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C++ TabHolder类代码示例

本文整理汇总了C++中TabHolder的典型用法代码示例。如果您正苦于以下问题:C++ TabHolder类的具体用法?C++ TabHolder怎么用?C++ TabHolder使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了TabHolder类的14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: AnchorLayout

void ImportExportFilesScreen::CreateViews() {
    using namespace UI;
    root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

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

    AddStopServerBack(root_);

    TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));

    root_->Add(tabHolder);
    ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
    LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
    deviceSpecs->SetSpacing(0);
    deviceSpecsScroll->Add(deviceSpecs);
    tabHolder->AddTab("Information", deviceSpecsScroll);

    deviceSpecs->Add(new ItemHeader("Web Server"));

    char const* websiteUrl = WebServiceControl(true);
    if(websiteUrl == NULL) {
        deviceSpecs->Add(new InfoItem("Website", "N/A"));
        deviceSpecs->Add(new InfoItem("Your device needs to be connected to a WiFi network", ""));
        deviceSpecs->Add(new InfoItem("to continue! Go back and reopen to try again.", ""));
    } else {
        deviceSpecs->Add(new InfoItem("Website", websiteUrl));
        deviceSpecs->Add(new InfoItem("Visit the URL above on your computer to easily", ""));
        deviceSpecs->Add(new InfoItem("transfer ROMs and game saves.", ""));
    }

}
开发者ID:dantheman213,项目名称:ppsspp,代码行数:32,代码来源:DevScreens.cpp

示例2: GetI18NCategory

void SavedataScreen::CreateViews() {
	using namespace UI;
	I18NCategory *sa = GetI18NCategory("Savedata");
	I18NCategory *di = GetI18NCategory("Dialog");
	std::string savedata_dir = GetSysDirectory(DIRECTORY_SAVEDATA);
	std::string savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);

	gridStyle_ = false;
	root_ = new LinearLayout(ORIENT_VERTICAL);

	TabHolder *tabs = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
	tabs->SetTag("Savedata");
	ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
	scroll->SetTag("SavedataBrowser");
	browser_ = scroll->Add(new SavedataBrowser(savedata_dir, new LayoutParams(FILL_PARENT, FILL_PARENT)));
	browser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);

	tabs->AddTab(sa->T("Save Data"), scroll);

	ScrollView *scroll2 = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
	scroll2->SetTag("SavedataStatesBrowser");
	SavedataBrowser *browser2 = scroll2->Add(new SavedataBrowser(savestate_dir));
	browser2->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
	tabs->AddTab(sa->T("Save States"), scroll2);

	root_->Add(tabs);
	root_->Add(new Button(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
开发者ID:metalex10,项目名称:ppsspp,代码行数:28,代码来源:SavedataScreen.cpp

示例3: GetI18NCategory

void SystemInfoScreen::CreateViews() {
    // NOTE: Do not translate this section. It will change a lot and will be impossible to keep up.
    I18NCategory *di = GetI18NCategory("Dialog");

    using namespace UI;
    root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

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

    AddStandardBack(root_);

    TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));

    root_->Add(tabHolder);
    ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
    LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
    deviceSpecs->SetSpacing(0);
    deviceSpecsScroll->Add(deviceSpecs);
    tabHolder->AddTab("Device Info", deviceSpecsScroll);

    deviceSpecs->Add(new ItemHeader("System Information"));
    deviceSpecs->Add(new InfoItem("Name", System_GetProperty(SYSPROP_NAME)));
    deviceSpecs->Add(new InfoItem("Lang/Region", System_GetProperty(SYSPROP_LANGREGION)));
    deviceSpecs->Add(new InfoItem("ABI", GetCompilerABI()));
    deviceSpecs->Add(new ItemHeader("CPU Information"));
    deviceSpecs->Add(new InfoItem("Name", cpu_info.brand_string));
#if defined(ARM) || defined(ARM64) || defined(MIPS)
    deviceSpecs->Add(new InfoItem("Cores", StringFromInt(cpu_info.num_cores)));
#else
    int totalThreads = cpu_info.num_cores * cpu_info.logical_cpu_count;
    std::string cores = StringFromFormat("%d (%d per core, %d cores)", totalThreads, cpu_info.logical_cpu_count, cpu_info.num_cores);
    deviceSpecs->Add(new InfoItem("Threads", cores));
#endif
    deviceSpecs->Add(new ItemHeader("GPU Information"));

