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UI: Clean up some unused code and flags.
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parent
8a58bf6596
commit
8e27600236
2 changed files with 3 additions and 30 deletions
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@ -236,7 +236,6 @@ void GameSettingsScreen::CreateViews() {
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softwareGPU->OnClick.Add([=](EventParams &e) {
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if (g_Config.bSoftwareRendering)
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settingInfo_->Show(gr->T("SoftGPU Tip", "Currently VERY slow"), e.v);
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bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
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return UI::EVENT_CONTINUE;
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});
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softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
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@ -356,12 +355,10 @@ void GameSettingsScreen::CreateViews() {
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}
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return UI::EVENT_CONTINUE;
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});
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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beziersChoice->SetDisabledPtr(&bezierChoiceDisable_);
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beziersChoice->SetDisabledPtr(&g_Config.bHardwareTessellation);
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CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation", "Hardware tessellation (experimental)")));
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tessellationHW->OnClick.Add([=](EventParams &e) {
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves, always uses a fixed quality"), e.v);
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return UI::EVENT_CONTINUE;
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});
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@ -809,7 +806,7 @@ UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
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vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
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tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
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return UI::EVENT_DONE;
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}
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@ -975,12 +972,6 @@ UI::EventReturn GameSettingsScreen::OnChangeBackground(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
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// Hmm, strange mechanism.
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g_Config.bReloadCheats = true;
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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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System_SendMessage("toggle_fullscreen", g_Config.bFullScreen ? "1" : "0");
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return UI::EVENT_DONE;
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@ -995,7 +986,7 @@ UI::EventReturn GameSettingsScreen::OnResolutionChange(UI::EventParams &e) {
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if (g_Config.iAndroidHwScale == 1) {
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RecreateActivity();
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}
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bloomHackEnable_ = g_Config.iInternalResolution != 1;
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bloomHackEnable_ = !g_Config.bSoftwareRendering && g_Config.iInternalResolution != 1;
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Reporting::UpdateConfig();
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return UI::EVENT_DONE;
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}
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@ -1005,13 +996,6 @@ UI::EventReturn GameSettingsScreen::OnHwScaleChange(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnShaderChange(UI::EventParams &e) {
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if (gpu) {
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gpu->ClearShaderCache();
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}
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
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if (gpu) {
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gpu->DumpNextFrame();
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@ -1054,14 +1038,6 @@ void GameSettingsScreen::onFinish(DialogResult result) {
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NativeMessageReceived("gpu_clearCache", "");
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}
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/*
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void GlobalSettingsScreen::CreateViews() {
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using namespace UI;
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root_ = new ScrollView(ORIENT_VERTICAL);
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enableReports_ = Reporting::IsEnabled();
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}*/
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void GameSettingsScreen::CallbackRenderingBackend(bool yes) {
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// If the user ends up deciding not to restart, set the config back to the current backend
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// so it doesn't get switched by accident.
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@ -63,7 +63,6 @@ private:
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UI::EventReturn OnControlMapping(UI::EventParams &e);
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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 OnTiltTypeChange(UI::EventParams &e);
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UI::EventReturn OnTiltCustomize(UI::EventParams &e);
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UI::EventReturn OnComboKey(UI::EventParams &e);
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@ -85,7 +84,6 @@ private:
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UI::EventReturn OnDisplayLayoutEditor(UI::EventParams &e);
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UI::EventReturn OnResolutionChange(UI::EventParams &e);
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UI::EventReturn OnHwScaleChange(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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UI::EventReturn OnRenderingBackend(UI::EventParams &e);
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@ -119,7 +117,6 @@ private:
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bool postProcEnable_;
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bool resolutionEnable_;
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bool bloomHackEnable_;
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bool bezierChoiceDisable_;
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bool tessHWEnable_;
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};
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