Merge pull request #16516 from hrydgard/more-postshader-ui
Rework the post-shader list
@ -16,3 +16,9 @@ typedef unsigned int Color;
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inline Color darkenColor(Color color) {
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return (color & 0xFF000000) | ((color >> 1) & 0x7F7F7F);
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}
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inline Color lightenColor(Color color) {
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color = ~color;
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color = (color & 0xFF000000) | ((color >> 1) & 0x7F7F7F);
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return ~color;
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}
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@ -312,10 +312,6 @@ void PopupScreen::TriggerFinish(DialogResult result) {
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}
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}
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void PopupScreen::resized() {
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RecreateViews();
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}
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void PopupScreen::CreateViews() {
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using namespace UI;
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UIContext &dc = *screenManager()->getUIContext();
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@ -336,7 +332,9 @@ void PopupScreen::CreateViews() {
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box_->SetDropShadowExpand(std::max(dp_xres, dp_yres));
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View *title = new PopupHeader(title_);
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box_->Add(title);
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if (HasTitleBar()) {
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box_->Add(title);
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}
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CreatePopupContents(box_);
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root_->SetDefaultFocusView(box_);
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@ -403,6 +401,39 @@ UI::EventReturn ListPopupScreen::OnListChoice(UI::EventParams &e) {
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namespace UI {
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PopupContextMenuScreen::PopupContextMenuScreen(const ContextMenuItem *items, size_t itemCount, I18NCategory *category, UI::View *sourceView)
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: PopupScreen("", "", ""), items_(items), itemCount_(itemCount), category_(category), sourceView_(sourceView)
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{
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enabled_.resize(itemCount, true);
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SetPopupOrigin(sourceView);
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}
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void PopupContextMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
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for (size_t i = 0; i < itemCount_; i++) {
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if (items_[i].imageID) {
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Choice *choice = new Choice(category_->T(items_[i].text), ImageID(items_[i].imageID));
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parent->Add(choice);
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if (enabled_[i]) {
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choice->OnClick.Add([=](EventParams &p) {
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TriggerFinish(DR_OK);
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p.a = (uint32_t)i;
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OnChoice.Dispatch(p);
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return EVENT_DONE;
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});
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}
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else {
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choice->SetEnabled(false);
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}
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}
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}
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// Hacky: Override the position to look like a popup menu.
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AnchorLayoutParams *ap = (AnchorLayoutParams *)parent->GetLayoutParams();
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ap->center = false;
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ap->left = sourceView_->GetBounds().x;
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ap->top = sourceView_->GetBounds().y2();
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}
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std::string ChopTitle(const std::string &title) {
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size_t pos = title.find('\n');
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if (pos != title.npos) {
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@ -814,7 +845,7 @@ void AbstractChoiceWithValueDisplay::GetContentDimensionsBySpec(const UIContext
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const std::string valueText = ValueText();
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int paddingX = 12;
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// Assume we want at least 20% of the size for the label, at a minimum.
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float availWidth = (horiz.size - paddingX * 2) * 0.8f;
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float availWidth = (horiz.size - paddingX * 2) * (text_.empty() ? 1.0f : 0.8f);
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if (availWidth < 0) {
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availWidth = 65535.0f;
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}
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@ -826,11 +857,15 @@ void AbstractChoiceWithValueDisplay::GetContentDimensionsBySpec(const UIContext
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valueW += paddingX;
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// Give the choice itself less space to grow in, so it shrinks if needed.
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MeasureSpec horizLabel = horiz;
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horizLabel.size -= valueW;
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// MeasureSpec horizLabel = horiz;
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// horizLabel.size -= valueW;
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Choice::GetContentDimensionsBySpec(dc, horiz, vert, w, h);
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w += valueW;
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// Fill out anyway if there's space.
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if (horiz.type == AT_MOST && w < horiz.size) {
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w = horiz.size;
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}
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h = std::max(h, valueH);
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}
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@ -76,7 +76,6 @@ public:
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virtual bool isTransparent() const override { return true; }
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virtual bool touch(const TouchInput &touch) override;
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virtual bool key(const KeyInput &key) override;
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virtual void resized() override;
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virtual void TriggerFinish(DialogResult result) override;
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@ -91,6 +90,7 @@ protected:
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virtual bool ShowButtons() const { return true; }
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virtual bool CanComplete(DialogResult result) { return true; }
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virtual void OnCompleted(DialogResult result) {}
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virtual bool HasTitleBar() const { return true; }
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const std::string &Title() { return title_; }
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virtual void update() override;
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@ -250,7 +250,7 @@ public:
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Event OnChange;
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private:
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virtual void OnCompleted(DialogResult result) override;
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void OnCompleted(DialogResult result) override;
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TextEdit *edit_;
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std::string *value_;
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std::string textEditValue_;
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@ -258,13 +258,45 @@ private:
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int maxLen_;
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};
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// TODO: Break out a lot of popup stuff from UIScreen.h.
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struct ContextMenuItem {
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const char *text;
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const char *imageID;
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};
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// Once a selection has been made,
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class PopupContextMenuScreen : public PopupScreen {
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public:
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PopupContextMenuScreen(const ContextMenuItem *items, size_t itemCount, I18NCategory *category, UI::View *sourceView);
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void CreatePopupContents(ViewGroup *parent) override;
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const char *tag() const override { return "ContextMenuPopup"; }
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void SetEnabled(size_t index, bool enabled) {
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enabled_[index] = enabled;
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}
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UI::Event OnChoice;
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protected:
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bool HasTitleBar() const { return false; }
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private:
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const ContextMenuItem *items_;
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size_t itemCount_;
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I18NCategory *category_;
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UI::View *sourceView_;
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std::vector<bool> enabled_;
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};
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class AbstractChoiceWithValueDisplay : public UI::Choice {
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public:
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AbstractChoiceWithValueDisplay(const std::string &text, LayoutParams *layoutParams = nullptr)
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: Choice(text, layoutParams) {
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}
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virtual void Draw(UIContext &dc) override;
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void Draw(UIContext &dc) override;
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void GetContentDimensionsBySpec(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert, float &w, float &h) const override;
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protected:
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@ -463,8 +495,8 @@ public:
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private:
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std::string ValueText() const override;
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int *iValue_ = nullptr;
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std::string *sValue_ = nullptr;
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int *iValue_ = nullptr;
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const char *category_ = nullptr;
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std::string (*translateCallback_)(const char *value) = nullptr;
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};
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@ -16,6 +16,7 @@
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#include "Common/System/System.h"
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#include "Common/TimeUtil.h"
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#include "Common/StringUtils.h"
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#include "Common/Log.h"
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namespace UI {
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@ -24,7 +25,6 @@ static constexpr float MIN_TEXT_SCALE = 0.8f;
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static constexpr float MAX_ITEM_SIZE = 65535.0f;
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void MeasureBySpec(Size sz, float contentWidth, MeasureSpec spec, float *measured) {
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*measured = sz;
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if (sz == WRAP_CONTENT) {
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if (spec.type == UNSPECIFIED)
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*measured = contentWidth;
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@ -40,6 +40,8 @@ void MeasureBySpec(Size sz, float contentWidth, MeasureSpec spec, float *measure
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*measured = spec.size;
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} else if (spec.type == EXACTLY || (spec.type == AT_MOST && *measured > spec.size)) {
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*measured = spec.size;
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} else {
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*measured = sz;
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}
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}
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@ -413,6 +415,7 @@ void ClickableItem::GetContentDimensions(const UIContext &dc, float &w, float &h
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ClickableItem::ClickableItem(LayoutParams *layoutParams) : Clickable(layoutParams) {
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if (!layoutParams) {
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// The default LayoutParams assigned by View::View defaults to WRAP_CONTENT/WRAP_CONTENT.
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if (layoutParams_->width == WRAP_CONTENT)
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layoutParams_->width = FILL_PARENT;
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}
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@ -497,6 +500,7 @@ void Choice::Draw(UIContext &dc) {
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if (image_.isValid()) {
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const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(image_);
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_dbg_assert_(image);
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paddingX += image->w + 6;
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availWidth -= image->w + 6;
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// TODO: Use scale rotation and flip here as well (DrawImageRotated is always ALIGN_CENTER for now)
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@ -696,28 +700,55 @@ void CheckBox::Draw(UIContext &dc) {
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if (!IsEnabled()) {
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style = dc.theme->itemDisabledStyle;
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}
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if (HasFocus()) {
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style = dc.theme->itemFocusedStyle;
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}
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if (down_) {
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style = dc.theme->itemDownStyle;
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ImageID image = Toggled() ? dc.theme->checkOn : dc.theme->checkOff;
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// In image mode, light up instead of showing a checkbox.
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if (imageID_.isValid()) {
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image = imageID_;
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if (Toggled()) {
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if (HasFocus()) {
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style = dc.theme->itemDownStyle;
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} else {
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style = dc.theme->itemFocusedStyle;
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}
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} else {
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if (HasFocus()) {
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style = dc.theme->itemDownStyle;
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} else {
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style = dc.theme->itemStyle;
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}
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}
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if (down_) {
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style.background.color = lightenColor(style.background.color);
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}
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} else {
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if (HasFocus()) {
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style = dc.theme->itemFocusedStyle;
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}
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if (down_) {
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style = dc.theme->itemDownStyle;
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}
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}
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dc.SetFontStyle(dc.theme->uiFont);
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ClickableItem::Draw(dc);
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DrawBG(dc, style);
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ImageID image = Toggled() ? dc.theme->checkOn : dc.theme->checkOff;
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float imageW, imageH;
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dc.Draw()->MeasureImage(image, &imageW, &imageH);
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const int paddingX = 12;
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// Padding right of the checkbox image too.
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const float availWidth = bounds_.w - paddingX * 2 - imageW - paddingX;
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float scale = CalculateTextScale(dc, availWidth);
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dc.SetFontScale(scale, scale);
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Bounds textBounds(bounds_.x + paddingX, bounds_.y, availWidth, bounds_.h);
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dc.DrawTextRect(text_.c_str(), textBounds, style.fgColor, ALIGN_VCENTER | FLAG_WRAP_TEXT);
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if (!text_.empty()) {
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float scale = CalculateTextScale(dc, availWidth);
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dc.SetFontScale(scale, scale);
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Bounds textBounds(bounds_.x + paddingX, bounds_.y, availWidth, bounds_.h);
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dc.DrawTextRect(text_.c_str(), textBounds, style.fgColor, ALIGN_VCENTER | FLAG_WRAP_TEXT);
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}
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dc.Draw()->DrawImage(image, bounds_.x2() - paddingX, bounds_.centerY(), 1.0f, style.fgColor, ALIGN_RIGHT | ALIGN_VCENTER);
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dc.SetFontScale(1.0f, 1.0f);
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}
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@ -743,24 +774,41 @@ float CheckBox::CalculateTextScale(const UIContext &dc, float availWidth) const
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void CheckBox::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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ImageID image = Toggled() ? dc.theme->checkOn : dc.theme->checkOff;
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if (imageID_.isValid()) {
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image = imageID_;
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}
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float imageW, imageH;
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dc.Draw()->MeasureImage(image, &imageW, &imageH);
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const int paddingX = 12;
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if (imageID_.isValid()) {
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w = imageW + paddingX * 2;
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h = std::max(imageH, ITEM_HEIGHT);
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return;
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}
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// The below code is kinda wacky, we shouldn't involve bounds_ here.
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// Padding right of the checkbox image too.
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float availWidth = bounds_.w - paddingX * 2 - imageW - paddingX;
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if (availWidth < 0.0f) {
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// Let it have as much space as it needs.
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availWidth = MAX_ITEM_SIZE;
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}
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float scale = CalculateTextScale(dc, availWidth);
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float actualWidth, actualHeight;
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Bounds availBounds(0, 0, availWidth, bounds_.h);
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dc.MeasureTextRect(dc.theme->uiFont, scale, scale, text_.c_str(), (int)text_.size(), availBounds, &actualWidth, &actualHeight, ALIGN_VCENTER | FLAG_WRAP_TEXT);
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if (!text_.empty()) {
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float scale = CalculateTextScale(dc, availWidth);
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float actualWidth, actualHeight;
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Bounds availBounds(0, 0, availWidth, bounds_.h);
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dc.MeasureTextRect(dc.theme->uiFont, scale, scale, text_.c_str(), (int)text_.size(), availBounds, &actualWidth, &actualHeight, ALIGN_VCENTER | FLAG_WRAP_TEXT);
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h = std::max(actualHeight, ITEM_HEIGHT);
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} else {
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h = std::max(imageH, ITEM_HEIGHT);
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}
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w = bounds_.w;
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h = std::max(actualHeight, ITEM_HEIGHT);
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}
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void BitCheckBox::Toggle() {
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@ -827,11 +827,17 @@ private:
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class CheckBox : public ClickableItem {
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public:
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CheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = 0)
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CheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = nullptr)
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: ClickableItem(layoutParams), toggle_(toggle), text_(text), smallText_(smallText) {
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OnClick.Handle(this, &CheckBox::OnClicked);
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}
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// Image-only "checkbox", lights up instead of showing a checkmark.