    Thin3DContext *thin3d = screenManager()->getThin3DContext();

    deviceSpecs->Add(new InfoItem("3D API", thin3d->GetInfoString(T3DInfo::APINAME)));
    deviceSpecs->Add(new InfoItem("Vendor", std::string(thin3d->GetInfoString(T3DInfo::VENDORSTRING)) + " (" + thin3d->GetInfoString(T3DInfo::VENDOR) + ")"));
    deviceSpecs->Add(new InfoItem("Model", thin3d->GetInfoString(T3DInfo::RENDERER)));
#ifdef _WIN32
    deviceSpecs->Add(new InfoItem("Driver Version", System_GetProperty(SYSPROP_GPUDRIVER_VERSION)));
    if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
        deviceSpecs->Add(new InfoItem("D3DX Version", StringFromFormat("%d", GetD3DXVersion())));
    }
#endif

#ifdef ANDROID
    deviceSpecs->Add(new ItemHeader("Audio Information"));
    deviceSpecs->Add(new InfoItem("Sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE))));
    deviceSpecs->Add(new InfoItem("Frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER))));
    deviceSpecs->Add(new InfoItem("Optimal sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE))));
    deviceSpecs->Add(new InfoItem("Optimal frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER))));

    deviceSpecs->Add(new ItemHeader("Display Information"));
    deviceSpecs->Add(new InfoItem("Native Resolution", StringFromFormat("%dx%d",
                                  System_GetPropertyInt(SYSPROP_DISPLAY_XRES),
                                  System_GetPropertyInt(SYSPROP_DISPLAY_YRES))));
    deviceSpecs->Add(new InfoItem("Refresh rate", StringFromFormat("%0.3f Hz", (float)System_GetPropertyInt(SYSPROP_DISPLAY_REFRESH_RATE) / 1000.0f)));
#endif


    deviceSpecs->Add(new ItemHeader("Version Information"));
    std::string apiVersion;
    if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
#ifdef USING_GLES2
        apiVersion = StringFromFormat("v%d.%d.%d ES", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
#else
        apiVersion = StringFromFormat("v%d.%d.%d", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
#endif
    } else {
        apiVersion = thin3d->GetInfoString(T3DInfo::APIVERSION);
        if (apiVersion.size() > 30)
            apiVersion.resize(30);
    }
    deviceSpecs->Add(new InfoItem("API Version", apiVersion));
    deviceSpecs->Add(new InfoItem("Shading Language", thin3d->GetInfoString(T3DInfo::SHADELANGVERSION)));

#ifdef ANDROID
    std::string moga = System_GetProperty(SYSPROP_MOGA_VERSION);
    if (moga.empty()) {
        moga = "(none detected)";
    }
    deviceSpecs->Add(new InfoItem("Moga", moga));
#endif

#ifdef ANDROID
    char temp[256];
    sprintf(temp, "%dx%d", System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES));
    deviceSpecs->Add(new InfoItem("Display resolution", temp));
#endif

    ViewGroup *cpuExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
    LinearLayout *cpuExtensions = new LinearLayout(ORIENT_VERTICAL);
    cpuExtensions->SetSpacing(0);
    cpuExtensionsScroll->Add(cpuExtensions);

    tabHolder->AddTab("CPU Extensions", cpuExtensionsScroll);

//.........这里部分代码省略.........
开发者ID:dantheman213,项目名称:ppsspp,代码行数:101,代码来源:DevScreens.cpp

示例4: GetI18NCategory

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

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
	
	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, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameSettingsScreen::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", "Auto", "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()));
	static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};

	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")));
	graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bLowQualitySplineBezier, gs->T("Low quality spline/bezier curves (speed)")));
	
	static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnResolutionChange);
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
#ifdef BLACKBERRY
	if (pixel_xres == pixel_yres)
		graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
#endif
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	// This setting is not really useful for anyone atm.
	// graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
#ifdef _WIN32
	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")));
//.........这里部分代码省略.........
开发者ID:bjonreyes,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp

示例5: GetI18NCategory

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

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;

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

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	Margins actionMenuMargins(0, 0, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
	leftColumn->Add(new Choice("Back"))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(600, FILL_PARENT, actionMenuMargins));
	root_->Add(tabHolder);

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

	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab("Graphics", graphicsSettingsScroll);
	graphicsSettings->Add(new ItemHeader(gs->T("Features")));
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	graphicsSettings->Add(new CheckBox(&g_Config.bBufferedRendering, gs->T("Buffered Rendering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
	graphicsSettings->Add(new CheckBox(&g_Config.SSAntiAliasing, gs->T("Anti Aliasing")));
	graphicsSettings->Add(new CheckBox(&g_Config.bFramebuffersToMem, gs->T("Read Framebuffer to memory")));

	// TODO: Does frame rate belong among the graphics settings?
	graphicsSettings->Add(new ItemHeader(gs->T("Frame rate")));
	graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Read Framebuffer to memory")));

	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("Aniso Filter"), anisoLevels, 0, 5, gs, screenManager()));
	
	graphicsSettings->Add(new ItemHeader(gs->T("Texture scaling")));
	static const char *texScaleLevels[] = {
		"Off (1x)", "2x", "3x",
#ifndef USING_GLES2
		"4x", "5x",
#endif
	};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale"), texScaleLevels, 1, 5, gs, screenManager()));
	static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale type"), texScaleAlgos, 0, 4, gs, screenManager()));
	static const char *texFilters[] = { "Default (auto)", "Nearest", "Linear", "Linear on FMV", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Upscale type"), texFilters, 1, 4, gs, screenManager()));

#ifdef USING_GLES2
	g_Config.bFramebuffersCPUConvert = g_Config.bFramebuffersToMem;
#endif

#ifdef _WIN32
	graphicsSettings->Add(new CheckBox(&g_Config.bAutoSaveSymbolMap, gs->T("VSync")));
#endif


	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	audioSettingsScroll->Add(audioSettings);
	tabHolder->AddTab("Audio", audioSettingsScroll);
	audioSettings->Add(new Choice(a->T("Download Atrac3+ plugin")))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
	audioSettings->Add(new PopupSliderChoice(&g_Config.iSEVolume, 0, 8, a->T("FX 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+")));
	
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab("Controls", controlsSettingsScroll);
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bLargeControls, c->T("Large Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Analog Stick")));
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));

	ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *systemSettings = new LinearLayout(ORIENT_VERTICAL);
	systemSettingsScroll->Add(systemSettings);
	tabHolder->AddTab("System", systemSettingsScroll);
	systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
//.........这里部分代码省略.........
开发者ID:bagnz0r,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp

示例6: GetI18NCategory

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

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;

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

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");
	I18NCategory *ms = GetI18NCategory("MainSettings");

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

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

	root_->Add(new Choice(g->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameSettingsScreen::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));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);

	graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
#ifndef USING_GLES2
	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, 4, gs, screenManager()));
#else
	static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory(GPU)"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, 3, gs, screenManager()));
#endif
	graphicsSettings->Add(new CheckBox(&g_Config.bAntiAliasing, gs->T("Anti-Aliasing")));
	graphicsSettings->Add(new ItemHeader(gs->T("Features")));
	graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
#ifdef _WIN32
	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("Frame Rate Control")));
	static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, 9, gs, screenManager()));
	static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, 4, gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
	graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force 60 FPS or less (helps GoW)")));
	
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef USING_GLES2
	static const char *texScaleLevels[] = {"Off", "2x", "3x","4x", "5x"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 5, gs, screenManager()));
#else
	static const char *texScaleLevels[] = {"Off", "2x", "3x"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 3, gs, screenManager()));
#endif
	static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, 4, 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, 5, 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, 4, gs, screenManager()));

	// Audio
	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	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 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+")));

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettingsScroll->Add(controlsSettings);
//.........这里部分代码省略.........
开发者ID:jimmyw,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp

示例7: GetI18NCategory

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

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;

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

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	Margins actionMenuMargins(0, 0, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

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

	leftColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
	leftColumn->Add(new Choice(g->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);


	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(800, FILL_PARENT, actionMenuMargins));

	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));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab("Graphics", graphicsSettingsScroll);

	graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
	static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", 
#ifndef USING_GLES2
	"Read Framebuffers To Memory(CPU)", 
#endif
	"Read Framebuffers To Memory(GPU)"
	};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, 4, gs, screenManager()));
	graphicsSettings->Add(new ItemHeader(gs->T("Features")));
	graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
#ifdef _WIN32
	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("Frame Rate Control")));
	static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, 4, gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
	graphicsSettings->Add(new PopupSliderChoice(&g_Config.iFrameSkip, 0, 9, gs->T("Frame Skipping"), screenManager()));
	graphicsSettings->Add(new ItemHeader(gs->T("Anisotropic Filtering")));
	static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, 5, gs, screenManager()));
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
	static const char *texScaleLevels[] = {
		"Off (1x)", "2x", "3x",
#ifndef USING_GLES2
		"4x", "5x",
#endif
	};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 5, gs, screenManager()));
	static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, 4, gs, screenManager()));
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
	static const char *texFilters[] = { "Default (auto)", "Nearest", "Linear", "Linear on FMV", };
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Upscale Type"), texFilters, 1, 4, gs, screenManager()));

	// Audio
	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	audioSettingsScroll->Add(audioSettings);
	tabHolder->AddTab("Audio", audioSettingsScroll);
	audioSettings->Add(new Choice(a->T("Download Atrac3+ plugin")))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
	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 PopupSliderChoice(&g_Config.iSEVolume, 0, 8, a->T("FX volume"), screenManager()));
	audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, 8, a->T("BGM volume"), screenManager()));

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab("Controls", controlsSettingsScroll);
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Left Analog Stick")));
	controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 15, 65, c->T("Button Opacity"), screenManager()));
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
//.........这里部分代码省略.........
开发者ID:popsUlfr,项目名称:ppsspp,代码行数:101,代码来源:GameSettingsScreen.cpp

示例8: UseVerticalLayout

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

示例9: GetI18NCategory

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10: screenManager

void DisplayLayoutScreen::CreateViews() {
	if (g_Config.bStretchToDisplay) {
		// Shouldn't even be able to get here as the way into this dialog should be closed.
		return;
	}
	const Bounds &bounds = screenManager()->getUIContext()->GetBounds();

	local_dp_xres = bounds.w;
	local_dp_yres = bounds.h;

	using namespace UI;

	I18NCategory *di = GetI18NCategory("Dialog");
	I18NCategory *gr = GetI18NCategory("Graphics");

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

	// Just visual boundaries of the screen, should be easier to use than imagination
	float verticalBoundaryPositionL = local_dp_xres / 4.0f;
	float verticalBoundaryPositionR = local_dp_xres - verticalBoundaryPositionL;
	float horizontalBoundaryPositionL = local_dp_yres / 4.0f;
	float horizontalBoundaryPositionR = local_dp_yres - horizontalBoundaryPositionL;
	TabHolder *verticalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL, new AnchorLayoutParams(0, 0, 0, 0, false));
	TabHolder *verticalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionR, new AnchorLayoutParams(0, 0, 0, 0, false));
	TabHolder *horizontalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionL - 31.0f, 0, 0, true));
	TabHolder *horizontalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionR + 31.0f, 0, 0, true));
	AnchorLayout *topBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
	AnchorLayout *bottomBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
	root_->Add(verticalBoundaryL);
	root_->Add(verticalBoundaryR);
	root_->Add(horizontalBoundaryL);
	root_->Add(horizontalBoundaryR);
	horizontalBoundaryL->AddTab("", topBoundary);
	horizontalBoundaryR->AddTab("", bottomBoundary);

	Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 10));
	static const char *zoomLevels[] = { "Auto", "1x", "2x", "3x", "4x", "5x", "6x", "7x", "8x", "9x", "10x" };
	zoom_ = new PopupMultiChoice(&g_Config.iSmallDisplayZoom, gr->T("Zoom settings"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(300, WRAP_CONTENT, verticalBoundaryPositionL * 2 - 150, NONE, NONE, 10));
	zoom_->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomChange);

