diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index 721cab45..75f62f09 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -2247,27 +2247,45 @@ void Renderer::renderClock() { } Config &config= Config::getInstance(); - if(config.getBool("InGameClock","true") == false) { + if(config.getBool("InGameClock","true") == false && config.getBool("InGameLocalClock","true") == false) { return; } + string str = ""; const Metrics &metrics = Metrics::getInstance(); const World *world = game->getWorld(); const Vec4f fontColor = game->getGui()->getDisplay()->getColor(); - int hours = world->getTimeFlow()->getTime(); - int minutes = (world->getTimeFlow()->getTime() - hours) * 100 * 0.6; // scale 100 to 60 + //sprintf(szBuf,"%s %.2d:%.2d %s %s",lang.get("GameTime","",true).c_str(),hours,minutes,lang.get("LocalTime","",true).c_str(),szBuf2); + if(config.getBool("InGameClock","true") == true) { + int hours = world->getTimeFlow()->getTime(); + int minutes = (world->getTimeFlow()->getTime() - hours) * 100 * 0.6; // scale 100 to 60 - time_t nowTime = time(NULL); - struct tm *loctime = localtime(&nowTime); - char szBuf2[100]=""; - strftime(szBuf2,100,"%H:%M",loctime); + Lang &lang= Lang::getInstance(); + char szBuf[200]=""; + sprintf(szBuf,"%s %.2d:%.2d",lang.get("GameTime","",true).c_str(),hours,minutes); + if(str != "") { + str += " "; + } + str += szBuf; + } - Lang &lang= Lang::getInstance(); - char szBuf[200]=""; - sprintf(szBuf,"%s %.2d:%.2d %s %s",lang.get("GameTime","",true).c_str(),hours,minutes,lang.get("LocalTime","",true).c_str(),szBuf2); + if(config.getBool("InGameLocalClock","true") == true) { + time_t nowTime = time(NULL); + struct tm *loctime = localtime(&nowTime); + char szBuf2[100]=""; + strftime(szBuf2,100,"%H:%M",loctime); - string str = szBuf; + Lang &lang= Lang::getInstance(); + char szBuf[200]=""; + sprintf(szBuf,"%s %s",lang.get("LocalTime","",true).c_str(),szBuf2); + if(str != "") { + str += " "; + } + str += szBuf; + } + + //string str = szBuf; if(renderText3DEnabled == true) { renderTextShadow3D(