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CheckBox(bool *toggle, ImageID imageID, LayoutParams *layoutParams = nullptr)
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: ClickableItem(layoutParams), toggle_(toggle), imageID_(imageID) {
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OnClick.Handle(this, &CheckBox::OnClicked);
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}
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void Draw(UIContext &dc) override;
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std::string DescribeText() const override;
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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@ -846,6 +852,7 @@ private:
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bool *toggle_;
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std::string text_;
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std::string smallText_;
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ImageID imageID_;
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};
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class BitCheckBox : public CheckBox {
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@ -100,7 +100,11 @@ bool ViewGroup::Touch(const TouchInput &input) {
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}
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}
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}
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return any;
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if (clickableBackground_) {
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return any || bounds_.Contains(input.x, input.y);
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} else {
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return any;
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}
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}
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void ViewGroup::Query(float x, float y, std::vector<View *> &list) {
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@ -510,8 +514,9 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
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float sum = 0.0f;
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float maxOther = 0.0f;
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float totalWeight = 0.0f;
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float weightSum = 0.0f;
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float weightZeroSum = 0.0f;
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float weightSum = 0.0f; // Total sum of weights
|
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float weightZeroSum = 0.0f; // Sum of sizes of things with weight 0.0, a bit confusingly named
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int numVisible = 0;
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@ -589,8 +594,11 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
|
||||
for (View *view : views_) {
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||||
if (view->GetVisibility() == V_GONE)
|
||||
continue;
|
||||
const LinearLayoutParams *linLayoutParams = view->GetLayoutParams()->As<LinearLayoutParams>();
|
||||
// FILL_PARENT is not appropriate in this direction. It gets ignored though.
|
||||
// We have a bit too many of these due to the hack in the ClickableItem constructor.
|
||||
// _dbg_assert_(view->GetLayoutParams()->width != UI::FILL_PARENT);
|
||||
|
||||
const LinearLayoutParams *linLayoutParams = view->GetLayoutParams()->As<LinearLayoutParams>();
|
||||
if (linLayoutParams && linLayoutParams->weight > 0.0f) {
|
||||
Margins margins = defaultMargins_;
|
||||
if (linLayoutParams->HasMargins())
|
||||
@ -634,8 +642,11 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
|
||||
for (View *view : views_) {
|
||||
if (view->GetVisibility() == V_GONE)
|
||||
continue;
|
||||
const LinearLayoutParams *linLayoutParams = view->GetLayoutParams()->As<LinearLayoutParams>();
|
||||
// FILL_PARENT is not appropriate in this direction. It gets ignored though.
|
||||
// We have a bit too many of these due to the hack in the ClickableItem constructor.
|
||||
// _dbg_assert_(view->GetLayoutParams()->height != UI::FILL_PARENT);
|
||||
|
||||
const LinearLayoutParams *linLayoutParams = view->GetLayoutParams()->As<LinearLayoutParams>();
|
||||
if (linLayoutParams && linLayoutParams->weight > 0.0f) {
|
||||
Margins margins = defaultMargins_;
|
||||
if (linLayoutParams->HasMargins())
|
||||
@ -645,6 +656,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
|
||||
h = MeasureSpec(AT_MOST, measuredWidth_);
|
||||
float unit = (allowedHeight - weightZeroSum) / weightSum;
|
||||
if (weightSum == 0.0f) {
|
||||
// We must have gotten an inf.
|
||||
unit = 1.0f;
|
||||
}
|
||||
MeasureSpec v(AT_MOST, unit * linLayoutParams->weight - margins.vert());
|
||||
@ -1589,6 +1601,7 @@ StickyChoice *ChoiceStrip::Choice(int index) {
|
||||
return static_cast<StickyChoice *>(views_[index]);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ListView::ListView(ListAdaptor *a, std::set<int> hidden, LayoutParams *layoutParams)
|
||||
: ScrollView(ORIENT_VERTICAL, layoutParams), adaptor_(a), maxHeight_(0), hidden_(hidden) {
|
||||
|
||||
|
@ -78,6 +78,7 @@ public:
|
||||
void SetHasDropShadow(bool has) { hasDropShadow_ = has; }
|
||||
void SetDropShadowExpand(float s) { dropShadowExpand_ = s; }
|
||||
void SetExclusiveTouch(bool exclusive) { exclusiveTouch_ = exclusive; }
|
||||
void SetClickableBackground(bool clickableBackground) { clickableBackground_ = clickableBackground; }
|
||||
|
||||
void Lock() { modifyLock_.lock(); }
|
||||
void Unlock() { modifyLock_.unlock(); }
|
||||
@ -96,6 +97,7 @@ protected:
|
||||
Drawable bg_;
|
||||
float dropShadowExpand_ = 0.0f;
|
||||
bool hasDropShadow_ = false;
|
||||
bool clickableBackground_ = false;
|
||||
bool clip_ = false;
|
||||
bool exclusiveTouch_ = false;
|
||||
};
|
||||
|
@ -19,11 +19,11 @@
|
||||
// Postprocessing shader manager
|
||||
// For FXAA, "Natural", bloom, B&W, cross processing and whatnot.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/Data/Format/IniFile.h"
|
||||
|
||||
struct ShaderInfo {
|
||||
Path iniFile; // which ini file was this definition in? So we can write settings back later
|
||||
std::string section; // ini file section. This is saved.
|
||||
|
@ -23,6 +23,7 @@
|
||||
#include "Common/Render/DrawBuffer.h"
|
||||
#include "Common/UI/Context.h"
|
||||
#include "Common/UI/View.h"
|
||||
#include "Common/UI/UIScreen.h"
|
||||
#include "Common/Math/math_util.h"
|
||||
#include "Common/System/Display.h"
|
||||
#include "Common/System/NativeApp.h"
|
||||
@ -37,14 +38,14 @@
|
||||
#include "Core/System.h"
|
||||
#include "GPU/Common/FramebufferManagerCommon.h"
|
||||
#include "GPU/Common/PresentationCommon.h"
|
||||
#include "GPU/Common/PostShader.h"
|
||||
|
||||
static const int leftColumnWidth = 200;
|
||||
static const float orgRatio = 1.764706f; // 480.0 / 272.0
|
||||
|
||||
enum Mode {
|
||||
MODE_MOVE,
|
||||
MODE_RESIZE,
|
||||
MODE_INACTIVE = 0,
|
||||
MODE_MOVE = 1,
|
||||
MODE_RESIZE = 2,
|
||||
};
|
||||
|
||||
static Bounds FRectToBounds(FRect rc) {
|
||||
@ -149,6 +150,7 @@ void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult resu
|
||||
}
|
||||
|
||||
UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) {
|
||||
// Remove the virtual "Off" entry. TODO: Get rid of it generally.
|
||||
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
|
||||
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
@ -162,7 +164,13 @@ UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e)
|
||||
}
|
||||
|
||||
static std::string PostShaderTranslateName(const char *value) {
|
||||
auto gr = GetI18NCategory("Graphics");
|
||||
auto ps = GetI18NCategory("PostShaders");
|
||||
if (!strcmp(value, "Off")) {
|
||||
// Off is a legacy fake item (gonna migrate off it later).
|
||||
return gr->T("Add postprocessing shader");
|
||||
}
|
||||
|
||||
const ShaderInfo *info = GetPostShaderInfo(value);
|
||||
if (info) {
|
||||
return ps->T(value, info ? info->name.c_str() : value);
|
||||
@ -195,14 +203,16 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
// impossible.
|
||||
root_->SetExclusiveTouch(true);
|
||||
|
||||
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, 10.f, 10.f, NONE, 10.f, false));
|
||||
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(400.0f, FILL_PARENT, 10.f, 10.f, NONE, 10.f, false));
|
||||
ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL);
|
||||
leftScrollView->Add(leftColumn);
|
||||
leftScrollView->SetClickableBackground(true);
|
||||
root_->Add(leftScrollView);
|
||||
|
||||
ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.f, 10.f, false));
|
||||
ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL);
|
||||
rightScrollView->Add(rightColumn);
|
||||
rightScrollView->SetClickableBackground(true);
|
||||
root_->Add(rightScrollView);
|
||||
|
||||
LinearLayout *bottomControls = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, NONE, NONE, 10.0f, false));
|
||||
@ -219,6 +229,7 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
aspectRatio->SetLiveUpdate(true);
|
||||
|
||||
mode_ = new ChoiceStrip(ORIENT_HORIZONTAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
|
||||
mode_->AddChoice(di->T("Inactive"));
|
||||
mode_->AddChoice(di->T("Move"));
|
||||
mode_->AddChoice(di->T("Resize"));
|
||||
mode_->SetSelection(0, false);
|
||||
@ -251,8 +262,6 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
static const char *bufFilters[] = { "Linear", "Nearest", };
|
||||
leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
|
||||
|
||||
leftColumn->Add(new ItemHeader(gr->T("Postprocessing effect")));
|
||||
|
||||
Draw::DrawContext *draw = screenManager()->getDrawContext();
|
||||
|
||||
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
|
||||
@ -261,15 +270,33 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
return g_Config.bStereoRendering && multiViewSupported;
|
||||
};
|
||||
|
||||
leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders")));
|
||||
|
||||
std::set<std::string> alreadyAddedShader;
|
||||
settingsVisible_.resize(g_Config.vPostShaderNames.size());
|
||||
|
||||
static ContextMenuItem postShaderContextMenu[] = {
|
||||
{ "Move Up", "I_ARROW_UP" },
|
||||
{ "Move Down", "I_ARROW_DOWN" },
|
||||
{ "Remove", "I_TRASHCAN" },
|
||||
};
|
||||
|
||||
for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) {
|
||||
// Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread
|
||||
shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i];
|
||||
leftColumn->Add(new ItemHeader(StringFromFormat("%s #%d", gr->T("Postprocessing Shader"), i + 1)));
|
||||
postProcChoice_ = leftColumn->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName));
|
||||
|
||||
LinearLayout *shaderRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT));
|
||||
shaderRow->SetSpacing(4.0f);
|
||||
leftColumn->Add(shaderRow);
|
||||
|
||||
if (shaderNames_[i] != "Off") {
|
||||
postProcChoice_ = shaderRow->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName, new LinearLayoutParams(1.0f)));
|
||||
} else {
|
||||
postProcChoice_ = shaderRow->Add(new Choice(ImageID("I_PLUS")));
|
||||
}
|
||||
postProcChoice_->OnClick.Add([=](EventParams &e) {
|
||||
auto gr = GetI18NCategory("Graphics");
|
||||
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i, false);
|
||||
auto procScreen = new PostProcScreen(gr->T("Postprocessing shaders"), i, false);
|
||||
procScreen->SetHasDropShadow(false);
|
||||
procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
|
||||
if (e.v)
|
||||
@ -281,25 +308,90 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
return !g_Config.bSkipBufferEffects && !enableStereo();
|
||||
});
|
||||
|
||||
if (i < g_Config.vPostShaderNames.size()) {
|
||||
bool hasSettings = false;
|
||||
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
|
||||
for (auto shaderInfo : shaderChain) {
|
||||
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
|
||||
auto &setting = shaderInfo->settings[i];
|
||||
if (!setting.name.empty()) {
|
||||
hasSettings = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hasSettings) {
|
||||
CheckBox *checkBox = new CheckBox(&settingsVisible_[i], ImageID("I_SLIDERS"), new LinearLayoutParams(0.0f));
|
||||
auto settingsButton = shaderRow->Add(checkBox);
|
||||
settingsButton->OnClick.Add([=](EventParams &e) {
|
||||
RecreateViews();
|
||||
return UI::EVENT_DONE;
|
||||
});
|
||||
}
|
||||
|
||||
auto removeButton = shaderRow->Add(new Choice(ImageID("I_TRASHCAN"), new LinearLayoutParams(0.0f)));
|
||||
removeButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
|
||||
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
RecreateViews();
|
||||
return UI::EVENT_DONE;
|
||||
});
|
||||
|
||||
auto moreButton = shaderRow->Add(new Choice(ImageID("I_THREE_DOTS"), new LinearLayoutParams(0.0f)));
|
||||
moreButton->OnClick.Add([=](EventParams &e) -> UI::EventReturn {
|
||||
PopupContextMenuScreen *contextMenu = new UI::PopupContextMenuScreen(postShaderContextMenu, ARRAY_SIZE(postShaderContextMenu), di.get(), moreButton);
|
||||
screenManager()->push(contextMenu);
|
||||
contextMenu->SetEnabled(0, i > 0);
|
||||
contextMenu->SetEnabled(1, i < g_Config.vPostShaderNames.size() - 1);
|
||||
contextMenu->OnChoice.Add([=](EventParams &e) -> UI::EventReturn {
|
||||
switch (e.a) {
|
||||
case 0: // Move up
|
||||
std::swap(g_Config.vPostShaderNames[i - 1], g_Config.vPostShaderNames[i]);
|
||||
break;
|
||||
case 1: // Move down
|
||||
std::swap(g_Config.vPostShaderNames[i], g_Config.vPostShaderNames[i + 1]);
|
||||
break;
|
||||
case 2: // Remove
|
||||
g_Config.vPostShaderNames.erase(g_Config.vPostShaderNames.begin() + i);
|
||||
break;
|
||||
default:
|
||||
return UI::EVENT_DONE;
|
||||
}
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
RecreateViews();
|
||||
return UI::EVENT_DONE;
|
||||
});
|
||||
return UI::EVENT_DONE;
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
// No need for settings on the last one.
