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Refactor overlays into an enum
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@@ -562,8 +562,7 @@ void GameSettingsScreen::CreateGraphicsSettings(UI::ViewGroup *graphicsSettings)
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#ifdef CAN_DISPLAY_CURRENT_BATTERY_CAPACITY
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BitCheckBox *showBattery = graphicsSettings->Add(new BitCheckBox(&g_Config.iShowStatusFlags, (int)ShowStatusFlags::BATTERY_PERCENT, gr->T("Show Battery %")));
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#endif
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graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gr->T("Show Debug Statistics")))->OnClick.Handle(this, &GameSettingsScreen::OnJitAffectingSetting);
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AddOverlayList(graphicsSettings, screenManager());
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}
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void GameSettingsScreen::CreateAudioSettings(UI::ViewGroup *audioSettings) {
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@@ -1658,6 +1657,8 @@ void DeveloperToolsScreen::CreateViews() {
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cpuTests->SetEnabled(TestsAvailable());
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#endif
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AddOverlayList(list, screenManager());
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if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) {
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list->Add(new CheckBox(&g_Config.bRenderMultiThreading, dev->T("Multi-threaded rendering"), ""))->OnClick.Add([](UI::EventParams &e) {
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// TODO: Not translating yet. Will combine with other translations of settings that need restart.
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@@ -1873,7 +1874,7 @@ UI::EventReturn DeveloperToolsScreen::OnRemoteDebugger(UI::EventParams &e) {
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}
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// Persist the setting. Maybe should separate?
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g_Config.bRemoteDebuggerOnStartup = allowDebugger_;
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return UI::EVENT_CONTINUE;
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return UI::EVENT_DONE;
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}
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void DeveloperToolsScreen::update() {
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