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OpenXR - Remove OPENXR ifdef from UI
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@ -319,8 +319,10 @@ void GameSettingsScreen::CreateViews() {
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});
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blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
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softwareGPU->SetEnabled(!PSP_IsInited());
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if (deviceType != DEVICE_TYPE_VR) {
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CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
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softwareGPU->SetEnabled(!PSP_IsInited());
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}
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graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
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static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
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@ -393,39 +395,39 @@ void GameSettingsScreen::CreateViews() {
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}
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}
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#ifndef OPENXR
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graphicsSettings->Add(new ItemHeader(gr->T("Screen layout")));
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if (deviceType != DEVICE_TYPE_VR) {
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graphicsSettings->Add(new ItemHeader(gr->T("Screen layout")));
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#if !defined(MOBILE_DEVICE)
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
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CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays"));
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fullscreenMulti->SetEnabledFunc([] {
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return g_Config.UseFullScreen();
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});
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graphicsSettings->Add(fullscreenMulti)->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenMultiChange);
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}
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
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CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays"));
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fullscreenMulti->SetEnabledFunc([] {
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return g_Config.UseFullScreen();
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});
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graphicsSettings->Add(fullscreenMulti)->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenMultiChange);
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}
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#endif
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// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
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displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor")));
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displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor);
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// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
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displayEditor_ = graphicsSettings->Add(new Choice(gr->T("Display layout editor")));
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displayEditor_->OnClick.Handle(this, &GameSettingsScreen::OnDisplayLayoutEditor);
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#if PPSSPP_PLATFORM(ANDROID)
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// Hide insets option if no insets, or OS too old.
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
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(System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) != 0.0f)) {
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graphicsSettings->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering")));
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}
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// Hide insets option if no insets, or OS too old.
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
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(System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) != 0.0f ||
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System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) != 0.0f)) {
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graphicsSettings->Add(new CheckBox(&g_Config.bIgnoreScreenInsets, gr->T("Ignore camera notch when centering")));
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}
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// Hide Immersive Mode on pre-kitkat Android
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
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// Let's reuse the Fullscreen translation string from desktop.
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graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
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// Hide Immersive Mode on pre-kitkat Android
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
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// Let's reuse the Fullscreen translation string from desktop.
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graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
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}
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#endif
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}
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#endif
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#endif
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graphicsSettings->Add(new ItemHeader(gr->T("Performance")));
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static const char *internalResolutions[] = { "Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
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@ -470,8 +472,10 @@ void GameSettingsScreen::CreateViews() {
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inflightChoice->OnChoice.Handle(this, &GameSettingsScreen::OnInflightFramesChoice);
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}
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CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
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hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
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if (deviceType != DEVICE_TYPE_VR) {
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CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
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hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
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}
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CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
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swSkin->OnClick.Add([=](EventParams &e) {
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@ -590,10 +594,8 @@ void GameSettingsScreen::CreateViews() {
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static const char *bufFilters[] = { "Linear", "Nearest", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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#ifdef OPENXR
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bool showCardboardSettings = false;
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#elif PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
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bool showCardboardSettings = true;
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#ifdef PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
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bool showCardboardSettings = deviceType != DEVICE_TYPE_VR;
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#else
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// If you enabled it through the ini, you can see this. Useful for testing.
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bool showCardboardSettings = g_Config.bEnableCardboardVR;
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@ -721,9 +723,8 @@ void GameSettingsScreen::CreateViews() {
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});
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}
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#ifndef OPENXR
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// TVs don't have touch control, at least not yet.
