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C++ Choice::SetEnabled方法代码示例

本文整理汇总了C++中Choice::SetEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ Choice::SetEnabled方法的具体用法?C++ Choice::SetEnabled怎么用?C++ Choice::SetEnabled使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Choice的用法示例。


在下文中一共展示了Choice::SetEnabled方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CreateViews

void DeveloperToolsScreen::CreateViews() {
	using namespace UI;
	root_ = new ScrollView(ORIENT_VERTICAL);

	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *de = GetI18NCategory("Developer");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	list->SetSpacing(0);
	list->Add(new ItemHeader(s->T("General")));
	list->Add(new Choice(de->T("System Information")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSysInfo);
	list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, de->T("Show Developer Menu")));

	Choice *cpuTests = new Choice(de->T("Run CPU Tests"));
	list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
#ifdef IOS
	const std::string testDirectory = g_Config.flash0Directory + "../";
#else
	const std::string testDirectory = g_Config.memCardDirectory;
#endif
	if (!File::Exists(testDirectory + "pspautotests/tests/")) {
		cpuTests->SetEnabled(false);
	}

	list->Add(new CheckBox(&g_Config.bEnableLogging, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
	list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
	list->Add(new ItemHeader(de->T("Language")));
	list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
	list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
	list->Add(new Choice(d->T("Back")))->OnClick.Handle(this, &DeveloperToolsScreen::OnBack);
}
开发者ID:Carter07,项目名称:ppsspp,代码行数:34,代码来源:GameSettingsScreen.cpp

示例2: CreateViews

void DeveloperToolsScreen::CreateViews() {
	using namespace UI;
	root_ = new ScrollView(ORIENT_VERTICAL);

	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *de = GetI18NCategory("Developer");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	list->SetSpacing(0);
	list->Add(new ItemHeader(s->T("General")));

#ifdef IOS
	if (!iosCanUseJit) {
		list->Add(new TextView(s->T("DynarecisJailed", "Dynarec (JIT) - (Not jailbroken - JIT not available)")));
	} else {
		auto jitCheckbox = new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)"));
		jitCheckbox->SetEnabled(!PSP_IsInited());
		list->Add(jitCheckbox);
	}
#else
	auto jitCheckbox = new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)"));
	jitCheckbox->SetEnabled(!PSP_IsInited());
	list->Add(jitCheckbox);
#endif

	list->Add(new Choice(de->T("System Information")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSysInfo);
	list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, de->T("Show Developer Menu")));
	list->Add(new CheckBox(&g_Config.bDumpDecryptedEboot, de->T("Dump Decrypted Eboot", "Dump Decrypted EBOOT.BIN (If Encrypted) When Booting Game")));

	Choice *cpuTests = new Choice(de->T("Run CPU Tests"));
	list->Add(cpuTests)->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
#ifdef IOS
	const std::string testDirectory = g_Config.flash0Directory + "../";
#else
	const std::string testDirectory = g_Config.memCardDirectory;
#endif
	if (!File::Exists(testDirectory + "pspautotests/tests/")) {
		cpuTests->SetEnabled(false);
	}

	list->Add(new CheckBox(&g_Config.bEnableLogging, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
	list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
	list->Add(new ItemHeader(de->T("Language")));
	list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
	list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
	list->Add(new ItemHeader(""));
	list->Add(new Choice(d->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
开发者ID:ShadarMan,项目名称:ppsspp,代码行数:51,代码来源:GameSettingsScreen.cpp

示例3: CreateViews


//.........这里部分代码省略.........
	graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
	graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")));
#endif

	graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
	
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef USING_GLES2
	static const char *texScaleLevels[] = {"Off", "2x", "3x","4x", "5x"};
#else
	static const char *texScaleLevels[] = {"Off", "2x", "3x"};
#endif
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, ARRAY_SIZE(texScaleLevels), gs, screenManager()));
	static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
	static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
	static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));

	graphicsSettings->Add(new ItemHeader(gs->T("Hack Settings")));
	graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
	graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));

	// Developer tools are not accessible ingame, so it goes here
	graphicsSettings->Add(new ItemHeader(gs->T("Debugging")));
	Choice *dump = graphicsSettings->Add(new Choice(gs->T("Dump next frame to log")));
	dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
	if (!PSP_IsInited())
		dump->SetEnabled(false);

	// Audio
	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	audioSettings->SetSpacing(0);
	audioSettingsScroll->Add(audioSettings);
	tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);

	std::string atracString;
	atracString.assign(Atrac3plus_Decoder::IsInstalled() ? "Redownload Atrac3+ plugin" : "Download Atrac3+ plugin");
	audioSettings->Add(new ItemHeader(ms->T("Audio")));
	audioSettings->Add(new Choice(a->T(atracString.c_str())))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);

	audioSettings->Add(new PopupSliderChoice(&g_Config.iSFXVolume, 0, 8, a->T("SFX volume"), screenManager()));
	audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, 8, a->T("BGM volume"), screenManager()));
	 
	audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
	audioSettings->Add(new CheckBox(&g_Config.bEnableAtrac3plus, a->T("Enable Atrac3+")));
	audioSettings->Add(new CheckBox(&g_Config.bLowLatencyAudio, a->T("Low latency audio")));

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettings->SetSpacing(0);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
	controlsSettings->Add(new ItemHeader(ms->T("Controls")));
	controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
	controlsSettings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivity, 10, 200, c->T("Tilt Sensitivity"), screenManager()));
	controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
开发者ID:bjonreyes,项目名称:ppsspp,代码行数:67,代码来源:GameSettingsScreen.cpp

示例4: CreateViews

void GameSettingsScreen::CreateViews() {
	GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
	showDebugStats_ = g_Config.bShowDebugStats;

	iAlternateSpeedPercent_ = 3;
	for (int i = 0; i < 8; i++) {
		if (g_Config.iFpsLimit <= alternateSpeedTable[i]) {
			iAlternateSpeedPercent_ = i;
			break;
		}
	}

	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");
	I18NCategory *ms = GetI18NCategory("MainSettings");
	I18NCategory *dev = GetI18NCategory("Developer");

	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	root_->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));

	root_->Add(tabHolder);

	// TODO: These currently point to global settings, not game specific ones.

