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Tweaks on DisplayLayoutScreen.cpp
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@@ -241,11 +241,11 @@ void DisplayLayoutScreen::CreateViews() {
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DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(GetDeviceOrientation());
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bool internalPortrait = config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180;
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LinearLayout *leftColumn;
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ChoiceGroupList *leftColumn = nullptr;
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if (!portrait) {
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ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f));
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leftColumn = new LinearLayout(ORIENT_VERTICAL);
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leftColumn->SetPadding(Margins(8));
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leftColumn = new ChoiceGroupList();
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leftColumn->SetSpacing(12.0f);
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leftScrollView->Add(leftColumn);
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leftScrollView->SetClickableBackground(true);
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root_->Add(leftScrollView);
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@@ -255,6 +255,7 @@ void DisplayLayoutScreen::CreateViews() {
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ChoiceGroupList *rightColumn = new ChoiceGroupList();
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rightScrollView->Add(rightColumn);
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rightScrollView->SetClickableBackground(true);
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rightScrollView->SetRoundCorners();
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root_->Add(rightScrollView);
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Choice *back = rightColumn->Add(new ChoiceGroup())->Add(new Choice(di->T("Back"), ImageID("I_NAVIGATE_BACK")));
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@@ -381,8 +382,10 @@ void DisplayLayoutScreen::CreateViews() {
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overlayNames.push_back(config.sOverlay);
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overlayIds.push_back(config.sOverlay);
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}
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ChoiceGroup *overlayGroup = leftColumn->Add(new ChoiceGroup());
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if (overlayIds.size() > 1) {
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auto overlayChoice = leftColumn->Add(new PopupMultiChoiceDynamic(&config.sOverlay, gr->T("Overlay"), overlayNames, I18NCat::NONE, screenManager(), &overlayIds));
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auto overlayChoice = overlayGroup->Add(new PopupMultiChoiceDynamic(&config.sOverlay, gr->T("Overlay"), overlayNames, I18NCat::NONE, screenManager(), &overlayIds));
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overlayChoice->OnChoice.Add([](UI::EventParams &e) {
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// e.b is set if the value actually changed. Re-picking the current one shouldn't
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// cause a reload, since that glitches the audio of a game running in the background.
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@@ -394,7 +397,7 @@ void DisplayLayoutScreen::CreateViews() {
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}
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// Just pick any PNG: it's copied into the overlays folder and everything is auto-detected.
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Choice *browseOverlay = leftColumn->Add(new Choice(gr->T("Load overlay image...")));
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Choice *browseOverlay = overlayGroup->Add(new Choice(gr->T("Load overlay image...")));
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const DeviceOrientation orientation = GetDeviceOrientation();
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browseOverlay->OnClick.Add([this, orientation](UI::EventParams &) {
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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@@ -425,6 +428,8 @@ void DisplayLayoutScreen::CreateViews() {
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return g_Config.bStereoRendering && multiViewSupported;
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};
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leftColumn->ApplyRoundCorners();
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leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders")));
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std::set<std::string> alreadyAddedShader;
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@@ -454,6 +459,7 @@ void DisplayLayoutScreen::CreateViews() {
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postProcChoice_ = shaderRow->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName, new LinearLayoutParams(1.0f)));
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} else {
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postProcChoice_ = shaderRow->Add(new Choice(ImageID("I_PLUS")));
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postProcChoice_->SetRoundCorners(RoundCorners::Bottom);
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}
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postProcChoice_->OnClick.Add([=](EventParams &e) {
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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