Overhaul ingame timer displays. Fixes #3062.

This commit is contained in:
Paul Chote
2014-03-12 12:23:24 +13:00
parent 1079f37a68
commit a7d6f717c4
9 changed files with 112 additions and 53 deletions

View File

@@ -0,0 +1,46 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using OpenRA.Network;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets.Logic
{
public class GameTimerLogic
{
[ObjectCreator.UseCtor]
public GameTimerLogic(Widget widget, OrderManager orderManager, World world)
{
var timer = widget.GetOrNull<LabelWidget>("GAME_TIMER");
if (timer != null)
timer.GetText = () => WidgetUtils.FormatTime(world.WorldTick);
var status = widget.GetOrNull<LabelWidget>("GAME_TIMER_STATUS");
if (status != null)
{
// Blink the status line
status.IsVisible = () => (world.Paused || world.Timestep != Game.Timestep)
&& orderManager.LocalFrameNumber / 25 % 2 == 0;
status.GetText = () =>
{
if (world.Paused || world.Timestep == 0)
return "Paused";
if (world.Timestep == 1)
return "Max Speed";
return "{0:F1}x Speed".F(Game.Timestep * 1f / world.Timestep);
};
}
}
}
}