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Merge pull request #7752 from 8times9/text-tweaks
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Qt: Minor text tweaks
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Helios747 committed Feb 7, 2019
2 parents 46918f4 + d45dad7 commit 2987e83
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Showing 9 changed files with 124 additions and 129 deletions.
63 changes: 29 additions & 34 deletions Source/Core/DolphinQt/Config/Graphics/AdvancedWidget.cpp
Expand Up @@ -145,72 +145,67 @@ void AdvancedWidget::OnEmulationStateChanged(bool running)
void AdvancedWidget::AddDescriptions() void AdvancedWidget::AddDescriptions()
{ {
static const char TR_WIREFRAME_DESCRIPTION[] = static const char TR_WIREFRAME_DESCRIPTION[] =
QT_TR_NOOP("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked."); QT_TR_NOOP("Renders the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
static const char TR_SHOW_STATS_DESCRIPTION[] = static const char TR_SHOW_STATS_DESCRIPTION[] =
QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked."); QT_TR_NOOP("Shows various rendering statistics.\n\nIf unsure, leave this unchecked.");
static const char TR_TEXTURE_FORMAT_DECRIPTION[] = static const char TR_TEXTURE_FORMAT_DESCRIPTION[] = QT_TR_NOOP(
QT_TR_NOOP("Modify textures to show the format they're encoded in. Needs an emulation reset " "Modifies textures to show the format they're encoded in. May require an emulation reset to "
"in most cases.\n\nIf unsure, leave this unchecked."); "apply.\n\nIf unsure, leave this unchecked.");
static const char TR_VALIDATION_LAYER_DESCRIPTION[] = static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in " QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
"debugging graphical issues.\n\nIf unsure, leave this unchecked."); "debugging graphical issues.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_TEXTURE_DESCRIPTION[] = static const char TR_DUMP_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave " "Dumps decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked."); "this unchecked.");
static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP( static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Load custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this " "Loads custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
"unchecked."); "unchecked.");
static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] = static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Cache custom textures to system RAM on startup.\nThis can require exponentially " QT_TR_NOOP("Caches custom textures to system RAM on startup.\nThis can require exponentially "
"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked."); "more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_EFB_DESCRIPTION[] = static const char TR_DUMP_EFB_DESCRIPTION[] = QT_TR_NOOP(
QT_TR_NOOP("Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this " "Dumps the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
"unchecked."); "unchecked.");
static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] = static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] =
QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all " QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all "
"upscaling.\n\nIf unsure, leave this unchecked."); "upscaling.\n\nIf unsure, leave this unchecked.");
static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP( static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
"Create frame dumps and screenshots at the internal resolution of the renderer, rather than " "Creates frame dumps and screenshots at the internal resolution of the renderer, rather than "
"the size of the window it is displayed within. If the aspect ratio is widescreen, the " "the size of the window it is displayed within. If the aspect ratio is widescreen, the "
"output " "output image will be scaled horizontally to preserve the vertical resolution.\n\nIf "
"image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave " "unsure, leave this unchecked.");
"this unchecked.");
#if defined(HAVE_FFMPEG) #if defined(HAVE_FFMPEG)
static const char TR_USE_FFV1_DESCRIPTION[] = static const char TR_USE_FFV1_DESCRIPTION[] =
QT_TR_NOOP("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked."); QT_TR_NOOP("Encodes frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
#endif #endif
static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP( static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
"This feature allows you to change the game's camera.\nMove the mouse while holding the " "Allows manipulation of the in-game camera. Move the mouse while holding the right button "
"right " "to pan or middle button to move.\n\nUse the WASD keys while holding SHIFT to move the "
"mouse button to pan and while holding the middle button to move.\nHold SHIFT and press " "camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R "
"one of " "to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. ");
"the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and "
"SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the "
"speed.\n\nIf unsure, leave this unchecked.");
static const char TR_CROPPING_DESCRIPTION[] = static const char TR_CROPPING_DESCRIPTION[] =
QT_TR_NOOP("Crop the picture from its native aspect ratio to 4:3 or " QT_TR_NOOP("Crops the picture from its native aspect ratio to 4:3 or "
"16:9.\n\nIf unsure, leave this unchecked."); "16:9.\n\nIf unsure, leave this unchecked.");
static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP( static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
"Enables progressive scan if supported by the emulated software.\nMost games don't " "Enables progressive scan if supported by the emulated software. Most games don't have "
"care about this.\n\nIf unsure, leave this unchecked."); "any issue with this.\n\nIf unsure, leave this unchecked.");
static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] = static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] =
QT_TR_NOOP("Enables multi-threaded command submission in backends where supported. Enabling " QT_TR_NOOP("Enables multi-threaded command submission in backends where supported. Enabling "
"this option may result in a performance improvement on systems with more than " "this option may result in a performance improvement on systems with more than "
"two CPU cores. Currently, this is limited to the Vulkan backend.\n\nIf unsure, " "two CPU cores. Currently, this is limited to the Vulkan backend.\n\nIf unsure, "
"leave this checked."); "leave this checked.");
#ifdef _WIN32 #ifdef _WIN32
static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP( static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
"Implement fullscreen mode with a borderless window spanning the whole screen instead of " "Implements fullscreen mode with a borderless window spanning the whole screen instead of "
"using " "using exclusive mode. Allows for faster transitions between fullscreen and windowed mode, "
"exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but " "but slightly increases input latency, makes movement less smooth and slightly decreases "
"slightly increases input latency, makes movement less smooth and slightly decreases " "performance.\n\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"backend.\n\nIf unsure, leave this unchecked."); "backend.\n\nIf unsure, leave this unchecked.");
#endif #endif


