Do not cache translation category objects in UI objects. Fixes #7996

This commit is contained in:
Henrik Rydgard 2015-09-23 12:43:45 +02:00
parent 102d0b9832
commit c2ac933dab
4 changed files with 44 additions and 35 deletions

View file

@ -132,11 +132,11 @@ void GameSettingsScreen::CreateViews() {
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, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gr, screenManager()));
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTempGPUBackend, gr->T("Backend"), renderingBackend, GPU_BACKEND_OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), 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, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr, screenManager()));
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr->GetName(), screenManager()));
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
@ -144,7 +144,7 @@ void GameSettingsScreen::CreateViews() {
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, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr, screenManager()));
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gr->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gr->GetName(), screenManager()));
frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gr->T("Auto FrameSkip")));
frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
graphicsSettings->Add(new CheckBox(&cap60FPS_, gr->T("Force max 60 FPS (helps GoW)")));
@ -153,7 +153,7 @@ void GameSettingsScreen::CreateViews() {
graphicsSettings->Add(new ItemHeader(gr->T("Features")));
I18NCategory *ps = GetI18NCategory("PostShaders");
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps));
postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), ps->GetName()));
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
postProcChoice_->SetEnabledPtr(&postProcEnable_);
@ -180,13 +180,13 @@ void GameSettingsScreen::CreateViews() {
#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, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr, screenManager()));
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr->GetName(), 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, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co, screenManager()));
PopupMultiChoice *dispRotChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Display Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager()));
dispRotChoice->SetEnabledPtr(&displayRotEnable_);
displayRotEnable_ = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
@ -194,7 +194,7 @@ 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, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gr, screenManager()));
UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gr->T("Display Resolution (HW scaler)"), deviceResolutions, 0, max_res, gr->GetName(), screenManager()));
hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange); // To refresh the display mode
#endif
@ -232,7 +232,7 @@ void GameSettingsScreen::CreateViews() {
// }
static const char *quality[] = { "Low", "Medium", "High"};
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr, screenManager()));
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
// In case we're going to add few other antialiasing option like MSAA in the future.
@ -255,11 +255,11 @@ void GameSettingsScreen::CreateViews() {
texScaleLevels = texScaleLevelsPOT;
numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
}
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gr, screenManager()));
PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gr->GetName(), screenManager()));
texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr, screenManager()));
PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gr->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gr->GetName(), screenManager()));
texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
@ -267,15 +267,15 @@ void GameSettingsScreen::CreateViews() {
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, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr, screenManager()));
PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gr->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gr->GetName(), 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, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr, screenManager()));
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bufFilters[] = { "Linear", "Nearest", };
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr, screenManager()));
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
#ifdef ANDROID
@ -309,7 +309,7 @@ void GameSettingsScreen::CreateViews() {
depthRange->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr, screenManager()));
PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager()));
bloomHackEnable_ = !g_Config.bSoftwareRendering && (g_Config.iInternalResolution != 1);
bloomHack->SetEnabledPtr(&bloomHackEnable_);
@ -320,7 +320,7 @@ void GameSettingsScreen::CreateViews() {
, "Statistics"
#endif
};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr, screenManager()));
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gr->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gr->GetName(), 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.
@ -351,13 +351,13 @@ void GameSettingsScreen::CreateViews() {
#ifdef _WIN32
if (IsVistaOrHigher()) {
static const char *backend[] = { "Auto", "DSound (compatible)", "WASAPI (fast)" };
PopupMultiChoice *audioBackend = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioBackend, a->T("Audio backend", "Audio backend (restart req.)"), backend, 0, ARRAY_SIZE(backend), a, screenManager()));
PopupMultiChoice *audioBackend = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioBackend, a->T("Audio backend", "Audio backend (restart req.)"), backend, 0, ARRAY_SIZE(backend), a->GetName(), screenManager()));
audioBackend->SetEnabledPtr(&g_Config.bEnableSound);
}
#endif
static const char *latency[] = { "Low", "Medium", "High" };
PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gr, screenManager()));
PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gr->GetName(), screenManager()));
lowAudio->SetEnabledPtr(&g_Config.bEnableSound);
if (System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE) == 44100) {
@ -421,7 +421,7 @@ void GameSettingsScreen::CreateViews() {
View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, co->T("Button Opacity"), screenManager()));
opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
static const char *touchControlStyles[] = {"Classic", "Thin borders"};
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co, screenManager()));
View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, co->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), co->GetName(), screenManager()));
style->SetEnabledPtr(&g_Config.bShowTouchControls);
}
@ -430,13 +430,13 @@ void GameSettingsScreen::CreateViews() {
controlsSettings->Add(new ItemHeader(co->T("DInput Analog Settings", "DInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co, screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iDInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
controlsSettings->Add(new ItemHeader(co->T("XInput Analog Settings", "XInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, co->T("Deadzone Radius"), screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co, screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, co->T("Analog Mapper Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), co->GetName(), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, co->T("Analog Mapper Low End", "Analog Mapper Low End (Inverse Deadzone)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, co->T("Analog Mapper High End", "Analog Mapper High End (Axis Sensitivity)"), screenManager()));
#endif
@ -502,7 +502,7 @@ void GameSettingsScreen::CreateViews() {
systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, sy->T("Multithreaded (experimental)")));
systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, sy->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy, screenManager()));
View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager()));
ioTimingMethod->SetEnabledPtr(&g_Config.bSeparateIOThread);
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
@ -516,7 +516,7 @@ void GameSettingsScreen::CreateViews() {
#ifdef ANDROID
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), co, screenManager()));
PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, co->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), co->GetName(), screenManager()));
rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
}
#endif
@ -585,7 +585,7 @@ void GameSettingsScreen::CreateViews() {
systemSettings->Add(new ItemHeader(sy->T("PSP Settings")));
static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy, screenManager()))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, sy->T("PSP Model"), models, 0, ARRAY_SIZE(models), sy->GetName(), screenManager()))->SetEnabled(!PSP_IsInited());
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#if defined(_WIN32) // TODO: Add all platforms where KEY_CHAR support is added
@ -599,11 +599,11 @@ void GameSettingsScreen::CreateViews() {
#endif
systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, sy->T("Day Light Saving")));
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, sy, screenManager()));
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, sy->T("Date Format"), dateFormat, 1, 3, sy->GetName(), screenManager()));
static const char *timeFormat[] = { "12HR", "24HR"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, sy, screenManager()));
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, sy->T("Time Format"), timeFormat, 1, 2, sy->GetName(), screenManager()));
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy, screenManager()));
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, sy->T("Confirmation Button"), buttonPref, 0, 2, sy->GetName(), screenManager()));
}
UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {

View file

@ -35,6 +35,7 @@ struct I18NCandidate {
class I18NCategory {
public:
// NOTE: Name must be a global constant string - it is not copied.
I18NCategory(const char *name) : name_(name) {}
const char *T(const char *key, const char *def = 0);
const char *T(const std::string &key) {
@ -48,11 +49,12 @@ public:
void SetMap(const std::map<std::string, std::string> &m);
const std::map<std::string, I18NEntry> &GetMap() { return map_; }
void ClearMissed() { missedKeyLog_.clear(); }
const char *GetName() const { return name_; }
private:
I18NCategory(I18NRepo *repo, const char *name) : name_(name) {}
std::string name_;
const char *name_;
std::map<std::string, I18NEntry> map_;
std::map<std::string, std::string> missedKeyLog_;
@ -91,6 +93,8 @@ extern I18NRepo i18nrepo;
// These are simply talking to the one global instance of I18NRepo.
inline I18NCategory *GetI18NCategory(const char *categoryName) {
if (!categoryName)
return nullptr;
return i18nrepo.GetCategory(categoryName);
}

View file

@ -257,9 +257,11 @@ namespace UI {
UI::EventReturn PopupMultiChoice::HandleClick(UI::EventParams &e) {
restoreFocus_ = HasFocus();
I18NCategory *category = category_ ? GetI18NCategory(category_) : nullptr;
std::vector<std::string> choices;
for (int i = 0; i < numChoices_; i++) {
choices.push_back(category_ ? category_->T(choices_[i]) : choices_[i]);
choices.push_back(category ? category->T(choices_[i]) : choices_[i]);
}
Screen *popupScreen = new ListPopupScreen(text_, choices, *value_ - minVal_,
@ -273,11 +275,12 @@ void PopupMultiChoice::Update(const InputState &input_state) {
}
void PopupMultiChoice::UpdateText() {
I18NCategory *category = GetI18NCategory(category_);
// Clamp the value to be safe.
if (*value_ < minVal_ || *value_ > minVal_ + numChoices_ - 1) {
valueText_ = "(invalid choice)"; // Shouldn't happen. Should be no need to translate this.
} else {
valueText_ = category_ ? category_->T(choices_[*value_ - minVal_]) : choices_[*value_ - minVal_];
valueText_ = category ? category->T(choices_[*value_ - minVal_]) : choices_[*value_ - minVal_];
}
}
@ -520,9 +523,11 @@ void ChoiceWithValueDisplay::Draw(UIContext &dc) {
Choice::Draw(dc);
dc.SetFontStyle(dc.theme->uiFont);
I18NCategory *category = GetI18NCategory(category_);
if (sValue_ != nullptr) {
if (category_)
valueText << category_->T(*sValue_);
if (category)
valueText << category->T(*sValue_);
else
valueText << *sValue_;
} else if (iValue_ != nullptr) {

View file

@ -191,7 +191,7 @@ private:
class PopupMultiChoice : public UI::Choice {
public:
PopupMultiChoice(int *value, const std::string &text, const char **choices, int minVal, int numChoices,
I18NCategory *category, ScreenManager *screenManager, UI::LayoutParams *layoutParams = 0)
const char *category, ScreenManager *screenManager, UI::LayoutParams *layoutParams = 0)
: UI::Choice(text, "", false, layoutParams), value_(value), choices_(choices), minVal_(minVal), numChoices_(numChoices),
category_(category), screenManager_(screenManager) {
if (*value >= numChoices+minVal) *value = numChoices+minVal-1;
@ -215,7 +215,7 @@ private:
const char **choices_;
int minVal_;
int numChoices_;
I18NCategory *category_;
const char *category_;
ScreenManager *screenManager_;
std::string valueText_;
bool restoreFocus_;
@ -287,7 +287,7 @@ public:
ChoiceWithValueDisplay(int *value, const std::string &text, LayoutParams *layoutParams = 0)
: Choice(text, layoutParams), iValue_(value), category_(nullptr) { sValue_ = nullptr; }
ChoiceWithValueDisplay(std::string *value, const std::string &text, I18NCategory *category, LayoutParams *layoutParams = 0)
ChoiceWithValueDisplay(std::string *value, const std::string &text, const char *category, LayoutParams *layoutParams = 0)
: Choice(text, layoutParams), sValue_(value), category_(category) { iValue_ = nullptr; }
virtual void Draw(UIContext &dc) override;
@ -295,7 +295,7 @@ public:
private:
int *iValue_;
std::string *sValue_;
I18NCategory *category_;
const char *category_;
};
} // namespace UI