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https://github.com/libretro/ppsspp.git
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Clear postprocess confusion in d3d9 backend by hiding the option:]
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parent
58438b3c28
commit
3b98b37800
@ -256,11 +256,14 @@ void GameSettingsScreen::CreateViews() {
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altSpeed->SetZeroLabel(gr->T("Unlimited"));
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graphicsSettings->Add(new ItemHeader(gr->T("Features")));
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I18NCategory *ps = GetI18NCategory("PostShaders");
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postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps->GetName()));
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postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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postProcChoice_->SetEnabledPtr(&postProcEnable_);
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// Hide postprocess option on unsupported backends to avoid confusion.
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if (g_Config.iGPUBackend != GPU_BACKEND_DIRECT3D9) {
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I18NCategory *ps = GetI18NCategory("PostShaders");
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postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps->GetName()));
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postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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postProcChoice_->SetEnabledPtr(&postProcEnable_);
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}
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#if !defined(MOBILE_DEVICE)
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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@ -195,16 +195,21 @@ namespace MainWindow {
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const char *translatedShaderName = nullptr;
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availableShaders.clear();
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for (auto i = info.begin(); i != info.end(); ++i) {
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checkedStatus = MF_UNCHECKED;
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availableShaders.push_back(i->section);
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if (g_Config.sPostShaderName == i->section) {
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checkedStatus = MF_CHECKED;
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if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
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translatedShaderName = ps->T("Not available in Direct3D9 backend");
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AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | MF_GRAYED, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
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} else {
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for (auto i = info.begin(); i != info.end(); ++i) {
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checkedStatus = MF_UNCHECKED;
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availableShaders.push_back(i->section);
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if (g_Config.sPostShaderName == i->section) {
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checkedStatus = MF_CHECKED;
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}
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translatedShaderName = ps->T(i->section.c_str());
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AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
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}
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translatedShaderName = ps->T(i->section.c_str());
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AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
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}
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menuShaderInfo = info;
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