AddDescription(m_enable_wireframe, TR_WIREFRAME_DESCRIPTION); AddDescription(m_enable_wireframe, TR_WIREFRAME_DESCRIPTION);
AddDescription(m_show_statistics, TR_SHOW_STATS_DESCRIPTION); AddDescription(m_show_statistics, TR_SHOW_STATS_DESCRIPTION);
AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DECRIPTION); AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DESCRIPTION);
AddDescription(m_enable_api_validation, TR_VALIDATION_LAYER_DESCRIPTION); AddDescription(m_enable_api_validation, TR_VALIDATION_LAYER_DESCRIPTION);
AddDescription(m_dump_textures, TR_DUMP_TEXTURE_DESCRIPTION); AddDescription(m_dump_textures, TR_DUMP_TEXTURE_DESCRIPTION);
AddDescription(m_load_custom_textures, TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION); AddDescription(m_load_custom_textures, TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION);
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82 changes: 41 additions & 41 deletions Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
Expand Up @@ -283,78 +283,78 @@ void EnhancementsWidget::SaveSettings()
void EnhancementsWidget::AddDescriptions() void EnhancementsWidget::AddDescriptions()
{ {
static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] = static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves " QT_TR_NOOP("Controls the rendering resolution. A high resolution greatly improves visual "
"visual quality, but also greatly increases GPU load and can cause issues in " "quality, but also greatly increases GPU load and can cause issues in "
"certain games. Generally speaking, the lower the internal resolution is, the " "certain games. Generally speaking, the lower the internal resolution, the "
"better your performance will be.\n\nIf unsure, select Native."); "better performance will be.\n\nIf unsure, select Native.");


static const char TR_ANTIALIAS_DESCRIPTION[] = static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP(
QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths " "Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting "
"out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical " "in smoother edges on objects. Increases GPU load and sometimes causes graphical "
"issues. SSAA is significantly more demanding than MSAA, but provides top quality " "issues.\n\nSSAA is significantly more demanding than MSAA, but provides top quality "
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader " "geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
"effects, and textures.\n\nIf unsure, select None."); "effects, and textures.\n\nIf unsure, select None.");


static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP( static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique " "Enables anisotropic filtering, which enhances the visual quality of textures that "
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x."); "are at oblique viewing angles.\n\nMight cause issues in a small "
"number of games.\n\nIf unsure, select 1x.");


static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP( static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP(
"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off)."); "Applies a post-processing effect after rendering a frame.\n\nIf unsure, select (off).");


