Consistently use *gr for the Graphics i18n category

This commit is contained in:
vnctdj 2015-07-01 23:50:16 +02:00
parent 70d9e6cecb
commit e791bea8a9
4 changed files with 81 additions and 81 deletions

View File

@ -783,9 +783,9 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
vs = new Shader(codeBuffer_, GL_VERTEX_SHADER, useHWTransform, VSID);
if (vs->Failed()) {
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
osm.Show(gs->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
osm.Show(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
delete vs;
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure

View File

@ -92,7 +92,7 @@ void GameSettingsScreen::CreateViews() {
using namespace UI;
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *co = GetI18NCategory("Controls");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *sa = GetI18NCategory("Savedata");
@ -128,64 +128,64 @@ void GameSettingsScreen::CreateViews() {
graphicsSettingsScroll->Add(graphicsSettings);
tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
graphicsSettings->Add(new ItemHeader(gr->T("Rendering Mode")));
#if defined(_WIN32)
static const char *renderingBackend[] = { "OpenGL", "Direct3D9" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gs->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gs, screenManager()));
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gs, screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
#endif
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gs->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gs->T("Auto FrameSkip")));
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
graphicsSettings->Add(new CheckBox(&cap60FPS_, gr->T("Force max 60 FPS (helps GoW)")));
graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));
graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gr->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Features")));
graphicsSettings->Add(new ItemHeader(gr->T("Features")));
I18NCategory *ps = GetI18NCategory("PostShaders");
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gs->T("Postprocessing Shader"), ps));
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
postProcChoice_->SetEnabledPtr(&postProcEnable_);
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gr->T("Stretch to Display")));
// Small Display: To avoid overlapping touch controls on large tablets. Better control over this will be coming later.
graphicsSettings->Add(new CheckBox(&g_Config.bSmallDisplay, gs->T("Small Display")));
graphicsSettings->Add(new CheckBox(&g_Config.bSmallDisplay, gr->T("Small Display")));
if (pixel_xres < pixel_yres * 1.3) // Smaller than 4:3
graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gr->T("Partial Vertical Stretch")));
#ifdef ANDROID
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gs->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#endif
graphicsSettings->Add(new ItemHeader(gs->T("Performance")));
graphicsSettings->Add(new ItemHeader(gr->T("Performance")));
#ifndef MOBILE_DEVICE
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" };
#else
static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
#endif
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
static const char *displayRotation[] = {"Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gs->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), c, screenManager()));
PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), c, screenManager()));
dispRotChoice->SetEnabledPtr(&displayRotEnable_);
displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
@ -193,50 +193,50 @@ void GameSettingsScreen::CreateViews() {
static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
int max_res_temp = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 2;
int max_res = std::min(max_res_temp, (int)ARRAY_SIZE(deviceResolutions));
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gs->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gs, screenManager()));
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gs, screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
#endif
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
#endif
CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gs->T("Software Skinning")));
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
vtxCache->SetEnabledPtr(&vtxCacheEnable_);
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gs->T("Lazy texture caching", "Lazy texture caching (speedup)")));
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gs->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gr->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gs->T("Disable slower effects (speedup)")));
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gr->T("Disable slower effects (speedup)")));
framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
// Seems solid, so we hide the setting.
// CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gs->T("Vertex Decoder JIT")));
// CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
// if (PSP_IsInited()) {
// vtxJit->SetEnabled(false);
// }
static const char *quality[] = { "Low", "Medium", "High"};
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gs->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gs, screenManager()));
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gs, screenManager()));
beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
// In case we're going to add few other antialiasing option like MSAA in the future.
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gs->T("FXAA")));
graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling")));
#ifndef MOBILE_DEVICE
static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x", "4x"};
@ -254,83 +254,83 @@ void GameSettingsScreen::CreateViews() {
texScaleLevels = texScaleLevelsPOT;
numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
}
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gs, screenManager()));
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gs, screenManager()));
texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bufFilters[] = { "Linear", "Nearest", };
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gs->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gs, screenManager()));
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gs, screenManager()));
bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
#ifdef ANDROID
graphicsSettings->Add(new ItemHeader(gs->T("Cardboard Settings", "Cardboard Settings")));
CheckBox *cardboardMode = graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboard, gs->T("Enable Cardboard", "Enable Cardboard")));
graphicsSettings->Add(new ItemHeader(gr->T("Cardboard Settings", "Cardboard Settings")));
CheckBox *cardboardMode = graphicsSettings->Add(new CheckBox(&g_Config.bEnableCardboard, gr->T("Enable Cardboard", "Enable Cardboard")));
cardboardMode->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice * cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 100, gs->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager()));
PopupSliderChoice * cardboardScreenSize = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardScreenSize, 30, 100, gr->T("Cardboard Screen Size", "Screen Size (in % of the viewport)"), 1, screenManager()));
cardboardScreenSize->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -100, 100, gs->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager()));
PopupSliderChoice *cardboardXShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardXShift, -100, 100, gr->T("Cardboard Screen X Shift", "X Shift (in % of the void)"), 1, screenManager()));
cardboardXShift->SetDisabledPtr(&g_Config.bSoftwareRendering);
PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, gs->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager()));
PopupSliderChoice *cardboardYShift = graphicsSettings->Add(new PopupSliderChoice(&g_Config.iCardboardYShift, -100, 100, gr->T("Cardboard Screen Y Shift", "Y Shift (in % of the void)"), 1, screenManager()));
cardboardYShift->SetDisabledPtr(&g_Config.bSoftwareRendering);
#endif
graphicsSettings->Add(new ItemHeader(gs->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gs->T("Timer Hack")));
CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gs->T("Disable Alpha Test (PowerVR speedup)")));
graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gr->T("Timer Hack")));
CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gr->T("Disable Alpha Test (PowerVR speedup)")));
alphaHack->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
alphaHack->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gr->T("Disable Stencil Test")));
stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));
CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gr->T("Always Depth Write")));
depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gs->T("Texture Coord Speedhack")));
CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gr->T("Texture Coord Speedhack")));
prescale->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *depthRange = graphicsSettings->Add(new CheckBox(&g_Config.bDepthRangeHack, gs->T("Depth Range Hack (Phantasy Star Portable 2)")));
CheckBox *depthRange = graphicsSettings->Add(new CheckBox(&g_Config.bDepthRangeHack, gr->T("Depth Range Hack (Phantasy Star Portable 2)")));
depthRange->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gs->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gs, screenManager()));
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gs, screenManager()));
bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
bloomHack->SetEnabledPtr(&bloomHackEnable_);
graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
graphicsSettings->Add(new ItemHeader(gr->T("Overlay Information")));
static const char *fpsChoices[] = {
"None", "Speed", "FPS", "Both"
#ifdef BLACKBERRY
, "Statistics"
#endif
};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
// Developer tools are not accessible ingame, so it goes here.
graphicsSettings->Add(new ItemHeader(gs->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gs->T("Dump next frame to log")));
graphicsSettings->Add(new ItemHeader(gr->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gr->T("Dump next frame to log")));
dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
if (!PSP_IsInited())
dump->SetEnabled(false);
// We normally use software rendering to debug so put it in debugging.
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)")));
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (experimental)")));
softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
if (PSP_IsInited() || g_Config.iGPUBackend != GPU_BACKEND_OPENGL)
@ -638,8 +638,8 @@ static void RecreateActivity() {
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= SYSTEM_JELLYBEAN) {
System_SendMessage("recreate", "");
} else {
I18NCategory *gs = GetI18NCategory("Graphics");
System_SendMessage("toast", gs->T("Must Restart", "You must restart PPSSPP for this change to take effect"));
I18NCategory *gr = GetI18NCategory("Graphics");
System_SendMessage("toast", gr->T("Must Restart", "You must restart PPSSPP for this change to take effect"));
}
}
@ -934,8 +934,8 @@ UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
}
UI::EventReturn GameSettingsScreen::OnPostProcShader(UI::EventParams &e) {
I18NCategory *g = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(g->T("Postprocessing Shader"));
I18NCategory *gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"));
procScreen->OnChoice.Handle(this, &GameSettingsScreen::OnPostProcShaderChange);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
@ -992,7 +992,7 @@ void DeveloperToolsScreen::CreateViews() {
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *dev = GetI18NCategory("Developer");
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *s = GetI18NCategory("System");

