Fix errors
This commit is contained in:
parent
c8d4ebdbfa
commit
cf9b6b60d5
2 changed files with 23 additions and 23 deletions
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@ -131,11 +131,11 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
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graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
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#if defined(_WIN32)
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#if defined(_WIN32)
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static const char *renderingBackend[] = { "OpenGL", "Direct3D9" };
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static const char *renderingBackend[] = { "OpenGL", "Direct3D9" };
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PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gs, screenManager()));
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PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gr, screenManager()));
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renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
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renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
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#endif
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#endif
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
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PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
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PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr, screenManager()));
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renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
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renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
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renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
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CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
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@ -143,7 +143,7 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
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graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
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static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
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static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr, screenManager()));
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frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
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frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
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frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
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frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
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graphicsSettings->Add(new CheckBox(&cap60FPS_, gr->T("Force max 60 FPS (helps GoW)")));
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graphicsSettings->Add(new CheckBox(&cap60FPS_, gr->T("Force max 60 FPS (helps GoW)")));
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@ -179,13 +179,13 @@ void GameSettingsScreen::CreateViews() {
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#else
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#else
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static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
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static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
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#endif
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#endif
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resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
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resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr, screenManager()));
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resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
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resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
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resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
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static const char *displayRotation[] = {"Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
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static const char *displayRotation[] = {"Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
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PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), c, screenManager()));
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PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co, screenManager()));
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dispRotChoice->SetEnabledPtr(&displayRotEnable_);
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dispRotChoice->SetEnabledPtr(&displayRotEnable_);
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displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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@ -231,7 +231,7 @@ void GameSettingsScreen::CreateViews() {
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// }
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// }
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static const char *quality[] = { "Low", "Medium", "High"};
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static const char *quality[] = { "Low", "Medium", "High"};
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PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gs, screenManager()));
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PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr, screenManager()));
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beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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// In case we're going to add few other antialiasing option like MSAA in the future.
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// In case we're going to add few other antialiasing option like MSAA in the future.
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@ -254,11 +254,11 @@ void GameSettingsScreen::CreateViews() {
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texScaleLevels = texScaleLevelsPOT;
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texScaleLevels = texScaleLevelsPOT;
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numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
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numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
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}
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}
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PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gs, screenManager()));
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PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gr, screenManager()));
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texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
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static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
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PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
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PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr, screenManager()));
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texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
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texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
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CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
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@ -266,15 +266,15 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
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graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
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static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
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static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
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PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
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PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr, screenManager()));
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anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
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anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
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static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
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PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
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PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr, screenManager()));
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texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *bufFilters[] = { "Linear", "Nearest", };
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static const char *bufFilters[] = { "Linear", "Nearest", };
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PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gs, screenManager()));
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PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr, screenManager()));
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bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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#ifdef ANDROID
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#ifdef ANDROID
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@ -308,7 +308,7 @@ void GameSettingsScreen::CreateViews() {
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depthRange->SetDisabledPtr(&g_Config.bSoftwareRendering);
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depthRange->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
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static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
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PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gs, screenManager()));
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PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr, screenManager()));
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bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
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bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
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bloomHack->SetEnabledPtr(&bloomHackEnable_);
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bloomHack->SetEnabledPtr(&bloomHackEnable_);
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@ -319,7 +319,7 @@ void GameSettingsScreen::CreateViews() {
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, "Statistics"
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, "Statistics"
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#endif
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#endif
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};
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};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr, screenManager()));
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graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
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graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
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// Developer tools are not accessible ingame, so it goes here.
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// Developer tools are not accessible ingame, so it goes here.
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@ -356,7 +356,7 @@ void GameSettingsScreen::CreateViews() {
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#endif
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#endif
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static const char *latency[] = { "Low", "Medium", "High" };
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static const char *latency[] = { "Low", "Medium", "High" };
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PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gs, screenManager()));
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PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gr, screenManager()));
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lowAudio->SetEnabledPtr(&g_Config.bEnableSound);
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lowAudio->SetEnabledPtr(&g_Config.bEnableSound);
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if (System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE) == 44100) {
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if (System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE) == 44100) {
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@ -420,7 +420,7 @@ void GameSettingsScreen::CreateViews() {
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View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager()));
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View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager()));
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opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
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opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
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static const char *touchControlStyles[] = {"Classic", "Thin borders"};
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static const char *touchControlStyles[] = {"Classic", "Thin borders"};
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View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
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View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co, screenManager()));
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style->SetEnabledPtr(&g_Config.bShowTouchControls);
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style->SetEnabledPtr(&g_Config.bShowTouchControls);
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}
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}
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@ -429,13 +429,13 @@ void GameSettingsScreen::CreateViews() {
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controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
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controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
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controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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#endif
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#endif
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@ -502,7 +502,7 @@ void GameSettingsScreen::CreateViews() {
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systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, sy->T("Multithreaded (experimental)")));
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systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, sy->T("Multithreaded (experimental)")));
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systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, sy->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
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systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, sy->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
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static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
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static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
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View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), s, screenManager()));
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View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy, screenManager()));
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ioTimingMethod->SetEnabledPtr(&g_Config.bSeparateIOThread);
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ioTimingMethod->SetEnabledPtr(&g_Config.bSeparateIOThread);
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systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
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systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
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systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
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systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
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systemSettings->Add(new ItemHeader(sy->T("PSP Settings")));
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systemSettings->Add(new ItemHeader(sy->T("PSP Settings")));
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static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
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static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
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systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), s, screenManager()))->SetEnabled(!PSP_IsInited());
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systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy, screenManager()))->SetEnabled(!PSP_IsInited());
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// TODO: Come up with a way to display a keyboard for mobile users,
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// TODO: Come up with a way to display a keyboard for mobile users,
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// so until then, this is Windows/Desktop only.
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// so until then, this is Windows/Desktop only.
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#if defined(_WIN32) // TODO: Add all platforms where KEY_CHAR support is added
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#if defined(_WIN32) // TODO: Add all platforms where KEY_CHAR support is added
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@ -599,11 +599,11 @@ void GameSettingsScreen::CreateViews() {
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#endif
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#endif
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systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving")));
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systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving")));
|
||||||
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
|
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
|
||||||
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
|
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, sy, screenManager()));
|
||||||
static const char *timeFormat[] = { "12HR", "24HR"};
|
static const char *timeFormat[] = { "12HR", "24HR"};
|
||||||
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
|
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, sy, screenManager()));
|
||||||
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
|
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
|
||||||
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
|
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy, screenManager()));
|
||||||
}
|
}
|
||||||
|
|
||||||
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
|
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
|
||||||
|
|
|
@ -369,7 +369,7 @@ UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
|
||||||
std::string fn = v->GetScreenshotFilename();
|
std::string fn = v->GetScreenshotFilename();
|
||||||
std::string title = v->GetScreenshotTitle();
|
std::string title = v->GetScreenshotTitle();
|
||||||
I18NCategory *pa = GetI18NCategory("Pause");
|
I18NCategory *pa = GetI18NCategory("Pause");
|
||||||
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), p);
|
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa);
|
||||||
screenManager()->push(screen);
|
screenManager()->push(screen);
|
||||||
}
|
}
|
||||||
return UI::EVENT_DONE;
|
return UI::EVENT_DONE;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue