Qt: Mark individual setting help as translatable
This commit is contained in:
@@ -52,67 +52,76 @@ GPUSettingsWidget::GPUSettingsWidget(QtHostInterface* host_interface, QWidget* p
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populateGPUAdapters();
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dialog->registerWidgetHelp(
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m_ui.renderer, "Renderer", Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER),
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"Chooses the backend to use for rendering tasks for the the console GPU. Depending on your system and hardware, "
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"Direct3D 11 and OpenGL hardware backends may be available. The software renderer offers the best compatibility, "
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"but is the slowest and does not offer any enhancements.");
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dialog->registerWidgetHelp(m_ui.useDebugDevice, "Use Debug Device", "Unchecked",
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"Enables the usage of debug devices and shaders for rendering APIs which support them. "
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"Should only be used when debugging the emulator.");
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dialog->registerWidgetHelp(m_ui.displayAspectRatio, "Aspect Ratio", "4:3",
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"Changes the aspect ratio used to display the console's output to the screen. The default "
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"is 4:3 which matches a typical TV of the era.");
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dialog->registerWidgetHelp(m_ui.displayCropMode, "Crop Mode", "Only Overscan Area",
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"Determines how much of the area typically not visible on a consumer TV set to crop/hide. "
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"Some games display content in the overscan area, or use it for screen effects and may "
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"not display correctly with the All Borders setting. Only Overscan offers a good "
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"compromise between stability and hiding black borders.");
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dialog->registerWidgetHelp(m_ui.disableInterlacing, "Disable Interlacing (force progressive render/scan)", "Unchecked",
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"Forces the display of frames to progressive mode. This only affects the displayed image, "
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"the console will be unaware of the setting. If the game is internally producing "
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"interlaced frames, this option may not have any effect. Usually safe to enable.");
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m_ui.renderer, tr("Renderer"), Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER),
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tr(
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"Chooses the backend to use for rendering tasks for the the console GPU. Depending on your system and hardware, "
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"Direct3D 11 and OpenGL hardware backends may be available. The software renderer offers the best compatibility, "
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"but is the slowest and does not offer any enhancements."));
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dialog->registerWidgetHelp(m_ui.useDebugDevice, tr("Use Debug Device"), tr("Unchecked"),
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tr("Enables the usage of debug devices and shaders for rendering APIs which support them. "
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"Should only be used when debugging the emulator."));
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dialog->registerWidgetHelp(
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m_ui.displayLinearFiltering, "Linear Upscaling", "Checked",
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"Uses bilinear texture filtering when displaying the console's framebuffer to the screen. Disabling filtering will "
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"producer a sharper, blockier/pixelated image. Enabling will smooth out the image. The option will be less "
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"noticable the higher the resolution scale.");
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m_ui.displayAspectRatio, tr("Aspect Ratio"), QStringLiteral("4:3"),
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tr("Changes the aspect ratio used to display the console's output to the screen. The default "
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"is 4:3 which matches a typical TV of the era."));
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dialog->registerWidgetHelp(
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m_ui.displayIntegerScaling, "Integer Upscaling", "Unchecked",
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"Adds padding to the display area to ensure that the ratio between pixels on the host to "
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"pixels in the console is an integer number. May result in a sharper image in some 2D games.");
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dialog->registerWidgetHelp(m_ui.vsync, "VSync", "Checked",
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"Enables synchronization with the host display when possible. Enabling this option will "
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"provide better frame pacing and smoother motion with fewer duplicated frames. VSync is "
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"automatically disabled when it is not possible (e.g. running at non-100% speed).");
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dialog->registerWidgetHelp(m_ui.resolutionScale, "Resolution Scale", "1x",
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"Enables the upscaling of 3D objects rendered to the console's framebuffer. Only applies "
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"to the hardware backends. This option is usually safe, with most games looking fine at "
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"higher resolutions. Higher resolutions require a more powerful GPU.");
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m_ui.displayCropMode, tr("Crop Mode"), tr("Only Overscan Area"),
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tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide. "
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"Some games display content in the overscan area, or use it for screen effects and may "
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"not display correctly with the All Borders setting. Only Overscan offers a good "
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"compromise between stability and hiding black borders."));
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dialog->registerWidgetHelp(
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m_ui.trueColor, "True Color Rendering (24-bit, disables dithering)", "Unchecked",
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"Forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per "
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"channel. This produces nicer looking gradients at the cost of making some colours look slightly different. "
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"Disabling the option also enables dithering, which makes the transition between colours less sharp by applying a "
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"pattern around those pixels. Most games are compatible with this option, but there is a number which aren't and "
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"will have broken effects with it enabled. Only applies to the hardware renderers.");
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m_ui.disableInterlacing, tr("Disable Interlacing (force progressive render/scan)"), tr("Unchecked"),
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tr("Forces the display of frames to progressive mode. This only affects the displayed image, "
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"the console will be unaware of the setting. If the game is internally producing "
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"interlaced frames, this option may not have any effect. Usually safe to enable."));
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dialog->registerWidgetHelp(
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m_ui.scaledDithering, "Scaled Dithering (scale dither pattern to resolution)", "Checked",
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"Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less "
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"obvious at higher resolutions. Usually safe to enable, and only supported by the hardware renderers.");
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m_ui.displayLinearFiltering, tr("Linear Upscaling"), tr("Checked"),
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tr("Uses bilinear texture filtering when displaying the console's framebuffer to the screen. Disabling filtering "
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"will producer a sharper, blockier/pixelated image. Enabling will smooth out the image. The option will be less "
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"noticable the higher the resolution scale."));
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dialog->registerWidgetHelp(
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m_ui.forceNTSCTimings, "Force NTSC Timings (60hz-on-PAL)", "Unchecked",
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"Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at 60hz. For most games which "
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"have a speed tied to the framerate, this will result in the game running approximately 17% faster. For variable "
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"frame rate games, it may not affect the framerate.");
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m_ui.displayIntegerScaling, tr("Integer Upscaling"), tr("Unchecked"),
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tr("Adds padding to the display area to ensure that the ratio between pixels on the host to "
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"pixels in the console is an integer number. May result in a sharper image in some 2D games."));
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dialog->registerWidgetHelp(
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m_ui.linearTextureFiltering, "Bilinear Texture Filtering", "Unchecked",
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"Smooths out the blockyness of magnified textures on 3D object by using bilinear "
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"filtering. Will have a greater effect on higher resolution scales. Currently this option "
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"produces artifacts around objects in many games and needs further work. Only applies to the hardware renderers.");
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dialog->registerWidgetHelp(m_ui.widescreenHack, "Widescreen Hack", "Unchecked",
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"Scales vertex positions in screen-space to a widescreen aspect ratio, essentially "
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"increasing the field of view from 4:3 to 16:9 in 3D games. For 2D games, or games which "
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"use pre-rendered backgrounds, this enhancement will not work as expected.");
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m_ui.vsync, tr("VSync"), tr("Checked"),
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tr("Enables synchronization with the host display when possible. Enabling this option will "
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"provide better frame pacing and smoother motion with fewer duplicated frames. VSync is "
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"automatically disabled when it is not possible (e.g. running at non-100% speed)."));
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dialog->registerWidgetHelp(
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m_ui.resolutionScale, tr("Resolution Scale"), "1x",
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tr("Enables the upscaling of 3D objects rendered to the console's framebuffer. Only applies "
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"to the hardware backends. This option is usually safe, with most games looking fine at "
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"higher resolutions. Higher resolutions require a more powerful GPU."));
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dialog->registerWidgetHelp(
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m_ui.trueColor, tr("True Color Rendering (24-bit, disables dithering)"), tr("Unchecked"),
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tr("Forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per "
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"channel. This produces nicer looking gradients at the cost of making some colours look slightly different. "
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"Disabling the option also enables dithering, which makes the transition between colours less sharp by applying "
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"a pattern around those pixels. Most games are compatible with this option, but there is a number which aren't "
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"and will have broken effects with it enabled. Only applies to the hardware renderers."));
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dialog->registerWidgetHelp(
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m_ui.scaledDithering, tr("Scaled Dithering (scale dither pattern to resolution)"), tr("Checked"),
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tr("Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less "
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"obvious at higher resolutions. Usually safe to enable, and only supported by the hardware renderers."));
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dialog->registerWidgetHelp(
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m_ui.forceNTSCTimings, tr("Force NTSC Timings (60hz-on-PAL)"), tr("Unchecked"),
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tr(
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"Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at 60hz. For most games which "
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"have a speed tied to the framerate, this will result in the game running approximately 17% faster. For variable "
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"frame rate games, it may not affect the framerate."));
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dialog->registerWidgetHelp(
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m_ui.linearTextureFiltering, tr("Bilinear Texture Filtering"), tr("Unchecked"),
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tr("Smooths out the blockyness of magnified textures on 3D object by using bilinear "
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"filtering. Will have a greater effect on higher resolution scales. Currently this option "
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"produces artifacts around objects in many games and needs further work. Only applies to the hardware "
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"renderers."));
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dialog->registerWidgetHelp(
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m_ui.widescreenHack, tr("Widescreen Hack"), tr("Unchecked"),
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tr("Scales vertex positions in screen-space to a widescreen aspect ratio, essentially "
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"increasing the field of view from 4:3 to 16:9 in 3D games. For 2D games, or games which "
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"use pre-rendered backgrounds, this enhancement will not work as expected."));
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}
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GPUSettingsWidget::~GPUSettingsWidget() = default;
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