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Simplify some UI code, fix enabled-ness of Tilt analog settings
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dbbd7c0137
commit
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@ -219,7 +219,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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// control->Get("KeyMapping",iMappingMap);
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#ifdef USING_GLES2
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control->Get("AccelerometerToAnalogHoriz", &bAccelerometerToAnalogHoriz, false);
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control->Get("TiltBaseX", &fTiltBaseX, 0);
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control->Get("TiltBaseY", &fTiltBaseY, 0);
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control->Get("InvertTiltX", &bInvertTiltX, false);
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@ -102,7 +102,7 @@ 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()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
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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 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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@ -220,13 +220,13 @@ void GameSettingsScreen::CreateViews() {
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controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
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Choice *tiltAnalog = controlsSettings->Add(new Choice(c->T("Customize tilt")));
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tiltAnalog->OnClick.Handle(this, &GameSettingsScreen::OnTiltAnalogSettings);
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tiltAnalog->SetEnabled(g_Config.bAccelerometerToAnalogHoriz);
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tiltAnalog->SetEnabledPtr(&g_Config.bAccelerometerToAnalogHoriz);
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#endif
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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")))->OnClick.Handle(this, &GameSettingsScreen::OnToggleTouchControls);
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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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layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
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layoutEditorChoice_->SetEnabled(g_Config.bShowTouchControls);
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layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
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controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, c->T("Button Scaling"), screenManager()));
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@ -285,11 +285,6 @@ 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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UI::EventReturn GameSettingsScreen::OnToggleTouchControls(UI::EventParams &e) {
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layoutEditorChoice_->SetEnabled(g_Config.bShowTouchControls);
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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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@ -302,12 +297,6 @@ UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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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::OnFullscreenChange(UI::EventParams &e) {
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host->GoFullscreen(g_Config.bFullScreen);
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return UI::EVENT_DONE;
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@ -53,7 +53,6 @@ private:
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UI::EventReturn OnTouchControlLayout(UI::EventParams &e);
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UI::EventReturn OnDumpNextFrameToLog(UI::EventParams &e);
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UI::EventReturn OnReloadCheats(UI::EventParams &e);
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UI::EventReturn OnToggleTouchControls(UI::EventParams &e);
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UI::EventReturn OnTiltAnalogSettings(UI::EventParams &e);
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// Global settings handlers
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@ -64,7 +63,6 @@ private:
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UI::EventReturn OnDeveloperTools(UI::EventParams &e);
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UI::EventReturn OnChangeNickname(UI::EventParams &e);
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UI::EventReturn OnClearRecents(UI::EventParams &e);
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UI::EventReturn OnRenderingMode(UI::EventParams &e);
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UI::EventReturn OnFullscreenChange(UI::EventParams &e);
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UI::EventReturn OnResolutionChange(UI::EventParams &e);
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UI::EventReturn OnShaderChange(UI::EventParams &e);
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@ -466,7 +466,7 @@ void NativeInitGraphics() {
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ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
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ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
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ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
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ui_theme.itemDisabledStyle.fgColor = 0xFFcccccc;
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ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE;
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ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39);
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ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF;
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2
native
2
native
@ -1 +1 @@
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Subproject commit 2b63ad24ca99e5c6ec483ccaa25ce6c19e8d5af1
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Subproject commit b2bc4ffa8e099452de2b7477398267ce931cfb7a
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