|
||||
if (i == g_Config.vPostShaderNames.size())
|
||||
continue;
|
||||
|
||||
auto shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
|
||||
if (!settingsVisible_[i])
|
||||
continue;
|
||||
|
||||
std::vector<const ShaderInfo *> shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
|
||||
for (auto shaderInfo : shaderChain) {
|
||||
// Disable duplicated shader slider
|
||||
bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end();
|
||||
alreadyAddedShader.insert(shaderInfo->section);
|
||||
|
||||
LinearLayout *settingContainer = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT, UI::Margins(24.0f, 0.0f, 0.0f, 0.0f)));
|
||||
leftColumn->Add(settingContainer);
|
||||
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
|
||||
auto &setting = shaderInfo->settings[i];
|
||||
if (!setting.name.empty()) {
|
||||
// This map lookup will create the setting in the mPostShaderSetting map if it doesn't exist, with a default value of 0.0.
|
||||
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
|
||||
if (duplicated) {
|
||||
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
|
||||
PopupSliderChoiceFloat *settingValue = leftColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
|
||||
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
|
||||
settingValue->SetEnabled(false);
|
||||
} else {
|
||||
PopupSliderChoiceFloat *settingValue = leftColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
|
||||
PopupSliderChoiceFloat *settingValue = settingContainer->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
|
||||
settingValue->SetLiveUpdate(true);
|
||||
settingValue->SetHasDropShadow(false);
|
||||
settingValue->SetEnabledFunc([=] {
|
||||
@ -313,3 +405,49 @@ void DisplayLayoutScreen::CreateViews() {
|
||||
|
||||
root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
|
||||
}
|
||||
|
||||
void PostProcScreen::CreateViews() {
|
||||
auto ps = GetI18NCategory("PostShaders");
|
||||
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
|
||||
shaders_ = GetAllPostShaderInfo();
|
||||
std::vector<std::string> items;
|
||||
int selected = -1;
|
||||
const std::string selectedName = id_ >= (int)g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[id_];
|
||||
|
||||
for (int i = 0; i < (int)shaders_.size(); i++) {
|
||||
if (!shaders_[i].visible)
|
||||
continue;
|
||||
if (shaders_[i].isStereo != showStereoShaders_)
|
||||
continue;
|
||||
if (shaders_[i].section == selectedName)
|
||||
selected = (int)indexTranslation_.size();
|
||||
items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()));
|
||||
indexTranslation_.push_back(i);
|
||||
}
|
||||
adaptor_ = UI::StringVectorListAdaptor(items, selected);
|
||||
ListPopupScreen::CreateViews();
|
||||
}
|
||||
|
||||
void PostProcScreen::OnCompleted(DialogResult result) {
|
||||
if (result != DR_OK)
|
||||
return;
|
||||
const std::string &value = shaders_[indexTranslation_[listView_->GetSelected()]].section;
|
||||
// I feel this logic belongs more in the caller, but eh...
|
||||
if (showStereoShaders_) {
|
||||
if (g_Config.sStereoToMonoShader != value) {
|
||||
g_Config.sStereoToMonoShader = value;
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
}
|
||||
} else {
|
||||
if (id_ < (int)g_Config.vPostShaderNames.size()) {
|
||||
if (g_Config.vPostShaderNames[id_] != value) {
|
||||
g_Config.vPostShaderNames[id_] = value;
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
}
|
||||
}
|
||||
else {
|
||||
g_Config.vPostShaderNames.push_back(value);
|
||||
NativeMessageReceived("gpu_configChanged", "");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -17,8 +17,12 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <deque>
|
||||
|
||||
#include "Common/UI/View.h"
|
||||
#include "Common/UI/ViewGroup.h"
|
||||
#include "GPU/Common/PostShader.h"
|
||||
|
||||
#include "MiscScreens.h"
|
||||
|
||||
class DisplayLayoutScreen : public UIDialogScreenWithGameBackground {
|
||||
@ -45,4 +49,23 @@ private:
|
||||
UI::ChoiceStrip *mode_ = nullptr;
|
||||
UI::Choice *postProcChoice_ = nullptr;
|
||||
std::string shaderNames_[256];
|
||||
std::deque<bool> settingsVisible_; // vector<bool> is an insane bitpacked specialization!
|
||||
};
|
||||
|
||||
class PostProcScreen : public ListPopupScreen {
|
||||
public:
|
||||
PostProcScreen(const std::string &title, int id, bool showStereoShaders)
|
||||
: ListPopupScreen(title), id_(id), showStereoShaders_(showStereoShaders) { }
|
||||
|
||||
void CreateViews() override;
|
||||
|
||||
const char *tag() const override { return "PostProc"; }
|
||||
|
||||
private:
|
||||
void OnCompleted(DialogResult result) override;
|
||||
bool ShowButtons() const override { return true; }
|
||||
std::vector<ShaderInfo> shaders_;
|
||||
int id_;
|
||||
bool showStereoShaders_;
|
||||
std::vector<int> indexTranslation_;
|
||||
};
|
||||
|
@ -551,45 +551,6 @@ void PromptScreen::TriggerFinish(DialogResult result) {
|
||||
UIDialogScreenWithBackground::TriggerFinish(result);
|
||||
}
|
||||
|
||||
PostProcScreen::PostProcScreen(const std::string &title, int id, bool showStereoShaders) : ListPopupScreen(title), id_(id), showStereoShaders_(showStereoShaders) { }
|
||||
|
||||
void PostProcScreen::CreateViews() {
|
||||
auto ps = GetI18NCategory("PostShaders");
|
||||
ReloadAllPostShaderInfo(screenManager()->getDrawContext());
|
||||
shaders_ = GetAllPostShaderInfo();
|
||||
std::vector<std::string> items;
|
||||
int selected = -1;
|
||||
const std::string selectedName = id_ >= (int)g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[id_];
|
||||
|
||||
for (int i = 0; i < (int)shaders_.size(); i++) {
|
||||
if (!shaders_[i].visible)
|
||||
continue;
|
||||
if (shaders_[i].isStereo != showStereoShaders_)
|
||||
continue;
|
||||
if (shaders_[i].section == selectedName)
|
||||
selected = (int)indexTranslation_.size();
|
||||
items.push_back(ps->T(shaders_[i].section.c_str(), shaders_[i].name.c_str()));
|
||||
indexTranslation_.push_back(i);
|
||||
}
|
||||
adaptor_ = UI::StringVectorListAdaptor(items, selected);
|
||||
ListPopupScreen::CreateViews();
|
||||
}
|
||||
|
||||
void PostProcScreen::OnCompleted(DialogResult result) {
|
||||
if (result != DR_OK)
|
||||
return;
|
||||
const std::string &value = shaders_[indexTranslation_[listView_->GetSelected()]].section;
|
||||
// I feel this logic belongs more in the caller, but eh...
|
||||
if (showStereoShaders_) {
|
||||
g_Config.sStereoToMonoShader = value;
|
||||
} else {
|
||||
if (id_ < (int)g_Config.vPostShaderNames.size())
|
||||
g_Config.vPostShaderNames[id_] = value;
|
||||
else
|
||||
g_Config.vPostShaderNames.push_back(value);
|
||||
}
|
||||
}
|
||||
|
||||
TextureShaderScreen::TextureShaderScreen(const std::string &title) : ListPopupScreen(title) {}
|
||||
|
||||
void TextureShaderScreen::CreateViews() {
|
||||
|
@ -109,23 +109,6 @@ private:
|
||||
std::vector<File::FileInfo> langs_;
|
||||
};
|
||||
|
||||
class PostProcScreen : public ListPopupScreen {
|
||||
public:
|
||||
PostProcScreen(const std::string &title, int id, bool showStereoShaders);
|
||||
|
||||
void CreateViews() override;
|
||||
|
||||
const char *tag() const override { return "PostProc"; }
|
||||
|
||||
private:
|
||||
void OnCompleted(DialogResult result) override;
|
||||
bool ShowButtons() const override { return true; }
|
||||
std::vector<ShaderInfo> shaders_;
|
||||
int id_;
|
||||
bool showStereoShaders_;
|
||||
std::vector<int> indexTranslation_;
|
||||
};
|
||||
|
||||
class TextureShaderScreen : public ListPopupScreen {
|
||||
public:
|
||||
TextureShaderScreen(const std::string &title);
|
||||
|
@ -1064,7 +1064,7 @@ void TakeScreenshot() {
|
||||
}
|
||||
|
||||
void RenderOverlays(UIContext *dc, void *userdata) {
|
||||
// Thin bar at the top of the screen like Chrome.
|
||||
// Thin bar at the top of the screen.
|
||||
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
|
||||
if (!progress.empty()) {
|
||||
static const uint32_t colors[4] = {
|
||||
@ -1091,8 +1091,8 @@ void RenderOverlays(UIContext *dc, void *userdata) {
|
||||
}
|
||||
|
||||
void NativeRender(GraphicsContext *graphicsContext) {
|
||||
_assert_(graphicsContext != nullptr);
|
||||
_assert_(screenManager != nullptr);
|
||||
_dbg_assert_(graphicsContext != nullptr);
|
||||
_dbg_assert_(screenManager != nullptr);
|
||||
|
||||
g_GameManager.Update();
|
||||
|
||||
|
@ -154,68 +154,6 @@ namespace MainWindow {
|
||||
AppendMenu(helpMenu, MF_STRING | MF_BYCOMMAND, ID_HELP_ABOUT, aboutPPSSPP.c_str());
|
||||
}
|
||||
|
||||
void UpdateDynamicMenuCheckmarks(HMENU menu) {
|
||||
int item = ID_SHADERS_BASE + 1;
|
||||
|
||||
for (size_t i = 0; i < availableShaders.size(); i++) {
|
||||
bool checked = false;
|
||||
if (g_Config.vPostShaderNames.empty() && availableShaders[i] == "Off")
|
||||
checked = true;
|
||||
else if (g_Config.vPostShaderNames.size() == 1 && availableShaders[i] == g_Config.vPostShaderNames[0])
|
||||
checked = true;
|
||||
|
||||
CheckMenuItem(menu, item++, checked ? MF_CHECKED : MF_UNCHECKED);
|
||||
}
|
||||
}
|
||||
|
||||
bool CreateShadersSubmenu(HMENU menu) {
|
||||
// NOTE: We do not load this until translations are loaded!
|
||||
if (!I18NCategoryLoaded("PostShaders"))
|
||||
return false;
|
||||
|
||||
// We only reload this initially and when a menu is actually opened.
|
||||
if (!menuShaderInfoLoaded) {
|
||||
// This is on Windows where we don't currently blacklist any vendors, or similar.
|
||||
// TODO: Figure out how to have the GPU data while reloading the post shader info.
|
||||
ReloadAllPostShaderInfo(nullptr);
|
||||
menuShaderInfoLoaded = true;
|
||||
}
|
||||
|
||||
std::vector<ShaderInfo> info = GetAllPostShaderInfo();
|
||||
|
||||
if (menuShaderInfo.size() == info.size() && std::equal(info.begin(), info.end(), menuShaderInfo.begin())) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto ps = GetI18NCategory("PostShaders");
|
||||
|
||||
HMENU shaderMenu = GetSubmenuById(menu, ID_OPTIONS_SHADER_MENU);
|
||||
EmptySubMenu(shaderMenu);
|
||||
|
||||
int item = ID_SHADERS_BASE + 1;
|
||||
const char *translatedShaderName = nullptr;
|
||||
|
||||
availableShaders.clear();
|
||||
for (auto i = info.begin(); i != info.end(); ++i) {
|
||||
if (!i->visible)
|
||||
continue;
|
||||
int checkedStatus = MF_UNCHECKED;
|
||||
availableShaders.push_back(i->section);
|
||||
if (g_Config.vPostShaderNames.empty() && i->section == "Off") {
|
||||
checkedStatus = MF_CHECKED;
|
||||
} else if (g_Config.vPostShaderNames.size() == 1 && g_Config.vPostShaderNames[0] == i->section) {
|
||||
checkedStatus = MF_CHECKED;
|
||||
}
|
||||
|
||||
translatedShaderName = ps->T(i->section.c_str(), i->name.c_str());
|
||||
|
||||
AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
|
||||
}
|
||||
|
||||
menuShaderInfo = info;
|
||||
return true;
|
||||
}
|
||||
|
||||
static void TranslateMenuItem(const HMENU hMenu, const int menuID, const std::wstring& accelerator = L"", const char *key = nullptr) {
|
||||
auto des = GetI18NCategory("DesktopUI");
|
||||
|
||||
@ -302,7 +240,6 @@ namespace MainWindow {
|
||||
// Skip display multipliers x1-x10
|
||||
TranslateMenuItem(menu, ID_OPTIONS_FULLSCREEN, g_Config.bSystemControls ? L"\tAlt+Return, F11" : L"");
|
||||
TranslateMenuItem(menu, ID_OPTIONS_VSYNC);
|
||||
TranslateMenuItem(menu, ID_OPTIONS_SHADER_MENU);
|
||||
TranslateMenuItem(menu, ID_OPTIONS_SCREEN_MENU, g_Config.bSystemControls ? L"\tCtrl+1" : L"");
|
||||
TranslateMenuItem(menu, ID_OPTIONS_SCREENAUTO);
|
||||
// Skip rendering resolution 2x-5x..
