localize sync text

This commit is contained in:
Chris Danford
2006-04-06 19:34:26 +00:00
parent 62312463cb
commit 2f7286bf57
+6 -3
View File
@@ -97,14 +97,17 @@ void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
AdjustSync::s_iAutosyncOffsetSample = 0;
}
static LocalizedString OLD_OFFSET ( "ScreenGameplaySyncMachine", "Old offset" );
static LocalizedString NEW_OFFSET ( "ScreenGameplaySyncMachine", "New offset" );
static LocalizedString COLLECTING_SAMPLE( "ScreenGameplaySyncMachine", "Collecting sample" );
void ScreenGameplaySyncMachine::RefreshText()
{
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
RString s;
s += ssprintf( "Old offset: %0.3f\n", fOld );
s += ssprintf( "New offset: %0.3f\n", fNew );
s += ssprintf( "Collecting sample: %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, SAMPLE_COUNT );
s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld );
s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew );
s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, SAMPLE_COUNT );
m_textSyncInfo.SetText( s );
}