	// Graphics
	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettings->SetSpacing(0);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);

	graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
	static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);


	graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
	static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gs->T("Auto FrameSkip")));
	graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
	static const char *customSpeed[] = {"Unlimited", "25%", "50%", "75%", "100%", "125%", "150%", "200%", "300%"};
	graphicsSettings->Add(new PopupMultiChoice(&iAlternateSpeedPercent_, gs->T("Alternative Speed"), customSpeed, 0, ARRAY_SIZE(customSpeed), gs, screenManager()));

	graphicsSettings->Add(new ItemHeader(gs->T("Features")));
	postProcChoice_ = graphicsSettings->Add(new Choice(gs->T("Postprocessing Shader")));
	postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
	postProcChoice_->SetEnabled(g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);

#if defined(_WIN32) || defined(USING_QT_UI)
	graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	// Small Display: To avoid overlapping touch controls on large tablets. Better control over this will be coming later.
	graphicsSettings->Add(new CheckBox(&g_Config.bSmallDisplay, gs->T("Small Display")));
	if (pixel_xres < pixel_yres * 1.3) // Smaller than 4:3
		graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));

	graphicsSettings->Add(new ItemHeader(gs->T("Performance")));

#ifndef USING_GLES2
	static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
#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, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
	resolutionChoice_->OnClick.Handle(this, &GameSettingsScreen::OnResolutionChange);
	resolutionChoice_->SetEnabled(g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
#ifdef _WIN32
	graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
#endif
	graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
	CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gs->T("Software Skinning")));
	CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	vtxCache->SetEnabledPtr((bool *)&g_Config.bHardwareTransform);
	graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gs->T("Lazy texture caching", "Lazy texture caching (speedup)")));
	graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gs->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));

	// Seems solid, so we hide the setting.
	// CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gs->T("Vertex Decoder JIT")));

	if (PSP_IsInited()) {
		swSkin->SetEnabled(false);
//.........这里部分代码省略.........
开发者ID:A671DR218,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp

示例5: CreateViews

void GameSettingsScreen::CreateViews() {
	GameInfo *info = g_gameInfoCache.GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;

	iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;

	bool vertical = UseVerticalLayout();

	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");
	I18NCategory *ms = GetI18NCategory("MainSettings");
	I18NCategory *dev = GetI18NCategory("Developer");

	if (vertical) {
		root_ = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
	} else {
		root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
	}

	TabHolder *tabHolder;
	if (vertical) {
		tabHolder = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
		root_->Add(tabHolder);
		root_->Add(new Choice(d->T("Back"), "", false, new LinearLayoutParams(0.0f)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	} else {
		tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
		root_->Add(tabHolder);
		root_->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	}
	root_->SetDefaultFocusView(tabHolder);

	// TODO: These currently point to global settings, not game specific ones.

	// Graphics
	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettings->SetSpacing(0);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);

	graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
	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, gs->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gs, screenManager()));
	renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
	renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gs->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
	blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);

	graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
	static const char *frameSkip[] = {"Off", "1", "2", "3", "4", "5", "6", "7", "8"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, ARRAY_SIZE(frameSkip), gs, screenManager()));
	frameSkipAuto_ = graphicsSettings->Add(new CheckBox(&g_Config.bAutoFrameSkip, gs->T("Auto FrameSkip")));
	frameSkipAuto_->OnClick.Handle(this, &GameSettingsScreen::OnAutoFrameskip);
	graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));

	graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));

	graphicsSettings->Add(new ItemHeader(gs->T("Features")));
	I18NCategory *ps = GetI18NCategory("PostShaders");
	postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gs->T("Postprocessing Shader"), ps));
	postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
	postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
	postProcChoice_->SetEnabledPtr(&postProcEnable_);

#if !defined(MOBILE_DEVICE)
	graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	// Small Display: To avoid overlapping touch controls on large tablets. Better control over this will be coming later.
	graphicsSettings->Add(new CheckBox(&g_Config.bSmallDisplay, gs->T("Small Display")));
	if (pixel_xres < pixel_yres * 1.3) // Smaller than 4:3
		graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));

#ifdef ANDROID
	// Hide Immersive Mode on pre-kitkat Android
	if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
		graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gs->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
	}
#endif

	graphicsSettings->Add(new ItemHeader(gs->T("Performance")));
#ifndef MOBILE_DEVICE
	static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP", "6x PSP", "7x PSP", "8x PSP", "9x PSP", "10x PSP" };
#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, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()));
	resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
	resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
	resolutionChoice_->SetEnabledPtr(&resolutionEnable_);
//.........这里部分代码省略.........
开发者ID:Artoria2e5,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp


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