|
||||
@ -360,10 +297,6 @@ namespace MainWindow {
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (CreateShadersSubmenu(menu)) {
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
DrawMenuBar(hWnd);
|
||||
}
|
||||
@ -1034,25 +967,8 @@ namespace MainWindow {
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
// Handle the dynamic shader switching here.
|
||||
// The Menu ID is contained in wParam, so subtract
|
||||
// ID_SHADERS_BASE and an additional 1 off it.
|
||||
u32 index = (wParam - ID_SHADERS_BASE - 1);
|
||||
if (index < availableShaders.size()) {
|
||||
g_Config.vPostShaderNames.clear();
|
||||
if (availableShaders[index] != "Off")
|
||||
g_Config.vPostShaderNames.push_back(availableShaders[index]);
|
||||
g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
|
||||
|
||||
NativeMessageReceived("gpu_renderResized", "");
|
||||
NativeMessageReceived("postshader_updated", "");
|
||||
break;
|
||||
}
|
||||
|
||||
MessageBox(hWnd, L"Unimplemented", L"Sorry", 0);
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1329,7 +1245,6 @@ namespace MainWindow {
|
||||
EnableMenuItem(menu, ID_DEBUG_GEDEBUGGER, MF_GRAYED);
|
||||
#endif
|
||||
|
||||
UpdateDynamicMenuCheckmarks(menu);
|
||||
UpdateCommands();
|
||||
}
|
||||
|
||||
|
@ -553,10 +553,6 @@ BEGIN
|
||||
MENUITEM "Fullscreen", ID_OPTIONS_FULLSCREEN
|
||||
MENUITEM "VSync", ID_OPTIONS_VSYNC
|
||||
MENUITEM "Skip Buffer Effects", ID_OPTIONS_SKIP_BUFFER_EFFECTS
|
||||
POPUP "Postprocessing Shader", ID_OPTIONS_SHADER_MENU
|
||||
BEGIN
|
||||
MENUITEM "", 0, MFT_SEPARATOR
|
||||
END
|
||||
POPUP "Rendering Resolution", ID_OPTIONS_SCREEN_MENU
|
||||
BEGIN
|
||||
MENUITEM "Auto", ID_OPTIONS_SCREENAUTO
|
||||
|
@ -118,8 +118,6 @@
|
||||
#define IDC_GEDBG_PRIMCOUNTER 1201
|
||||
#define IDC_BUTTON_SEARCH 1204
|
||||
|
||||
#define ID_SHADERS_BASE 5000
|
||||
|
||||
#define ID_FILE_EXIT 40000
|
||||
#define ID_DEBUG_SAVEMAPFILE 40001
|
||||
#define ID_DISASM_RUNTOHERE 40004
|
||||
|
@ -192,7 +192,6 @@ Pause = &إيقاف مؤقت
|
||||
Pause When Not Focused = &إيقاف مؤقت حينما لا يكون مفعلاً
|
||||
Portrait = لوحة
|
||||
Portrait reversed = لوحة معكوسة
|
||||
Postprocessing Shader = Postprocessin&g shader
|
||||
PPSSPP Forums = PPSSPP &منتديات
|
||||
Record = &تسجيل
|
||||
Record Audio = تسجيل &الصوت
|
||||
@ -322,6 +321,8 @@ Load completed = التحميل إكتمل.
|
||||
Loading = تحميل\nمن فضلك إنتظر...
|
||||
LoadingFailed = غير قادر علي تحميل البيانات.
|
||||
Move = تحريك
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = إتصال الشبكة
|
||||
NEW DATA = بيانات جديدة
|
||||
No = لا
|
||||
@ -329,6 +330,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = حسناً
|
||||
Old savedata detected = بيانات حفظ قديمة قد إكتشفت
|
||||
Options = إعدادات
|
||||
Remove = Remove
|
||||
Reset = إستعادة
|
||||
Resize = تغيير الحجم
|
||||
Retry = حاول مجدداً
|
||||
@ -536,8 +538,7 @@ Overlay Information = معلومات النسق
|
||||
Partial Stretch = تمطيط جزئي
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = الأداء
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1050,6 +1051,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Yükləmə Tamamlandı
|
||||
Loading = Yüklənir\nZəhmət Olmasa Gözləyin...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = NEW DATA
|
||||
No = Xeyir
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = Пауза, когато не фокусиран
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &форум
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Зареждането завършено.
|
||||
Loading = Зареждане\nМоля изчакайте...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Преместване
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Мрежова връзка
|
||||
NEW DATA = Нови данни
|
||||
No = Не
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Преоразмеряване
|
||||
Retry = Нов опит
|
||||
@ -528,8 +530,7 @@ Overlay Information = Обща информация
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pausa
|
||||
Pause When Not Focused = &Pausa quan es canviï de finestra
|
||||
Portrait = Vertical
|
||||
Portrait reversed = Vertical invertit
|
||||
Postprocessing Shader = &Shader de postprocessat
|
||||
PPSSPP Forums = &Fòrums de PPSSPP
|
||||
Record = Enregistreu
|
||||
Record Audio = Enregistreu Àudio
|
||||
@ -314,6 +313,8 @@ Load completed = Carrega completada
|
||||
Loading = Carregant\nEspera un moment...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = NEW DATA
|
||||
No = No
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pozastavit
|
||||
Pause When Not Focused = &Pozastavit pokud okno není zaměřeno
|
||||
Portrait = Na výšku
|
||||
Portrait reversed = Na výšku obráceně
|
||||
Postprocessing Shader = &Shader následného zpracování
|
||||
PPSSPP Forums = &Fóra PPSSPP
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Načítání dokončeno.
|
||||
Loading = Načítání\nČekejte prosím...
|
||||
LoadingFailed = Nelze načíst data.
|
||||
Move = Přesunout
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Síťové připojení
|
||||
NEW DATA = NOVÁ DATA
|
||||
No = Ne
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Zjištěna stará uložená data
|
||||
Options = Volby
|
||||
Remove = Remove
|
||||
Reset = Resetovat
|
||||
Resize = Velikost
|
||||
Retry = Zkusit znovu
|
||||
@ -528,8 +530,7 @@ Overlay Information = Informace v překryvu
|
||||
Partial Stretch = Částečné roztažení
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Výkon
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Shader následného zpracování
|
||||
Postprocessing shaders = Shader následného zpracování
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = P&ause når ikke i fokus
|
||||
Portrait = Portræt
|
||||
Portrait reversed = Omvendt portræt
|
||||
Postprocessing Shader = Efterbehandlin&gs shader
|
||||
PPSSPP Forums = PPSSPP &forum
|
||||
Record = Optag
|
||||
Record Audio = Optag Lyd
|
||||
@ -314,6 +313,8 @@ Load completed = Hentet.
|
||||
Loading = Henter\nVent venligst...
|
||||
LoadingFailed = Ikke muligt at indlæse data.
|
||||
Move = Flyt
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Netværksforbindelse
|
||||
NEW DATA = NY DATA
|
||||
No = Nej
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Gamle savedata fundet
|
||||
Options = Optioner
|
||||
Remove = Remove
|
||||
Reset = Nulstil
|
||||
Resize = Størrelse
|
||||
Retry = Prøv igen
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Delvis strukket
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Ydelse
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Efterbehandlings shader
|
||||
Postprocessing shaders = Efterbehandlings-shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = Pause
|
||||
Pause When Not Focused = Pausieren im Hintergrund
|
||||
Portrait = Hochformat
|
||||
Portrait reversed = Hochformat umgedreht
|
||||
Postprocessing Shader = Nachbearbeitungs-Shader
|
||||
PPSSPP Forums = PPSSPP Forum
|
||||
Record = Aufzeichnung
|
||||
Record Audio = Ton aufzeichnen
|
||||
@ -314,6 +313,8 @@ Load completed = Laden abgeschlossen
|
||||
Loading = Laden\nBitte warten...
|
||||
LoadingFailed = Daten konnten nicht geladen werden.
|
||||
Move = Bewegen
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Netzwerkverbindung
|
||||
NEW DATA = Neue Daten
|
||||
No = Nein
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Alter Speicherstand entdeckt
|
||||
Options = Optionen
|
||||
Remove = Remove
|
||||
Reset = Zurücksetzen
|
||||
Resize = Größe ändern
|
||||
Retry = Wiederholen
|
||||
@ -528,8 +530,7 @@ Overlay Information = Eingeblendete Informationen
|
||||
Partial Stretch = Teilweise strecken
|
||||
Percent of FPS = Prozent an FPS
|
||||
Performance = Leistung
|
||||
Postprocessing effect = Nachbearbeitungs-Effekte
|
||||
Postprocessing Shader = Nachbearbeitungs-Shader
|
||||
Postprocessing shaders = Nachbearbeitungs-Shader
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Kann Framerate smoother in Spielen machen, die eine niedrige Framerate haben.
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger vorhanden
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Geräteinfo
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Paus
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forumna
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Tibukka'mi.
|
||||
Loading = Dibukka'i\nTajammi...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = DATA baru
|
||||
No = Edda mane
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = Okemi mane
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Pempakitan Overlay
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -208,7 +208,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause when not focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g shader
|
||||
PPSSPP Forums = PPSSPP &forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -338,6 +337,8 @@ Load completed = Load completed.
|
||||
Loading = Loading\nPlease Wait...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Up = Move Up
|
||||
Move Down = Move Down
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = NEW DATA
|
||||
No = No
|
||||
@ -345,6 +346,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -552,8 +554,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1059,6 +1060,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Information = Display information
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pausar
|
||||
Pause When Not Focused = &Pausar al cambiar de ventana
|
||||
Portrait = &Vertical
|
||||
Portrait reversed = Vertical &invertido
|
||||
Postprocessing Shader = &Shader de postprocesado
|
||||
PPSSPP Forums = &Foro de PPSSPP
|
||||
Record = G&rabar
|
||||
Record Audio = Grabar &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Carga completada.
|
||||
Loading = Cargando\nEspera un momento...
|
||||
LoadingFailed = Los datos del juego no se pudieron cargar.
|
||||
Move = Posición
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexión de red
|
||||
NEW DATA = NUEVOS DATOS DE PARTIDA
|
||||
No = No
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obteniendo direcciónnn IP.\nPor favor espera...
|
||||
OK = Aceptar
|
||||
Old savedata detected = Se han detectado datos del juego antiguos.
|
||||
Options = Opciones
|
||||
Remove = Remove
|
||||
Reset = Reiniciar
|
||||
Resize = Tamaño
|
||||
Retry = Reintentar
|
||||
@ -528,8 +530,7 @@ Overlay Information = Información en pantalla
|
||||
Partial Stretch = Estirado parcial
|
||||
Percent of FPS = % de FPS
|
||||
Performance = Rendimiento
|
||||
Postprocessing effect = Efecto de postprocesado
|
||||
Postprocessing Shader = Shader de postprocesado
|
||||
Postprocessing shaders = Shaders de postprocesado
|
||||
Recreate Activity = Recrear actividad
|
||||
Render duplicate frames to 60hz = Renderizar cuadros duplicados a 60Hz
|
||||
RenderDuplicateFrames Tip = Puede hacer la imagen más fluida in juegos con una tasa de cuadros más baja.
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Nombre
|
||||
D3DCompiler Version = Versión del compilador D3D
|
||||
Debug = Desarrollo
|
||||
Debugger Present = Depurador presente
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Info. del dispositivo
|
||||
Directories = Directorios
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pausar
|
||||
Pause When Not Focused = &Pausar al cambiar de ventana
|
||||
Portrait = Retrato
|
||||
Portrait reversed = Retrato inverso
|
||||
Postprocessing Shader = &Shader de postprocesado
|
||||
PPSSPP Forums = &Foro de PPSSPP
|
||||
Record = G&rabar
|
||||
Record Audio = Grabar &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Datos cargados.
|
||||
Loading = Cargando\nPor favor espere...
|
||||
LoadingFailed = Los datos del juego no se pudieron cargar.
|
||||
Move = Mover
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexión de red
|
||||
NEW DATA = CREAR DATOS
|
||||
No = No
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obteniendo dirección IP.\nEspera un momento...
|
||||
OK = OK
|
||||
Old savedata detected = Se han detectado datos del juego antiguos.
|
||||
Options = Opciones
|
||||
Remove = Remove
|
||||
Reset = Reiniciar
|
||||
Resize = Tamaño
|
||||
Retry = Reintentar
|
||||
@ -528,8 +530,7 @@ Overlay Information = Información en pantalla
|
||||
Partial Stretch = Estirado parcial
|
||||
Percent of FPS = % de FPS
|
||||
Performance = Rendimiento
|
||||
Postprocessing effect = Efectos de postprocesado
|
||||
Postprocessing Shader = Shader de postprocesado
|
||||
Postprocessing shaders = Shaders de postprocesado
|
||||
Recreate Activity = Recrear actividad
|
||||
Render duplicate frames to 60hz = Procesar cuadros duplicados a 60 Hz
|
||||
RenderDuplicateFrames Tip = Puede hacer que la fluidez sea más suave en juegos con tasas de cuadros bajas.
