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Merge pull request #4678 from thedax/win32ShaderTranslations
Win32 Menubar: Allow postprocessing shader names to be translated.
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commit
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@@ -109,8 +109,7 @@ void DoState(PointerWrap &p)
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if (!g_RemasterMode)
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g_MemorySize = RAM_NORMAL_SIZE;
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g_PSPModel = PSP_MODEL_FAT;
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}
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else {
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} else {
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p.Do(g_PSPModel);
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p.DoMarker("PSPModel");
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if (!g_RemasterMode)
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@@ -472,7 +472,7 @@ namespace MainWindow
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void CreateShadersSubmenu() {
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I18NCategory *des = GetI18NCategory("DesktopUI");
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I18NCategory *shdr = GetI18NCategory("PostShaders");
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const std::wstring key = ConvertUTF8ToWString(des->T("Postprocessing Shader"));
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HMENU optionsMenu = GetSubMenu(menu, MENU_OPTIONS);
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@@ -488,6 +488,8 @@ namespace MainWindow
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int item = ID_SHADERS_BASE + 1;
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int checkedStatus = -1;
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const char *translatedShaderName = nullptr;
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for (auto i = info.begin(); i != info.end(); ++i) {
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checkedStatus = MF_UNCHECKED;
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availableShaders.push_back(i->section);
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@@ -495,7 +497,9 @@ namespace MainWindow
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checkedStatus = MF_CHECKED;
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}
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AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(i->name).c_str());
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translatedShaderName = shdr->T(i->section.c_str());
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AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str());
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}
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}
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