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); 
};