diff --git a/UI/DisplayLayoutScreen.cpp b/UI/DisplayLayoutScreen.cpp index 2fd5ec49f4..f1fdb89b0e 100644 --- a/UI/DisplayLayoutScreen.cpp +++ b/UI/DisplayLayoutScreen.cpp @@ -204,8 +204,10 @@ void DisplayLayoutScreen::CreateViews() { root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); - ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.0f, 10.0f, false)); - root_->Add(rightColumn); + ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.0f, 10.0f, false)); + ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL); // , new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.0f, 10.0f, false)); + rightScrollView->Add(rightColumn); + root_->Add(rightScrollView); // We manually implement insets here for the buttons. This file defied refactoring :( float leftInset = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT); @@ -278,7 +280,7 @@ void DisplayLayoutScreen::CreateViews() { } static const char *zoomLevels[] = { "Stretching", "Partial Stretch", "Auto Scaling", "Manual Scaling" }; - auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, di->T("Options"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, NONE, NONE, 10)); + auto zoom = new PopupMultiChoice(&g_Config.iSmallDisplayZoomType, gr->T("Mode"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, bounds.w / 2.0f - 200.0f, NONE, NONE, 10)); zoom->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomTypeChange); rightColumn->Add(zoom); diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index 739c5642bb..7ea9b204f4 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -366,7 +366,7 @@ void GameSettingsScreen::CreateViews() { return UI::EVENT_CONTINUE; }); - graphicsSettings->Add(new ItemHeader(gr->T("Postprocessing effect"))); + graphicsSettings->Add(new ItemHeader(gr->T("Stereo rendering"))); bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;