mirror of https://github.com/PCSX2/pcsx2.git
Qt/Translation: Attempt to fill in missing descriptions in settings
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@ -104,7 +104,7 @@ QVariant BreakpointModel::data(const QModelIndex& index, int role) const
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// Note: Fix up the disassemblymanager so we can use it here, instead of calling a function through the disassemblyview (yuck)
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return m_cpu.disasm(bp->addr, true).c_str();
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case BreakpointColumns::CONDITION:
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return bp->hasCond ? QString::fromLocal8Bit(bp->cond.expressionString) : tr("");
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return bp->hasCond ? QString::fromLocal8Bit(bp->cond.expressionString) : "";
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case BreakpointColumns::HITS:
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return 0;
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}
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@ -150,7 +150,7 @@ QVariant BreakpointModel::data(const QModelIndex& index, int role) const
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// Note: Fix up the disassemblymanager so we can use it here, instead of calling a function through the disassemblyview (yuck)
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return m_cpu.disasm(bp->addr, true).c_str();
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case BreakpointColumns::CONDITION:
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return bp->hasCond ? QString::fromLocal8Bit(bp->cond.expressionString) : tr("");
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return bp->hasCond ? QString::fromLocal8Bit(bp->cond.expressionString) : "";
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case BreakpointColumns::HITS:
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return 0;
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}
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@ -56,9 +56,11 @@ AdvancedSettingsWidget::AdvancedSettingsWidget(SettingsWindow* dialog, QWidget*
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pineEnable, "EmuCore", "EnablePINE", false);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.pineSlot, "EmuCore", "PINESlot", 28011);
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dialog->registerWidgetHelp(m_ui.eeRoundingMode, tr("Rounding Mode"), tr("Chop/Zero (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.eeRoundingMode, tr("Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Floating Point Unit (EE FPU). "
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"Because the various FPUs in the PS2 are non-compliant with international standards, some games may need different modes to do math correctly. The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.eeClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.eeClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range. "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.eeRecompiler, tr("Enable Recompiler"), tr("Checked"),
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tr("Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86."));
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@ -82,11 +84,16 @@ AdvancedSettingsWidget::AdvancedSettingsWidget(SettingsWindow* dialog, QWidget*
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"end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid "
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"access occurred."));
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dialog->registerWidgetHelp(m_ui.vu0RoundingMode, tr("VU0 Rounding Mode"), tr("Chop/Zero (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.vu1RoundingMode, tr("VU1 Rounding Mode"), tr("Chop/Zero (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.vu0RoundingMode, tr("VU0 Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 0 (EE VU0). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>"));
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dialog->registerWidgetHelp(m_ui.vu0ClampMode, tr("VU0 Clamping Mode"), tr("Normal (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.vu1ClampMode, tr("VU1 Clamping Mode"), tr("Normal (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.vu1RoundingMode, tr("VU1 Rounding Mode"), tr("Chop/Zero (Default)"), tr("Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 1 (EE VU1). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>"));
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dialog->registerWidgetHelp(m_ui.vu0ClampMode, tr("VU0 Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 0 (EE VU0). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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dialog->registerWidgetHelp(m_ui.vu1ClampMode, tr("VU1 Clamping Mode"), tr("Normal (Default)"), tr("Changes how PCSX2 handles keeping floats in a standard x86 range in the Emotion Engine's Vector Unit 1 (EE VU1). "
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"The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>"));
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//: VU0 = Vector Unit 0. One of the PS2's processors.
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dialog->registerWidgetHelp(m_ui.vu0Recompiler, tr("Enable VU0 Recompiler (Micro Mode)"), tr("Checked"), tr("Enables VU0 Recompiler."));
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@ -109,12 +109,15 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsWindow* dialog, QWidget* parent
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tr("Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio "
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"delay."));
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dialog->registerWidgetHelp(m_ui.sequenceLength, tr("Sequence Length"), tr("30 ms"), tr(""));
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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. "
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"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. "));
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//: Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search.
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dialog->registerWidgetHelp(m_ui.seekWindowSize, tr("Seek Window Size"), tr("20 ms"), tr(""));
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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. "
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dialog->registerWidgetHelp(m_ui.overlap, tr("Overlap"), tr("10 ms"), tr(""));
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"This determines from how wide a sample window the algorithm can use to find an optimal mixing location when the sound sequences are to be linked back together."));
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dialog->registerWidgetHelp(m_ui.overlap, tr("Overlap"), tr("10 ms"), tr("When the sound sequences are mixed back together to form again a continuous sound stream, this parameter defines how much the ends of the consecutive sequences will overlap with each other."));
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dialog->registerWidgetHelp(m_ui.volume, tr("Volume"), tr("100%"),
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tr("Pre-applies a volume modifier to the game's audio output before forwarding it to your computer."));
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@ -671,8 +671,6 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
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// Advanced tab
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{
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dialog->registerWidgetHelp(m_ui.overrideTextureBarriers, tr("Override Texture Barriers"), tr("Automatic (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.gsDumpCompression, tr("GS Dump Compression"), tr("Zstandard (zst)"),
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tr("Change the compression algorithm used when creating a GS dump."));
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@ -687,12 +685,6 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
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tr("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.<br>"
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"Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency."));
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dialog->registerWidgetHelp(m_ui.useDebugDevice, tr("Use Debug Device"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.disableDualSource, tr("Disable Dual-Source Blending"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.disableFramebufferFetch, tr("Disable Framebuffer Fetch"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.skipPresentingDuplicateFrames, tr("Skip Presenting Duplicate Frames"), tr("Unchecked"),
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tr("Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still "
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"rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time "
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