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Nombre
|
||||
D3DCompiler Version = Versión del compilador D3D
|
||||
Debug = Desarrollo
|
||||
Debugger Present = Depurador presente
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Info de dispositivo
|
||||
Directories = Directorios
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = مکث
|
||||
Pause When Not Focused = هنگامی که پنجره فعال نباشد بازی متوقف شود
|
||||
Portrait = عمودی
|
||||
Portrait reversed = عمودی وارونه
|
||||
Postprocessing Shader = اضافه کردن افکت
|
||||
PPSSPP Forums = PPSSPP انجمن های
|
||||
Record = ضبط کردن
|
||||
Record Audio = ضبط صدا
|
||||
@ -314,6 +313,8 @@ Load completed = .بارگیری نکمیل شد
|
||||
Loading = درحال بارگیری\n...منتظر بمانید
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = دیتای جدید
|
||||
No = خیر
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = تایید
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay اطلاعات
|
||||
Partial Stretch = کشیدگی جزئی
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = افکت پس-پردازش
|
||||
Postprocessing shaders = افکت پس-پردازش
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Lataus onnistui.
|
||||
Loading = Ladataan\nOdota...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = NEW DATA
|
||||
No = Ei
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = Mettre en pa&use si pas au premier plan
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait inversé
|
||||
Postprocessing Shader = S&haders de post-traitement
|
||||
PPSSPP Forums = Visiter le &forum de PPSSPP
|
||||
Record = E&nregistrer
|
||||
Record Audio = Enregistrer le &son
|
||||
@ -314,6 +313,8 @@ Load completed = Chargement terminé.
|
||||
Loading = Chargement\nVeuillez patienter...
|
||||
LoadingFailed = Chargement impossible.
|
||||
Move = Déplacer
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Connexion réseau
|
||||
NEW DATA = NOUVELLES DONNÉES
|
||||
No = Non
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtention de l'adresse IP\nVeuillez patienter...
|
||||
OK = OK
|
||||
Old savedata detected = Ancienne sauvegarde détectée
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Remise à 0
|
||||
Resize = Zoomer
|
||||
Retry = Réessayer
|
||||
@ -528,8 +530,7 @@ Overlay Information = Informations incrustées à l'écran
|
||||
Partial Stretch = Étirement partiel
|
||||
Percent of FPS = Pourcentage de FPS
|
||||
Performance = Performances
|
||||
Postprocessing effect = Effets de post-traitement
|
||||
Postprocessing Shader = Shaders de post-traitement
|
||||
Postprocessing shaders = Shaders de post-traitement
|
||||
Recreate Activity = Recréer l'animation
|
||||
Render duplicate frames to 60hz = Dupliquer les images pour atteindre 60 Hz
|
||||
RenderDuplicateFrames Tip = Peut améliorer la fluidité dans les jeux qui fonctionnent à des fréquences d'images plus faibles
|
||||
@ -1033,6 +1034,7 @@ CPU Name = Nom
|
||||
D3DCompiler Version = Version de D3DCompiler
|
||||
Debug = Débogage
|
||||
Debugger Present = Débogueur présent
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Informations sur l'appareil
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pausar
|
||||
Pause When Not Focused = &Pausar ó cambiar de ventá
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = &Shader de postprocesado
|
||||
PPSSPP Forums = &Foro de PPSSPP
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Carga completada.
|
||||
Loading = Cargando\nAgarda un momento...
|
||||
LoadingFailed = Os datos nom se puideron cargar.
|
||||
Move = Posición
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexión de rede
|
||||
NEW DATA = NOVOS DATOS
|
||||
No = Non
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = Aceptar
|
||||
Old savedata detected = Detectados datos de gardado antigos.
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reiniciar
|
||||
Resize = Tamaño
|
||||
Retry = Reintentar
|
||||
@ -528,8 +530,7 @@ Overlay Information = Información en pantalla
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Rendemento
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Shader de postprocesado
|
||||
Postprocessing shaders = Shaders de postprocesado
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Πάυση
|
||||
Pause When Not Focused = Παύση σε κατάσταση παρασκηνίου
|
||||
Portrait = Κατακόρυφο προσανατολισμός
|
||||
Portrait reversed = Αντεστραμένος κατακόρυφος προσανατολισμός
|
||||
Postprocessing Shader = Shader Μετεπεξεργασίας
|
||||
PPSSPP Forums = PPSSPP &Forum
|
||||
Record = Καταγραφή
|
||||
Record Audio = Καταγραφή Ήχου
|
||||
@ -314,6 +313,8 @@ Load completed = ΦΟΡΤΩΣΗ ΟΛΟΚΛΗΡΩΘΗΚΕ
|
||||
Loading = ΦΟΡΤΩΣΗ\nΠΑΡΑΚΑΛΩ ΠΕΡΙΜΕΝΕΤΕ...
|
||||
LoadingFailed = ΑΔΥΝΑΜΙΑ ΦΟΡΤΩΣΗΣ ΔΕΔΟΜΕΝΩΝ.
|
||||
Move = ΜΕΤΑΚΙΝΗΣΗ
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = ΣΥΝΔΕΣΗ ΔΙΚΤΥΟΥ
|
||||
NEW DATA = ΝΕΑ ΔΕΔΟΜΕΝΑ
|
||||
No = ΟΧΙ
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Εντοπίστηκαν παλαιά αρχεία αποθήκευσης
|
||||
Options = ΕΠΙΛΟΓΕΣ
|
||||
Remove = Remove
|
||||
Reset = ΕΠΑΝΑΦΟΡΑ
|
||||
Resize = ΑΛΛΑΓΗ ΜΕΓΕΘΟΥΣ
|
||||
Retry = ΕΠΑΝΑΛΗΨΗ
|
||||
@ -528,8 +530,7 @@ Overlay Information = Πληροφορίες Οθόνης
|
||||
Partial Stretch = Μερική επέκταση
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Επίδοσεις
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Shader Μετεπεξεργασίας
|
||||
Postprocessing shaders = Shaders Μετεπεξεργασίας
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Όνομα
|
||||
D3DCompiler Version = Έκδοση D3DCompiler
|
||||
Debug = Εντοπισμός σφαλμάτων
|
||||
Debugger Present = Παρουσία πρόγραμματος εντοπισμού σφαλμάτων
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Πληροφορίες συσκευής
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &השהה
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = .המלשוה הניעט
|
||||
Loading = ...ןתמה אנא ...ןעוט
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = םישדח םינותנ
|
||||
No = אל
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = רדסב
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = כיסוי מידע
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = .המלשוה הניעט
|
||||
Loading = ...ןתמה אנא ...ןעוט
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = םישדח םינותנ
|
||||
No = אל
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = רדסב
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = עדימ יוסיכ
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pauza
|
||||
Pause When Not Focused = &Pauziraj kad nije fokusirano
|
||||
Portrait = Portret
|
||||
Portrait reversed = Obrnuti portret
|
||||
Postprocessing Shader = Postupa&k sjenčanja
|
||||
PPSSPP Forums = PPSSPP &forumi
|
||||
Record = &Snimaj
|
||||
Record Audio = Snimaj &zvuk
|
||||
@ -314,6 +313,8 @@ Load completed = Učitavanje dovršeno.
|
||||
Loading = Učitavanje\nPričekajte...
|
||||
LoadingFailed = Nije moguće učitati datu.
|
||||
Move = Pomakni
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Internetska veza
|
||||
NEW DATA = NOVA DATA
|
||||
No = Ne
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Uočena stara savedata
|
||||
Options = Opcije
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Ponovi
|
||||
@ -528,8 +530,7 @@ Overlay Information = Prekrivanje informacija
|
||||
Partial Stretch = Djelomično rastezanje
|
||||
Percent of FPS = Postotak FPS-a
|
||||
Performance = Performansa
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Sjenčanje poslije procesa
|
||||
Postprocessing shaders = Sjenčanje poslije procesa
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Izlgađiva frameove u igrama koje ih jako malo imaju
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Ime
|
||||
D3DCompiler Version = D3DCompiler verzija
|
||||
Debug = Otklanjanje grešaka
|
||||
Debugger Present = Otklanjivač grešaka prisutan
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Informacije o uređaju
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Szünet
|
||||
Pause When Not Focused = &Szüneteltetés, ha nincs fókuszban
|
||||
Portrait = Álló
|
||||
Portrait reversed = Fordított álló
|
||||
Postprocessing Shader = Utóeffektező shader
|
||||
PPSSPP Forums = PPSSPP &fórum
|
||||
Record = &Felvétel
|
||||
Record Audio = &Hang felvétele
|
||||
@ -314,6 +313,8 @@ Load completed = Betöltve.
|
||||
Loading = Betöltés\nKérlek várj...
|
||||
LoadingFailed = Betöltés sikertelen.
|
||||
Move = Mozgat
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Hálózati kapcsolat
|
||||
NEW DATA = ÚJ MENTÉS
|
||||
No = Nem
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Régi mentés észlelve
|
||||
Options = Opciók
|
||||
Remove = Remove
|
||||
Reset = Visszaállít
|
||||
Resize = Átméretez
|
||||
Retry = Újra
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay információk
|
||||
Partial Stretch = Részleges nyújtás
|
||||
Percent of FPS = FPS százalékában
|
||||
Performance = Teljesítmény
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Utóeffektező shader
|
||||
Postprocessing shaders = Utóeffektező shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Képkockák duplázása 60 Hz rendereléshez
|
||||
RenderDuplicateFrames Tip = Simábbá teheti az alacsonyabb képkocka számon futó játékok kirajzolását
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Név
|
||||
D3DCompiler Version = D3DCompiler verzió
|
||||
Debug = Hibakeresés
|
||||
Debugger Present = Debugger jelen
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Eszközinfó
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = Jeda
|
||||
Pause When Not Focused = Jeda ketika tidak fokus
|
||||
Portrait = Tegak
|
||||
Portrait reversed = Tegak terbalik
|
||||
Postprocessing Shader = Pemrosesan shader
|
||||
PPSSPP Forums = &Forum PPSSPP
|
||||
Record = Rekam
|
||||
Record Audio = Rekam suara
|
||||
@ -314,6 +313,8 @@ Load completed = Selesai memuat.
|
||||
Loading = Memuat\nMohon Tunggu...
|
||||
LoadingFailed = Tidak dapat memuat data.
|
||||
Move = Pindah
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Koneksi Jaringan
|
||||
NEW DATA = DATA BARU
|
||||
No = Tidak
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Mendapatkan alamat IP.\nHarap tunggu...
|
||||
OK = Oke
|
||||
Old savedata detected = Simpanan data lama terdeteksi
|
||||
Options = Pilihan
|
||||
Remove = Remove
|
||||
Reset = Atur ulang
|
||||
Resize = Atur ulang ukuran
|
||||
Retry = Coba lagi
|
||||
@ -528,8 +530,7 @@ Overlay Information = Tampilan Informasi
|
||||
Partial Stretch = Peregangan sebagian
|
||||
Percent of FPS = Persen FPS
|
||||
Performance = Kinerja
|
||||
Postprocessing effect = Efek pemrosesan
|
||||
Postprocessing Shader = Pemrosesan shader
|
||||
Postprocessing shaders = Pemrosesan shaders
|
||||
Recreate Activity = Buat ulang aktivitas
|
||||
Render duplicate frames to 60hz = Pelukisan bingkai duplikat menjadi 60 Hz
|
||||
RenderDuplicateFrames Tip = Dapat membuat laju bingkai lebih lancar dalam permainan yang berjalan pada laju bingkai yang lebih rendah
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Nama CPU
|
||||
D3DCompiler Version = Versi D3DCompiler
|
||||
Debug = Awakutu
|
||||
Debugger Present = Pengawakutu tersedia
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Info perangkat
|
||||
Directories = Direktori
|
||||
Display Color Formats = Format warna tampilan
|
||||
|
@ -184,7 +184,6 @@ Pause = Pausa
|
||||
Pause When Not Focused = Pausa quando non attivo
|
||||
Portrait = Ritratto
|
||||
Portrait reversed = Ritratto invertito
|
||||
Postprocessing Shader = Shader di post-elaborazione
|
||||
PPSSPP Forums = Forum PPSSPP
|
||||
Record = Registra
|
||||
Record Audio = Registra Audio
|
||||
@ -314,6 +313,8 @@ Load completed = Caricamento completato.
|
||||
Loading = Caricamento in corso.\nAttendere, prego...
|
||||
LoadingFailed = Impossibile caricare i dati.
|
||||
Move = Sposta
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Connessione di Rete
|
||||
NEW DATA = NUOVI DATI
|
||||
No = No
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Cerco di ottenere l'indirizzo IP.\nAttendere, prego...
