@@ -450,7 +450,7 @@ struct FramerateWindow : Window {
void DrawElementTimesColumn(const Rect &r, StringID heading_str, const CachedDecimal *values) const
{
int y = r.top;
DrawString(r.left, r.right, y, heading_str, TC_FROMSTRING, SA_CENTER);
DrawString(r.left, r.right, y, heading_str, TC_FROMSTRING, SA_CENTER, true);
y += FONT_HEIGHT_NORMAL + VSPACING;
for (PerformanceElement e = PFE_FIRST; e < PFE_MAX; e++) {
@@ -2703,36 +2703,36 @@ STR_ABOUT_COPYRIGHT_OPENTTD
# Framerate display window
STR_FRAMERATE_CAPTION :{WHITE}Frame rate
STR_FRAMERATE_CAPTION_SMALL :{STRING2}{WHITE} ({DECIMAL}x)
STR_FRAMERATE_RATE_GAMELOOP :{WHITE}Simulation rate: {STRING2}
STR_FRAMERATE_RATE_GAMELOOP :{BLACK}Simulation rate: {STRING2}
STR_FRAMERATE_RATE_GAMELOOP_TOOLTIP :{BLACK}Number of game ticks simulated per second.
STR_FRAMERATE_RATE_BLITTER :{WHITE}Graphics frame rate: {STRING2}
STR_FRAMERATE_RATE_BLITTER :{BLACK}Graphics frame rate: {STRING2}
STR_FRAMERATE_RATE_BLITTER_TOOLTIP :{BLACK}Number of video frames rendered per second.
STR_FRAMERATE_SPEED_FACTOR :{WHITE}Current game speed factor: {DECIMAL}x
STR_FRAMERATE_SPEED_FACTOR :{BLACK}Current game speed factor: {DECIMAL}x
STR_FRAMERATE_SPEED_FACTOR_TOOLTIP :{BLACK}How fast the game is currently running, compared to the expected speed at normal simulation rate.
STR_FRAMERATE_CURRENT :{WHITE}Current
STR_FRAMERATE_AVERAGE :{WHITE}Average
STR_FRAMERATE_DATA_POINTS :{WHITE}Data based on {COMMA} measurements
STR_FRAMERATE_MS_GOOD :{LTBLUE}{DECIMAL}{WHITE} ms
STR_FRAMERATE_MS_WARN :{YELLOW}{DECIMAL}{WHITE} ms
STR_FRAMERATE_MS_BAD :{RED}{DECIMAL}{WHITE} ms
STR_FRAMERATE_FPS_GOOD :{LTBLUE}{DECIMAL}{WHITE} frames/s
STR_FRAMERATE_FPS_WARN :{YELLOW}{DECIMAL}{WHITE} frames/s
STR_FRAMERATE_FPS_BAD :{RED}{DECIMAL}{WHITE} frames/s
STR_FRAMERATE_DATA_POINTS :{BLACK}Data based on {COMMA} measurements
STR_FRAMERATE_MS_GOOD :{LTBLUE}{DECIMAL} ms
STR_FRAMERATE_MS_WARN :{YELLOW}{DECIMAL} ms
STR_FRAMERATE_MS_BAD :{RED}{DECIMAL} ms
STR_FRAMERATE_FPS_GOOD :{LTBLUE}{DECIMAL} frames/s
STR_FRAMERATE_FPS_WARN :{YELLOW}{DECIMAL} frames/s
STR_FRAMERATE_FPS_BAD :{RED}{DECIMAL} frames/s
STR_FRAMERATE_GRAPH_MILLISECONDS :{TINY_FONT}{COMMA} ms
STR_FRAMERATE_GRAPH_SECONDS :{TINY_FONT}{COMMA} s
############ Leave those lines in this order!!
STR_FRAMERATE_GAMELOOP :{WHITE}Game loop total:
STR_FRAMERATE_GL_ECONOMY :{WHITE} Cargo handling:
STR_FRAMERATE_GL_TRAINS :{WHITE} Train ticks:
STR_FRAMERATE_GL_ROADVEHS :{WHITE} Road vehicle ticks:
STR_FRAMERATE_GL_SHIPS :{WHITE} Ship ticks:
STR_FRAMERATE_GL_AIRCRAFT :{WHITE} Aircraft ticks:
STR_FRAMERATE_GL_LANDSCAPE :{WHITE} World ticks:
STR_FRAMERATE_GL_LINKGRAPH :{WHITE} Link graph delay:
STR_FRAMERATE_DRAWING :{WHITE}Graphics rendering:
STR_FRAMERATE_DRAWING_VIEWPORTS :{WHITE} World viewports:
STR_FRAMERATE_VIDEO :{WHITE}Video output:
STR_FRAMERATE_SOUND :{WHITE}Sound mixing:
STR_FRAMERATE_GAMELOOP :{BLACK}Game loop total:
STR_FRAMERATE_GL_ECONOMY :{BLACK} Cargo handling:
STR_FRAMERATE_GL_TRAINS :{BLACK} Train ticks:
STR_FRAMERATE_GL_ROADVEHS :{BLACK} Road vehicle ticks:
STR_FRAMERATE_GL_SHIPS :{BLACK} Ship ticks:
STR_FRAMERATE_GL_AIRCRAFT :{BLACK} Aircraft ticks:
STR_FRAMERATE_GL_LANDSCAPE :{BLACK} World ticks:
STR_FRAMERATE_GL_LINKGRAPH :{BLACK} Link graph delay:
STR_FRAMERATE_DRAWING :{BLACK}Graphics rendering:
STR_FRAMERATE_DRAWING_VIEWPORTS :{BLACK} World viewports:
STR_FRAMERATE_VIDEO :{BLACK}Video output:
STR_FRAMERATE_SOUND :{BLACK}Sound mixing:
############ End of leave-in-this-order
STR_FRAMETIME_CAPTION_GAMELOOP :Game loop
Status change: