } TList *ents = leg->GetListOfPrimitives(); for (int i=0; i<ents->GetEntries(); i++) { TLegendEntry *le = (TLegendEntry*)ents->At(i); TString s( le->GetLabel() ); TObject *obj = le->GetObject(); if (!obj) continue; // if no object, this can be the title line, so skip TString color = "???"; if ( obj->InheritsFrom("TH1") ) color = gROOT->GetListOfColors()->At(((TH1*)obj)->GetLineColor())->GetName(); cout << "Item "; cout.width(2); cout.fill('0'); cout << i << " plotted in "; cout.width(7); cout.fill(' '); cout << color << " : " << s << endl; } //leg->ls(); }