	

	mode_ = new ChoiceStrip(ORIENT_VERTICAL, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158 + 64 + 10));
	if (g_Config.iSmallDisplayZoom == 0) {
		mode_->AddChoice(gr->T("Active (Auto)"));
		float autoBound = bounds.w / 480.0f * 8.0f;
		g_Config.fSmallDisplayCustomZoom = autoBound;
		g_Config.fSmallDisplayOffsetX = 0.5f;
		g_Config.fSmallDisplayOffsetY = 0.5f;
	} else {
		Choice *center = new Choice(di->T("Center"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 84));
		center->OnClick.Handle(this, &DisplayLayoutScreen::OnCenter);
		root_->Add(center);
		mode_->AddChoice(di->T("Move"));
		mode_->AddChoice(di->T("Resize"));
		mode_->SetSelection(0);
	}

	
	back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	root_->Add(mode_);
	root_->Add(zoom_);
	root_->Add(back);

	displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, I_PSP_DISPLAY, g_Config.fSmallDisplayCustomZoom);
	if (g_Config.iInternalScreenRotation == 2 || g_Config.iInternalScreenRotation == 4) {
		displayRepresentation_->SetAngle(90.0f);
	}
	root_->Add(displayRepresentation_);
}
开发者ID:AdmiralCurtiss,项目名称:ppsspp,代码行数:70,代码来源:DisplayLayoutScreen.cpp

示例11: GetI18NCategory

void SystemInfoScreen::CreateViews() {
	using namespace Draw;
	using namespace UI;

	// NOTE: Do not translate this section. It will change a lot and will be impossible to keep up.
	I18NCategory *di = GetI18NCategory("Dialog");
	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

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

	AddStandardBack(root_);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));
	tabHolder->SetTag("DevSystemInfo");

	root_->Add(tabHolder);
	ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	deviceSpecsScroll->SetTag("DevSystemInfoDeviceSpecs");
	LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
	deviceSpecs->SetSpacing(0);
	deviceSpecsScroll->Add(deviceSpecs);
	tabHolder->AddTab("Device Info", deviceSpecsScroll);

	deviceSpecs->Add(new ItemHeader("System Information"));
	deviceSpecs->Add(new InfoItem("Name", System_GetProperty(SYSPROP_NAME)));
	deviceSpecs->Add(new InfoItem("Lang/Region", System_GetProperty(SYSPROP_LANGREGION)));
	deviceSpecs->Add(new InfoItem("ABI", GetCompilerABI()));
	deviceSpecs->Add(new ItemHeader("CPU Information"));
	deviceSpecs->Add(new InfoItem("Name", cpu_info.brand_string));
#if defined(ARM) || defined(ARM64) || defined(MIPS)
	deviceSpecs->Add(new InfoItem("Cores", StringFromInt(cpu_info.num_cores)));
#else
	int totalThreads = cpu_info.num_cores * cpu_info.logical_cpu_count;
	std::string cores = StringFromFormat("%d (%d per core, %d cores)", totalThreads, cpu_info.logical_cpu_count, cpu_info.num_cores);
	deviceSpecs->Add(new InfoItem("Threads", cores));
#endif
	deviceSpecs->Add(new ItemHeader("GPU Information"));

	DrawContext *draw = screenManager()->getDrawContext();

	deviceSpecs->Add(new InfoItem("3D API", std::string(draw->GetInfoString(InfoField::APINAME))));
	deviceSpecs->Add(new InfoItem("Vendor", std::string(draw->GetInfoString(InfoField::VENDORSTRING))));
	std::string vendor = draw->GetInfoString(InfoField::VENDOR);
	if (vendor.size())
		deviceSpecs->Add(new InfoItem("Vendor (detected)", vendor));
	deviceSpecs->Add(new InfoItem("Driver", draw->GetInfoString(InfoField::DRIVER)));
#ifdef _WIN32
	deviceSpecs->Add(new InfoItem("Driver Version", System_GetProperty(SYSPROP_GPUDRIVER_VERSION)));
#if !PPSSPP_PLATFORM(UWP)
	if (GetGPUBackend() == GPUBackend::DIRECT3D9) {
		deviceSpecs->Add(new InfoItem("D3DX Version", StringFromFormat("%d", GetD3DXVersion())));
	}
#endif
#endif
	deviceSpecs->Add(new ItemHeader("OS Information"));
	deviceSpecs->Add(new InfoItem("Memory Page Size", StringFromFormat("%d bytes", GetMemoryProtectPageSize())));
	deviceSpecs->Add(new InfoItem("RW/RX exclusive: ", PlatformIsWXExclusive() ? "Yes" : "No"));

	const char *build = "Release";
#ifdef _DEBUG
	build = "Debug";
#endif
	deviceSpecs->Add(new InfoItem("PPSSPP build: ", build));

