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