From d45dad7bf7a4578817267df5d0e2d50ea3561999 Mon Sep 17 00:00:00 2001 From: 8times9 <35514663+8times9@users.noreply.github.com> Date: Sun, 27 Jan 2019 15:59:39 -0600 Subject: [PATCH] Qt: Minor text tweaks --- .../Config/Graphics/AdvancedWidget.cpp | 63 +++++++-------- .../Config/Graphics/EnhancementsWidget.cpp | 78 +++++++++---------- .../Config/Graphics/GeneralWidget.cpp | 52 ++++++------- .../DolphinQt/Config/Graphics/HacksWidget.cpp | 46 +++++------ .../Graphics/PostProcessingConfigWindow.cpp | 2 +- Source/Core/DolphinQt/MenuBar.cpp | 2 +- .../Core/DolphinQt/Settings/AdvancedPane.cpp | 2 +- .../Core/DolphinQt/Settings/GameCubePane.cpp | 2 +- .../Core/DolphinQt/Settings/InterfacePane.cpp | 2 +- 9 files changed, 122 insertions(+), 127 deletions(-) diff --git a/Source/Core/DolphinQt/Config/Graphics/AdvancedWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/AdvancedWidget.cpp index 1678a3f7bc..77c690b13e 100644 --- a/Source/Core/DolphinQt/Config/Graphics/AdvancedWidget.cpp +++ b/Source/Core/DolphinQt/Config/Graphics/AdvancedWidget.cpp @@ -145,54 +145,50 @@ void AdvancedWidget::OnEmulationStateChanged(bool running) void AdvancedWidget::AddDescriptions() { static const char TR_WIREFRAME_DESCRIPTION[] = - QT_TR_NOOP("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Renders the scene as a wireframe.\n\nIf unsure, leave this unchecked."); static const char TR_SHOW_STATS_DESCRIPTION[] = - QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked."); - static const char TR_TEXTURE_FORMAT_DECRIPTION[] = - QT_TR_NOOP("Modify textures to show the format they're encoded in. Needs an emulation reset " - "in most cases.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Shows various rendering statistics.\n\nIf unsure, leave this unchecked."); + static const char TR_TEXTURE_FORMAT_DESCRIPTION[] = QT_TR_NOOP( + "Modifies textures to show the format they're encoded in. May require an emulation reset to " + "apply.\n\nIf unsure, leave this unchecked."); static const char TR_VALIDATION_LAYER_DESCRIPTION[] = QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in " "debugging graphical issues.\n\nIf unsure, leave this unchecked."); - static const char TR_DUMP_TEXTURE_DESCRIPTION[] = - QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures//.\n\nIf unsure, leave " - "this unchecked."); + static const char TR_DUMP_TEXTURE_DESCRIPTION[] = QT_TR_NOOP( + "Dumps decoded game textures to User/Dump/Textures//.\n\nIf unsure, leave " + "this unchecked."); static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP( - "Load custom textures from User/Load/Textures//.\n\nIf unsure, leave this " + "Loads custom textures from User/Load/Textures//.\n\nIf unsure, leave this " "unchecked."); static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] = - QT_TR_NOOP("Cache custom textures to system RAM on startup.\nThis can require exponentially " + QT_TR_NOOP("Caches custom textures to system RAM on startup.\nThis can require exponentially " "more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked."); - static const char TR_DUMP_EFB_DESCRIPTION[] = - QT_TR_NOOP("Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this " - "unchecked."); + static const char TR_DUMP_EFB_DESCRIPTION[] = QT_TR_NOOP( + "Dumps the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this " + "unchecked."); static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] = QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all " "upscaling.\n\nIf unsure, leave this unchecked."); static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP( - "Create frame dumps and screenshots at the internal resolution of the renderer, rather than " + "Creates frame dumps and screenshots at the internal resolution of the renderer, rather than " "the size of the window it is displayed within. If the aspect ratio is widescreen, the " - "output " - "image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave " - "this unchecked."); + "output image will be scaled horizontally to preserve the vertical resolution.\n\nIf " + "unsure, leave this unchecked."); #if defined(HAVE_FFMPEG) static const char TR_USE_FFV1_DESCRIPTION[] = - QT_TR_NOOP("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Encodes frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked."); #endif static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP( - "This feature allows you to change the game's camera.\nMove the mouse while holding the " - "right " - "mouse button to pan and while holding the middle button to move.\nHold SHIFT and press " - "one of " - "the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and " - "SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the " - "speed.\n\nIf unsure, leave this unchecked."); + "Allows manipulation of the in-game camera. Move the mouse while holding the right button " + "to pan or middle button to move.