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if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_TV) {
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if ((deviceType != DEVICE_TYPE_TV) && (deviceType != DEVICE_TYPE_VR)) {
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controlsSettings->Add(new ItemHeader(co->T("OnScreen", "On-Screen Touch Controls")));
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controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, co->T("OnScreen", "On-Screen Touch Controls")));
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layoutEditorChoice_ = controlsSettings->Add(new Choice(co->T("Customize Touch Controls")));
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@ -771,29 +772,30 @@ void GameSettingsScreen::CreateViews() {
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gesture->SetEnabledPtr(&g_Config.bShowTouchControls);
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}
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controlsSettings->Add(new ItemHeader(co->T("Keyboard", "Keyboard Control Settings")));
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if (deviceType != DEVICE_TYPE_VR) {
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controlsSettings->Add(new ItemHeader(co->T("Keyboard", "Keyboard Control Settings")));
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#if defined(USING_WIN_UI)
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controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, co->T("Ignore Windows Key")));
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controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, co->T("Ignore Windows Key")));
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#endif // #if defined(USING_WIN_UI)
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auto analogLimiter = new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager(), "/ 1.0");
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controlsSettings->Add(analogLimiter);
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analogLimiter->OnChange.Add([=](EventParams &e) {
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settingInfo_->Show(co->T("AnalogLimiter Tip", "When the analog limiter button is pressed"), e.v);
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return UI::EVENT_CONTINUE;
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});
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auto analogLimiter = new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager(), "/ 1.0");
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controlsSettings->Add(analogLimiter);
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analogLimiter->OnChange.Add([=](EventParams &e) {
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settingInfo_->Show(co->T("AnalogLimiter Tip", "When the analog limiter button is pressed"), e.v);
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return UI::EVENT_CONTINUE;
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});
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#if defined(USING_WIN_UI) || defined(SDL)
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controlsSettings->Add(new ItemHeader(co->T("Mouse", "Mouse settings")));
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CheckBox *mouseControl = controlsSettings->Add(new CheckBox(&g_Config.bMouseControl, co->T("Use Mouse Control")));
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mouseControl->OnClick.Add([=](EventParams &e) {
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if(g_Config.bMouseControl)
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settingInfo_->Show(co->T("MouseControl Tip", "You can now map mouse in control mapping screen by pressing the 'M' icon."), e.v);
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return UI::EVENT_CONTINUE;
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});
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controlsSettings->Add(new CheckBox(&g_Config.bMouseConfine, co->T("Confine Mouse", "Trap mouse within window/display area")))->SetEnabledPtr(&g_Config.bMouseControl);
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSensitivity, 0.01f, 1.0f, co->T("Mouse sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSmoothing, 0.0f, 0.95f, co->T("Mouse smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
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#endif
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controlsSettings->Add(new ItemHeader(co->T("Mouse", "Mouse settings")));
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CheckBox *mouseControl = controlsSettings->Add(new CheckBox(&g_Config.bMouseControl, co->T("Use Mouse Control")));
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mouseControl->OnClick.Add([=](EventParams &e) {
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if(g_Config.bMouseControl)
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settingInfo_->Show(co->T("MouseControl Tip", "You can now map mouse in control mapping screen by pressing the 'M' icon."), e.v);
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return UI::EVENT_CONTINUE;
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});
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controlsSettings->Add(new CheckBox(&g_Config.bMouseConfine, co->T("Confine Mouse", "Trap mouse within window/display area")))->SetEnabledPtr(&g_Config.bMouseControl);
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSensitivity, 0.01f, 1.0f, co->T("Mouse sensitivity"), 0.01f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fMouseSmoothing, 0.0f, 0.95f, co->T("Mouse smoothing"), 0.05f, screenManager(), "x"))->SetEnabledPtr(&g_Config.bMouseControl);
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#endif
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}
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LinearLayout *networkingSettings = AddTab("GameSettingsNetworking", ms->T("Networking"));
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@ -1137,13 +1137,12 @@ void MainScreen::CreateViews() {
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rightColumnItems->Add(new Choice(mm->T("Game Settings", "Settings")))->OnClick.Handle(this, &MainScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(mm->T("Credits")))->OnClick.Handle(this, &MainScreen::OnCredits);
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rightColumnItems->Add(new Choice(mm->T("www.ppsspp.org")))->OnClick.Handle(this, &MainScreen::OnPPSSPPOrg);
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#ifndef OPENXR
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if (!System_GetPropertyBool(SYSPROP_APP_GOLD)) {
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if (!System_GetPropertyBool(SYSPROP_APP_GOLD) && (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) != DEVICE_TYPE_VR)) {
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Choice *gold = rightColumnItems->Add(new Choice(mm->T("Buy PPSSPP Gold")));
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gold->OnClick.Handle(this, &MainScreen::OnSupport);
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gold->SetIcon(ImageID("I_ICONGOLD"), 0.5f);
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}
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#endif
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#if !PPSSPP_PLATFORM(UWP)
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// Having an exit button is against UWP guidelines.
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