#ifdef __ANDROID__
	deviceSpecs->Add(new ItemHeader("Audio Information"));
	deviceSpecs->Add(new InfoItem("Sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER))));
	deviceSpecs->Add(new InfoItem("Optimal sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Optimal frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER))));

	deviceSpecs->Add(new ItemHeader("Display Information"));
	deviceSpecs->Add(new InfoItem("Native Resolution", StringFromFormat("%dx%d",
		System_GetPropertyInt(SYSPROP_DISPLAY_XRES),
		System_GetPropertyInt(SYSPROP_DISPLAY_YRES))));
	deviceSpecs->Add(new InfoItem("Refresh rate", StringFromFormat("%0.3f Hz", (float)System_GetPropertyInt(SYSPROP_DISPLAY_REFRESH_RATE) / 1000.0f)));
#endif


	deviceSpecs->Add(new ItemHeader("Version Information"));
	std::string apiVersion;
	if (GetGPUBackend() == GPUBackend::OPENGL) {
		if (gl_extensions.IsGLES) {
			apiVersion = StringFromFormat("v%d.%d.%d ES", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
		} else {
			apiVersion = StringFromFormat("v%d.%d.%d", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
		}
	} else {
		apiVersion = draw->GetInfoString(InfoField::APIVERSION);
		if (apiVersion.size() > 30)
			apiVersion.resize(30);
	}
	deviceSpecs->Add(new InfoItem("API Version", apiVersion));
	deviceSpecs->Add(new InfoItem("Shading Language", draw->GetInfoString(InfoField::SHADELANGVERSION)));

#ifdef __ANDROID__
	std::string moga = System_GetProperty(SYSPROP_MOGA_VERSION);
	if (moga.empty()) {
		moga = "(none detected)";
//.........这里部分代码省略.........
开发者ID:metalex10,项目名称:ppsspp,代码行数:101,代码来源:DevScreens.cpp

示例12: GetI18NCategory

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

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

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	Margins actionMenuMargins(0, 0, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
	leftColumn->Add(new Choice("Back"))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(600, FILL_PARENT, actionMenuMargins));
	root_->Add(tabHolder);

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

	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab("Graphics", graphicsSettingsScroll);
	graphicsSettings->Add(new CheckBox(&g_Config.bNearestFiltering, gs->T("Force Nearest Filtering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bLinearFiltering, gs->T("Force Linear Filtering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	graphicsSettings->Add(new CheckBox(&g_Config.bBufferedRendering, gs->T("Buffered Rendering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
	graphicsSettings->Add(new CheckBox(&g_Config.SSAntiAliasing, gs->T("Anti Aliasing")));
	// graphicsSettings->Add(new CheckBox(&g_Config.iShowFPSCounter, gs->T("Show FPS")));
	
	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	audioSettingsScroll->Add(audioSettings);
	tabHolder->AddTab("Audio", audioSettingsScroll);
	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 Choice(a->T("Download Atrac3+ plugin")))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
	
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab("Controls", controlsSettingsScroll);
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bLargeControls, c->T("Large Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Analog Stick")));
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));

	ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *systemSettings = new LinearLayout(ORIENT_VERTICAL);
	systemSettingsScroll->Add(systemSettings);
	tabHolder->AddTab("System", systemSettingsScroll);
	systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
	systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (unstable)")));
}
开发者ID:Heiji,项目名称:ppsspp,代码行数:68,代码来源:GameSettingsScreen.cpp

示例13: GetI18NCategory

void SystemInfoScreen::CreateViews() {
	// NOTE: Do not translate this section. It will change a lot and will be impossible to keep up.
	I18NCategory *d = GetI18NCategory("Dialog");

	using namespace UI;
	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(225, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));

	root_->Add(tabHolder);
	ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
	deviceSpecs->SetSpacing(0);
	deviceSpecsScroll->Add(deviceSpecs);
	tabHolder->AddTab("Device Info", deviceSpecsScroll);