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@ -269,7 +269,7 @@ void GamePauseScreen::CreateViews() {
using namespace UI;
Margins scrollMargins(0, 20, 0, 0);
Margins actionMenuMargins(0, 20, 15, 0);
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *i = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);

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@ -216,12 +216,12 @@ namespace MainWindow
}
static void ShowScreenResolution() {
I18NCategory *g = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << g->T("Internal Resolution") << ": ";
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
messageStream << g->T("Window Size") << ": ";
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
osm.Show(messageStream.str(), 2.0f);
@ -745,24 +745,24 @@ namespace MainWindow
g_Config.iRenderingMode = FB_NON_BUFFERED_MODE;
}
I18NCategory *g = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
switch(g_Config.iRenderingMode) {
case FB_NON_BUFFERED_MODE:
osm.Show(g->T("Non-Buffered Rendering"));
osm.Show(gr->T("Non-Buffered Rendering"));
g_Config.bAutoFrameSkip = false;
break;
case FB_BUFFERED_MODE:
osm.Show(g->T("Buffered Rendering"));
osm.Show(gr->T("Buffered Rendering"));
break;
case FB_READFBOMEMORY_CPU:
osm.Show(g->T("Read Framebuffers To Memory (CPU)"));
osm.Show(gr->T("Read Framebuffers To Memory (CPU)"));
break;
case FB_READFBOMEMORY_GPU:
osm.Show(g->T("Read Framebuffers To Memory (GPU)"));
osm.Show(gr->T("Read Framebuffers To Memory (GPU)"));
break;
}
@ -781,13 +781,13 @@ namespace MainWindow
g_Config.iFrameSkip = FRAMESKIP_OFF;
}
I18NCategory *g = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << g->T("Frame Skipping") << ":" << " ";
messageStream << gr->T("Frame Skipping") << ":" << " ";
if (g_Config.iFrameSkip == FRAMESKIP_OFF)
messageStream << g->T("Off");
messageStream << gr->T("Off");
else
messageStream << g_Config.iFrameSkip;
@ -1201,7 +1201,7 @@ namespace MainWindow
{
if (!EmuThread_Ready())
return DefWindowProc(hWnd, message, wParam, lParam);
I18NCategory *g = GetI18NCategory("Graphics");
I18NCategory *gr = GetI18NCategory("Graphics");
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
@ -1266,7 +1266,7 @@ namespace MainWindow
case ID_EMULATION_CHEATS:
g_Config.bEnableCheats = !g_Config.bEnableCheats;
osm.ShowOnOff(g->T("Cheats"), g_Config.bEnableCheats);
osm.ShowOnOff(gr->T("Cheats"), g_Config.bEnableCheats);
break;
case ID_FILE_LOADSTATEFILE:
@ -1424,7 +1424,7 @@ namespace MainWindow
case ID_OPTIONS_HARDWARETRANSFORM:
g_Config.bHardwareTransform = !g_Config.bHardwareTransform;
osm.ShowOnOff(g->T("Hardware Transform"), g_Config.bHardwareTransform);
osm.ShowOnOff(gr->T("Hardware Transform"), g_Config.bHardwareTransform);
break;
case ID_OPTIONS_STRETCHDISPLAY: