void TiltAnalogSettingsScreen::CreateViews() {
	using namespace UI;

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

	root_ = new ScrollView(ORIENT_VERTICAL);

	LinearLayout *settings = new LinearLayout(ORIENT_VERTICAL);

	settings->SetSpacing(0);
	settings->Add(new ItemHeader(c->T("Invert Axes")));
	settings->Add(new CheckBox(&g_Config.bInvertTiltX, c->T("Invert Tilt along X axis")));
	settings->Add(new CheckBox(&g_Config.bInvertTiltY, c->T("Invert Tilt along Y axis")));

	settings->Add(new ItemHeader(c->T("Sensitivity")));
	//TODO: allow values greater than 100? I'm not sure if that's needed.
	settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityX, 0, 100, c->T("Tilt Sensitivity along X axis"), screenManager()));
	settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityY, 0, 100, c->T("Tilt Sensitivity along Y axis"), screenManager()));
	settings->Add(new PopupSliderChoiceFloat(&g_Config.fDeadzoneRadius, 0.0, 1.0, c->T("Deadzone Radius"), screenManager()));

	settings->Add(new ItemHeader(c->T("Calibration")));
	InfoItem *calibrationInfo = new InfoItem("To calibrate, keep device on a flat surface and press calibrate.", "");
	settings->Add(calibrationInfo);

	Choice *calibrate = new Choice(c->T("Calibrate D-Pad"));
	calibrate->OnClick.Handle(this, &TiltAnalogSettingsScreen::OnCalibrate);
	settings->Add(calibrate);

	root_->Add(settings);
	settings->Add(new ItemHeader(""));
	settings->Add(new Choice(d->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void DeveloperToolsScreen::CreateViews() {
	using namespace UI;
	root_ = new ScrollView(ORIENT_VERTICAL);

	enableLogging_ = g_Config.bEnableLogging;

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

	LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	list->SetSpacing(0);
	list->Add(new ItemHeader(s->T("General")));
	list->Add(new Choice(de->T("System Information")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSysInfo);
	list->Add(new CheckBox(&enableLogging_, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
	list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
	list->Add(new CheckBox(&g_Config.bShowDeveloperMenu, de->T("Show Developer Menu")));
	list->Add(new Choice(de->T("Run CPU Tests")))->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
	list->Add(new Choice(de->T("Restore Default Settings")))->OnClick.Handle(this, &DeveloperToolsScreen::OnRestoreDefaultSettings);
#ifndef __SYMBIAN32__
	list->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)")));
#endif
	list->Add(new ItemHeader(de->T("Language")));
	list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
	list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
	list->Add(new Choice(d->T("Back")))->OnClick.Handle(this, &DeveloperToolsScreen::OnBack);
}
Exemple #3
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void ShaderViewScreen::CreateViews() {
	using namespace UI;

	I18NCategory *di = GetI18NCategory("Dialog");

	LinearLayout *layout = new LinearLayout(ORIENT_VERTICAL);
	root_ = layout;

	layout->Add(new TextView(gpu->DebugGetShaderString(id_, type_, SHADER_STRING_SHORT_DESC)));

	ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
	layout->Add(scroll);

	LinearLayout *lineLayout = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
	lineLayout->SetSpacing(0.0);
	scroll->Add(lineLayout);

	std::vector<std::string> lines;
	SplitString(gpu->DebugGetShaderString(id_, type_, SHADER_STRING_SOURCE_CODE), '\n', lines);

	for (auto line : lines) {
		lineLayout->Add(new TextView(line, FLAG_DYNAMIC_ASCII, true));
	}

	layout->Add(new Button(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
Exemple #4
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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.", ""));
    }

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

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

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

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

	list->Add(new CheckBox(&g_Config.bEnableLogging, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
	list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
	list->Add(new ItemHeader(de->T("Language")));
	list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
	list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
	list->Add(new Choice(d->T("Back")))->OnClick.Handle(this, &DeveloperToolsScreen::OnBack);
}
void ReportScreen::CreateViews() {
	I18NCategory *rp = GetI18NCategory("Reporting");
	I18NCategory *di = GetI18NCategory("Dialog");
	Margins actionMenuMargins(0, 100, 15, 0);
	ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, FILL_PARENT, 0.4f));
	LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(WRAP_CONTENT, FILL_PARENT));
	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);

	leftColumnItems->Add(new InfoItem(rp->T("FeedbackDesc", "How's the emulation?  Let us and the community know!"), ""));

	// TODO: screenshot
	leftColumnItems->Add(new CompatRatingChoice("Overall", &overall_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Graphics", &graphics_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Speed", &speed_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Gameplay", &gameplay_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);

	rightColumnItems->SetSpacing(0.0f);
	rightColumnItems->Add(new Choice(rp->T("Open Browser")))->OnClick.Handle(this, &ReportScreen::HandleBrowser);
	submit_ = new Choice(rp->T("Submit Feedback"));
	rightColumnItems->Add(submit_)->OnClick.Handle(this, &ReportScreen::HandleSubmit);
	submit_->SetEnabled(overall_ >= 0 && graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);

	rightColumnItems->Add(new Spacer(25.0));
	rightColumnItems->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	root_ = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
	root_->Add(leftColumn);
	root_->Add(rightColumn);

	leftColumn->Add(leftColumnItems);
	rightColumn->Add(rightColumnItems);
}
void ControlMapper::Refresh() {
	Clear();
	I18NCategory *c = GetI18NCategory("MappableControls");

	std::map<std::string, int> keyImages;
	keyImages["Circle"] = I_CIRCLE;
	keyImages["Cross"] = I_CROSS;
	keyImages["Square"] = I_SQUARE;
	keyImages["Triangle"] = I_TRIANGLE;
	keyImages["Start"] = I_START;
	keyImages["Select"] = I_SELECT;
	keyImages["L"] = I_L;
	keyImages["R"] = I_R;

	using namespace UI;

	LinearLayout *root = Add(new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));

	auto iter = keyImages.find(keyName_);
	// First, look among images.
	if (iter != keyImages.end()) {
		root->Add(new Choice(iter->second, new LinearLayoutParams(200, WRAP_CONTENT)))->OnClick.Handle(this, &ControlMapper::OnReplaceAll);
	} else {
		// No image? Let's translate.
		Choice *choice = new Choice(c->T(keyName_.c_str()), new LinearLayoutParams(200, WRAP_CONTENT));
		choice->SetCentered(true);
		root->Add(choice)->OnClick.Handle(this, &ControlMapper::OnReplaceAll);
	}

	LinearLayout *rightColumn = root->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	rightColumn->SetSpacing(2.0f);
	std::vector<KeyDef> mappings;
	KeyMap::KeyFromPspButton(pspKey_, &mappings);

	for (size_t i = 0; i < mappings.size(); i++) {
		std::string deviceName = GetDeviceName(mappings[i].deviceId);
		std::string keyName = KeyMap::GetKeyOrAxisName(mappings[i].keyCode);
		int image = -1;

		LinearLayout *row = rightColumn->Add(new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));

		Choice *c = row->Add(new Choice(deviceName + "." + keyName, new LinearLayoutParams(1.0f)));
		char tagbuf[16];
		sprintf(tagbuf, "%i", (int)i);
		c->SetTag(tagbuf);
		c->OnClick.Handle(this, &ControlMapper::OnReplace);

		Choice *d = row->Add(new Choice("X"));
		d->SetTag(tagbuf);
		d->OnClick.Handle(this, &ControlMapper::OnDelete);

		row->Add(new Choice("+"))->OnClick.Handle(this, &ControlMapper::OnAdd);
	}

	if (mappings.size() == 0) {
		// look like an empty line
		rightColumn->Add(new Choice("", new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)))->OnClick.Handle(this, &ControlMapper::OnAdd);
	}
}
Exemple #8
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void GameScreen::CreateViews() {
	GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);

	I18NCategory *d = GetI18NCategory("Dialog");
	I18NCategory *ga = GetI18NCategory("Game");

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

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

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

	leftColumn->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
	if (info) {
		texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
		tvTitle_ = leftColumn->Add(new TextView(info->title, ALIGN_LEFT, false, new AnchorLayoutParams(10, 200, NONE, NONE)));
		// This one doesn't need to be updated.
		leftColumn->Add(new TextView(gamePath_, ALIGN_LEFT, true, new AnchorLayoutParams(10, 250, NONE, NONE)));
		tvGameSize_ = leftColumn->Add(new TextView("...", ALIGN_LEFT, true, new AnchorLayoutParams(10, 290, NONE, NONE)));
		tvSaveDataSize_ = leftColumn->Add(new TextView("...", ALIGN_LEFT, true, new AnchorLayoutParams(10, 320, NONE, NONE)));
		tvInstallDataSize_ = leftColumn->Add(new TextView("", ALIGN_LEFT, true, new AnchorLayoutParams(10, 350, NONE, NONE)));
		tvRegion_ = leftColumn->Add(new TextView("", ALIGN_LEFT, true, new AnchorLayoutParams(10, 380, NONE, NONE)));
	}

	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumn);
	
	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
	rightColumnItems->SetSpacing(0.0f);
	rightColumn->Add(rightColumnItems);
	Choice *play = new Choice(ga->T("Play"));
	rightColumnItems->Add(play)->OnClick.Handle(this, &GameScreen::OnPlay);
	rightColumnItems->Add(new Choice(ga->T("Game Settings")))->OnClick.Handle(this, &GameScreen::OnGameSettings);
	std::vector<std::string> saveDirs = info->GetSaveDataDirectories();
	if (saveDirs.size()) {
		rightColumnItems->Add(new Choice(ga->T("Delete Save Data")))->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
	}
	rightColumnItems->Add(new Choice(ga->T("Delete Game")))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
	if (host->CanCreateShortcut()) {
		rightColumnItems->Add(new Choice(ga->T("Create Shortcut")))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
	}
	if (isRecentGame(gamePath_)) {
		rightColumnItems->Add(new Choice(ga->T("Remove From Recent")))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
	}
#ifdef _WIN32
	rightColumnItems->Add(new Choice(ga->T("Show In Folder")))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
#endif

	UI::SetFocusedView(play);
}
Exemple #9
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void LogConfigScreen::CreateViews() {
	using namespace UI;

	I18NCategory *di = GetI18NCategory("Dialog");
	I18NCategory *dev = GetI18NCategory("Developer");

	root_ = new ScrollView(ORIENT_VERTICAL);

	LinearLayout *vert = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
	vert->SetSpacing(0);

	LinearLayout *topbar = new LinearLayout(ORIENT_HORIZONTAL);
	topbar->Add(new Choice(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	topbar->Add(new Choice(di->T("Toggle All")))->OnClick.Handle(this, &LogConfigScreen::OnToggleAll);
	topbar->Add(new Choice(di->T("Enable All")))->OnClick.Handle(this, &LogConfigScreen::OnEnableAll);
	topbar->Add(new Choice(di->T("Disable All")))->OnClick.Handle(this, &LogConfigScreen::OnDisableAll);
	topbar->Add(new Choice(dev->T("Log Level")))->OnClick.Handle(this, &LogConfigScreen::OnLogLevel);

	vert->Add(topbar);

	vert->Add(new ItemHeader(dev->T("Logging Channels")));

	LogManager *logMan = LogManager::GetInstance();

	int cellSize = 400;

	UI::GridLayoutSettings gridsettings(cellSize, 64, 5);
	gridsettings.fillCells = true;
	GridLayout *grid = vert->Add(new GridLayout(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));

	for (int i = 0; i < LogManager::GetNumChannels(); i++) {
		LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
		LogChannel *chan = logMan->GetLogChannel(type);
		LinearLayout *row = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(cellSize - 50, WRAP_CONTENT));
		row->SetSpacing(0);
		row->Add(new CheckBox(&chan->enabled, "", "", new LinearLayoutParams(50, WRAP_CONTENT)));
		row->Add(new PopupMultiChoice((int *)&chan->level, chan->m_shortName, logLevelList, 1, 6, 0, screenManager(), new LinearLayoutParams(1.0)));
		grid->Add(row);
	}
}
void DeveloperToolsScreen::CreateViews() {
	using namespace UI;
	root_ = new ScrollView(ORIENT_VERTICAL);

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

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

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

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

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

	list->Add(new CheckBox(&g_Config.bEnableLogging, de->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
	list->Add(new Choice(de->T("Logging Channels")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLogConfig);
	list->Add(new ItemHeader(de->T("Language")));
	list->Add(new Choice(de->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
	list->Add(new Choice(de->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
	list->Add(new ItemHeader(""));
	list->Add(new Choice(d->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
Exemple #11
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	void CreatePopupContents(UI::ViewGroup *parent) override {
		using namespace UI;
		UIContext &dc = *screenManager()->getUIContext();
		const Style &textStyle = dc.theme->popupStyle;

		GameInfo *ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), savePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
		LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
		parent->Add(content);
		if (!ginfo)
			return;
		LinearLayout *toprow = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
		content->Add(toprow);

		I18NCategory *sa = GetI18NCategory("Savedata");
		if (ginfo->fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY) {
			std::string savedata_detail = ginfo->paramSFO.GetValueString("SAVEDATA_DETAIL");
			std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE");

			if (ginfo->icon.texture) {
				toprow->Add(new TextureView(ginfo->icon.texture->GetTexture(), IS_FIXED, new LinearLayoutParams(Margins(10, 5))));
			}
			LinearLayout *topright = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 1.0f));
			topright->SetSpacing(1.0f);
			topright->Add(new TextView(savedata_title, ALIGN_LEFT | FLAG_WRAP_TEXT, false))->SetTextColor(textStyle.fgColor);
			topright->Add(new TextView(StringFromFormat("%d kB", ginfo->gameSize / 1024), 0, true))->SetTextColor(textStyle.fgColor);
			topright->Add(new TextView(GetFileDateAsString(savePath_ + "/PARAM.SFO"), 0, true))->SetTextColor(textStyle.fgColor);
			toprow->Add(topright);
			content->Add(new Spacer(3.0));
			content->Add(new TextView(ReplaceAll(savedata_detail, "\r", ""), ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(Margins(10, 0))))->SetTextColor(textStyle.fgColor);
			content->Add(new Spacer(3.0));
		} else {
			std::string image_path = ReplaceAll(savePath_, ".ppst", ".jpg");
			if (File::Exists(image_path)) {
				PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue();
				toprow->Add(new AsyncImageFileView(image_path, IS_DEFAULT, wq, new LinearLayoutParams(480, 272, Margins(10, 0))));
			} else {
				toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5))))->SetTextColor(textStyle.fgColor);
			}
			content->Add(new TextView(GetFileDateAsString(savePath_), 0, true, new LinearLayoutParams(Margins(10, 5))))->SetTextColor(textStyle.fgColor);
		}

		I18NCategory *di = GetI18NCategory("Dialog");
		LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL);
		buttons->Add(new Button(di->T("Back"), new LinearLayoutParams(1.0)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
		buttons->Add(new Button(di->T("Delete"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &SavedataPopupScreen::OnDeleteButtonClick);
		content->Add(buttons);
	}
Exemple #12
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void PopupScreen::CreateViews() {
	using namespace UI;

	UIContext &dc = *screenManager()->getUIContext();

	AnchorLayout *anchor = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
	anchor->Overflow(false);
	root_ = anchor;

	float yres = screenManager()->getUIContext()->GetBounds().h;

	box_ = new LinearLayout(ORIENT_VERTICAL,
		new AnchorLayoutParams(550, FillVertical() ? yres - 30 : WRAP_CONTENT, dc.GetBounds().centerX(), dc.GetBounds().centerY(), NONE, NONE, true));

	root_->Add(box_);
	box_->SetBG(UI::Drawable(0xFF303030));
	box_->SetHasDropShadow(true);

	View *title = new PopupHeader(title_);
	box_->Add(title);

	CreatePopupContents(box_);
	root_->SetDefaultFocusView(box_);

	if (ShowButtons() && !button1_.empty()) {
		// And the two buttons at the bottom.
		LinearLayout *buttonRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(200, WRAP_CONTENT));
		buttonRow->SetSpacing(0);
		Margins buttonMargins(5, 5);

		// Adjust button order to the platform default.
#if defined(_WIN32)
		defaultButton_ = buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f, buttonMargins)));
		defaultButton_->OnClick.Handle(this, &PopupScreen::OnOK);
		if (!button2_.empty())
			buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &PopupScreen::OnCancel);
#else
		if (!button2_.empty())
			buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnCancel);
		defaultButton_ = buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f)));
		defaultButton_->OnClick.Handle(this, &PopupScreen::OnOK);
#endif

		box_->Add(buttonRow);
	}
}
	void CreatePopupContents(UI::ViewGroup *parent) override {
		using namespace UI;
		GameInfo *ginfo = g_gameInfoCache.GetInfo(screenManager()->getThin3DContext(), savePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
		LinearLayout *root = new LinearLayout(ORIENT_VERTICAL);
		parent->Add(root);
		if (!ginfo)
			return;
		LinearLayout *toprow = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
		root->Add(toprow);

		I18NCategory *sa = GetI18NCategory("Savedata");
		if (ginfo->fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY) {
			std::string savedata_detail = ginfo->paramSFO.GetValueString("SAVEDATA_DETAIL");
			std::string savedata_title = ginfo->paramSFO.GetValueString("SAVEDATA_TITLE");

			if (ginfo->iconTexture) {
				toprow->Add(new Thin3DTextureView(ginfo->iconTexture, IS_FIXED, new LinearLayoutParams(Margins(10, 5))));
			}
			LinearLayout *topright = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
			topright->SetSpacing(1.0f);
			topright->Add(new TextView(savedata_title, 0, false));
			topright->Add(new TextView(StringFromFormat("%d kB", ginfo->gameSize / 1024), 0, true));
			topright->Add(new TextView(GetFileDateAsString(savePath_ + "/PARAM.SFO"), 0, true));
			toprow->Add(topright);
			root->Add(new Spacer(3.0));
			root->Add(new TextView(savedata_detail, 0, true, new LinearLayoutParams(Margins(10, 0))));
			root->Add(new Spacer(3.0));
		} else {
			std::string image_path = ReplaceAll(savePath_, "ppst", "jpg");
			if (File::Exists(image_path)) {
				PrioritizedWorkQueue *wq = g_gameInfoCache.WorkQueue();
				toprow->Add(new AsyncImageFileView(image_path, IS_DEFAULT, wq, new UI::LayoutParams(500, 500/16*9)));
			} else {
				toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5))));
			}
			root->Add(new TextView(GetFileDateAsString(savePath_), 0, true, new LinearLayoutParams(Margins(10, 5))));
		}

		I18NCategory *di = GetI18NCategory("Dialog");
		LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL);
		buttons->Add(new Button(di->T("Back"), new LinearLayoutParams(1.0)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
		buttons->Add(new Button(di->T("Delete"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &SavedataPopupScreen::OnDeleteButtonClick);
		root->Add(buttons);
	}
Exemple #14
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SaveSlotView::SaveSlotView(const std::string &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
	using namespace UI;

	screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
	PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue();
	Add(new Spacer(5));

	AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, wq, new UI::LayoutParams(82 * 2, 47 * 2)));
	fv->SetOverlayText(StringFromFormat("%d", slot_ + 1));

	I18NCategory *pa = GetI18NCategory("Pause");

	LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
	buttons->SetSpacing(2.0);
	Add(buttons);

	saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
	saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);

	fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);

	if (SaveState::HasSaveInSlot(gamePath_, slot)) {
		loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
		loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);

		std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
		std::vector<std::string> dateStrs;
		SplitString(dateStr, ' ', dateStrs);
		if (!dateStrs.empty() && !dateStrs[0].empty()) {
			LinearLayout *strs = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
			Add(strs);
			for (size_t i = 0; i < dateStrs.size(); i++) {
				strs->Add(new TextView(dateStrs[i], new LinearLayoutParams(0.0, G_VCENTER)))->SetShadow(true);
			}
		}
	} else {
		fv->SetFilename("");
	}
}
void ControlMapper::Refresh() {
	Clear();

	using namespace UI;

	LinearLayout *root = Add(new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
	
	root->Add(new Choice(keyName_, new LinearLayoutParams(200, WRAP_CONTENT)))->OnClick.Handle(this, &ControlMapper::OnReplaceAll);
	LinearLayout *rightColumn = root->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	rightColumn->SetSpacing(2.0f);
	std::vector<KeyDef> mappings;
	KeyMap::KeyFromPspButton(pspKey_, &mappings);

	for (size_t i = 0; i < mappings.size(); i++) {
		std::string deviceName = GetDeviceName(mappings[i].deviceId);
		std::string keyName = KeyMap::GetKeyOrAxisName(mappings[i].keyCode);
		int image = -1;

		LinearLayout *row = rightColumn->Add(new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));

		Choice *c = row->Add(new Choice(deviceName + "." + keyName, new LinearLayoutParams(1.0f)));
		char tagbuf[16];
		sprintf(tagbuf, "%i", (int)i);
		c->SetTag(tagbuf);
		c->OnClick.Handle(this, &ControlMapper::OnReplace);

		Choice *d = row->Add(new Choice("X"));
		d->SetTag(tagbuf);
		d->OnClick.Handle(this, &ControlMapper::OnDelete);

		row->Add(new Choice("+"))->OnClick.Handle(this, &ControlMapper::OnAdd);
	}

	if (mappings.size() == 0) {
		// look like an empty line
		rightColumn->Add(new Choice("", new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)))->OnClick.Handle(this, &ControlMapper::OnAdd);
	}
}
Exemple #16
0
void PopupScreen::CreateViews() {
	using namespace UI;