|
||||
OK = OK
|
||||
Old savedata detected = Rilevati vecchi dati salvati
|
||||
Options = Opzioni
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Ridimensiona
|
||||
Retry = Riprova
|
||||
@ -529,8 +531,7 @@ Overlay Information = Copri Informazioni
|
||||
Partial Stretch = Estensione Parziale
|
||||
Percent of FPS = Percentuale di FPS
|
||||
Performance = Prestazioni
|
||||
Postprocessing effect = Effetti di post-elaborazione
|
||||
Postprocessing Shader = Shader di post-elaborazione
|
||||
Postprocessing shaders = Shader di post-elaborazione
|
||||
Recreate Activity = Ricrea l'animazione
|
||||
Render duplicate frames to 60hz = Duplica i frame da renderizzare a 60 Hz
|
||||
RenderDuplicateFrames Tip = Può migliorare la fluidità nei giochi che funzionano a frame rate inferiori
|
||||
@ -1043,6 +1044,7 @@ CPU Name = Nome
|
||||
D3DCompiler Version = Versione D3DCompiler
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger presente
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Informazioni dispositivo
|
||||
Directories = Cartelle
|
||||
Display Color Formats = Formati colore di visualizzazione
|
||||
|
@ -184,7 +184,6 @@ Pause = 一時停止(&P)
|
||||
Pause When Not Focused = 非フォーカス時は一時停止する(&P)
|
||||
Portrait = 縦
|
||||
Portrait reversed = 縦 (反転)
|
||||
Postprocessing Shader = 後処理シェーダ(&G)
|
||||
PPSSPP Forums = PPSSPPフォーラム(&F)
|
||||
Record = 記録(&R)
|
||||
Record Audio = オーディオを記録する(&A)
|
||||
@ -314,6 +313,8 @@ Load completed = ロードが完了しました。
|
||||
Loading = ロード中です。\nしばらくお待ちください...
|
||||
LoadingFailed = データをロードできませんでした。
|
||||
Move = 移動
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = ネットワーク接続
|
||||
NEW DATA = 新しいデータ
|
||||
No = いいえ
|
||||
@ -321,6 +322,7 @@ ObtainingIP = IPアドレスの取得中。 \nしばらくお待ちください.
|
||||
OK = OK
|
||||
Old savedata detected = 古いセーブデータを検出しました
|
||||
Options = オプション
|
||||
Remove = Remove
|
||||
Reset = リセット
|
||||
Resize = リサイズ
|
||||
Retry = リトライ
|
||||
@ -528,8 +530,7 @@ Overlay Information = オーバーレイ表示
|
||||
Partial Stretch = 部分的に拡大
|
||||
Percent of FPS = FPS中のパーセント
|
||||
Performance = パフォーマンス
|
||||
Postprocessing effect = 後処理エフェクト
|
||||
Postprocessing Shader = 後処理シェーダ
|
||||
Postprocessing shaders = 後処理シェーダ
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = フレームを複製して60Hzでレンダリングする
|
||||
RenderDuplicateFrames Tip = フレームレートが低いゲームでフレームレートをよりスムーズにできます
|
||||
@ -1042,6 +1043,7 @@ CPU Name = CPU名
|
||||
D3DCompiler Version = D3DCompilerバージョン
|
||||
Debug = デバッグ
|
||||
Debugger Present = デバッガーあり
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = デバイス情報
|
||||
Directories = ディレクトリ
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Ngaso
|
||||
Pause When Not Focused = &Ngaso Nalika Ora Fokus
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Ngatifke Shader
|
||||
PPSSPP Forums = &Forum PPSSPP
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Mbukak rampung.
|
||||
Loading = Mbukak\nMohon nteni...
|
||||
LoadingFailed = Ora biso mbukak data.
|
||||
Move = Pindahno
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Koneksi Jaringan
|
||||
NEW DATA = DATA ANYAR
|
||||
No = Ora
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = He.eh
|
||||
Old savedata detected = Simpenan lawas terdeteksi
|
||||
Options = Opsi
|
||||
Remove = Remove
|
||||
Reset = Ngreset
|
||||
Resize = Ubah Ukuran
|
||||
Retry = Jajal Maning
|
||||
@ -528,8 +530,7 @@ Overlay Information = Informasi numpuki
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Kinerja
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = 일시 정지(&P)
|
||||
Pause When Not Focused = 포커싱되지 않았을 때 일시 정지(&P)
|
||||
Portrait = 세로방향
|
||||
Portrait reversed = 세로방향 반전
|
||||
Postprocessing Shader = 후처리 셰이더(&G)
|
||||
PPSSPP Forums = PPSSPP 포럼(&F)
|
||||
Record = 녹음(&R)
|
||||
Record Audio = 사운드 녹음(&A)
|
||||
@ -314,6 +313,8 @@ Load completed = 불러오기가 완료되었습니다.
|
||||
Loading = 로딩 중\n잠시만 기다려 주세요...
|
||||
LoadingFailed = 데이터를 불러올 수 없습니다.
|
||||
Move = 이동
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = 네트워크 연결
|
||||
NEW DATA = 새로운 데이터
|
||||
No = 아니오
|
||||
@ -321,6 +322,7 @@ ObtainingIP = IP 주소를 가져오는 중입니다.\n잠시만 기다려 주
|
||||
OK = 확인
|
||||
Old savedata detected = 오래된 저장 데이터 감지됨
|
||||
Options = 옵션
|
||||
Remove = Remove
|
||||
Reset = 재설정
|
||||
Resize = 크기 조정
|
||||
Retry = 재시도
|
||||
@ -528,8 +530,7 @@ Overlay Information = 오버레이 정보
|
||||
Partial Stretch = 부분 늘이기
|
||||
Percent of FPS = FPS 비율
|
||||
Performance = 성능
|
||||
Postprocessing effect = 후처리 효과
|
||||
Postprocessing Shader = 후처리 쉐이더
|
||||
Postprocessing shaders = 후처리 쉐이더
|
||||
Recreate Activity = 활동 재생성
|
||||
Render duplicate frames to 60hz = 중복 프레임을 60Hz로 렌더링
|
||||
RenderDuplicateFrames Tip = 낮은 프레임 속도에서 실행되는 게임에서 프레임 속도를 더 부드럽게 만들 수 있습니다.
|
||||
@ -1055,6 +1056,7 @@ CPU Name = 이름
|
||||
D3DCompiler Version = D3D컴파일러 버전
|
||||
Debug = 디버그
|
||||
Debugger Present = 디버거 탐지
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = 장치 정보
|
||||
Directories = 디렉토리
|
||||
Display Information = 정보 표시
|
||||
|
@ -184,7 +184,6 @@ Pause = &ຢຸດຊົ່ວຄາວ
|
||||
Pause When Not Focused = &ຢຸດຊົ່ວຄາວເມື່ອບໍ່ໄດ້ຫຼິ້ນ
|
||||
Portrait = ແນວຕັ້ງ
|
||||
Portrait reversed = ກັບດ້ານແນວຕັ້ງ
|
||||
Postprocessing Shader = &ຂະບວນການເຮັດວຽກໄລ່ປັບເສດແສງສີ
|
||||
PPSSPP Forums = &ຟໍຣຳ PPSSPP
|
||||
Record = ການບັນທຶກ
|
||||
Record Audio = ບັນທຶກສຽງ
|
||||
@ -314,6 +313,8 @@ Load completed = ໂຫຼດຂໍ້ມູນສຳເລັດ
|
||||
Loading = ກຳລັງໂຫຼດ\nກະລຸນາລໍຖ້າ...
|
||||
LoadingFailed = ບໍ່ສາມາດໂຫຼດຂໍ້ມູນ.
|
||||
Move = ເຄື່ອນຍ້າຍ
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = ການເຊື່ອມຕໍ່ເຄື່ອຂ່າຍ
|
||||
NEW DATA = ຂໍ້ມູນໃໝ່
|
||||
No = ບໍ່ແມ່ນ
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = ຕົກລົງ
|
||||
Old savedata detected = ກວດພົບຂໍ້ມູນເຊບເກົ່າ
|
||||
Options = ໂຕເລືອກ
|
||||
Remove = Remove
|
||||
Reset = ຕັ້ງຄ່າໃໝ່
|
||||
Resize = ປັບຂະໜາດ
|
||||
Retry = ລອງໃໝ່ອີກຄັ້ງ
|
||||
@ -528,8 +530,7 @@ Overlay Information = ການສະແດງຂໍ້ມູນຊ້ອນທ
|
||||
Partial Stretch = ແນວຕັ້ງດຶງເຕັມຈໍ
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = ປະສິດທິພາບ
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = ຂະບວນການເຮັດວຽກໄລ່ປັບເສດສີ
|
||||
Postprocessing shaders = ຂະບວນການເຮັດວຽກໄລ່ປັບເສດສີ
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pauzė
|
||||
Pause When Not Focused = &Stabdyti kai nefokusuota
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forumai
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Krovimas baigtas.
|
||||
Loading = Kraunama\nPrašome palaukti...
|
||||
LoadingFailed = Neįmanoma krauti duomenų.
|
||||
Move = Perkelti
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Interneto tinklas
|
||||
NEW DATA = NAUJI DUOMENYS
|
||||
No = Ne
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = Gerai
|
||||
Old savedata detected = Aptikti seniau išsaugoti duomenys
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Perkrauti
|
||||
Resize = Perkeisti dydį
|
||||
Retry = Pabandyti dar kartą
|
||||
@ -528,8 +530,7 @@ Overlay Information = Užkadrinė informacija
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Greitis
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = "Įdėjiniminio" krovimo "šešėliai" (FX)
|
||||
Postprocessing shaders = "Įdėjiniminio" krovimo "šešėliai" (FX)
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Jeda
|
||||
Pause When Not Focused = &Jeda ketika tidak difokus
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait songsang
|
||||
Postprocessing Shader = Shader pasc&apemprosesan
|
||||
PPSSPP Forums = PPSSPP &Forum
|
||||
Record = &Rakam
|
||||
Record Audio = Rakam &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Memuat selesai.
|
||||
Loading = Memuat\nSila tunggu...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = DATA BAHARU
|
||||
No = Tidak
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Mula semula
|
||||
Resize = Resize
|
||||
Retry = Cuba semula
|
||||
@ -528,8 +530,7 @@ Overlay Information = Maklumat pertindihan
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Prestasi
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Pascapemprosesan Shader
|
||||
Postprocessing shaders = Pascapemprosesan Shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pauzeren
|
||||
Pause When Not Focused = &Pauzeren wanneer venster inactief is
|
||||
Portrait = Portret
|
||||
Portrait reversed = Omgekeerd portret
|
||||
Postprocessing Shader = &Nabewerkingsshader
|
||||
PPSSPP Forums = &PPSSPP-forum
|
||||
Record = Opnemen
|
||||
Record Audio = Audio opnemen
|
||||
@ -314,6 +313,8 @@ Load completed = Het laden is voltooid.
|
||||
Loading = Bezig met laden...\nEen ogenblik geduld.
|
||||
LoadingFailed = Kan de data niet laden.
|
||||
Move = Slepen
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Netwerkverbinding
|
||||
NEW DATA = NIEUWE DATA
|
||||
No = Nee
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Oude savedata gedetecteerd
|
||||
Options = Opties
|
||||
Remove = Remove
|
||||
Reset = Herstellen
|
||||
Resize = Schalen
|
||||
Retry = Opnieuw
|
||||
@ -528,8 +530,7 @@ Overlay Information = Informatie op het scherm
|
||||
Partial Stretch = Gedeeltelijk uitrekken
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Prestaties
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Nabewerkingsshader
|
||||
Postprocessing shaders = Nabewerkingsshaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Naam
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Fouten opsporen
|
||||
Debugger Present = Foutopsporing aanwezig
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Apparaatinformatie
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Ferdig lastet.
|
||||
Loading = Laster\nVent litt...
|
||||
LoadingFailed = Unable to load data.
|
||||
Move = Move
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = NEW DATA
|
||||
No = Nei
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Old savedata detected
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Reset
|
||||
Resize = Resize
|
||||
Retry = Retry
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = Pauza
|
||||
Pause When Not Focused = Pauzuj, gdy okno nieaktywne
|
||||
Portrait = Pionowo
|
||||
Portrait reversed = Odwrócone pionowo
|
||||
Postprocessing Shader = Efekty wizualne shaderów
|
||||
PPSSPP Forums = Forum PPSSPP
|
||||
Record = &Nagrywaj
|
||||
Record Audio = Nagrywaj &dźwięk
|
||||
@ -314,6 +313,8 @@ Load completed = Ładowanie zakończone.
|
||||
Loading = Ładowanie\nProszę czekać...
|
||||
LoadingFailed = Nie można wczytać danych.
|
||||
Move = Przenieś
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Połączenie sieciowe
|
||||
NEW DATA = NOWE DANE
|
||||
No = Nie
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Uzyskiwanie adresu IP.\nProszę czekać...
|
||||
OK = OK
|
||||
Old savedata detected = Wykryto stary zapis gry
|
||||
Options = Opcje
|
||||
Remove = Remove
|
||||
Reset = Resetuj
|
||||
Resize = Przeskaluj
|
||||
Retry = Spróbuj ponownie
|
||||
@ -528,8 +530,7 @@ Overlay Information = Nakładka informacyjna
|
||||
Partial Stretch = Częściowe rozciągnięcie
|
||||
Percent of FPS = Procent FPS
|
||||
Performance = Wydajność
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Efekty wizualne shaderów
|
||||
Postprocessing shaders = Efekty wizualne shaderów
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Nazwa
|
||||
D3DCompiler Version = Wersja D3DCompiler
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger obecny
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Inf. o urządzeniu
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -208,7 +208,6 @@ Pause = &Pausar
|
||||
Pause When Not Focused = &Pausar quando não focado
|
||||
Portrait = Retrato
|
||||
Portrait reversed = Retrato invertido
|
||||
Postprocessing Shader = Shader de pós-processamento
|
||||
PPSSPP Forums = Fórums do &PPSSPP
|
||||
Record = &Gravar
|
||||
Record Audio = Gravar &áudio
|
||||
@ -338,6 +337,8 @@ Load completed = Carregamento completado.
