void SystemScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *s = GetI18NCategory("System"); I18NCategory *g = GetI18NCategory("General"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, s->T("System Settings"), dp_xres / 2, 20, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } int x = 30; int y = 30; int stride = 40; int columnw = 400; UICheckBox(GEN_ID, x, y += stride, s->T("Dynarec", "Dynarec (JIT)"), ALIGN_TOPLEFT, &g_Config.bJit); if (g_Config.bJit) UICheckBox(GEN_ID, x, y += stride, s->T("Fast Memory", "Fast Memory (unstable)"), ALIGN_TOPLEFT, &g_Config.bFastMemory); UICheckBox(GEN_ID, x, y += stride, s->T("Show Debug Statistics"), ALIGN_TOPLEFT, &g_Config.bShowDebugStats); UICheckBox(GEN_ID, x, y += stride, s->T("Show FPS"), ALIGN_TOPLEFT, &g_Config.bShowFPSCounter); VGrid vlang(530, 100, dp_yres - 50, 10, 10); for (size_t i = 0; i < langs_.size(); i++) { std::string code; size_t dot = langs_[i].name.find('.'); if (dot != std::string::npos) code = langs_[i].name.substr(0, dot); std::string buttonTitle = langs_[i].name; if (!code.empty()) buttonTitle = code; if (UIButton(GEN_ID_LOOP(i), vlang, LARGE_BUTTON_WIDTH, 0, buttonTitle.c_str(), ALIGN_TOPLEFT)) { std::string oldLang = g_Config.languageIni; g_Config.languageIni = code; if (i18nrepo.LoadIni(g_Config.languageIni)) { // Dunno what else to do here. // After this, g and s are no longer valid. Let's return, some flicker is okay. g = GetI18NCategory("General"); s = GetI18NCategory("System"); } else { g_Config.languageIni = oldLang; } } } UIEnd(); }
void LanguageScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *s = GetI18NCategory("System"); I18NCategory *g = GetI18NCategory("General"); I18NCategory *l = GetI18NCategory("Language"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, s->T("Language"), dp_xres / 2, 10, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } VGrid vlang(50, 100, dp_yres - 50, 10, 10); std::string text; for (size_t i = 0; i < langs_.size(); i++) { std::string code; size_t dot = langs_[i].name.find('.'); if (dot != std::string::npos) code = langs_[i].name.substr(0, dot); std::string buttonTitle = langs_[i].name; langValuesMapping["ja_JP"] = std::make_pair("日本語", PSP_SYSTEMPARAM_LANGUAGE_JAPANESE); langValuesMapping["en_US"] = std::make_pair("English",PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["fr_FR"] = std::make_pair("Français", PSP_SYSTEMPARAM_LANGUAGE_FRENCH); langValuesMapping["es_ES"] = std::make_pair("Español", PSP_SYSTEMPARAM_LANGUAGE_SPANISH); langValuesMapping["es_LA"] = std::make_pair("Español", PSP_SYSTEMPARAM_LANGUAGE_SPANISH); langValuesMapping["de_DE"] = std::make_pair("Deutsch", PSP_SYSTEMPARAM_LANGUAGE_GERMAN); langValuesMapping["it_IT"] = std::make_pair("Italiano", PSP_SYSTEMPARAM_LANGUAGE_ITALIAN); langValuesMapping["nl_NL"] = std::make_pair("Nederlands", PSP_SYSTEMPARAM_LANGUAGE_DUTCH); langValuesMapping["pt_PT"] = std::make_pair("Português", PSP_SYSTEMPARAM_LANGUAGE_PORTUGUESE); langValuesMapping["pt_BR"] = std::make_pair("Português", PSP_SYSTEMPARAM_LANGUAGE_PORTUGUESE); langValuesMapping["ru_RU"] = std::make_pair("Русский", PSP_SYSTEMPARAM_LANGUAGE_RUSSIAN); langValuesMapping["ko_KR"] = std::make_pair("한국어", PSP_SYSTEMPARAM_LANGUAGE_KOREAN); langValuesMapping["zh_TW"] = std::make_pair("繁體中文", PSP_SYSTEMPARAM_LANGUAGE_CHINESE_TRADITIONAL); langValuesMapping["zh_CN"] = std::make_pair("简体中文", PSP_SYSTEMPARAM_LANGUAGE_CHINESE_SIMPLIFIED); langValuesMapping["gr_EL"] = std::make_pair("ελληνικά", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["he_IL"] = std::make_pair("עברית", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["hu_HU"] = std::make_pair("Magyar", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["pl_PL"] = std::make_pair("Polski", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["sv_SE"] = std::make_pair("Svenska", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["tr_TR"] = std::make_pair("Türk", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["ca_ES"] = std::make_pair("Català", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["uk_UA"] = std::make_pair("Українська", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["ro_RO"] = std::make_pair("Român", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); langValuesMapping["id_ID"] = std::make_pair("Indonesia", PSP_SYSTEMPARAM_LANGUAGE_ENGLISH); if (!code.empty()) { if(langValuesMapping.find(code) == langValuesMapping.end()) { //No title found, show locale code buttonTitle = code; } else { buttonTitle = langValuesMapping[code].first; } } if (UIButton(GEN_ID_LOOP(i), vlang, LARGE_BUTTON_WIDTH - 30, 0, buttonTitle.c_str(), ALIGN_TOPLEFT)) { std::string oldLang = g_Config.languageIni; g_Config.languageIni = code; if (i18nrepo.LoadIni(g_Config.languageIni)) { // Dunno what else to do here. if(langValuesMapping.find(code) == langValuesMapping.end()) { //Fallback to English g_Config.ilanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH; } else { g_Config.ilanguage = langValuesMapping[code].second; } // After this, g and s are no longer valid. Let's return, some flicker is okay. g = GetI18NCategory("General"); s = GetI18NCategory("System"); l = GetI18NCategory("Language"); } else { g_Config.languageIni = oldLang; } } } UIEnd(); }
void LanguageScreen::render() { UIShader_Prepare(); UIBegin(UIShader_Get()); DrawBackground(1.0f); I18NCategory *s = GetI18NCategory("System"); I18NCategory *g = GetI18NCategory("General"); I18NCategory *l = GetI18NCategory("Language"); ui_draw2d.SetFontScale(1.5f, 1.5f); ui_draw2d.DrawText(UBUNTU24, s->T("Language"), dp_xres / 2, 20, 0xFFFFFFFF, ALIGN_HCENTER); ui_draw2d.SetFontScale(1.0f, 1.0f); if (UIButton(GEN_ID, Pos(dp_xres - 10, dp_yres-10), LARGE_BUTTON_WIDTH, 0, g->T("Back"), ALIGN_RIGHT | ALIGN_BOTTOM)) { screenManager()->finishDialog(this, DR_OK); } VGrid vlang(50, 100, dp_yres - 50, 10, 10); for (size_t i = 0; i < langs_.size(); i++) { std::string code; size_t dot = langs_[i].name.find('.'); if (dot != std::string::npos) code = langs_[i].name.substr(0, dot); std::string buttonTitle = langs_[i].name; if (!code.empty()) buttonTitle = code; if (UIButton(GEN_ID_LOOP(i), vlang, LARGE_BUTTON_WIDTH - 40, 0, buttonTitle.c_str(), ALIGN_TOPLEFT)) { std::string oldLang = g_Config.languageIni; g_Config.languageIni = code; if (i18nrepo.LoadIni(g_Config.languageIni)) { // Dunno what else to do here. langValuesMapping["ja_JP"] = PSP_SYSTEMPARAM_LANGUAGE_JAPANESE; langValuesMapping["en_US"] = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH; langValuesMapping["fr_FR"] = PSP_SYSTEMPARAM_LANGUAGE_FRENCH; langValuesMapping["es_ES"] = PSP_SYSTEMPARAM_LANGUAGE_SPANISH; langValuesMapping["es_LA"] = PSP_SYSTEMPARAM_LANGUAGE_SPANISH; langValuesMapping["de_DE"] = PSP_SYSTEMPARAM_LANGUAGE_GERMAN; langValuesMapping["it_IT"] = PSP_SYSTEMPARAM_LANGUAGE_ITALIAN; langValuesMapping["nl_NL"] = PSP_SYSTEMPARAM_LANGUAGE_DUTCH; langValuesMapping["pt_BR"] = PSP_SYSTEMPARAM_LANGUAGE_PORTUGUESE; langValuesMapping["ru_RU"] = PSP_SYSTEMPARAM_LANGUAGE_RUSSIAN; langValuesMapping["ko_KR"] = PSP_SYSTEMPARAM_LANGUAGE_KOREAN; langValuesMapping["zh_TW"] = PSP_SYSTEMPARAM_LANGUAGE_CHINESE_TRADITIONAL; langValuesMapping["zh_CN"] = PSP_SYSTEMPARAM_LANGUAGE_CHINESE_SIMPLIFIED; if(langValuesMapping.find(code) == langValuesMapping.end()) { //Fallback to English g_Config.ilanguage = PSP_SYSTEMPARAM_LANGUAGE_ENGLISH; } else { g_Config.ilanguage = langValuesMapping[code]; } // After this, g and s are no longer valid. Let's return, some flicker is okay. g = GetI18NCategory("General"); s = GetI18NCategory("System"); l = GetI18NCategory("Language"); } else { g_Config.languageIni = oldLang; } } } UIEnd(); }