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

	box_ = new LinearLayout(ORIENT_VERTICAL,
		new AnchorLayoutParams(550, FillVertical() ? dp_yres - 30 : WRAP_CONTENT, dp_xres / 2, dp_yres / 2, NONE, NONE, true));

	root_->Add(box_);
	box_->SetBG(UI::Drawable(0xFF303030));
	box_->SetHasDropShadow(true);

	View *title = new PopupHeader(title_);
	box_->Add(title);

	CreatePopupContents(box_);

	if (ShowButtons() && !button1_.empty()) {
		// And the two buttons at the bottom.
		LinearLayout *buttonRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(200, WRAP_CONTENT));
		buttonRow->SetSpacing(0);
		Margins buttonMargins(5, 5);

		// Adjust button order to the platform default.
#if defined(_WIN32)
		buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &PopupScreen::OnOK);
		if (!button2_.empty())
			buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &PopupScreen::OnCancel);
#else
		if (!button2_.empty())
			buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnCancel);
		buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnOK);
#endif

		box_->Add(buttonRow);
	}
}
Exemple #17
0
void GamePauseScreen::CreateViews() {
	static const int NUM_SAVESLOTS = 5;

	using namespace UI;
	Margins scrollMargins(0, 20, 0, 0);
	Margins actionMenuMargins(0, 20, 15, 0);
	I18NCategory *gr = GetI18NCategory("Graphics");
	I18NCategory *pa = GetI18NCategory("Pause");

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

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

	LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
	leftColumn->Add(leftColumnItems);

	leftColumnItems->Add(new Spacer(0.0));
	leftColumnItems->SetSpacing(10.0);
	for (int i = 0; i < NUM_SAVESLOTS; i++) {
		SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
		slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
		slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
		slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
	}
	leftColumnItems->Add(new Spacer(0.0));

	if (g_Config.iRewindFlipFrequency > 0) {
		UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind")));
		rewindButton->SetEnabled(SaveState::CanRewind());
		rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
	}

	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumn);

	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
	rightColumn->Add(rightColumnItems);

	rightColumnItems->SetSpacing(0.0f);
	if (getUMDReplacePermit()) {
		rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
	}
	Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
	root_->SetDefaultFocusView(continueChoice);
	continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	std::string gameId = g_paramSFO.GetDiscID();
	if (g_Config.hasGameConfig(gameId)) {
		rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
		rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
	} else {
		rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
		rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
	}
	if (g_Config.bEnableCheats) {
		rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
	}

	// TODO, also might be nice to show overall compat rating here?
	// Based on their platform or even cpu/gpu/config.  Would add an API for it.
	if (Reporting::IsSupported() && gameId.size() && gameId != "_") {
		I18NCategory *rp = GetI18NCategory("Reporting");
		rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
	}
	rightColumnItems->Add(new Spacer(25.0));
	rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
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_);

#ifdef ANDROID
	static const char *deviceResolutions[] = { "Native device resolution", "Auto (same as Rendering)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
	UI::PopupMultiChoice *hwscale = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAndroidHwScale, gs->T("Display Resolution (HW scaler)"), deviceResolutions, 0, ARRAY_SIZE(deviceResolutions), gs, screenManager()));
	hwscale->OnChoice.Handle(this, &GameSettingsScreen::OnHwScaleChange);  // To refresh the display mode
#endif

#ifdef _WIN32
	graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
#endif
	CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
	hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
	hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gs->T("Software Skinning")));
	swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
	vtxCache->SetEnabledPtr(&vtxCacheEnable_);

	CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gs->T("Lazy texture caching", "Lazy texture caching (speedup)")));
	texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gs->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
	texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gs->T("Disable slower effects (speedup)")));
	framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);

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

	// if (PSP_IsInited()) {
		// vtxJit->SetEnabled(false);
	// }

	static const char *quality[] = { "Low", "Medium", "High"};
	PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gs->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gs, screenManager()));
	beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
	
	// In case we're going to add few other antialiasing option like MSAA in the future.
	// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gs->T("FXAA")));
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef MOBILE_DEVICE
	static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
	static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x", "4x"};
#else
	static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x"};
	static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x"};
#endif

	static const char **texScaleLevels;
	static int numTexScaleLevels;
	if (gl_extensions.OES_texture_npot) {
		texScaleLevels = texScaleLevelsNPOT;
		numTexScaleLevels = ARRAY_SIZE(texScaleLevelsNPOT);
	} else {
		texScaleLevels = texScaleLevelsPOT;
		numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
	}
	PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, gs, screenManager()));
	texScalingChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);

	static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
	PopupMultiChoice *texScalingType = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, ARRAY_SIZE(texScaleAlgos), gs, screenManager()));
	texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
	deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);

	graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
	static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
	PopupMultiChoice *anisoFiltering = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, ARRAY_SIZE(anisoLevels), gs, screenManager()));
	anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);

	static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
	PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gs, screenManager()));
	texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);

	static const char *bufFilters[] = { "Linear", "Nearest", };
	PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gs->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gs, screenManager()));
	bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);

	graphicsSettings->Add(new ItemHeader(gs->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
	graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gs->T("Timer Hack")));
	CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gs->T("Disable Alpha Test (PowerVR speedup)")));
	alphaHack->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
	alphaHack->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
	stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));
	depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);

	CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gs->T("Texture Coord Speedhack")));
	prescale->SetDisabledPtr(&g_Config.bSoftwareRendering);

	graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
	static const char *fpsChoices[] = {
		"None", "Speed", "FPS", "Both"
#ifdef BLACKBERRY
     , "Statistics"
#endif
	};
	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")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);

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

	// We normally use software rendering to debug so put it in debugging.
	CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)")));
	softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
	if (PSP_IsInited())
		softwareGPU->SetEnabled(false);

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

	audioSettings->Add(new ItemHeader(ms->T("Audio")));

	audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
	static const char *latency[] = { "Low", "Medium", "High" };
	PopupMultiChoice *lowAudio = audioSettings->Add(new PopupMultiChoice(&g_Config.iAudioLatency, a->T("Audio Latency"), latency, 0, ARRAY_SIZE(latency), gs, screenManager()));
	lowAudio->SetEnabledPtr(&g_Config.bEnableSound);

	audioSettings->Add(new ItemHeader(a->T("Audio hacks")));
	audioSettings->Add(new CheckBox(&g_Config.bSoundSpeedHack, a->T("Sound speed hack (DOA etc.)")));

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettings->SetSpacing(0);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
	controlsSettings->Add(new ItemHeader(ms->T("Controls")));
	controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);

#if defined(MOBILE_DEVICE)
	controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
	static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons"};
	controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, c->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), c, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);

	Choice *customizeTilt = controlsSettings->Add(new Choice(c->T("Customize tilt")));
	customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCuztomize);
	customizeTilt->SetEnabledPtr((bool *)&g_Config.iTiltInputType); //<- dirty int-to-bool cast
#endif
	controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	layoutEditorChoice_ = controlsSettings->Add(new Choice(c->T("Custom layout...")));
	layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
	layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);

	// On systems that aren't Symbian, iOS, and Maemo, offer to let the user see this button.
	// Some Windows touch devices don't have a back button or other button to call up the menu.
#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
	CheckBox *enablePauseBtn = controlsSettings->Add(new CheckBox(&g_Config.bShowTouchPause, c->T("Show Touch Pause Menu Button")));

