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Restore the check for rendering mode disabling the reports checkbox.
Forgot why it was there, so I also added a comment.
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78aa64500e
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@ -102,7 +102,8 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
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static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
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graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
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static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
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@ -285,6 +286,14 @@ void GameSettingsScreen::CreateViews() {
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systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
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}
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// We do not want to report when rendering mode is Framebuffer to memory - so many issues
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// are caused by that (framebuffer copies overwriting display lists, etc).
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UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
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enableReports_ = Reporting::IsEnabled();
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enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnClearRecents(UI::EventParams &e) {
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g_Config.recentIsos.clear();
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OnRecentChanged.Trigger(e);
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@ -67,6 +67,7 @@ private:
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UI::EventReturn OnResolutionChange(UI::EventParams &e);
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UI::EventReturn OnShaderChange(UI::EventParams &e);
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UI::EventReturn OnRestoreDefaultSettings(UI::EventParams &e);
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UI::EventReturn OnRenderingMode(UI::EventParams &e);
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// Temporaries to convert bools to int settings
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bool cap60FPS_;
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