	deviceSpecs->Add(new ItemHeader("System Information"));
	deviceSpecs->Add(new InfoItem("Name", System_GetProperty(SYSPROP_NAME)));
	deviceSpecs->Add(new InfoItem("Lang/Region", System_GetProperty(SYSPROP_LANGREGION)));
	deviceSpecs->Add(new InfoItem("ABI", GetCompilerABI()));
	deviceSpecs->Add(new ItemHeader("CPU Information"));
	deviceSpecs->Add(new InfoItem("Name", cpu_info.brand_string));
#ifdef ARM
	deviceSpecs->Add(new InfoItem("Cores", StringFromInt(cpu_info.num_cores)));
#else
	int totalThreads = cpu_info.num_cores * cpu_info.logical_cpu_count;
	std::string cores = StringFromFormat("%d (%d per core, %d cores)", totalThreads, cpu_info.logical_cpu_count, cpu_info.num_cores);
	deviceSpecs->Add(new InfoItem("Threads", cores));
#endif
	deviceSpecs->Add(new ItemHeader("GPU Information"));

	Thin3DContext *thin3d = screenManager()->getThin3DContext();

	deviceSpecs->Add(new InfoItem("3D API", thin3d->GetInfoString(T3DInfo::APINAME)));
	deviceSpecs->Add(new InfoItem("Vendor", thin3d->GetInfoString(T3DInfo::VENDOR)));
	deviceSpecs->Add(new InfoItem("Model", thin3d->GetInfoString(T3DInfo::RENDERER)));
#ifdef _WIN32
	deviceSpecs->Add(new InfoItem("Driver Version", System_GetProperty(SYSPROP_GPUDRIVER_VERSION)));
	if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
		deviceSpecs->Add(new InfoItem("D3DX Version", StringFromFormat("%d", GetD3DXVersion())));
	}
#endif

#ifdef ANDROID
	deviceSpecs->Add(new ItemHeader("Audio Information"));
	deviceSpecs->Add(new InfoItem("Sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER))));
	deviceSpecs->Add(new InfoItem("Optimal sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Optimal frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER))));

	deviceSpecs->Add(new ItemHeader("Display Information"));
	deviceSpecs->Add(new InfoItem("Native Resolution", StringFromFormat("%dx%d",
		System_GetPropertyInt(SYSPROP_DISPLAY_XRES),
		System_GetPropertyInt(SYSPROP_DISPLAY_YRES))));
	deviceSpecs->Add(new InfoItem("Refresh rate", StringFromFormat("%0.3f Hz", (float)System_GetPropertyInt(SYSPROP_DISPLAY_REFRESH_RATE) / 1000.0f)));
#endif


	deviceSpecs->Add(new ItemHeader("Version Information"));
	std::string apiVersion = thin3d->GetInfoString(T3DInfo::APIVERSION);
	apiVersion.resize(30);
	deviceSpecs->Add(new InfoItem("API Version", apiVersion));
	deviceSpecs->Add(new InfoItem("Shading Language", thin3d->GetInfoString(T3DInfo::SHADELANGVERSION)));

#ifdef ANDROID
	std::string moga = System_GetProperty(SYSPROP_MOGA_VERSION);
	if (moga.empty()) {
		moga = "(none detected)";
	}
	deviceSpecs->Add(new InfoItem("Moga", moga));
#endif

#ifdef ANDROID
	char temp[256];
	sprintf(temp, "%dx%d", System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES));
	deviceSpecs->Add(new InfoItem("Display resolution", temp));
#endif

	if (gl_extensions.precision[0] != 0) {
		const char *stypes[2] = { "Vertex", "Fragment" };
		const char *ptypes[6] = { "LowF", "MediumF", "HighF", "LowI", "MediumI", "HighI" };

		for (int st = 0; st < 2; st++) {
			char bufValue[256], bufTitle[256];
			for (int p = 0; p < 6; p++) {
				snprintf(bufTitle, sizeof(bufTitle), "Precision %s %s:", stypes[st], ptypes[p]);
				snprintf(bufValue, sizeof(bufValue), "(%i, %i): %i", gl_extensions.range[st][p][0], gl_extensions.range[st][p][1], gl_extensions.precision[st][p]);
				deviceSpecs->Add(new InfoItem(bufTitle, bufValue, new LayoutParams(FILL_PARENT, 30)));
			}
		}
	}

