//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEntityPanel::OnCursorEntered() { if ( m_szMouseOverText[ 0 ] ) { StatusPrint( TYPE_HINT, "%s", m_szMouseOverText ); } }
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"); }
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(); }
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(); }
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(); }