Update the alternative speed slider to use the new stepping system.

Also, no need to use floats at all with a revised formula.
This commit is contained in:
The Dax 2014-05-05 23:49:48 -04:00
parent 1bed54b0ff
commit e311e6a7b0

View File

@ -59,8 +59,7 @@ void GameSettingsScreen::CreateViews() {
cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
showDebugStats_ = g_Config.bShowDebugStats;
const float speedPercent = (g_Config.iFpsLimit / 60.0f) * 100.0f;
iAlternateSpeedPercent_ = (int)speedPercent;
iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;
// Information in the top left.
// Back button to the bottom left.
@ -109,7 +108,7 @@ void GameSettingsScreen::CreateViews() {
frameSkipAuto_->SetEnabled(g_Config.iFrameSkip != 0);
graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), screenManager()));
graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Features")));
postProcChoice_ = graphicsSettings->Add(new Choice(gs->T("Postprocessing Shader")));
@ -436,8 +435,7 @@ void GameSettingsScreen::update(InputState &input) {
UIScreen::update(input);
g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
const float fpsLimit = (iAlternateSpeedPercent_ / 100.0f) * 60.0f;
g_Config.iFpsLimit = (int)fpsLimit;
g_Config.iFpsLimit = (iAlternateSpeedPercent_ * 60) / 100;
if (g_Config.bShowDebugStats != showDebugStats_) {
// This affects the jit.