本文整理汇总了C++中TabHolder::AddTab方法的典型用法代码示例。如果您正苦于以下问题:C++ TabHolder::AddTab方法的具体用法?C++ TabHolder::AddTab怎么用?C++ TabHolder::AddTab使用的例子?那么恭喜您, 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类TabHolder
的用法示例。
在下文中一共展示了TabHolder::AddTab方法的13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 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);
}
示例2: CreateViews
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.", ""));
}
}
示例3: CreateViews
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.........
示例4: CreateViews
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.........
示例5: CreateViews
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.........
示例6: CreateViews
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.........
示例7: 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.........
示例8: 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.........
示例9: CreateViews
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_);
}
示例10: CreateViews
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.........
示例11: CreateViews
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)")));
}
示例12: CreateViews
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.........
示例13: CreateViews
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]);
}
}