static const char TR_SCALED_EFB_COPY_DESCRIPTION[] = QT_TR_NOOP( static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
"Greatly increases quality of textures generated using render-to-texture " QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
"effects.\nRaising the " "effects. Slightly increases GPU load and causes relatively few graphical issues. "
"internal resolution will improve the effect of this setting.\nSlightly increases GPU " "Raising the internal resolution will improve the effect of this setting.\n\nIf "
"load and " "unsure, leave this checked.");
"causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP( static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the " "Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes " "appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked."); "slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP( static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to " "Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
"\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and " "\"Force 16:9\" to force 4:3-only games to run at 16:9.\n\nRarely produces good results and "
"often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any " "often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any "
"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked."); "AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
static const char TR_REMOVE_FOG_DESCRIPTION[] = static const char TR_REMOVE_FOG_DESCRIPTION[] =
QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall " QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
"detail.\nDisabling fog will break some games which rely on proper fog " "detail.\n\nDisabling fog will break some games which rely on proper fog "
"emulation.\n\nIf unsure, leave this unchecked."); "emulation.\n\nIf unsure, leave this unchecked.");
static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP( static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
"Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling " "Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
"of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are " "of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are "
"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is " "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
"used when your monitor supports 3D display resolutions.\nHeavily decreases " "used when the monitor supports 3D display resolutions.\n\nHeavily decreases "
"emulation speed and sometimes causes issues.\n\nIf unsure, select Off."); "emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
static const char TR_3D_DEPTH_DESCRIPTION[] = static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value " "Controls the separation distance between the virtual cameras. \n\nA higher "
"creates a stronger feeling of depth while a lower value is more comfortable."); "value creates a stronger feeling of depth while a lower value is more comfortable.");
static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP( static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
"Controls the distance of the convergence plane. This is the distance at which " "Controls the distance of the convergence plane. This is the distance at which "
"virtual objects will appear to be in front of the screen.\nA higher value creates " "virtual objects will appear to be in front of the screen.\n\nA higher value creates "
"stronger out-of-screen effects while a lower value is more comfortable."); "stronger out-of-screen effects while a lower value is more comfortable.");
static const char TR_3D_SWAP_EYES_DESCRIPTION[] = static const char TR_3D_SWAP_EYES_DESCRIPTION[] =
QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side " QT_TR_NOOP("Swaps the left and right eye. Most useful in side-by-side stereoscopy "
"cross-eyed.\n\nIf unsure, leave this unchecked."); "mode.\n\nIf unsure, leave this unchecked.");
static const char TR_FORCE_24BIT_DESCRIPTION[] = static const char TR_FORCE_24BIT_DESCRIPTION[] =
QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing " QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.\nIt has no impact on performance and causes " "quality by reducing color banding. Has no impact on performance and causes "
"few graphical issues.\n\nIf unsure, leave this checked."); "few graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] = static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
QT_TR_NOOP("Filter all textures, including any that the game explicitly set as " QT_TR_NOOP("Filters all textures, including any that the game explicitly set as "
"unfiltered.\nMay improve quality of certain textures in some games, but will " "unfiltered.\nMay improve quality of certain textures in some games, but will "
"cause issues in others.\n\nIf unsure, leave this unchecked."); "cause issues in others.\n\nIf unsure, leave this unchecked.");
static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] = static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] =
QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in " QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
"some games as \"deflickering\" or \"smoothing\". Disabling the filter has no " "some games as \"deflickering\" or \"smoothing\". \n\nDisabling the filter has no "
"effect on performance, but may result in a sharper image, and causes few " "effect on performance, but may result in a sharper image. Causes few "
"graphical issues.\n\nIf unsure, leave this checked."); "graphical issues.\n\nIf unsure, leave this checked.");
static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP( static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP(
"Enables detection of arbitrary mipmaps, which some games use for special distance-based " "Enables detection of arbitrary mipmaps, which some games use for special distance-based "
"effects. May have false positives that result in blurry textures at increased internal " "effects.\n\nMay have false positives that result in blurry textures at increased internal "
"resolution, such as in games that use very low resolution mipmaps.\nDisabling this can also " "resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
"reduce stutter in games that frequently load new textures.\nThis feature is not compatible " "reduce stutter in games that frequently load new textures. This feature is not compatible "
"with GPU Texture Decoding.\n\nIf unsure, leave this checked."); "with GPU Texture Decoding.\n\nIf unsure, leave this checked.");


AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION); AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
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