\n\nUse the WASD keys while holding SHIFT to move the " + "camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R " + "to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. "); static const char TR_CROPPING_DESCRIPTION[] = - QT_TR_NOOP("Crop the picture from its native aspect ratio to 4:3 or " + QT_TR_NOOP("Crops the picture from its native aspect ratio to 4:3 or " "16:9.\n\nIf unsure, leave this unchecked."); static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP( - "Enables progressive scan if supported by the emulated software.\nMost games don't " - "care about this.\n\nIf unsure, leave this unchecked."); + "Enables progressive scan if supported by the emulated software. Most games don't have " + "any issue with this.\n\nIf unsure, leave this unchecked."); static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] = QT_TR_NOOP("Enables multi-threaded command submission in backends where supported. Enabling " "this option may result in a performance improvement on systems with more than " @@ -200,17 +196,16 @@ void AdvancedWidget::AddDescriptions() "leave this checked."); #ifdef _WIN32 static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP( - "Implement fullscreen mode with a borderless window spanning the whole screen instead of " - "using " - "exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but " - "slightly increases input latency, makes movement less smooth and slightly decreases " - "performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D " + "Implements fullscreen mode with a borderless window spanning the whole screen instead of " + "using exclusive mode. Allows for faster transitions between fullscreen and windowed mode, " + "but slightly increases input latency, makes movement less smooth and slightly decreases " + "performance.\n\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D " "backend.\n\nIf unsure, leave this unchecked."); #endif AddDescription(m_enable_wireframe, TR_WIREFRAME_DESCRIPTION); AddDescription(m_show_statistics, TR_SHOW_STATS_DESCRIPTION); - AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DECRIPTION); + AddDescription(m_enable_format_overlay, TR_TEXTURE_FORMAT_DESCRIPTION); AddDescription(m_enable_api_validation, TR_VALIDATION_LAYER_DESCRIPTION); AddDescription(m_dump_textures, TR_DUMP_TEXTURE_DESCRIPTION); AddDescription(m_load_custom_textures, TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION); diff --git a/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp index b5fc183999..de7e124edc 100644 --- a/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp +++ b/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp @@ -283,78 +283,78 @@ void EnhancementsWidget::SaveSettings() void EnhancementsWidget::AddDescriptions() { static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] = - QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves " - "visual quality, but also greatly increases GPU load and can cause issues in " - "certain games. Generally speaking, the lower the internal resolution is, the " - "better your performance will be.\n\nIf unsure, select Native."); + QT_TR_NOOP("Controls the rendering resolution. A high resolution greatly improves visual " + "quality, but also greatly increases GPU load and can cause issues in " + "certain games. Generally speaking, the lower the internal resolution, the " + "better performance will be.\n\nIf unsure, select Native."); - static const char TR_ANTIALIAS_DESCRIPTION[] = - QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths " - "out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical " - "issues. SSAA is significantly more demanding than MSAA, but provides top quality " - "geometry anti-aliasing and also applies anti-aliasing to lighting, shader " - "effects, and textures.\n\nIf unsure, select None."); + static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP( + "Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting " + "in smoother edges on objects. Increases GPU load and sometimes causes graphical " + "issues.\n\nSSAA is significantly more demanding than MSAA, but provides top quality " + "geometry anti-aliasing and also applies anti-aliasing to lighting, shader " + "effects, and textures.\n\nIf unsure, select None."); static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP( - "Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique " - "viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x."); + "Enables anisotropic filtering, which enhances the visual quality of textures that " + "are at oblique viewing angles.\n\nMight cause issues in a small " + "number of games.\n\nIf unsure, select 1x."); static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP( - "Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off)."); + "Applies a post-processing effect after rendering a frame.\n\nIf unsure, select (off)."); - static const char TR_SCALED_EFB_COPY_DESCRIPTION[] = QT_TR_NOOP( - "Greatly increases quality of textures generated using render-to-texture " - "effects.\nRaising the " - "internal resolution will improve the effect of this setting.