Fix a styling issue, and allow shader names to be translated in the Win32 menubar.

This commit is contained in:
The Dax 2013-11-29 12:51:24 -05:00
parent 345d362391
commit eff74892b0
2 changed files with 7 additions and 4 deletions

View file

@ -109,8 +109,7 @@ void DoState(PointerWrap &p)
if (!g_RemasterMode)
g_MemorySize = RAM_NORMAL_SIZE;
g_PSPModel = PSP_MODEL_FAT;
}
else {
} else {
p.Do(g_PSPModel);
p.DoMarker("PSPModel");
if (!g_RemasterMode)

View file

@ -472,7 +472,7 @@ namespace MainWindow
void CreateShadersSubmenu() {
I18NCategory *des = GetI18NCategory("DesktopUI");
I18NCategory *shdr = GetI18NCategory("PostShaders");
const std::wstring key = ConvertUTF8ToWString(des->T("Postprocessing Shader"));
HMENU optionsMenu = GetSubMenu(menu, MENU_OPTIONS);
@ -488,6 +488,8 @@ namespace MainWindow
int item = ID_SHADERS_BASE + 1;
int checkedStatus = -1;
const char *translatedShaderName = nullptr;
for (auto i = info.begin(); i != info.end(); ++i) {
checkedStatus = MF_UNCHECKED;
availableShaders.push_back(i->section);
@ -495,7 +497,9 @@ namespace MainWindow
checkedStatus = MF_CHECKED;
}
AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(i->name).c_str());
translatedShaderName = shdr->T(i->section.c_str());
AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
}
}