From 1dd76401615abae62ff1214e1089764c6258e1a9 Mon Sep 17 00:00:00 2001 From: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com> Date: Wed, 27 Oct 2021 20:59:15 -0700 Subject: [PATCH] use DescribableEnumConverter for GB and NDS --- .../Nintendo/Gameboy/Gambatte.ISettable.cs | 5 +++++ .../Consoles/Nintendo/NDS/MelonDS.ISettable.cs | 14 ++++++++++++++ 2 files changed, 19 insertions(+) diff --git a/src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.ISettable.cs b/src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.ISettable.cs index 98cdeaeb46..5fc6d67065 100644 --- a/src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.ISettable.cs +++ b/src/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/Gambatte.ISettable.cs @@ -1,5 +1,6 @@ using System; using System.ComponentModel; +using System.ComponentModel.DataAnnotations; using Newtonsoft.Json; @@ -269,14 +270,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.Gameboy public enum FrameLengthType { + [Display(Name = "VBlank Driven Frames")] VBlankDrivenFrames, + [Display(Name = "Equal Length Frames")] EqualLengthFrames, + [Display(Name = "User Defined Frames")] UserDefinedFrames } [DisplayName("Frame Length")] [Description("Sets how long an emulation frame will last.\nVBlank Driven Frames will make emulation frames sync to VBlank. Recommended for TASing.\nEqual Length Frames will force all frames to emit 35112 samples. Legacy, not recommended for TASing.\nUser Defined Frames allows for the user to define how many samples are emitted for each frame. Only useful if sub-frame input is desired.")] [DefaultValue(FrameLengthType.VBlankDrivenFrames)] + [TypeConverter(typeof(DescribableEnumConverter))] public FrameLengthType FrameLength { get; set; } [DisplayName("Display BG")] diff --git a/src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.ISettable.cs b/src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.ISettable.cs index 3083532507..7b926f03a9 100644 --- a/src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.ISettable.cs +++ b/src/BizHawk.Emulation.Cores/Consoles/Nintendo/NDS/MelonDS.ISettable.cs @@ -3,6 +3,7 @@ using BizHawk.Emulation.Common; using System; using System.ComponentModel; +using System.ComponentModel.DataAnnotations; using Newtonsoft.Json; @@ -133,13 +134,16 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.NDS public enum StartUp : int { + [Display(Name = "Auto Boot")] AutoBoot, + [Display(Name = "Manual Boot")] ManualBoot, } [DisplayName("Firmware Start-Up")] [Description("The way firmware is booted. Auto Boot will go to the game immediately, while Manual Boot will go into the firmware menu. Only applicable if firmware override is in effect.")] [DefaultValue(StartUp.AutoBoot)] + [TypeConverter(typeof(DescribableEnumConverter))] public StartUp FirmwareStartUp { get; set; } [JsonIgnore] @@ -215,27 +219,37 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.NDS public enum Color : int { + [Display(Name = "Greyish Blue")] GreyishBlue, Brown, Red, + [Display(Name = "Light Pink")] LightPink, Orange, Yellow, Lime, + [Display(Name = "Light Green")] LightGreen, + [Display(Name = "Dark Green")] DarkGreen, Turqoise, + [Display(Name = "Light Blue")] LightBlue, Blue, + [Display(Name = "Dark Blue")] DarkBlue, + [Display(Name = "Dark Purple")] DarkPurple, + [Display(Name = "Light Purple")] LightPurple, + [Display(Name = "Dark Pink")] DarkPink, } [DisplayName("Firmware Favorite Color")] [Description("Favorite color in firmware. Only applicable if firmware override is in effect.")] [DefaultValue(Color.Red)] + [TypeConverter(typeof(DescribableEnumConverter))] public Color FirmwareFavouriteColour { get; set; } [JsonIgnore]