void ScoreDisplayLifeTime::Update( float fDelta ) { ScoreDisplay::Update( fDelta ); float fSecs = m_pPlayerStageStats->m_fLifeRemainingSeconds; RString s = SecondsToMSSMsMs(fSecs); m_textTimeRemaining.SetText( s ); }
CString sReturn = ssprintf( "%02d:%02d.%02d", iMinsDisplay, iSecsDisplay, min(99,iLeftoverDisplay) ); return sReturn; } CString SecondsToMSSMsMs( float fSecs ) { const int iMinsDisplay = (int)fSecs/60; const int iSecsDisplay = (int)fSecs - iMinsDisplay*60; const int iLeftoverDisplay = (int) ( (fSecs - iMinsDisplay*60 - iSecsDisplay) * 100 ); CString sReturn = ssprintf( "%01d:%02d.%02d", iMinsDisplay, iSecsDisplay, min(99,iLeftoverDisplay) ); return sReturn; } #include "LuaFunctions.h" #include "LuaManager.h" LuaFunction( SecondsToMSSMsMs, SecondsToMSSMsMs( FArg(1) ) ) CString SecondsToMMSSMsMsMs( float fSecs ) { const int iMinsDisplay = (int)fSecs/60; const int iSecsDisplay = (int)fSecs - iMinsDisplay*60; const int iLeftoverDisplay = (int) ( (fSecs - iMinsDisplay*60 - iSecsDisplay) * 1000 ); CString sReturn = ssprintf( "%02d:%02d.%03d", iMinsDisplay, iSecsDisplay, min(999,iLeftoverDisplay) ); return sReturn; } CString PrettyPercent( float fNumerator, float fDenominator) { return ssprintf("%0.2f%%",fNumerator/fDenominator*100); }