\nSlightly increases GPU " - "load and " - "causes relatively few graphical issues.\n\nIf unsure, leave this checked."); + static const char TR_SCALED_EFB_COPY_DESCRIPTION[] = + QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture " + "effects. Slightly increases GPU load and causes relatively few graphical issues. " + "Raising the internal resolution will improve the effect of this setting.\n\nIf " + "unsure, leave this checked."); static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP( "Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the " "appearance of lit polygons and making individual triangles less noticeable.\nRarely causes " "slowdowns or graphical issues.\n\nIf unsure, leave this unchecked."); static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP( - "Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to " - "\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and " - "often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any " + "Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to " + "\"Force 16:9\" to force 4:3-only games to run at 16:9.\n\nRarely produces good results and " + "often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any " "AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked."); static const char TR_REMOVE_FOG_DESCRIPTION[] = QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall " - "detail.\nDisabling fog will break some games which rely on proper fog " + "detail.\n\nDisabling fog will break some games which rely on proper fog " "emulation.\n\nIf unsure, leave this unchecked."); static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP( - "Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling " - "of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are " + "Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling " + "of depth if the necessary hardware is present.\n\nSide-by-Side and Top-and-Bottom are " "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is " - "used when your monitor supports 3D display resolutions.\nHeavily decreases " + "used when the monitor supports 3D display resolutions.\n\nHeavily decreases " "emulation speed and sometimes causes issues.\n\nIf unsure, select Off."); - static const char TR_3D_DEPTH_DESCRIPTION[] = - QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value " - "creates a stronger feeling of depth while a lower value is more comfortable."); + static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP( + "Controls the separation distance between the virtual cameras. \n\nA higher " + "value creates a stronger feeling of depth while a lower value is more comfortable."); static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP( "Controls the distance of the convergence plane. This is the distance at which " - "virtual objects will appear to be in front of the screen.\nA higher value creates " + "virtual objects will appear to be in front of the screen.\n\nA higher value creates " "stronger out-of-screen effects while a lower value is more comfortable."); static const char TR_3D_SWAP_EYES_DESCRIPTION[] = - QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side " - "cross-eyed.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Swaps the left and right eye. Most useful in side-by-side stereoscopy " + "mode.\n\nIf unsure, leave this unchecked."); static const char TR_FORCE_24BIT_DESCRIPTION[] = QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing " - "quality by reducing color banding.\nIt has no impact on performance and causes " + "quality by reducing color banding. Has no impact on performance and causes " "few graphical issues.\n\nIf unsure, leave this checked."); static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] = - QT_TR_NOOP("Filter all textures, including any that the game explicitly set as " + QT_TR_NOOP("Filters all textures, including any that the game explicitly set as " "unfiltered.\nMay improve quality of certain textures in some games, but will " "cause issues in others.\n\nIf unsure, leave this unchecked."); static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] = QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in " - "some games as \"deflickering\" or \"smoothing\". Disabling the filter has no " - "effect on performance, but may result in a sharper image, and causes few " + "some games as \"deflickering\" or \"smoothing\". \n\nDisabling the filter has no " + "effect on performance, but may result in a sharper image. Causes few " "graphical issues.\n\nIf unsure, leave this checked."); static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP( "Enables detection of arbitrary mipmaps, which some games use for special distance-based " - "effects. May have false positives that result in blurry textures at increased internal " - "resolution, such as in games that use very low resolution mipmaps.\nDisabling this can also " - "reduce stutter in games that frequently load new textures.\nThis feature is not compatible " + "effects.\n\nMay have false positives that result in blurry textures at increased internal " + "resolution, such as in games that use very low resolution mipmaps. Disabling this can also " + "reduce stutter in games that frequently load new textures. This feature is not compatible " "with GPU Texture Decoding.\n\nIf unsure, leave this checked."); AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION); diff --git a/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp index b8ba245256..d45b56fd73 100644 --- a/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp +++ b/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp @@ -177,8 +177,8 @@ void GeneralWidget::SaveSettings() confirm_sw.setIcon(QMessageBox::Warning); confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No); confirm_sw.setWindowTitle(tr("Confirm backend change")); - confirm_sw.setText(tr("Software rendering is an order of magnitude slower than using the " - "other backends.\nIt's only useful for debugging purposes.\nDo you " + confirm_sw.setText(tr("The software renderer is significantly slower than other " + "backends and is only recommended for debugging purposes.\n\nDo you " "really want to enable software rendering? If unsure, select 'No'.")); if (confirm_sw.exec() != QMessageBox::Yes) @@ -213,49 +213,49 @@ void GeneralWidget::AddDescriptions() #if defined(_WIN32) static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP( "Selects which graphics API to use internally.\n\nThe software renderer is extremely " - "slow and only useful for debugging, so you will want to use either OpenGL, Direct3D, " - "or Vulkan. Different games and different GPUs will behave differently on each " + "slow and only useful for debugging, so either OpenGL, Direct3D, or Vulkan are " + "recommended. Different games and different GPUs will behave differently on each " "backend, so for the best emulation experience it is recommended to try each and " "select the backend that is least problematic.\n\nIf unsure, select OpenGL."); #else - static const char TR_BACKEND_DESCRIPTION[] = - QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely " - "slow and only useful for debugging, so unless you have a reason to use it you'll " - "want to select OpenGL here.\n\nIf unsure, select OpenGL."); + static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP( + "Selects what graphics API to use internally.\n\nThe software renderer is extremely " + "slow and only useful for debugging, so any of the other backends are " + "recommended.\n\nIf unsure, select OpenGL."); #endif static const char TR_ADAPTER_DESCRIPTION[] = - QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one."); - static const char TR_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP( - "Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a " - "render window will be created instead.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, select the first one."); + static const char TR_FULLSCREEN_DESCRIPTION[] = + QT_TR_NOOP("Uses the entire screen for rendering.\n\nIf disabled, a " + "render window will be created instead.\n\nIf unsure, leave this unchecked."); static const char TR_AUTOSIZE_DESCRIPTION[] = - QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, " + QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.\n\nIf unsure, " "leave this unchecked."); static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] = - QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than " + QT_TR_NOOP("Uses the main Dolphin window for rendering rather than " "a separate render window.\n\nIf unsure, leave this unchecked."); static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP( - "Select what aspect ratio to use when rendering:\nAuto: Use the native aspect " - "ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: " - "Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the " + "Selects what aspect ratio to use when rendering:\n\nAuto: Uses the native aspect " + "ratio\nForce 16:9: Mimics an analog TV with a widescreen aspect ratio.\nForce 4:3: " + "Mimics a standard 4:3 analog TV.\nStretch to Window: Stretches the picture to the " "window size.\n\nIf unsure, select Auto."); static const char TR_VSYNC_DESCRIPTION[] = - QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if " + QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing. Decreases performance if " "emulation speed is below 100%.\n\nIf unsure, leave this unchecked."); static const char TR_SHOW_FPS_DESCRIPTION[] = - QT_TR_NOOP("Show the number of frames rendered per second as a measure of " + QT_TR_NOOP("Shows the number of frames rendered per second as a measure of " "emulation speed.\n\nIf unsure, leave this unchecked."); static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] = - QT_TR_NOOP("Show the players' maximum Ping while playing on " + QT_TR_NOOP("Shows the players' maximum ping while playing on " "NetPlay.