diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index 875b3b8faf..9d47ecc338 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -202,13 +202,9 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) { } break; - // On Android, this is take care of in update() using input.buttons & back - // Should get rid of that but not now. -#ifndef ANDROID case VIRTKEY_PAUSE: screenManager()->push(new GamePauseScreen(gamePath_)); break; -#endif case VIRTKEY_AXIS_X_MIN: case VIRTKEY_AXIS_X_MAX: diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index a04d5f346d..e9362003d0 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -366,7 +366,7 @@ void GameSettingsScreen::CreateViews() { #ifdef _WIN32 systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname); #endif - systemSettings->Add(new Choice(s->T("System Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage); + systemSettings->Add(new Choice(s->T("System Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage); systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);