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https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
Consistently use *co for the Controls i18n category
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@ -93,7 +93,7 @@ void GameSettingsScreen::CreateViews() {
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I18NCategory *d = GetI18NCategory("Dialog");
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I18NCategory *gs = GetI18NCategory("Graphics");
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I18NCategory *c = GetI18NCategory("Controls");
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I18NCategory *co = GetI18NCategory("Controls");
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I18NCategory *a = GetI18NCategory("Audio");
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I18NCategory *sa = GetI18NCategory("Savedata");
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I18NCategory *s = GetI18NCategory("System");
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@ -374,38 +374,38 @@ void GameSettingsScreen::CreateViews() {
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controlsSettingsScroll->Add(controlsSettings);
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tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
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controlsSettings->Add(new ItemHeader(ms->T("Controls")));
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controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
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controlsSettings->Add(new Choice(co->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
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#if defined(USING_WIN_UI)
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controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, c->T("Ignore gamepads when not focused")));
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controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused")));
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#endif
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#if defined(MOBILE_DEVICE)
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controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
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controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, co->T("HapticFeedback", "Haptic Feedback (vibration)")));
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static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons"};
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, c->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), c, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, co->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), c, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);
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Choice *customizeTilt = controlsSettings->Add(new Choice(c->T("Customize tilt")));
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Choice *customizeTilt = controlsSettings->Add(new Choice(co->T("Customize tilt")));
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customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCustomize);
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customizeTilt->SetEnabledPtr((bool *)&g_Config.iTiltInputType); //<- dirty int-to-bool cast
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#endif
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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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controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
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controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
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layoutEditorChoice_ = controlsSettings->Add(new Choice(c->T("Custom layout...")));
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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("Custom layout...")));
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layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
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layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
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// Re-centers itself to the touch location on touch-down.
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CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, c->T("Auto-centering analog stick")));
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CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, co->T("Auto-centering analog stick")));
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floatingAnalog->SetEnabledPtr(&g_Config.bShowTouchControls);
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// On systems that aren't Symbian, iOS, and Maemo, offer to let the user see this button.
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// Some Windows touch devices don't have a back button or other button to call up the menu.
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#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
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CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, c->T("Show Touch Pause Menu Button")));
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CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, co->T("Show Touch Pause Menu Button")));
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// Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu.
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if (!PSP_IsInited()) {
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@ -415,36 +415,36 @@ void GameSettingsScreen::CreateViews() {
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}
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#endif
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CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, c->T("Disable D-Pad diagonals (4-way touch)")));
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CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, co->T("Disable D-Pad diagonals (4-way touch)")));
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disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
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View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
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View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager()));
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opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
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static const char *touchControlStyles[] = {"Classic", "Thin borders"};
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View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, c->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
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View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
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style->SetEnabledPtr(&g_Config.bShowTouchControls);
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}
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#ifdef _WIN32
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static const char *inverseDeadzoneModes[] = { "Off", "X", "Y", "X + Y" };
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controlsSettings->Add(new ItemHeader(c->T("DInput Analog Settings", "DInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, c->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, c->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, c->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, c->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new ItemHeader(c->T("XInput Analog Settings", "XInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, c->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, c->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, c->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, c->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
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controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
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#endif
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controlsSettings->Add(new ItemHeader(c->T("Keyboard", "Keyboard Control Settings")));
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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, c->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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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, c->T("Analog Limiter"), 0.10f, screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, co->T("Analog Limiter"), 0.10f, screenManager()));
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ViewGroup *networkingSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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LinearLayout *networkingSettings = new LinearLayout(ORIENT_VERTICAL);
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@ -516,7 +516,7 @@ void GameSettingsScreen::CreateViews() {
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#ifdef ANDROID
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if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
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static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
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PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, c->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), c, screenManager()));
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PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), c, screenManager()));
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rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
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}
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#endif
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@ -23,7 +23,7 @@
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void TiltAnalogSettingsScreen::CreateViews() {
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using namespace UI;
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I18NCategory *c = GetI18NCategory("Controls");
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I18NCategory *co = GetI18NCategory("Controls");
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I18NCategory *d = GetI18NCategory("Dialog");
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root_ = new ScrollView(ORIENT_VERTICAL);
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@ -31,21 +31,21 @@ void TiltAnalogSettingsScreen::CreateViews() {
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LinearLayout *settings = new LinearLayout(ORIENT_VERTICAL);
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settings->SetSpacing(0);
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settings->Add(new ItemHeader(c->T("Invert Axes")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltX, c->T("Invert Tilt along X axis")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltY, c->T("Invert Tilt along Y axis")));
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settings->Add(new ItemHeader(co->T("Invert Axes")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltX, co->T("Invert Tilt along X axis")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltY, co->T("Invert Tilt along Y axis")));
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settings->Add(new ItemHeader(c->T("Sensitivity")));
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settings->Add(new ItemHeader(co->T("Sensitivity")));
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//TODO: allow values greater than 100? I'm not sure if that's needed.
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityX, 0, 100, c->T("Tilt Sensitivity along X axis"), screenManager()));
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityY, 0, 100, c->T("Tilt Sensitivity along Y axis"), screenManager()));
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settings->Add(new PopupSliderChoiceFloat(&g_Config.fDeadzoneRadius, 0.0, 1.0, c->T("Deadzone Radius"), screenManager()));
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityX, 0, 100, co->T("Tilt Sensitivity along X axis"), screenManager()));
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityY, 0, 100, co->T("Tilt Sensitivity along Y axis"), screenManager()));
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settings->Add(new PopupSliderChoiceFloat(&g_Config.fDeadzoneRadius, 0.0, 1.0, co->T("Deadzone Radius"), screenManager()));
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settings->Add(new ItemHeader(c->T("Calibration")));
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InfoItem *calibrationInfo = new InfoItem(c->T("To Calibrate", "To calibrate, keep device on a flat surface and press calibrate."), "");
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settings->Add(new ItemHeader(co->T("Calibration")));
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InfoItem *calibrationInfo = new InfoItem(co->T("To Calibrate", "To calibrate, keep device on a flat surface and press calibrate."), "");
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settings->Add(calibrationInfo);
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Choice *calibrate = new Choice(c->T("Calibrate D-Pad"));
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Choice *calibrate = new Choice(co->T("Calibrate D-Pad"));
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calibrate->OnClick.Handle(this, &TiltAnalogSettingsScreen::OnCalibrate);
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settings->Add(calibrate);
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@ -310,15 +310,15 @@ void TouchControlLayoutScreen::CreateViews() {
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using namespace UI;
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I18NCategory *c = GetI18NCategory("Controls");
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I18NCategory *co = GetI18NCategory("Controls");
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I18NCategory *d = GetI18NCategory("Dialog");
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root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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Choice *reset = new Choice(d->T("Reset"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 84));
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Choice *back = new Choice(d->T("Back"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 10));
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Choice *visibility = new Choice(c->T("Visibility"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158));
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// controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, c->T("Button Scaling"), screenManager()))
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Choice *visibility = new Choice(co->T("Visibility"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158));
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// controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, co->T("Button Scaling"), screenManager()))
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// ->OnChange.Handle(this, &GameSettingsScreen::OnChangeControlScaling);
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mode_ = new ChoiceStrip(ORIENT_VERTICAL, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158 + 64 + 10));
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