Home » Renegade Discussions » Mod Forum » Real Time on the HUD
Real Time on the HUD [message #419247] |
Fri, 05 February 2010 13:58 |
Raptor RSF
Messages: 210 Registered: July 2007 Location: Netherlands
Karma: 0
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Hey guys, i made some c++ real time clock for renegade HUD's.
Anybody that can make a Working ini reader for this, will be my hero I cannot get that to work because my lack of experience. I wanted it so that people can give up their timezone in the ini file. Its all because i want valid daylight saving times for the clock.
More info:
http://wwp.greenwichmeantime.com/time-zone/europe/european-union/central-europea n-time/
http://www.timeanddate.com/library/abbreviations/timezones/na/est.html
HUD.ini
[General]
; System Time (Created by: Raptor RSF)
SystemTimeEnabled=true
[SystemTime]
Text.Font.File = font18x24radiobm-big.tga
Text.Font.AverageCharacterHeight = 0
Text.Position.Centered = false
Text.Position.X = -100.0
Text.Position.Y = -155.0
;PLZ anyone, get this to valid cpp for me :)= Standard.Time.Zone = EST ;By default its EST
;PLZ anyone, get this to valid cpp for me :)= Daylight.Time.Zone = EDT ;By default its EDT
SystemTimeColor = 1
systemtime.h
/* SystemTimeItemClass
Copyright 2009 Mark Sararu
This part of the shaders code was created by Raptor*[RSF]
This file is part of the Renegade scripts.dll
The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2, or (at your option) any later
version. See the file COPYING for more details.
In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module
that does not contain code covered by this licence.
Only the source code to the module(s) containing the licenced code has to be released.
*/
#ifndef SHADERS_SYSTEMTIME_H_
#define SHADERS_SYSTEMTIME_H_
class SystemTimeItemClass
{
protected:
bool Enabled;
bool Enabled2;
Render2DClass* Render2D;
Render2DTextClass* Render2DText;
Vector2 TextPosition;
char * TextFontFile;
public:
SystemTimeItemClass();
~SystemTimeItemClass();
void Load(INIClass* ini);
void Render();
};
extern SystemTimeItemClass SystemTime;
#endif
systemtime.cpp
/* SystemTimeItemClass
Copyright 2009 Mark Sararu
This part of the shaders code was created by Raptor*[RSF]
This file is part of the Renegade scripts.dll
The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2, or (at your option) any later
version. See the file COPYING for more details.
In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module
that does not contain code covered by this licence.
Only the source code to the module(s) containing the licenced code has to be released.
*/
#include "scripts.h"
#include "shadereng.h"
#include "systemtime.h"
#include <time.h>
// structure of color data
struct Color
{
unsigned int ColorValue;
float Value;
};
SimpleDynVecClass<unsigned int> *Colors8;
unsigned long SystemTimeColor = 0;
SystemTimeItemClass::SystemTimeItemClass():
Enabled(false),
Enabled2(false),
Render2D(NULL),
Render2DText(NULL),
TextPosition(0, 0),
TextFontFile(NULL)
{
};
SystemTimeItemClass::~SystemTimeItemClass()
{
SAFE_DELETE(Render2D);
SAFE_DELETE(Render2DText);
SAFE_DELETE(TextFontFile);
};
void SystemTimeItemClass::Load(INIClass *ini)
{
if (!ini) return; // if you don't have an ini, something is horribly wrong!
const char* section_name = "SystemTime";
Enabled = ini->Get_Bool(section_name, "SystemTimeEnabled", false);
Enabled2 = ini->Get_Bool("General", "SystemTimeEnabled", false);
if ((!Enabled) && (!Enabled2)) return;
// Gathers the colors from hud.ini
Colors8 = new SimpleDynVecClass<unsigned int>;
unsigned int color = RGB(255,255,255)+0xFF000000;
Colors8->Add(color);
unsigned int colors8 = ini->Get_Int("General","ColorCount",0);
for (unsigned int i = 0;i < colors8;i++)
{
char section[10];
sprintf(section,"Color%d",i+1);
unsigned int Red = ini->Get_Int(section,"Red",255);
unsigned int Green = ini->Get_Int(section,"Green",255);
unsigned int Blue = ini->Get_Int(section,"Blue",255);
unsigned int Alpha = (ini->Get_Int(section,"Alpha",255) << 24);
color = RGB(Blue,Green,Red)+Alpha;
Colors8->Add(color);
}
unsigned int SystemTimeCol = ini->Get_Int(section_name,"SystemTimeColor",0);
SystemTimeColor = (*Colors8)[SystemTimeCol];
Render2D = CreateRender2DClass();
Vector2 screen_center;
screen_center.X = (ScreenResolution->Right - ScreenResolution->Left) / 2.0f;
screen_center.Y = (ScreenResolution->Bottom - ScreenResolution->Top) / 2.0f;
char temp[512];
ini->Get_String(section_name, "Text.Font.File", "DEFAULT_FONT", temp, 512);
Render2DText = CreateRender2DTextClass(temp);
TextFontFile = newstr(temp);
float average_height = ini->Get_Float(section_name, "Text.Font.AverageCharacterHeight", 16);
bool text_centered = ini->Get_Bool(section_name, "Text.Position.Centered", true);
TextPosition.X = ini->Get_Float(section_name, "Text.Position.X", 0.0f);
TextPosition.Y = ini->Get_Float(section_name, "Text.Position.Y", 0.0f);
if (TextPosition.X < 0)
{
TextPosition.X += ScreenResolution->Right;
}
if (TextPosition.Y < 0)
{
TextPosition.Y += ScreenResolution->Bottom;
}
if (text_centered)
{
TextPosition = TextPosition + screen_center;
TextPosition.Y -= average_height / 2.0f;
}
};
void SystemTimeItemClass::Render()
{
if ((!Enabled) && (!Enabled2)) return;
char Time_Zone[4];
const char Standard_Time_Zone[32] = "CET";
const char Daylight_Time_Zone[32] = "CEST";
tm *ptm;
time_t *cur_time;
// Set up the memory for the time and time time struct.
cur_time = new time_t;
ptm = new tm;
// Get the time, then create the struct with time values.
time(cur_time);
ptm = localtime(cur_time);
// Determine whether it is daylight savings time or not.
if (ptm->tm_isdst)
strcat(Time_Zone,Daylight_Time_Zone);
else
strcat(Time_Zone,Standard_Time_Zone);
unsigned int color = 0;
color = SystemTimeColor;
Render2DText->Reset();
RectClass *r = (RectClass *)((char *)Render2DText+0x5B8);
r->Top = TextPosition.Y;
r->Left = TextPosition.X;
r->Bottom = TextPosition.Y;
r->Right = TextPosition.X;
char text[64];
sprintf(text,"%02d:%02d:%02d" ,ptm->tm_hour,ptm->tm_min,ptm->tm_sec);
Render2DText->Draw_Text(text, color);
Render2DText->Render();
};
//------------------------------------------------------------------------------ --
// globals
//------------------------------------------------------------------------------ --
SystemTimeItemClass SystemTime;
shaderhud.cpp
#include "systemtime.h" // SystemTime
SystemTime.Load(hudini); // SystemTime
SystemTime.Render(); // SystemTime
Rencom server Fan - Marathon#1
[Updated on: Tue, 09 February 2010 11:13] Report message to a moderator
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Re: Real Time on the HUD [message #419515 is a reply to message #419247] |
Tue, 09 February 2010 11:02 |
Raptor RSF
Messages: 210 Registered: July 2007 Location: Netherlands
Karma: 0
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Oke, I will adjust the copyright notes on all of my codes .
Well, there must be someone with enough c++ experience to create it, otherwise it cannot be implemented in any shaders.dll because of the different timezones
And i wanted to make this feature for the public, not only for myself.
Rencom server Fan - Marathon#1
[Updated on: Tue, 09 February 2010 11:04] Report message to a moderator
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Re: Real Time on the HUD [message #419694 is a reply to message #419672] |
Thu, 11 February 2010 15:11 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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reborn wrote on Thu, 11 February 2010 12:20 | It's getting the local system time.
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Then he wouldnt need to have people fill in their timezone.
I just looked at that function and it does indeed. Yay I just learned a new function ^^ lol
Oh and maybe change:
strftime(f_time,9,"%I:%M:%S",timeinfo);
so it shows in 24 hours:
strftime(f_time,9,"%H:%M:%S",timeinfo);
or let it show AM/PM:
char f_time[11];
strftime(f_time,11,"%I:%M:%S%p",timeinfo);
[Updated on: Thu, 11 February 2010 15:18] Report message to a moderator
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Re: Real Time on the HUD [message #419719 is a reply to message #419247] |
Thu, 11 February 2010 23:04 |
Tunaman
Messages: 1190 Registered: January 2005
Karma: 2
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General (1 Star) |
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Raptor RSF wrote on Thu, 11 February 2010 06:13 | Thanks Tunaman!
I will have a look at it later this day. I hope it will be working with timezone...
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No problem! Glad to help. Cplusplus.com's reference is pretty handy.
Omar007 wrote on Thu, 11 February 2010 17:11 |
Then he wouldnt need to have people fill in their timezone.
I just looked at that function and it does indeed. Yay I just learned a new function ^^ lol
~some changes~
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*shrugs* I think on an HUD you generally would want everything to be concise, and its pretty easy to figure out which half of the day it is, unless you have been renegading THAT long that you can't remember if its past noon or not.
Btw, I'm not sure if that automatically accounts for daylights savings time, but it probably does.
Also, once again google and the C++ reference pages are pretty useful for finding standard functions!
[Updated on: Thu, 11 February 2010 23:09] Report message to a moderator
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Re: Real Time on the HUD [message #419736 is a reply to message #419719] |
Fri, 12 February 2010 04:49 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Tunaman wrote on Fri, 12 February 2010 01:04 |
Raptor RSF wrote on Thu, 11 February 2010 06:13 | Thanks Tunaman!
I will have a look at it later this day. I hope it will be working with timezone...
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No problem! Glad to help. Cplusplus.com's reference is pretty handy.
Omar007 wrote on Thu, 11 February 2010 17:11 |
Then he wouldnt need to have people fill in their timezone.
I just looked at that function and it does indeed. Yay I just learned a new function ^^ lol
~some changes~
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*shrugs* I think on an HUD you generally would want everything to be concise, and its pretty easy to figure out which half of the day it is, unless you have been renegading THAT long that you can't remember if its past noon or not.
Btw, I'm not sure if that automatically accounts for daylights savings time, but it probably does.
Also, once again google and the C++ reference pages are pretty useful for finding standard functions!
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It gets the local system time. If the PC adjusts to Daylight saving's, then so would the HUD. Basically whatever is on the PC clock would be on the HUD.
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