Simplify some UI code, fix enabled-ness of Tilt analog settings

This commit is contained in:
Henrik Rydgård 2013-10-29 10:21:47 +01:00
parent dbbd7c0137
commit 997c7dc374
5 changed files with 7 additions and 20 deletions

View file

@ -102,7 +102,7 @@ void GameSettingsScreen::CreateViews() {
graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
@ -220,13 +220,13 @@ void GameSettingsScreen::CreateViews() {
controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
Choice *tiltAnalog = controlsSettings->Add(new Choice(c->T("Customize tilt")));
tiltAnalog->OnClick.Handle(this, &GameSettingsScreen::OnTiltAnalogSettings);
tiltAnalog->SetEnabled(g_Config.bAccelerometerToAnalogHoriz);
tiltAnalog->SetEnabledPtr(&g_Config.bAccelerometerToAnalogHoriz);
#endif
controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")))->OnClick.Handle(this, &GameSettingsScreen::OnToggleTouchControls);
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
layoutEditorChoice_ = controlsSettings->Add(new Choice(c->T("Custom layout...")));
layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
layoutEditorChoice_->SetEnabled(g_Config.bShowTouchControls);
layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, c->T("Button Scaling"), screenManager()));
@ -285,11 +285,6 @@ void GameSettingsScreen::CreateViews() {
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
UI::EventReturn GameSettingsScreen::OnToggleTouchControls(UI::EventParams &e) {
layoutEditorChoice_->SetEnabled(g_Config.bShowTouchControls);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnClearRecents(UI::EventParams &e) {
g_Config.recentIsos.clear();
OnRecentChanged.Trigger(e);
@ -302,12 +297,6 @@ UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
host->GoFullscreen(g_Config.bFullScreen);
return UI::EVENT_DONE;