\n\nIf unsure, leave this unchecked."); static const char TR_LOG_RENDERTIME_DESCRIPTION[] = - QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this " - "feature when you want to measure the performance of Dolphin.\n\nIf " + QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt. Use this " + "feature when to measure the performance of Dolphin.\n\nIf " "unsure, leave this unchecked."); static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] = - QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and " - "desync alerts.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts " + "while playing NetPlay.\n\nIf unsure, leave this unchecked."); static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] = QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " @@ -271,13 +271,13 @@ void GeneralWidget::AddDescriptions() static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP( "Prevents shader compilation stuttering by not rendering waiting objects. Can work in " "scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken " - "effects. Not recommended, only use if the other options give poor results on your system."); + "effects. Not recommended, only use if the other options give poor results."); static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] = QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this " "option may reduce stuttering or hitching for a short time after the game is " "started, at the cost of a longer delay before the game starts. For systems with " "two or fewer cores, it is recommended to enable this option, as a large shader " - "queue may reduce frame rates. Otherwise, if unsure, leave this unchecked."); + "queue may reduce frame rates.\n\nOtherwise, if unsure, leave this unchecked."); AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION); AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION); diff --git a/Source/Core/DolphinQt/Config/Graphics/HacksWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/HacksWidget.cpp index 9342c3cc00..d9d492df10 100644 --- a/Source/Core/DolphinQt/Config/Graphics/HacksWidget.cpp +++ b/Source/Core/DolphinQt/Config/Graphics/HacksWidget.cpp @@ -199,36 +199,36 @@ void HacksWidget::SaveSettings() void HacksWidget::AddDescriptions() { static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] = - QT_TR_NOOP("Ignore any requests from the CPU to read from or write to the EFB.\nImproves " - "performance in some games, but might disable some gameplay-related features or " - "graphical effects.\n\nIf unsure, leave this unchecked."); + QT_TR_NOOP("Ignores any requests from the CPU to read from or write to the EFB. " + "\n\nImproves performance in some games, but will disable all EFB-based " + "graphical effects or gameplay-related features.\n\nIf unsure, " + "leave this unchecked."); static const char TR_IGNORE_FORMAT_CHANGE_DESCRIPTION[] = QT_TR_NOOP( - "Ignore any changes to the EFB format.\nImproves performance in many games without " + "Ignores any changes to the EFB format.\n\nImproves performance in many games without " "any negative effect. Causes graphical defects in a small number of other " "games.\n\nIf unsure, leave this checked."); static const char TR_STORE_EFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP( - "Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " + "Stores EFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects " "in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to " - "RAM " - "(and Texture)\n\nIf unsure, leave this checked."); + "RAM (and Texture)\n\nIf unsure, leave this checked."); static const char TR_DEFER_EFB_COPIES_DESCRIPTION[] = QT_TR_NOOP( "Waits until the game synchronizes with the emulated GPU before writing the contents of EFB " - "copies to RAM. Reduces the overhead of EFB RAM copies, provides a performance boost in many " - "games, at the risk of breaking those which do not safely synchronize with the emulated " - "GPU.\n\nIf unsure, leave this checked."); + "copies to RAM. Reduces the overhead of EFB RAM copies, providing a performance boost in " + "many games, at the risk of breaking those which do not safely synchronize with the " + "emulated GPU.\n\nIf unsure, leave this checked."); static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP( + "Adjusts the accuracy at which the GPU receives texture updates from RAM.\n\n " "The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates " - "from RAM.\nLower accuracies cause in-game text to appear garbled in certain " - "games.\n\nIf unsure, use the rightmost value."); + "from RAM. Lower accuracies cause in-game text to appear garbled in certain " + "games.\n\nIf unsure, select the rightmost value."); static const char TR_STORE_XFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP( - "Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " - "in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to " - "Texture\nDisabled = XFB Copies to RAM " - "(and Texture)\n\nIf unsure, leave this checked."); + "Stores XFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects " + "in a small number of games.