	// Don't allow the user to disable it once in-game, so they can't lock themselves out of the menu.
	if (!PSP_IsInited()) {
		enablePauseBtn->SetEnabledPtr(&g_Config.bShowTouchControls);
	} else {
		enablePauseBtn->SetEnabled(false);
	}
#endif

	CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, c->T("Disable D-Pad diagonals (4-way touch)")));
	disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
	View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
	opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
	static const char *touchControlStyles[] = {"Classic", "Thin borders"};
	View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, c->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
	style->SetEnabledPtr(&g_Config.bShowTouchControls);

	controlsSettings->Add(new ItemHeader(c->T("Keyboard", "Keyboard Control Settings")));
#if defined(USING_WIN_UI)
	controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, c->T("Ignore Windows Key")));
#endif // #if defined(USING_WIN_UI)
	controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogLimiterDeadzone, 0.0f, 1.0f, c->T("Analog Limiter"), 0.10f, screenManager()));

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

	systemSettings->Add(new ItemHeader(s->T("UI Language")));
	systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);

	systemSettings->Add(new ItemHeader(s->T("Emulation")));
	systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);

	systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")))->SetEnabled(!PSP_IsInited());
	systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, s->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
	systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, s->T("Force real clock sync (slower, less lag)")));
	systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
#ifndef MOBILE_DEVICE
	systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, s->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (0 = off, mem hog)"), screenManager()));
#endif
	systemSettings->Add(new CheckBox(&g_Config.bSetRoundingMode, s->T("Respect FPU rounding (disable for old GEB saves)")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);

	systemSettings->Add(new CheckBox(&g_Config.bAtomicAudioLocks, s->T("Atomic Audio locks (experimental)")))->SetEnabled(!PSP_IsInited());
#if defined(USING_WIN_UI)
	systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, s->T("Enable Windows native keyboard", "Enable Windows native keyboard")));
#endif

	systemSettings->Add(new ItemHeader(s->T("Developer Tools")));
	systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);

	systemSettings->Add(new ItemHeader(s->T("General")));

#ifdef ANDROID
	static const char *screenRotation[] = {"Auto", "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed"};
	PopupMultiChoice *rot = systemSettings->Add(new PopupMultiChoice(&g_Config.iScreenRotation, c->T("Screen Rotation"), screenRotation, 0, ARRAY_SIZE(screenRotation), c, screenManager()));
	rot->OnChoice.Handle(this, &GameSettingsScreen::OnScreenRotation);
#endif

	systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, s->T("VersionCheck", "Check for new versions of PPSSPP")));
	if (g_Config.iMaxRecent > 0)
		systemSettings->Add(new Choice(s->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
	systemSettings->Add(new Choice(s->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
	systemSettings->Add(new CheckBox(&g_Config.bEnableAutoLoad, s->T("Auto Load Newest Savestate")));

	enableReports_ = Reporting::IsEnabled();
	enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
	enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
	systemSettings->Add(enableReportsCheckbox_);

	systemSettings->Add(new ItemHeader(s->T("Networking")));
	systemSettings->Add(new CheckBox(&g_Config.bEnableWlan, s->T("Enable networking", "Enable networking/wlan (beta)")));

#ifdef _WIN32
	systemSettings->Add(new PopupTextInputChoice(&g_Config.proAdhocServer, s->T("Change proAdhocServer Address"), "", 255, screenManager()));
#else
	systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.proAdhocServer, s->T("Change proAdhocServer Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeproAdhocServerAddress);
#endif

	systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.sMACAddress, s->T("Change Mac Address"), nullptr))->OnClick.Handle(this, &GameSettingsScreen::OnChangeMacAddress);

//#ifndef ANDROID
	systemSettings->Add(new ItemHeader(s->T("Cheats", "Cheats (experimental, see forums)")));
	systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, s->T("Enable Cheats")));
//#endif
	systemSettings->SetSpacing(0);

	systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
	static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, s->T("PSP Model"), models, 0, ARRAY_SIZE(models), s, screenManager()));
	// TODO: Come up with a way to display a keyboard for mobile users,
	// so until then, this is Windows/Desktop only.
#if defined(_WIN32)  // TODO: Add all platforms where KEY_CHAR support is added
	systemSettings->Add(new PopupTextInputChoice(&g_Config.sNickName, s->T("Change Nickname"), "", 32, screenManager()));
#elif defined(USING_QT_UI)
	systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
	// Screenshot functionality is not yet available on non-Windows/non-Qt
	systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, s->T("Screenshots as PNG")));
#endif
	systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
	static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, s->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
	static const char *timeFormat[] = { "12HR", "24HR"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, s->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
	static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
	systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
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")));
	graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
	graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));

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

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

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

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

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettings->SetSpacing(0);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
	controlsSettings->Add(new ItemHeader(ms->T("Controls")));
	controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
	controlsSettings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivity, 10, 200, c->T("Tilt Sensitivity"), screenManager()));
	controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
	controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 0.80, 2.0, c->T("Button Scaling"), screenManager()));
	controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Left Analog Stick")));
	
	// System
	ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *systemSettings = new LinearLayout(ORIENT_VERTICAL);
	systemSettings->SetSpacing(0);
	systemSettingsScroll->Add(systemSettings);
	tabHolder->AddTab(ms->T("System"), systemSettingsScroll);

	systemSettings->Add(new ItemHeader(s->T("Emulation")));
	systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));

#ifdef IOS
	if (isJailed) {
		systemSettings->Add(new TextView(s->T("DynarecisJailed", "Dynarec (JIT) - (Not jailbroken - JIT not available)")));
	} else {
		systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
	}
#else
	systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
#endif

#ifndef __SYMBIAN32__
	systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")))->SetEnabled(!PSP_IsInited());
	systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, s->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
#endif
	systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default)"), screenManager()));

	enableReports_ = Reporting::IsEnabled();
//#ifndef ANDROID 
	systemSettings->Add(new ItemHeader(s->T("Cheats", "Cheats (experimental, see forums)")));
	systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, s->T("Enable Cheats")));
//#endif
	LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	systemSettings->SetSpacing(0);
	systemSettings->Add(new ItemHeader(s->T("General")));
	systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
	systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
#ifdef _WIN32
	// Screenshot functionality is not yet available on non-Windows
	systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, s->T("Screenshots as PNG")));
#endif

	// TODO: Come up with a way to display a keyboard for mobile users,
	// so until then, this is Windows/Desktop only.
#ifdef _WIN32
	systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
	systemSettings->Add(new Choice(s->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
	enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
	enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
	systemSettings->Add(enableReportsCheckbox_);


	systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
	systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
	static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, s->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
	static const char *timeFormat[] = { "12HR", "24HR"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, s->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
	static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
	systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
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);
		// vtxJit->SetEnabled(false);
	}

	graphicsSettings->Add(new CheckBox(&g_Config.bLowQualitySplineBezier, gs->T("LowCurves", "Low quality spline/bezier curves")));

	// In case we're going to add few other antialiasing option like MSAA in the future.
	// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gs->T("FXAA")));
	graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef USING_GLES2
	static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
	static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x", "4x"};
#else
	static const char *texScaleLevelsNPOT[] = {"Auto", "Off", "2x", "3x"};
	static const char *texScaleLevelsPOT[] = {"Auto", "Off", "2x"};
#endif

	static const char **texScaleLevels;
	static int numTexScaleLevels;
	if (gl_extensions.OES_texture_npot) {
		texScaleLevels = texScaleLevelsNPOT;
		numTexScaleLevels = ARRAY_SIZE(texScaleLevelsNPOT);
	} else {
		texScaleLevels = texScaleLevelsPOT;
		numTexScaleLevels = ARRAY_SIZE(texScaleLevelsPOT);
	}
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 0, numTexScaleLevels, 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", "Hack Settings (these WILL cause glitches)")));
	graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gs->T("Timer Hack")));
	// Maybe hide this on non-PVR?
	graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gs->T("Disable Alpha Test (PowerVR speedup)")))->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
	graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gs->T("Disable Stencil Test")));
	graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gs->T("Always Depth Write")));
	CheckBox *prescale = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gs->T("Texture Coord Speedhack")));
	if (PSP_IsInited())
		prescale->SetEnabled(false);

	graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
	static const char *fpsChoices[] = {
		"None", "Speed", "FPS", "Both"
#ifdef BLACKBERRY
     , "Statistics"
#endif
	};
	graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, ARRAY_SIZE(fpsChoices), gs, screenManager()));
	graphicsSettings->Add(new CheckBox(&showDebugStats_, gs->T("Show Debug Statistics")));

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

	// We normally use software rendering to debug so put it in debugging.
	CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)"))); 
	if (PSP_IsInited())
		softwareGPU->SetEnabled(false);

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

	audioSettings->Add(new ItemHeader(ms->T("Audio")));

	PopupSliderChoice *sfxVol = audioSettings->Add(new PopupSliderChoice(&g_Config.iSFXVolume, 0, MAX_CONFIG_VOLUME, a->T("SFX volume"), screenManager()));
	sfxVol->SetEnabledPtr(&g_Config.bEnableSound);
	PopupSliderChoice *bgmVol = audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, MAX_CONFIG_VOLUME, a->T("BGM volume"), screenManager()));
	bgmVol->SetEnabledPtr(&g_Config.bEnableSound);

	audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
	CheckBox *lowAudio = audioSettings->Add(new CheckBox(&g_Config.bLowLatencyAudio, a->T("Low latency audio")));
	lowAudio->SetEnabledPtr(&g_Config.bEnableSound);

	// Control
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettings->SetSpacing(0);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
	controlsSettings->Add(new ItemHeader(ms->T("Controls")));
	controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);

#if defined(USING_GLES2)
	controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
	static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons"};
	controlsSettings->Add(new PopupMultiChoice(&g_Config.iTiltInputType, c->T("Tilt Input Type"), tiltTypes, 0, ARRAY_SIZE(tiltTypes), c, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnTiltTypeChange);

	Choice *customizeTilt = controlsSettings->Add(new Choice(c->T("Customize tilt")));
	customizeTilt->OnClick.Handle(this, &GameSettingsScreen::OnTiltCuztomize);
	customizeTilt->SetEnabledPtr((bool *)&g_Config.iTiltInputType); //<- dirty int-to-bool cast
#endif
	controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	layoutEditorChoice_ = controlsSettings->Add(new Choice(c->T("Custom layout...")));
	layoutEditorChoice_->OnClick.Handle(this, &GameSettingsScreen::OnTouchControlLayout);
	layoutEditorChoice_->SetEnabledPtr(&g_Config.bShowTouchControls);
	CheckBox *disableDiags = controlsSettings->Add(new CheckBox(&g_Config.bDisableDpadDiagonals, c->T("Disable D-Pad diagonals (4-way touch)")));
	disableDiags->SetEnabledPtr(&g_Config.bShowTouchControls);
	View *opacity = controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 100, c->T("Button Opacity"), screenManager()));
	opacity->SetEnabledPtr(&g_Config.bShowTouchControls);
	static const char *touchControlStyles[] = {"Classic", "Thin borders"};
	View *style = controlsSettings->Add(new PopupMultiChoice(&g_Config.iTouchButtonStyle, c->T("Button style"), touchControlStyles, 0, ARRAY_SIZE(touchControlStyles), c, screenManager()));
	style->SetEnabledPtr(&g_Config.bShowTouchControls);

#if defined(_WIN32) && !defined(USING_QT_UI)
	controlsSettings->Add(new ItemHeader(c->T("Keyboard", "Keyboard Control Settings")));
	controlsSettings->Add(new CheckBox(&g_Config.bIgnoreWindowsKey, c->T("Ignore Windows Key")));
#endif

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

	systemSettings->Add(new ItemHeader(s->T("UI Language")));
	systemSettings->Add(new Choice(dev->T("Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);

	systemSettings->Add(new ItemHeader(s->T("Emulation")));
	systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));

	systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")))->SetEnabled(!PSP_IsInited());
	systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, s->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
	systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default) (unstable)"), screenManager()));
#ifndef USING_GLES2
	systemSettings->Add(new PopupSliderChoice(&g_Config.iRewindFlipFrequency, 0, 1800, s->T("Rewind Snapshot Frequency", "Rewind Snapshot Frequency (0 = off, mem hog)"), screenManager()));
#endif

	systemSettings->Add(new CheckBox(&g_Config.bAtomicAudioLocks, s->T("Atomic Audio locks (experimental)")))->SetEnabled(!PSP_IsInited());

	systemSettings->Add(new ItemHeader(s->T("Developer Tools")));
	systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);

	systemSettings->Add(new ItemHeader(s->T("General")));
	systemSettings->Add(new CheckBox(&g_Config.bCheckForNewVersion, s->T("VersionCheck", "Check for new versions of PPSSPP")));
	systemSettings->Add(new Choice(s->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
	systemSettings->Add(new Choice(s->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
	systemSettings->Add(new CheckBox(&g_Config.bEnableAutoLoad, s->T("Auto Load Newest Savestate")));

	enableReports_ = Reporting::IsEnabled();
	enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
	enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
	systemSettings->Add(enableReportsCheckbox_);

	systemSettings->Add(new ItemHeader(s->T("Networking")));
	systemSettings->Add(new CheckBox(&g_Config.bEnableWlan, s->T("Enable networking", "Enable networking/wlan (beta)")));

//#ifndef ANDROID
	systemSettings->Add(new ItemHeader(s->T("Cheats", "Cheats (experimental, see forums)")));
	systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, s->T("Enable Cheats")));
//#endif
	LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
	systemSettings->SetSpacing(0);

	systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
	static const char *models[] = {"PSP-1000" , "PSP-2000/3000"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iPSPModel, s->T("PSP Model"), models, 0, ARRAY_SIZE(models), s, screenManager()));
	// TODO: Come up with a way to display a keyboard for mobile users,
	// so until then, this is Windows/Desktop only.
#if defined(_WIN32) || defined(USING_QT_UI)
	systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(USING_GLES2))
	// Screenshot functionality is not yet available on non-Windows/non-Qt
	systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, s->T("Screenshots as PNG")));
#endif
	systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
	static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, s->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
	static const char *timeFormat[] = { "12HR", "24HR"};
	systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, s->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
	static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
	systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
Exemple #21
0
void GameScreen::CreateViews() {
	std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);

	if (info && !info->id.empty())
		saveDirs = info->GetSaveDataDirectories(); // Get's very heavy, let's not do it in update()