|
||||
Loading = Carregando\nPor favor espere...
|
||||
LoadingFailed = Incapaz de carregar os dados.
|
||||
Move = Mover
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexão de rede
|
||||
NEW DATA = NOVOS DADOS
|
||||
No = Não
|
||||
@ -345,6 +346,7 @@ ObtainingIP = Obtendo endereço de IP.\nPor favor espere...
|
||||
OK = Ok
|
||||
Old savedata detected = Dados antigos do save detectados
|
||||
Options = Opções
|
||||
Remove = Remove
|
||||
Reset = Resetar
|
||||
Resize = Redimensionar
|
||||
Retry = Tentar de novo
|
||||
@ -519,7 +521,7 @@ Frame Skipping = Pulo dos frames
|
||||
Frame Skipping Type = Tipo de pulo dos frames
|
||||
FullScreen = Tela cheia
|
||||
Geometry shader culling = Abate do shader da geometria
|
||||
Hack Settings = Configurações dos hacks (pode causar erros gráficos)
|
||||
Hack Settings = Configurações dos hacks (pode causar erros gráficos)
|
||||
Hardware Tessellation = Tesselação por hardware
|
||||
Hardware Transform = Transformação por hardware
|
||||
hardware transform error - falling back to software = Erro de transformação pelo hardware, retrocedendo pro software.
|
||||
@ -552,8 +554,7 @@ Overlay Information = Informações da sobreposição
|
||||
Partial Stretch = Esticamento parcial
|
||||
Percent of FPS = Porcentagem dos FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Efeitos de pós-processamento
|
||||
Postprocessing Shader = Shader de pós-processamento
|
||||
Postprocessing shaders = Shaders de pós-processamento
|
||||
Recreate Activity = Recriar atividade
|
||||
Render duplicate frames to 60hz = Renderizar frames duplicados a 60 Hz
|
||||
RenderDuplicateFrames Tip = Pode tornar a taxa dos frames mais suave em jogos que executam em taxas de frames menores
|
||||
@ -888,10 +889,10 @@ tools = Ferramentas grátis usadas:
|
||||
# Leave extra lines blank. 4 contributors per line seems to look best.
|
||||
translators1 = Papel, gabrielmop, Efraim Lopes, AkiraJkr
|
||||
translators2 = Felipe
|
||||
translators3 =
|
||||
translators4 =
|
||||
translators5 =
|
||||
translators6 =
|
||||
translators3 =
|
||||
translators4 =
|
||||
translators5 =
|
||||
translators6 =
|
||||
Twitter @PPSSPP_emu = Twitter @PPSSPP_emu
|
||||
website = Verifique o site da web:
|
||||
written = Escrito em C++ pela velocidade e portabilidade
|
||||
@ -992,7 +993,7 @@ View Feedback = Visualizar todos os feedbacks
|
||||
Date = Data
|
||||
Filename = Nome do arquivo
|
||||
No screenshot = Sem screenshot
|
||||
None yet. Things will appear here after you save. = Nada ainda. As coisas aparecerão aqui após você salvar.
|
||||
None yet. Things will appear here after you save. = Nada ainda. As coisas aparecerão aqui após você salvar.
|
||||
Nothing matching '%1' was found. = Nada combinando com o '%1' foi achado.
|
||||
Save Data = Dados salvos
|
||||
Save States = States salvos
|
||||
@ -1059,9 +1060,11 @@ CPU Name = Nome
|
||||
D3DCompiler Version = Versão do compilador D3D
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger presente
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Informação do dispositivo
|
||||
Directories = Diretórios
|
||||
Display Information = Informação da tela
|
||||
Driver bugs = Driver bugs
|
||||
Driver Version = Versão do driver
|
||||
Driver Version = Versão do driver
|
||||
EGL Extensions = Extensões do EGL
|
||||
|
@ -208,7 +208,6 @@ Pause = &Pausar
|
||||
Pause When Not Focused = &Pausar quando não focado
|
||||
Portrait = Retrato
|
||||
Portrait reversed = Retrato invertido
|
||||
Postprocessing Shader = Shader de Pós-Processamento
|
||||
PPSSPP Forums = Fórums do &PPSSPP
|
||||
Record = &Gravar
|
||||
Record Audio = Gravar &Áudio
|
||||
@ -338,6 +337,8 @@ Load completed = Carregamento completado.
|
||||
Loading = Carregando\nPor favor espere...
|
||||
LoadingFailed = Incapaz de carregar os dados.
|
||||
Move = Mover
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexão de rede
|
||||
NEW DATA = NOVOS DADOS
|
||||
No = Não
|
||||
@ -345,6 +346,7 @@ ObtainingIP = Obtendo o Endereço de IP.\nPor favor espere...
|
||||
OK = Ok
|
||||
Old savedata detected = Dados antigos do save detectados
|
||||
Options = Opções
|
||||
Remove = Remove
|
||||
Reset = Reiniciar
|
||||
Resize = Redimensionar
|
||||
Retry = Tentar de novo
|
||||
@ -552,8 +554,7 @@ Overlay Information = Informações da sobreposição
|
||||
Partial Stretch = Esticamento Parcial
|
||||
Percent of FPS = Percentagem dos FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Efeitos de Pós-Processamento
|
||||
Postprocessing Shader = Shader de Pós-Processamento
|
||||
Postprocessing shaders = Shaders de Pós-Processamento
|
||||
Recreate Activity = Recriar atividade
|
||||
Render duplicate frames to 60hz = Renderizar quadros duplicados a 60 Hz
|
||||
RenderDuplicateFrames Tip = Pode tornar a taxa dos quadros mais suave em jogos que executam em taxas de quadros menores
|
||||
@ -1059,6 +1060,7 @@ CPU Name = Nome
|
||||
D3DCompiler Version = Versão do compilador D3D
|
||||
Debug = Debug
|
||||
Debugger Present = Depurador presente
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Informação do dispositivo
|
||||
Directories = Diretórios
|
||||
Display Information = Informação da tela
|
||||
|
@ -184,7 +184,6 @@ Pause = &Pause
|
||||
Pause When Not Focused = &Pause When Not Focused
|
||||
Portrait = Portrait
|
||||
Portrait reversed = Portrait reversed
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP &Forums
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -314,6 +313,8 @@ Load completed = Încărcare Completă
|
||||
Loading = Se încarcă\nAșteptați...
|
||||
LoadingFailed = Nu s-au putut încărca datele.
|
||||
Move = Mișcă
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Conexiune la rețea
|
||||
NEW DATA = DATE NOI
|
||||
No = Nu
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Date vechi salvate detectate
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Resetare
|
||||
Resize = Modificare marime
|
||||
Retry = Reîncearcă
|
||||
@ -528,8 +530,7 @@ Overlay Information = Informație suprapusă
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Performanță
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Shader postprocesare
|
||||
Postprocessing shaders = Shaders postprocesare
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = &Пауза
|
||||
Pause When Not Focused = &Пауза, когда окно не в фокусе
|
||||
Portrait = Портретная
|
||||
Portrait reversed = Портретная (перевернутая)
|
||||
Postprocessing Shader = &Постобработка (шейдер)
|
||||
PPSSPP Forums = &Форум PPSSPP
|
||||
Record = &Запись
|
||||
Record Audio = Запись &звука
|
||||
@ -314,6 +313,8 @@ Load completed = Загрузка завершена
|
||||
Loading = Загрузка\nПожалуйста, подождите...
|
||||
LoadingFailed = Невозможно загрузить даные.
|
||||
Move = Положение
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Сетевое подключение
|
||||
NEW DATA = Новое сохранение
|
||||
No = Нет
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Получение IP-адреса.\nПожалуйста, под
|
||||
OK = OK
|
||||
Old savedata detected = Старый формат сохранений обнаружен
|
||||
Options = Опции
|
||||
Remove = Remove
|
||||
Reset = Сбросить
|
||||
Resize = Размер
|
||||
Retry = Снова
|
||||
@ -528,8 +530,7 @@ Overlay Information = Информация в оверлее
|
||||
Partial Stretch = Частичное растягивание
|
||||
Percent of FPS = Процент от FPS
|
||||
Performance = Производительность
|
||||
Postprocessing effect = Эффекты постобработки
|
||||
Postprocessing Shader = Постобработка (шейдер)
|
||||
Postprocessing shaders = Постобработка (шейдер)
|
||||
Recreate Activity = Создать активность заново
|
||||
Render duplicate frames to 60hz = Рендеринг дублирующихся кадров до 60 Гц
|
||||
RenderDuplicateFrames Tip = Может сгладить частоту кадров в тех играх, где она низкая
|
||||
|
@ -184,7 +184,6 @@ Pause = Paus
|
||||
Pause When Not Focused = Pausa vid tappat fokus
|
||||
Portrait = Porträtt
|
||||
Portrait reversed = Porträtt omvänt
|
||||
Postprocessing Shader = Postprocessing Shader
|
||||
PPSSPP Forums = PPSSPP-forum
|
||||
Record = &Record
|
||||
Record Audio = Record &audio
|
||||
@ -274,10 +273,10 @@ VFPU = VFPU
|
||||
|
||||
[Dialog]
|
||||
* PSP res = * PSP res
|
||||
Active = Active
|
||||
Active = Aktiv
|
||||
Back = Tillbaka
|
||||
Cancel = Avbryt
|
||||
Center = Center
|
||||
Center = Centrera
|
||||
ChangingGPUBackends = PPSSPP måste starta om för att byta GPU-backend. Vill du starta om nu?
|
||||
ChangingInflightFrames = Changing graphics command buffering requires PPSSPP to restart. Restart now?
|
||||
Channel: = Channel:
|
||||
@ -289,8 +288,8 @@ ConnectingAP = Kopplar upp till acceesspunkten.\nVänta...
|
||||
ConnectingPleaseWait = Kopplar upp.\nVänta...
|
||||
ConnectionName = Uppkopplingsnamn
|
||||
Corrupted Data = Korrupt data
|
||||
Delete = Ta bort
|
||||
Delete all = Ta bort allt
|
||||
Delete = Radera
|
||||
Delete all = Radera allt
|
||||
Delete completed = Borttaget.
|
||||
DeleteConfirm = All sparad data tas bort.\nÄr du säker på att du vill göra detta?
|
||||
DeleteConfirmAll = Vill du verkligen ta bort all\nsparad data för spelet?
|
||||
@ -314,13 +313,16 @@ Load completed = Laddat.
|
||||
Loading = Laddar\nVänta...
|
||||
LoadingFailed = Kunde inte ladda data.
|
||||
Move = Flytta
|
||||
Move Down = Flytta ner
|
||||
Move Up = Flytta upp
|
||||
Network Connection = Nätverksuppkoppling
|
||||
NEW DATA = NY DATA
|
||||
No = Nej
|
||||
ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Gammal savedata upptäckt
|
||||
Options = Options
|
||||
Options = Inställningar
|
||||
Remove = Ta bort
|
||||
Reset = Återställ
|
||||
Resize = Ändra storlek
|
||||
Retry = Försök igen
|
||||
@ -518,7 +520,7 @@ Mode = Mode
|
||||
Must Restart = Starta om PPSSPP för att ändringen ska få effekt.
|
||||
Native device resolution = Native device resolution
|
||||
Nearest = Närmast
|
||||
No buffer = No buffer
|
||||
No buffer = Ingen buffer
|
||||
Skip Buffer Effects = Skippa buffereffekter (snabbare, risk för fel)
|
||||
None = Inget
|
||||
Number of Frames = Antal frames
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay-information
|
||||
Partial Stretch = Partial stretch
|
||||
Percent of FPS = Procent av FPS
|
||||
Performance = Prestanda
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing-Shader
|
||||
Postprocessing shaders = Postprocessing-Shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -549,7 +550,7 @@ Speed = Hastighet
|
||||
Speed Hacks = Speed-hacks (kan orsaka renderingsproblem)
|
||||
Stereo display shader = Stereo display shader
|
||||
Stereo rendering = Stereo-rendering
|
||||
Stretch = Stretch
|
||||
Stretch = Sträck ut
|
||||
Texture Filter = Texturfilter
|
||||
Texture Filtering = Texturfiltrering
|
||||
Texture Scaling = Texturskalning
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = Pause
|
||||
Pause When Not Focused = Ihinto kapag hindi naka pokus
|
||||
Portrait = Patayo
|
||||
Portrait reversed = Pabaliktad na patayo
|
||||
Postprocessing Shader = Postprocessing Shader
|
||||
PPSSPP Forums = PPSSPP Forums
|
||||
Record = Record
|
||||
Record Audio = Record audio
|
||||
@ -314,6 +313,8 @@ Load completed = Kumpletong na-i load.
|
||||
Loading = Sandali lamang...
|
||||
LoadingFailed = Loading ng datos ay pumalya.
