www.pudn.com > DZY_Game.rar > Game_Font.h
#pragma once
#include "stdafx.h"
#include "Game_Camera.h"
#include "Game_Hero.h"
class Game_Font{
private:
bool m_bUseLargeTime; //使用大时间标志
__int64 m_int64OneSecondTicks; //一秒内的滴答次数
__int64 m_int64TimeTickStartCounts; //开始的滴答计数值
unsigned long m_ulTimeStart; //timeGetTime开始时间
int m_iFrameCount;
float m_fFPS;
float m_fTime1,m_fTime2,m_fTimeSlice;
int m_nX,m_nY;
//FPS值
char m_cFps[MAX_PATH];
WCHAR m_wFps[MAX_PATH];
//摄象机坐标
char m_cCameraX[MAX_PATH];
char m_cCameraY[MAX_PATH];
char m_cCameraZ[MAX_PATH];
WCHAR m_wCameraX[MAX_PATH];
WCHAR m_wCameraY[MAX_PATH];
WCHAR m_wCameraZ[MAX_PATH];
//人物世界坐标系
char m_cHeroX[MAX_PATH];
char m_cHeroY[MAX_PATH];
char m_cHeroZ[MAX_PATH];
WCHAR m_wHeroX[MAX_PATH];
WCHAR m_wHeroY[MAX_PATH];
WCHAR m_wHeroZ[MAX_PATH];
//鼠标X,Y坐标
char m_cMouseXY[MAX_PATH];
WCHAR m_wMouseXY[MAX_PATH];
FLOAT GetGamePlayTime();
VOID UpdateFPS();
WCHAR * Change(WCHAR * wszBuf,char * strInf);
Game_Camera * pGame_Camera;
Game_Hero * pGame_Hero;
public:
BOOL m_bShow;
BOOL m_bEnable;
Game_Font(Game_Camera * Camera,Game_Hero * Hero);
~Game_Font();
VOID DrawText(LPCWSTR pText, int x, int y, D3DCOLOR rgbFontColour);
VOID Render(float timeStep);
};