Esempio n. 1
0
void ScoreDisplayLifeTime::Update( float fDelta )
{
	ScoreDisplay::Update( fDelta );

	float fSecs = m_pPlayerStageStats->m_fLifeRemainingSeconds;

	RString s = SecondsToMSSMsMs(fSecs);
	m_textTimeRemaining.SetText( s );
}
Esempio n. 2
0
	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);
}