\n\nEnabled = XFB Copies to " + "Texture\nDisabled = XFB Copies to RAM (and Texture)\n\nIf unsure, leave this checked."); static const char TR_IMMEDIATE_XFB_DESCRIPTION[] = - QT_TR_NOOP("Displays the XFB copies as soon as they are created, without waiting for " + QT_TR_NOOP("Displays XFB copies as soon as they are created, instead of waiting for " "scanout. Can cause graphical defects " "in some games if the game doesn't expect all XFB copies to be displayed. " "However, turning this setting on reduces latency." @@ -240,14 +240,14 @@ void HacksWidget::AddDescriptions() "bottleneck.\n\nIf unsure, leave this unchecked."); static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP( - "Use a less accurate algorithm to calculate depth values.\nCauses issues in a few " - "games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf " - "unsure, leave this checked."); + "Uses a less accurate algorithm to calculate depth values.\n\nCauses issues in a few " + "games, but can result in a decent speed increase depending on the game and/or " + "GPU.\n\nIf unsure, leave this checked."); static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] = - QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, " - "but some games will break.\n\nIf unsure, leave this checked."); + QT_TR_NOOP("Disables bounding box emulation.\n\nThis may improve GPU performance " + "significantly, but some games will break.\n\nIf unsure, leave this checked."); static const char TR_VERTEX_ROUNDING_DESCRIPTION[] = - QT_TR_NOOP("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at " + QT_TR_NOOP("Rounds 2D vertices to whole pixels.\n\nFixes graphical problems in some games at " "higher internal resolutions. This setting has no effect when native internal " "resolution is used.\n\nIf unsure, leave this unchecked."); diff --git a/Source/Core/DolphinQt/Config/Graphics/PostProcessingConfigWindow.cpp b/Source/Core/DolphinQt/Config/Graphics/PostProcessingConfigWindow.cpp index bcc2c83425..8de48e7cf3 100644 --- a/Source/Core/DolphinQt/Config/Graphics/PostProcessingConfigWindow.cpp +++ b/Source/Core/DolphinQt/Config/Graphics/PostProcessingConfigWindow.cpp @@ -42,7 +42,7 @@ PostProcessingConfigWindow::PostProcessingConfigWindow(EnhancementsWidget* paren m_post_processor->LoadShader(m_shader); } - setWindowTitle(tr("Post Processing Shader Configuration")); + setWindowTitle(tr("Post-Processing Shader Configuration")); setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint); PopulateGroups(); diff --git a/Source/Core/DolphinQt/MenuBar.cpp b/Source/Core/DolphinQt/MenuBar.cpp index 2096339a5b..153e5be2ae 100644 --- a/Source/Core/DolphinQt/MenuBar.cpp +++ b/Source/Core/DolphinQt/MenuBar.cpp @@ -516,7 +516,7 @@ void MenuBar::InstallUpdateManually() { QMessageBox::information( this, tr("Update"), - tr("You are running the latest version available on this update track")); + tr("You are running the latest version available on this update track.")); } track = previous_value; diff --git a/Source/Core/DolphinQt/Settings/AdvancedPane.cpp b/Source/Core/DolphinQt/Settings/AdvancedPane.cpp index fa041f468b..3d3126d011 100644 --- a/Source/Core/DolphinQt/Settings/AdvancedPane.cpp +++ b/Source/Core/DolphinQt/Settings/AdvancedPane.cpp @@ -91,7 +91,7 @@ void AdvancedPane::CreateLayout() auto* custom_rtc_description = new QLabel(tr("This setting allows you to set a custom real time clock (RTC) separate from " - "your current system time.\n\nIf you're unsure, leave this disabled.")); + "your current system time.\n\nIf unsure, leave this unchecked.")); custom_rtc_description->setWordWrap(true); rtc_options->layout()->addWidget(custom_rtc_description); diff --git a/Source/Core/DolphinQt/Settings/GameCubePane.cpp b/Source/Core/DolphinQt/Settings/GameCubePane.cpp index 79c1581935..69beebf9db 100644 --- a/Source/Core/DolphinQt/Settings/GameCubePane.cpp +++ b/Source/Core/DolphinQt/Settings/GameCubePane.cpp @@ -188,7 +188,7 @@ void GameCubePane::OnConfigPressed(int slot) { bool ok; const auto new_mac = QInputDialog::getText( - this, tr("Broadband adapter MAC address"), tr("Enter new broadband adapter MAC address:"), + this, tr("Broadband Adapter MAC address"), tr("Enter new Broadband Adapter MAC address:"), QLineEdit::Normal, QString::fromStdString(SConfig::GetInstance().m_bba_mac), &ok); if (ok) SConfig::GetInstance().m_bba_mac = new_mac.toStdString(); diff --git a/Source/Core/DolphinQt/Settings/InterfacePane.cpp b/Source/Core/DolphinQt/Settings/InterfacePane.cpp index aafe1e56bf..ad808e9f08 100644 --- a/Source/Core/DolphinQt/Settings/InterfacePane.cpp +++ b/Source/Core/DolphinQt/Settings/InterfacePane.cpp @@ -162,7 +162,7 @@ void InterfacePane::CreateUI() void InterfacePane::CreateInGame() { - auto* groupbox = new QGroupBox(tr("In Game")); + auto* groupbox = new QGroupBox(tr("In-Game")); auto* groupbox_layout = new QVBoxLayout; groupbox->setLayout(groupbox_layout); m_main_layout->addWidget(groupbox);