diff options
-rw-r--r-- | src/strings.cpp | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/src/strings.cpp b/src/strings.cpp index f9f562f49..aef219881 100644 --- a/src/strings.cpp +++ b/src/strings.cpp @@ -551,21 +551,23 @@ struct UnitConversion { /** * Convert value from OpenTTD's internal unit into the displayed value. * @param input The input to convert. + * @param round Whether to round the value or not. * @return The converted value. */ - int64 ToDisplay(int64 input) const + int64 ToDisplay(int64 input, bool round = true) const { - return (input * this->multiplier) >> this->shift; + return ((input * this->multiplier) + (round && this->shift != 0 ? 1 << (this->shift - 1) : 0)) >> this->shift; } /** * Convert the displayed value back into a value of OpenTTD's internal unit. * @param input The input to convert. + * @param round Whether to round the value or not. * @return The converted value. */ - int64 FromDisplay(int64 input) const + int64 FromDisplay(int64 input, bool round = true) const { - return ((input << this->shift) + this->multiplier / 2) / this->multiplier; + return ((input << this->shift) + (round ? this->multiplier / 2 : 0)) / this->multiplier; } }; @@ -594,7 +596,7 @@ static const Units _units[] = { { 1, 0}, STR_UNITS_WEIGHT_SHORT_METRIC, STR_UNITS_WEIGHT_LONG_METRIC, {1000, 0}, STR_UNITS_VOLUME_SHORT_METRIC, STR_UNITS_VOLUME_LONG_METRIC, { 1, 0}, STR_UNITS_FORCE_SI, - { 3, 0}, STR_UNITS_HEIGHT_IMPERIAL, + { 3, 0}, STR_UNITS_HEIGHT_IMPERIAL, // "Wrong" conversion factor for more nicer GUI values }, { // Metric (km/h, hp, metric ton, litre, kN, metre) { 103, 6}, STR_UNITS_VELOCITY_METRIC, @@ -621,7 +623,10 @@ static const Units _units[] = { */ uint ConvertSpeedToDisplaySpeed(uint speed) { - return _units[_settings_game.locale.units].c_velocity.ToDisplay(speed); + /* For historical reasons we don't want to mess with the + * conversion for speed. So, don't round it and keep the + * original conversion factors instead of the real ones. */ + return _units[_settings_game.locale.units].c_velocity.ToDisplay(speed, false); } /** |