Qt/Translations: Hopefully filled the remainder of still missing description

This commit is contained in:
KamFretoZ 2023-12-30 18:09:16 +07:00 committed by Connor McLaughlin
parent f258ea2906
commit 714e355c87
2 changed files with 42 additions and 8 deletions

View File

@ -109,8 +109,8 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsWindow* dialog, QWidget* parent
tr("Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio "
"delay."));
dialog->registerWidgetHelp(m_ui.sequenceLength, tr("Sequence Length"), tr("30 ms"), tr("This is the default length of a single processing sequence in milliseconds which determines the how the original sound is chopped in the time-stretch algorithm. "
"Larger values mean fewer sequences are used in processing. In principle a larger value sounds better when slowing down the tempo, but worse when increasing the tempo and vice versa. "));
dialog->registerWidgetHelp(m_ui.sequenceLength, tr("Sequence Length"), tr("30 ms"), tr("This is the default length of a single processing sequence which determines how the original sound is chopped in the time-stretch algorithm. "
"Larger values mean fewer sequences are used in processing. In principle a larger value sounds better when slowing down the tempo, but worse when increasing the tempo."));
//: Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search.
dialog->registerWidgetHelp(m_ui.seekWindowSize, tr("Seek Window Size"), tr("20 ms"), tr("The seeking window is for the algorithm that seeks the best possible overlapping location. "

View File

@ -413,7 +413,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
tr("Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 "
"Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era."));
dialog->registerWidgetHelp(m_ui.interlacing, tr("Deinterlacing"), tr("Automatic (Default)"), tr(""));
dialog->registerWidgetHelp(m_ui.interlacing, tr("Deinterlacing"), tr("Automatic (Default)"), tr("Determines the deinterlacing method to be used on the interlaced screen of the emulated console. Automatic should be able to correctly deinterlace most games, but if you see visibly shaky graphics, try choosing one of the available option."));
dialog->registerWidgetHelp(m_ui.screenshotSize, tr("Screenshot Size"), tr("Screen Resolution"),
tr("Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of "
@ -516,9 +516,14 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
// Hardware Fixes tab
{
dialog->registerWidgetHelp(m_ui.cpuSpriteRenderBW, tr("CPU Sprite Render Size"), tr("0 (Disabled)"), tr(""));
dialog->registerWidgetHelp(m_ui.cpuSpriteRenderBW, tr("CPU Sprite Render Size"), tr("0 (Disabled)"),
tr("The maximum target memory width that will allow the CPU Sprite Renderer to activate on."));
dialog->registerWidgetHelp(m_ui.cpuCLUTRender, tr("Software CLUT Render"), tr("0 (Disabled)"), tr(""));
dialog->registerWidgetHelp(m_ui.cpuCLUTRender, tr("Software CLUT Render"), tr("0 (Disabled)"),
tr("Tries to detect when a game is drawing its own color palette and then renders it in software, instead of on the GPU."));
dialog->registerWidgetHelp(m_ui.gpuTargetCLUTMode, tr("GPU Target CLUT"), tr("Disabled"),
tr("Tries to detect when a game is drawing its own color palette and then renders it on the GPU with special handling"));
dialog->registerWidgetHelp(m_ui.skipDrawStart, tr("Skipdraw Range Start"), tr("0"),
tr("Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right."));
@ -599,6 +604,9 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
dialog->registerWidgetHelp(m_ui.mergeSprite, tr("Merge Sprite"), tr("Unchecked"),
tr("Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines."));
dialog->registerWidgetHelp(m_ui.nativePaletteDraw, tr("Unscaled Palette Texture Draws"), tr("Unchecked"),
tr("Force palette texture draws to render at native resolution."));
}
// Texture Replacement tab
@ -682,12 +690,38 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
// Recording tab
{
dialog->registerWidgetHelp(m_ui.enableVideoCaptureArguments, tr("Enable Extra Arguments"), tr("Unchecked"), tr(""));
dialog->registerWidgetHelp(m_ui.videoCaptureCodec, tr("Video Codec"), tr("Default"), tr("Selects which Video Codec to be used for Video Capture. "
"<b>If unsure, leave it on default.<b>"));
dialog->registerWidgetHelp(m_ui.videoCaptureArguments, tr("Extra Arguments"), tr("Leave It Blank"),
dialog->registerWidgetHelp(m_ui.videoCaptureBitrate, tr("Video Bitrate"), tr("5000 Kbps"), tr("Determines the amount of bitrates to be used."
"Larger bitrate generally yields better video quality at the cost of larger resulting file size."));
dialog->registerWidgetHelp(m_ui.videoCaptureResolutionAuto, tr("Automatic Resolution"), tr("Unchecked"), tr("When checked, the video capture resolution will follows the internal resolution of the running game.<br><br>"
"<b>Be careful when using this setting especially when you are upscaling, as higher internal resolution (above 4x) can results in very large video capture and can cause system overload.</b>"));
dialog->registerWidgetHelp(m_ui.enableVideoCaptureArguments, tr("Enable Extra Video Arguments"), tr("Unchecked"), tr("Allows you to pass arguments to the selected video codec."));
dialog->registerWidgetHelp(m_ui.videoCaptureArguments, tr("Extra Video Arguments"), tr("Leave It Blank"),
tr("Parameters passed to selected video codec.<br> "
"You must use '=' to separate key from value and ':' to separate two pairs from each other.<br> "
"<b>You must use '=' to separate key from value and ':' to separate two pairs from each other.<b><br> "
"For example: \"crf = 21 : preset = veryfast\""));
dialog->registerWidgetHelp(m_ui.audioCaptureCodec, tr("Audio Codec"), tr("Default"), tr("Selects which Audio Codec to be used for Video Capture. "
"<b>If unsure, leave it on default.<b>"));
dialog->registerWidgetHelp(m_ui.audioCaptureBitrate, tr("Audio Bitrate"), tr("160 Kbps"), tr("Determines the amount of audio bitrate to be used."));
dialog->registerWidgetHelp(m_ui.enableAudioCaptureArguments, tr("Enable Extra Audio Arguments"), tr("Unchecked"), tr("Allows you to pass arguments to the selected audio codec."));
dialog->registerWidgetHelp(m_ui.audioCaptureArguments, tr("Extra Audio Arguments"), tr("Leave It Blank"),
tr("Parameters passed to selected audio codec.<br> "
"<b>You must use '=' to separate key from value and ':' to separate two pairs from each other.<b><br> "
"<>For example: \"compression_level = 4 : joint_stereo = 1\""));
}
// Advanced tab