	I18NCategory *di = GetI18NCategory("Dialog");
	I18NCategory *ga = GetI18NCategory("Game");
	I18NCategory *pa = GetI18NCategory("Pause");

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

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

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

	leftColumn->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
	if (info) {
		texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));

		LinearLayout *infoLayout = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(10, 200, NONE, NONE));
		leftColumn->Add(infoLayout);

		tvTitle_ = infoLayout->Add(new TextView(info->GetTitle(), ALIGN_LEFT | FLAG_WRAP_TEXT, false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvTitle_->SetShadow(true);
		infoLayout->Add(new Spacer(12));
		// This one doesn't need to be updated.
		infoLayout->Add(new TextView(gamePath_, ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)))->SetShadow(true);
		tvGameSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvGameSize_->SetShadow(true);
		tvSaveDataSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvSaveDataSize_->SetShadow(true);
		tvInstallDataSize_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvInstallDataSize_->SetShadow(true);
		tvInstallDataSize_->SetVisibility(V_GONE);
		tvRegion_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvRegion_->SetShadow(true);
	} else {
		texvGameIcon_ = nullptr;
		tvTitle_ = nullptr;
		tvGameSize_ = nullptr;
		tvSaveDataSize_ = nullptr;
		tvInstallDataSize_ = nullptr;
		tvRegion_ = nullptr;
	}

	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumn);
	
	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
	rightColumnItems->SetSpacing(0.0f);
	rightColumn->Add(rightColumnItems);

	rightColumnItems->Add(new Choice(ga->T("Play")))->OnClick.Handle(this, &GameScreen::OnPlay);

	btnGameSettings_ = rightColumnItems->Add(new Choice(ga->T("Game Settings")));
	btnGameSettings_->OnClick.Handle(this, &GameScreen::OnGameSettings);
	btnDeleteGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Delete Game Config")));
	btnDeleteGameConfig_->OnClick.Handle(this, &GameScreen::OnDeleteConfig);
	btnCreateGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Create Game Config")));
	btnCreateGameConfig_->OnClick.Handle(this, &GameScreen::OnCreateConfig);

	btnGameSettings_->SetVisibility(V_GONE);
	btnDeleteGameConfig_->SetVisibility(V_GONE);
	btnCreateGameConfig_->SetVisibility(V_GONE);

	btnDeleteSaveData_ = new Choice(ga->T("Delete Save Data"));
	rightColumnItems->Add(btnDeleteSaveData_)->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
	btnDeleteSaveData_->SetVisibility(V_GONE);

	if (info && !info->pending) {
		otherChoices_.clear();
	}

	rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Delete Game"))))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
	if (host->CanCreateShortcut()) {
		rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Create Shortcut"))))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
	}
	if (isRecentGame(gamePath_)) {
		rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Remove From Recent"))))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
	}
#ifdef _WIN32
	rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Show In Folder"))))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
#endif
	if (g_Config.bEnableCheats) {
		rightColumnItems->Add(AddOtherChoice(new Choice(pa->T("Cheats"))))->OnClick.Handle(this, &GameScreen::OnCwCheat);
	}

	btnSetBackground_ = rightColumnItems->Add(new Choice(ga->T("Use UI background")));
	btnSetBackground_->OnClick.Handle(this, &GameScreen::OnSetBackground);
	btnSetBackground_->SetVisibility(V_GONE);
}
Exemple #22
0
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)";
	}
	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 *buildConfigScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	buildConfigScroll->SetTag("DevSystemInfoBuildConfig");
	LinearLayout *buildConfig = new LinearLayout(ORIENT_VERTICAL);
	buildConfig->SetSpacing(0);
	buildConfigScroll->Add(buildConfig);
	tabHolder->AddTab("Build Config", buildConfigScroll);

	buildConfig->Add(new ItemHeader("Build Configuration"));
#ifdef JENKINS
	buildConfig->Add(new InfoItem("Built by", "Jenkins"));
#endif
#ifdef _DEBUG
	buildConfig->Add(new InfoItem("_DEBUG", ""));
#else
	buildConfig->Add(new InfoItem("NDEBUG", ""));
#endif
#ifdef USING_GLES2
	buildConfig->Add(new InfoItem("USING_GLES2", ""));
#endif
#ifdef MOBILE_DEVICE
	buildConfig->Add(new InfoItem("MOBILE_DEVICE", ""));
#endif
	if (System_GetPropertyInt(SYSPROP_APP_GOLD)) {
		buildConfig->Add(new InfoItem("GOLD", ""));
	}

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

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

	cpuExtensions->Add(new ItemHeader("CPU Extensions"));
	std::vector<std::string> exts;
	SplitString(cpu_info.Summarize(), ',', exts);
	for (size_t i = 2; i < exts.size(); i++) {
		cpuExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
	}

	ViewGroup *oglExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	oglExtensionsScroll->SetTag("DevSystemInfoOGLExt");
	LinearLayout *oglExtensions = new LinearLayout(ORIENT_VERTICAL);
	oglExtensions->SetSpacing(0);
	oglExtensionsScroll->Add(oglExtensions);

	if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
		tabHolder->AddTab("OGL Extensions", oglExtensionsScroll);

		if (!gl_extensions.IsGLES) {
			oglExtensions->Add(new ItemHeader("OpenGL Extensions"));
		} else if (gl_extensions.GLES3) {
			oglExtensions->Add(new ItemHeader("OpenGL ES 3.0 Extensions"));
		} else {
			oglExtensions->Add(new ItemHeader("OpenGL ES 2.0 Extensions"));
		}
		exts.clear();
		SplitString(g_all_gl_extensions, ' ', exts);
		std::sort(exts.begin(), exts.end());
		for (size_t i = 0; i < exts.size(); i++) {
			oglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
		}

		exts.clear();
		SplitString(g_all_egl_extensions, ' ', exts);
		std::sort(exts.begin(), exts.end());

		// If there aren't any EGL extensions, no need to show the tab.
		if (exts.size() > 0) {
			ViewGroup *eglExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
			eglExtensionsScroll->SetTag("DevSystemInfoEGLExt");
			LinearLayout *eglExtensions = new LinearLayout(ORIENT_VERTICAL);
			eglExtensions->SetSpacing(0);
			eglExtensionsScroll->Add(eglExtensions);

			tabHolder->AddTab("EGL Extensions", eglExtensionsScroll);

			eglExtensions->Add(new ItemHeader("EGL Extensions"));

			for (size_t i = 0; i < exts.size(); i++) {
				eglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
			}
		}
	} else if (g_Config.iGPUBackend == GPU_BACKEND_VULKAN) {
		tabHolder->AddTab("Vulkan Features", oglExtensionsScroll);

		oglExtensions->Add(new ItemHeader("Vulkan Features"));
		std::vector<std::string> features = draw->GetFeatureList();
		for (auto &feature : features) {
			oglExtensions->Add(new TextView(feature))->SetFocusable(true);
		}
	}
}
Exemple #23
0
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);
	cpuExtensionsScroll->Add(cpuExtensions);