	ViewGroup *cpuExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *cpuExtensions = new LinearLayout(ORIENT_VERTICAL);
	cpuExtensions->SetSpacing(0);
//.........这里部分代码省略.........
开发者ID:BBCbbb,项目名称:ppsspp,代码行数:101,代码来源:DevScreens.cpp

示例14: InitPadLayout

void TouchControlLayoutScreen::CreateViews() {
	// setup g_Config for button layout
	InitPadLayout();

	using namespace UI;

	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *d = GetI18NCategory("Dialog");

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

	Choice *reset = new Choice(d->T("Reset"), "", false, new AnchorLayoutParams(leftMargin, WRAP_CONTENT, 10, NONE, NONE, 84));
	Choice *back = new Choice(d->T("Back"), "", false, new AnchorLayoutParams(leftMargin, WRAP_CONTENT, 10, NONE, NONE, 10));
	Choice *visibility = new Choice(c->T("Visibility"), "", false, new AnchorLayoutParams(leftMargin, WRAP_CONTENT, 10, NONE, NONE, 158));
	reset->OnClick.Handle(this, &TouchControlLayoutScreen::OnReset);
	back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	visibility->OnClick.Handle(this, &TouchControlLayoutScreen::OnVisibility);
	root_->Add(visibility);
	root_->Add(reset);
	root_->Add(back);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, leftMargin, new AnchorLayoutParams(10, 0, 10, 0, false));
	root_->Add(tabHolder);

	// this is more for show than anything else. It's used to provide a boundary
	// so that buttons like back can be placed within the boundary.
	// serves no other purpose.
	AnchorLayout *controlsHolder = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

	I18NCategory *ms = GetI18NCategory("MainSettings");

	tabHolder->AddTab(ms->T("Controls"), controlsHolder);

	if (!g_Config.bShowTouchControls){
		return;
	}

	float scale = g_Config.fButtonScale;
	controls_.clear();

	PSPActionButtons *actionButtons = new PSPActionButtons(g_Config.iActionButtonCenterX, g_Config.iActionButtonCenterY, g_Config.iActionButtonSpacing, scale);
	actionButtons->setCircleVisibility(g_Config.bShowTouchCircle);
	actionButtons->setCrossVisibility(g_Config.bShowTouchCross);
	actionButtons->setTriangleVisibility(g_Config.bShowTouchTriangle);
	actionButtons->setSquareVisibility(g_Config.bShowTouchSquare);

	controls_.push_back(actionButtons);

	if (g_Config.bShowTouchCross) {
		controls_.push_back(new PSPDPadButtons(g_Config.iDpadX, g_Config.iDpadY, g_Config.iDpadRadius, scale));
	}

	if (g_Config.bShowTouchSelect) {
		controls_.push_back(new DragDropButton(g_Config.iSelectKeyX, g_Config.iSelectKeyY, I_RECT, I_SELECT, scale));
	}

	if (g_Config.bShowTouchStart) {
		controls_.push_back(new DragDropButton(g_Config.iStartKeyX, g_Config.iStartKeyY, I_RECT, I_START, scale));
	}

	if (g_Config.bShowTouchUnthrottle) {
		DragDropButton *unthrottle = new DragDropButton(g_Config.iUnthrottleKeyX, g_Config.iUnthrottleKeyY, I_RECT, I_ARROW, scale);
		unthrottle->SetAngle(180.0f);
		controls_.push_back(unthrottle);
	}

	if (g_Config.bShowTouchLTrigger) {
		controls_.push_back(new DragDropButton(g_Config.iLKeyX, g_Config.iLKeyY, I_SHOULDER, I_L, scale));
	}

	if (g_Config.bShowTouchRTrigger) {
		DragDropButton *rbutton = new DragDropButton(g_Config.iRKeyX, g_Config.iRKeyY, I_SHOULDER, I_R, scale);
		rbutton->FlipImageH(true);
		controls_.push_back(rbutton);
	}

	if (g_Config.bShowTouchAnalogStick) {
		controls_.push_back(new DragDropButton(g_Config.iAnalogStickX, g_Config.iAnalogStickY, I_STICKBG, I_STICK, scale));
	};

	for (size_t i = 0; i < controls_.size(); i++) {
		root_->Add(controls_[i]);
	}
}
开发者ID:igorcalabria,项目名称:ppsspp,代码行数:84,代码来源:TouchControlLayoutScreen.cpp


注:本文中的TabHolder类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。