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Settings: Translate display names in core
Enables the values to show in the Big Picture UI.
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@ -74,8 +74,7 @@ DisplaySettingsWidget::DisplaySettingsWidget(SettingsDialog* dialog, QWidget* pa
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onAspectRatioChanged();
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dialog->registerWidgetHelp(
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m_ui.renderer, tr("Renderer"),
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qApp->translate("GPURenderer", Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER)),
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m_ui.renderer, tr("Renderer"), QString::fromUtf8(Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER)),
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tr("Chooses the backend to use for rendering the console/game visuals. <br>Depending on your system and hardware, "
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"Direct3D 11 and OpenGL hardware backends may be available. <br>The software renderer offers the best "
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"compatibility, but is the slowest and does not offer any enhancements."));
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@ -88,19 +87,19 @@ DisplaySettingsWidget::DisplaySettingsWidget(SettingsDialog* dialog, QWidget* pa
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tr("Chooses the fullscreen resolution and frequency."));
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dialog->registerWidgetHelp(
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m_ui.displayAspectRatio, tr("Aspect Ratio"),
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qApp->translate("DisplayAspectRatio", Settings::GetDisplayAspectRatioName(Settings::DEFAULT_DISPLAY_ASPECT_RATIO)),
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QString::fromUtf8(Settings::GetDisplayAspectRatioDisplayName(Settings::DEFAULT_DISPLAY_ASPECT_RATIO)),
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tr("Changes the aspect ratio used to display the console's output to the screen. The default is Auto (Game Native) "
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"which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era."));
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dialog->registerWidgetHelp(
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m_ui.displayCropMode, tr("Crop Mode"),
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qApp->translate("DisplayCropMode", Settings::GetDisplayCropModeDisplayName(Settings::DEFAULT_DISPLAY_CROP_MODE)),
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QString::fromUtf8(Settings::GetDisplayCropModeDisplayName(Settings::DEFAULT_DISPLAY_CROP_MODE)),
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tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide. <br>"
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"Some games display content in the overscan area, or use it for screen effects. <br>May "
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"not display correctly with the \"All Borders\" setting. \"Only Overscan\" offers a good "
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"compromise between stability and hiding black borders."));
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dialog->registerWidgetHelp(
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m_ui.displayAlignment, tr("Position"),
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qApp->translate("DisplayCropMode", Settings::GetDisplayAlignmentDisplayName(Settings::DEFAULT_DISPLAY_ALIGNMENT)),
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QString::fromUtf8(Settings::GetDisplayAlignmentDisplayName(Settings::DEFAULT_DISPLAY_ALIGNMENT)),
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tr("Determines the position on the screen when black borders must be added."));
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dialog->registerWidgetHelp(m_ui.displayLinearFiltering, tr("Linear Upscaling"), tr("Checked"),
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tr("Uses bilinear texture filtering when displaying the console's framebuffer to the "
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@ -164,26 +163,25 @@ void DisplaySettingsWidget::setupAdditionalUi()
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{
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for (u32 i = 0; i < static_cast<u32>(GPURenderer::Count); i++)
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{
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m_ui.renderer->addItem(
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qApp->translate("GPURenderer", Settings::GetRendererDisplayName(static_cast<GPURenderer>(i))));
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m_ui.renderer->addItem(QString::fromUtf8(Settings::GetRendererDisplayName(static_cast<GPURenderer>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(DisplayAspectRatio::Count); i++)
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{
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m_ui.displayAspectRatio->addItem(
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qApp->translate("DisplayAspectRatio", Settings::GetDisplayAspectRatioName(static_cast<DisplayAspectRatio>(i))));
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QString::fromUtf8(Settings::GetDisplayAspectRatioDisplayName(static_cast<DisplayAspectRatio>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(DisplayCropMode::Count); i++)
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{
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m_ui.displayCropMode->addItem(
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qApp->translate("DisplayCropMode", Settings::GetDisplayCropModeDisplayName(static_cast<DisplayCropMode>(i))));
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QString::fromUtf8(Settings::GetDisplayCropModeDisplayName(static_cast<DisplayCropMode>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(DisplayAlignment::Count); i++)
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{
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m_ui.displayAlignment->addItem(
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qApp->translate("DisplayAlignment", Settings::GetDisplayAlignmentDisplayName(static_cast<DisplayAlignment>(i))));
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QString::fromUtf8(Settings::GetDisplayAlignmentDisplayName(static_cast<DisplayAlignment>(i))));
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}
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}
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