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

	cpuExtensions->Add(new ItemHeader("CPU Extensions"));
	std::vector<std::string> exts;
	SplitString(cpu_info.Summarize(), ',', exts);
	for (size_t i = 2; i < exts.size(); i++) {
		cpuExtensions->Add(new TextView(exts[i]));
	}
	
	ViewGroup *oglExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *oglExtensions = new LinearLayout(ORIENT_VERTICAL);
	oglExtensions->SetSpacing(0);
	oglExtensionsScroll->Add(oglExtensions);

	tabHolder->AddTab("OGL Extensions", oglExtensionsScroll);

#ifndef USING_GLES2
	oglExtensions->Add(new ItemHeader("OpenGL Extensions"));
#else
	if (gl_extensions.GLES3)
		oglExtensions->Add(new ItemHeader("OpenGL ES 3.0 Extensions"));
	else
		oglExtensions->Add(new ItemHeader("OpenGL ES 2.0 Extensions"));
#endif

	exts.clear();
	SplitString(g_all_gl_extensions, ' ', exts);
	std::sort(exts.begin(), exts.end());
	for (size_t i = 0; i < exts.size(); i++) {
		oglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
	}

	exts.clear();
	SplitString(g_all_egl_extensions, ' ', exts);
	std::sort(exts.begin(), exts.end());

	// If there aren't any EGL extensions, no need to show the tab.
	if (exts.size() > 0) {
		ViewGroup *eglExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
		LinearLayout *eglExtensions = new LinearLayout(ORIENT_VERTICAL);
		eglExtensions->SetSpacing(0);
		eglExtensionsScroll->Add(eglExtensions);

		tabHolder->AddTab("EGL Extensions", eglExtensionsScroll);

		eglExtensions->Add(new ItemHeader("EGL Extensions"));

		for (size_t i = 0; i < exts.size(); i++) {
			eglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
		}
	}
}
Exemple #24
0
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);

    cpuExtensions->Add(new ItemHeader("CPU Extensions"));
    std::vector<std::string> exts;
    SplitString(cpu_info.Summarize(), ',', exts);
    for (size_t i = 2; i < exts.size(); i++) {
        cpuExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
    }

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

    tabHolder->AddTab("OGL Extensions", oglExtensionsScroll);

#ifndef USING_GLES2
    oglExtensions->Add(new ItemHeader("OpenGL Extensions"));
#else
    if (gl_extensions.GLES3)
        oglExtensions->Add(new ItemHeader("OpenGL ES 3.0 Extensions"));
    else
        oglExtensions->Add(new ItemHeader("OpenGL ES 2.0 Extensions"));
#endif

    exts.clear();
    SplitString(g_all_gl_extensions, ' ', exts);
    std::sort(exts.begin(), exts.end());
    for (size_t i = 0; i < exts.size(); i++) {
        oglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
    }

    exts.clear();
    SplitString(g_all_egl_extensions, ' ', exts);
    std::sort(exts.begin(), exts.end());

    // If there aren't any EGL extensions, no need to show the tab.
    if (exts.size() > 0) {
        ViewGroup *eglExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
        LinearLayout *eglExtensions = new LinearLayout(ORIENT_VERTICAL);
        eglExtensions->SetSpacing(0);
        eglExtensionsScroll->Add(eglExtensions);

        tabHolder->AddTab("EGL Extensions", eglExtensionsScroll);

        eglExtensions->Add(new ItemHeader("EGL Extensions"));

        for (size_t i = 0; i < exts.size(); i++) {
            eglExtensions->Add(new TextView(exts[i]))->SetFocusable(true);
        }
    }
}
void TouchControlVisibilityScreen::CreateViews() {
	using namespace UI;

	root_ = new ScrollView(ORIENT_VERTICAL);
	LinearLayout *vert = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT)));
	vert->SetSpacing(0);

	LinearLayout *topBar = new LinearLayout(ORIENT_HORIZONTAL);
	I18NCategory *di = GetI18NCategory("Dialog");
	topBar->Add(new Choice(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	topBar->Add(new Choice(di->T("Toggle All")))->OnClick.Handle(this, &TouchControlVisibilityScreen::OnToggleAll);

	vert->Add(topBar);
	I18NCategory *co = GetI18NCategory("Controls");
	vert->Add(new ItemHeader(co->T("Touch Control Visibility")));

	const int cellSize = 400;

	UI::GridLayoutSettings gridsettings(cellSize, 64, 5);
	gridsettings.fillCells = true;
	GridLayout *grid = vert->Add(new GridLayout(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));

	std::map<std::string, int> keyImages;
	keyImages["Circle"] = I_CIRCLE;
	keyImages["Cross"] = I_CROSS;
	keyImages["Square"] = I_SQUARE;
	keyImages["Triangle"] = I_TRIANGLE;
	keyImages["Start"] = I_START;
	keyImages["Select"] = I_SELECT;
	keyImages["L"] = I_L;
	keyImages["R"] = I_R;
	keyImages["Combo0"] = I_1;
	keyImages["Combo1"] = I_2;
	keyImages["Combo2"] = I_3;
	keyImages["Combo3"] = I_4;
	keyImages["Combo4"] = I_5;

	keyToggles.clear();
	keyToggles["Circle"] = &g_Config.bShowTouchCircle;
	keyToggles["Cross"] = &g_Config.bShowTouchCross;
	keyToggles["Square"] = &g_Config.bShowTouchSquare;
	keyToggles["Triangle"] = &g_Config.bShowTouchTriangle;
	keyToggles["L"] = &g_Config.bShowTouchLTrigger;
	keyToggles["R"] = &g_Config.bShowTouchRTrigger;
	keyToggles["Start"] = &g_Config.bShowTouchStart;
	keyToggles["Select"] = &g_Config.bShowTouchSelect;
	keyToggles["Dpad"] = &g_Config.bShowTouchDpad;
	keyToggles["Analog Stick"] = &g_Config.bShowTouchAnalogStick;
	keyToggles["Unthrottle"] = &g_Config.bShowTouchUnthrottle;
	keyToggles["Combo0"] = &g_Config.bShowComboKey0;
	keyToggles["Combo1"] = &g_Config.bShowComboKey1;
	keyToggles["Combo2"] = &g_Config.bShowComboKey2;
	keyToggles["Combo3"] = &g_Config.bShowComboKey3;
	keyToggles["Combo4"] = &g_Config.bShowComboKey4;

	std::map<std::string, int>::iterator imageFinder;

	I18NCategory *mc = GetI18NCategory("MappableControls");

	for (auto i = keyToggles.begin(); i != keyToggles.end(); ++i) {
		LinearLayout *row = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
		row->SetSpacing(0);

		CheckBox *checkbox = new CheckBox(i->second, "", "", new LinearLayoutParams(50, WRAP_CONTENT));
		row->Add(checkbox);

		imageFinder = keyImages.find(i->first);
		Choice *choice;

		if (imageFinder != keyImages.end()) {
			choice = new Choice(keyImages[imageFinder->first], new LinearLayoutParams(1.0f));	
		} else {
			choice = new Choice(mc->T(i->first.c_str()), new LinearLayoutParams(1.0f));
		}

		ChoiceEventHandler *choiceEventHandler = new ChoiceEventHandler(checkbox);
		choice->OnClick.Handle(choiceEventHandler, &ChoiceEventHandler::onChoiceClick);

		choice->SetCentered(true);
		
		row->Add(choice);
		grid->Add(row);
	}
}