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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Do it for post-processing and resolution too, to be consistent.
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parent
120e5e8cbe
commit
f0dc4f7693
2 changed files with 12 additions and 6 deletions
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@ -59,6 +59,7 @@ void GameSettingsScreen::CreateViews() {
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cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
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iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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@ -116,7 +117,8 @@ void GameSettingsScreen::CreateViews() {
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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postProcChoice_ = graphicsSettings->Add(new Choice(gs->T("Postprocessing Shader")));
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postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
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postProcChoice_->SetEnabled(!g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE));
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postProcEnable = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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postProcChoice_->SetEnabledPtr(&postProcEnable);
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#if !defined(MOBILE_DEVICE)
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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@ -138,7 +140,9 @@ void GameSettingsScreen::CreateViews() {
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#endif
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resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
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resolutionChoice_->OnClick.Handle(this, &GameSettingsScreen::OnResolutionChange);
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resolutionChoice_->SetEnabled(!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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resolutionChoice_->SetEnabledPtr(&resolutionEnable);
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#ifdef _WIN32
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graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
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#endif
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@ -431,8 +435,8 @@ UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
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texFilteringEnable = !g_Config.bSoftwareRendering;
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blockTransferEnable = !g_Config.bSoftwareRendering;
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renderModeEnable = !g_Config.bSoftwareRendering;
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postProcChoice_->SetEnabled(!g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE));
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resolutionChoice_->SetEnabled(!g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE));
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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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return UI::EVENT_DONE;
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}
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@ -459,8 +463,8 @@ 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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postProcChoice_->SetEnabled(!g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE));
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resolutionChoice_->SetEnabled(!g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE));
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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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return UI::EVENT_DONE;
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}
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@ -103,6 +103,8 @@ private:
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bool desposterizeEnable;
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bool anisotropicEnable;
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bool texFilteringEnable;
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bool postProcEnable;
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bool resolutionEnable;
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};
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class DeveloperToolsScreen : public UIDialogScreenWithBackground {
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