|
||||
Move = Galawin
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Network Connection
|
||||
NEW DATA = BAGONG DATOS
|
||||
No = Hindi
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = Sige
|
||||
Old savedata detected = Nahanap ang lumang savedata
|
||||
Options = Options
|
||||
Remove = Remove
|
||||
Reset = Ibalik
|
||||
Resize = Resize
|
||||
Retry = Ulitin
|
||||
@ -528,8 +530,7 @@ Overlay Information = Overlay na impormasyon
|
||||
Partial Stretch = Parsiyal na unatin
|
||||
Percent of FPS = Porsiyento ng FPS
|
||||
Performance = Performance
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Postprocessing shader
|
||||
Postprocessing shaders = Postprocessing shaders
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Name
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Device info
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = หยุดชั่วคราว
|
||||
Pause When Not Focused = หยุดชั่วคราวเมื่อไม่ได้เล่น
|
||||
Portrait = แนวตั้ง
|
||||
Portrait reversed = แนวตั้งกลับด้าน
|
||||
Postprocessing Shader = กระบวนการทำงานปรับเฉดแสงสี
|
||||
PPSSPP Forums = เว็บ PPSSPP Forums
|
||||
Record = การอัดบันทึก
|
||||
Record Audio = อัดบันทึกเสียง
|
||||
@ -314,6 +313,8 @@ Load completed = โหลดข้อมูลสำเร็จ
|
||||
Loading = กำลังโหลด\nโปรดรอ...
|
||||
LoadingFailed = ไม่สามารถโหลดข้อมูลนี้ได้
|
||||
Move = ย้าย
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = การเชื่อมต่อเครือข่าย
|
||||
NEW DATA = ข้อมูลใหม่
|
||||
No = ไม่ใช่
|
||||
@ -321,6 +322,7 @@ ObtainingIP = กำลังรับไอพี\nโปรดรอสัก
|
||||
OK = ตกลง
|
||||
Old savedata detected = ตรวจพบข้อมูลเซฟเก่า
|
||||
Options = ตัวเลือก
|
||||
Remove = Remove
|
||||
Reset = ตั้งค่าใหม่
|
||||
Resize = ขนาด
|
||||
Retry = ลองใหม่
|
||||
@ -528,8 +530,7 @@ Overlay Information = การแสดงข้อมูลซ้อนทั
|
||||
Partial Stretch = แนวตั้งดึงเต็มจอ
|
||||
Percent of FPS = อิงจากเปอร์เซ็นต์เฟรมต่อวิ
|
||||
Performance = ประสิทธิภาพ
|
||||
Postprocessing effect = กระบวนการทำงานปรับเอฟเฟ็คท์
|
||||
Postprocessing Shader = กระบวนการทำงานปรับเฉดแสงสี
|
||||
Postprocessing shaders = กระบวนการทำงานปรับเฉดแสงสี
|
||||
Recreate Activity = สร้างกิจกรรมใหม่
|
||||
Render duplicate frames to 60hz = แสดงผลเฟรมซ้ำให้ถึง 60 เฮิร์ตซ
|
||||
RenderDuplicateFrames Tip = ช่วยให้ภาพดูลื่นตาขึ้น ในเกมที่ใช้เฟรมเรทต่ำ
|
||||
@ -1042,6 +1043,7 @@ CPU Name = ชื่อหน่วยประมวลผลหลัก
|
||||
D3DCompiler Version = เวอร์ชั่นตัวคอมไพล์ของ D3D
|
||||
Debug = แก้ไขบั๊ก
|
||||
Debugger Present = ตัวช่วยแก้ไขบั๊ก
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = ข้อมูลอุปกรณ์
|
||||
Directories = เส้นทางเก็บข้อมูล
|
||||
Display Color Formats = รูปแบบสีของหน้าจอแสดงผล
|
||||
|
@ -186,7 +186,6 @@ Pause = PPSSPP Menüsü
|
||||
Pause When Not Focused = &Başka programa geçildiğinde duraklat
|
||||
Portrait = Dikey
|
||||
Portrait reversed = Ters Dikey
|
||||
Postprocessing Shader = Postprocessin&g Shader
|
||||
PPSSPP Forums = PPSSPP Forumları
|
||||
Record = Kayıt
|
||||
Record Audio = Ses Kaydet
|
||||
@ -316,6 +315,8 @@ Load completed = Yükleme tamamlandı.
|
||||
Loading = Yükleniyor\nLütfen Bekleyin...
|
||||
LoadingFailed = Veri yüklenemedi.
|
||||
Move = Taşı
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Ağ Bağlantısı
|
||||
NEW DATA = YENİ VERİ
|
||||
No = Hayır
|
||||
@ -323,6 +324,7 @@ ObtainingIP = IP adresi alınıyor.\nLütfen bekleyin...
|
||||
OK = Tamam
|
||||
Old savedata detected = Eski kayıt bulundu.
|
||||
Options = Ayarlar
|
||||
Remove = Remove
|
||||
Reset = Sıfırla
|
||||
Resize = Yeniden Boyutlandır
|
||||
Retry = Yeniden Dene
|
||||
@ -530,8 +532,7 @@ Overlay Information = Ek Bilgi
|
||||
Partial Stretch = Tam ekran (kısmi sünme)
|
||||
Percent of FPS = FPS yüzdesi
|
||||
Performance = Performans
|
||||
Postprocessing effect = Postprocessing efektleri
|
||||
Postprocessing Shader = Postprocessing gölgelendiricisi
|
||||
Postprocessing shaders = Postprocessing gölgelendiricisi
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Yinelenen kareleri 60Hz'de işleyin
|
||||
RenderDuplicateFrames Tip = Daha düşük kare hızlarında çalışan oyunlarda kare hızını düzeltebilir
|
||||
@ -1043,6 +1044,7 @@ CPU Name = Ad
|
||||
D3DCompiler Version = D3DCompiler sürümü
|
||||
Debug = Hata Ayıklama
|
||||
Debugger Present = Hata ayıklayıcı var
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Cihaz bilgisi
|
||||
Directories = Dizinler
|
||||
Display Color Formats = Renk Biçimlerini Görüntüle
|
||||
|
@ -184,7 +184,6 @@ Pause = &Пауза
|
||||
Pause When Not Focused = &Пауза коли вікно не в фокусі
|
||||
Portrait = Портретне
|
||||
Portrait reversed = Портретна (перевернуто)
|
||||
Postprocessing Shader = &Подальша обробка (шейдер)
|
||||
PPSSPP Forums = &Форум PPSSPP
|
||||
Record = &Запис
|
||||
Record Audio = Запис &аудіо
|
||||
@ -314,6 +313,8 @@ Load completed = Завантаження завершене
|
||||
Loading = Завантаження\nБудь ласка, зачекайте...
|
||||
LoadingFailed = Не вдалося завантажити дані.
|
||||
Move = Положення
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Підключення до мережі
|
||||
NEW DATA = Нове збереження
|
||||
No = Ні
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Виявлено старий формат збережень
|
||||
Options = Опції:
|
||||
Remove = Remove
|
||||
Reset = Скинути
|
||||
Resize = Розмір
|
||||
Retry = Повторити
|
||||
@ -528,8 +530,7 @@ Overlay Information = Інформація про накладення
|
||||
Partial Stretch = Часткове розтягнення
|
||||
Percent of FPS = Відсоток FPS
|
||||
Performance = Продуктивність
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Шейдери
|
||||
Postprocessing shaders = &Подальша обробка (шейдер)
|
||||
Recreate Activity = Відтворити діяльність
|
||||
Render duplicate frames to 60hz = Відображення повторюваних кадрів до 60 Гц
|
||||
RenderDuplicateFrames Tip = Можна зробити більш плавний кадр в іграх, які працюють у нижчих кадрах
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Назва
|
||||
D3DCompiler Version = Версія D3DCompiler
|
||||
Debug = Налагодження
|
||||
Debugger Present = Присутній налагоджувач
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Інформація про пристрій
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = Tạm dừng
|
||||
Pause When Not Focused = Dừng trò chơi khi "ko tập trung"
|
||||
Portrait = Chiều dọc
|
||||
Portrait reversed = Chiều dọc đảo ngược
|
||||
Postprocessing Shader = Xử lý hậu đổ bóng
|
||||
PPSSPP Forums = Diễn đàn PPSSPP
|
||||
Record = Ghi lại
|
||||
Record Audio = Ghi âm thanh
|
||||
@ -314,6 +313,8 @@ Load completed = Đã load xong.
|
||||
Loading = Đang load\nXin đợi...
|
||||
LoadingFailed = Không thể load dữ liệu này.
|
||||
Move = Di chuyển
|
||||
Move Down = Move Down
|
||||
Move Up = Move Up
|
||||
Network Connection = Kết nối mạng
|
||||
NEW DATA = DỮ LIỆU MỚI
|
||||
No = Không
|
||||
@ -321,6 +322,7 @@ ObtainingIP = Obtaining IP address.\nPlease wait...
|
||||
OK = OK
|
||||
Old savedata detected = Phát hiện dữ liệu cũ
|
||||
Options = Tùy chọn
|
||||
Remove = Remove
|
||||
Reset = Mặc định
|
||||
Resize = Thay đổi kích thước
|
||||
Retry = Thử lại
|
||||
@ -528,8 +530,7 @@ Overlay Information = Hiển thị thông tin trên màn hình
|
||||
Partial Stretch = Từng phần dãn ra
|
||||
Percent of FPS = Percent of FPS
|
||||
Performance = Hiệu năng
|
||||
Postprocessing effect = Postprocessing effects
|
||||
Postprocessing Shader = Xử lý hậu đổ bóng
|
||||
Postprocessing shaders = Xử lý hậu đổ bóng
|
||||
Recreate Activity = Recreate activity
|
||||
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
|
||||
RenderDuplicateFrames Tip = Can make framerate smoother in games that run at lower framerates
|
||||
@ -1042,6 +1043,7 @@ CPU Name = Tên
|
||||
D3DCompiler Version = D3DCompiler version
|
||||
Debug = Debug
|
||||
Debugger Present = Debugger present
|
||||
Depth buffer format = Depth buffer format
|
||||
Device Info = Thông tin thiết bị
|
||||
Directories = Directories
|
||||
Display Color Formats = Display Color Formats
|
||||
|
@ -184,7 +184,6 @@ Pause = 暂停 (&P)
|
||||
Pause When Not Focused = 后台运行时自动暂停 (&P)
|
||||
Portrait = 纵向
|
||||
Portrait reversed = 纵向反转
|
||||
Postprocessing Shader = 后处理着色器 (&g)
|
||||
PPSSPP Forums = PPSSPP官方论坛 (&F)
|
||||
Record = 录制 (&R)
|
||||
Record Audio = 录制音频 (&A)
|
||||
@ -314,6 +313,8 @@ Load completed = 已载入。
|
||||
Loading = 载入中\n请稍候...
|
||||
LoadingFailed = 无法载入存档。
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Move = 移动
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Move Down = Move Down
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Move Up = Move Up
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Network Connection = 网络连接
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NEW DATA = 新建存档
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No = 否
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@ -321,6 +322,7 @@ ObtainingIP = 获取IP地址.\n请稍候...
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Remove = Remove
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Reset = 重置
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Resize = 调整大小
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Retry = 重试
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@ -528,8 +530,7 @@ Overlay Information = 叠加信息
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Partial Stretch = 部分拉伸
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Percent of FPS = 帧率的百分比
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Performance = 性能
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Postprocessing effect = 滤镜效果
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Postprocessing Shader = 后处理着色器
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Recreate Activity = 重建进程
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Render duplicate frames to 60hz = 渲染重复帧至60Hz
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RenderDuplicateFrames Tip = 在较低帧率的游戏中可以使帧速率更平滑
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@ -1036,6 +1037,7 @@ CPU Name = CPU 名称
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D3DCompiler Version = D3DCompiler版本
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Debug = 调试
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Debugger Present = 调试器已连接
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Depth buffer format = Depth buffer format
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Device Info = 设备信息
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Directories = 路径
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@ -184,7 +184,6 @@ Pause = 暫停 (&P)
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Pause When Not Focused = 未聚焦時暫停 (&P)
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Portrait = 直向
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Portrait reversed = 直向反轉
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Postprocessing Shader = 後處理著色器 (&G)
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PPSSPP Forums = PPSSPP 論壇 (&F)
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Record Audio = 錄製音訊 (&A)
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@ -314,6 +313,8 @@ Load completed = 載入完成
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Loading = 正在載入\n請稍候…
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LoadingFailed = 無法載入資料
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Move = 移動
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Move Down = Move Down
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Move Up = Move Up
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Network Connection = 網路連線
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NEW DATA = 新存檔
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No = 否
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@ -321,6 +322,7 @@ ObtainingIP = 正在取得 IP 位址\n請稍候…
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OK = 確定
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Old savedata detected = 偵測到舊版存檔資料
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Options = 選項
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Remove = Remove
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Reset = 重設
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Resize = 調整大小
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Retry = 重試
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@ -528,8 +530,7 @@ Overlay Information = 覆疊資訊
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Partial Stretch = 部分延展
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Percent of FPS = FPS 百分比
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Performance = 效能
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Postprocessing effect = 後處理效果
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Postprocessing shaders = 後處理著色器
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Recreate Activity = 重新建立活動
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Render duplicate frames to 60hz = 轉譯重複影格至 60 Hz
|
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RenderDuplicateFrames Tip = 可以使以較低影格速率執行的遊戲更加順暢
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@ -1035,6 +1036,7 @@ CPU Name = CPU 名稱
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D3DCompiler Version = D3DCompiler 版本
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