Exemplo n.º 1
0
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()));
}
Exemplo n.º 2
0
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()));
}