mirror of https://github.com/PCSX2/pcsx2.git
Qt: Add tooltips to Graphics settings.
Most of them are only default settings for the options.
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@ -158,32 +158,6 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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connect(m_ui.shadeBoost, QOverload<int>::of(&QCheckBox::stateChanged), this, &GraphicsSettingsWidget::onShadeBoostChanged);
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onShadeBoostChanged();
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dialog->registerWidgetHelp(m_ui.osdShowMessages, tr("Show OSD Messages"), tr("Checked"),
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tr("Shows on-screen-display messages when events occur such as save states being "
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"created/loaded, screenshots being taken, etc."));
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dialog->registerWidgetHelp(m_ui.osdShowFPS, tr("Show Game Frame Rate"), tr("Unchecked"),
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tr("Shows the internal frame rate of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.osdShowSpeed, tr("Show Emulation Speed"), tr("Unchecked"),
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tr("Shows the current emulation speed of the system in the top-right corner of the display as a percentage."));
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dialog->registerWidgetHelp(m_ui.osdShowResolution, tr("Show Resolution"), tr("Unchecked"),
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tr("Shows the resolution of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.osdShowCPU, tr("Show CPU Usage"), tr("Unchecked"),
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tr("Shows host's CPU utilization."));
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dialog->registerWidgetHelp(m_ui.osdShowGPU, tr("Show GPU Usage"), tr("Unchecked"),
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tr("Shows host's GPU utilization."));
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dialog->registerWidgetHelp(m_ui.osdShowGSStats, tr("Show Statistics"), tr("Unchecked"),
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tr("Shows counters for internal graphical utilization, useful for debugging."));
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dialog->registerWidgetHelp(m_ui.osdShowIndicators, tr("Show Indicators"), tr("Unchecked"),
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tr("Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast Forward, and Slow Motion."));
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dialog->registerWidgetHelp(m_ui.warnAboutUnsafeSettings, tr("Warn About Unsafe Settings"),
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tr("Checked"), tr("Displays warnings when settings are enabled which may break games."));
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dialog->registerWidgetHelp(m_ui.shadeBoost, tr("Shade Boost"), tr("Unchecked"),
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tr("Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50."));
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dialog->registerWidgetHelp(m_ui.fxaa, tr("FXAA"), tr("Unchecked"),
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tr("Applies the FXAA anti-aliasing algorithm to improve the visual quality of games."));
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//////////////////////////////////////////////////////////////////////////
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// HW Settings
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//////////////////////////////////////////////////////////////////////////
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@ -379,11 +353,34 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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dialog->registerWidgetHelp(m_ui.integerScaling, tr("Integer Scaling"), tr("Unchecked"),
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tr("Adds padding to the display area to ensure that the ratio between pixels on the host to 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.aspectRatio, tr("Aspect Ratio"), tr("Auto Standard (4:3/3:2 Progressive)"), tr(""));
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dialog->registerWidgetHelp(m_ui.interlacing, tr("Deinterlacing"), tr("Automatic (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.zoom, tr("Zoom"), tr("100%"),
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tr("Zoom = 100: Fit the entire image to the window without any cropping."
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"Above/Below 100: Zoom In/Out."
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"0: Automatic-Zoom-In until the black-bars are gone (Aspect ratio is kept, some of the image goes out of screen)."));
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dialog->registerWidgetHelp(m_ui.stretchY, tr("Stretch Height"), tr("100%"), tr(""));
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dialog->registerWidgetHelp(m_ui.fullscreenModes, tr("Fullscreen Mode"), tr("Borderless Fullscreen"), tr(""));
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dialog->registerWidgetHelp(m_ui.cropLeft, tr("Left"), tr("0px"), tr(""));
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dialog->registerWidgetHelp(m_ui.cropTop, tr("Top"), tr("0px"), tr(""));
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dialog->registerWidgetHelp(m_ui.cropRight, tr("Right"), tr("0px"), tr(""));
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dialog->registerWidgetHelp(m_ui.cropBottom, tr("Bottom"), tr("0px"), tr(""));
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}
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// Rendering tab
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{
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// Hardware
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dialog->registerWidgetHelp(m_ui.upscaleMultiplier, tr("Internal Resolution"), tr("Native (PS2) (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.mipmapping, tr("Mipmapping"), tr("Automatic (Default)"),
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tr("Control the accuracy level of the mipmapping emulation."));
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@ -450,6 +447,10 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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dialog->registerWidgetHelp(m_ui.halfScreenFix, tr("Half Screen Fix"), tr("Automatic (Default)"),
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tr("Control the half-screen fix detection on texture shuffling."));
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dialog->registerWidgetHelp(m_ui.cpuSpriteRenderBW, tr("CPU Sprite Renderer Size"), tr("0 (Disabled)"), tr(""));
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dialog->registerWidgetHelp(m_ui.cpuCLUTRender, tr("Software Clut Render"), tr("0 (Disabled)"), tr(""));
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dialog->registerWidgetHelp(m_ui.skipDrawStart, tr("Skipdraw Range Start"), tr("0"),
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tr("Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right."));
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@ -516,17 +517,102 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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tr("Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines."));
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}
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// Texture Replacement tab
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{
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dialog->registerWidgetHelp(m_ui.dumpReplaceableTextures, tr("Dump Textures"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.dumpReplaceableMipmaps, tr("Dump Mipmaps"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.dumpTexturesWithFMVActive, tr("Dump FMV Textures"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.loadTextureReplacementsAsync, tr("Async Texture Loading"), tr("Checked"), tr(""));
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dialog->registerWidgetHelp(m_ui.loadTextureReplacements, tr("Load Textures"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.precacheTextureReplacements, tr("Precache Textures"), tr("Unchecked"), tr(""));
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}
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// Post Processing tab
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{
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dialog->registerWidgetHelp(m_ui.casMode, tr("Contrast Adaptive Sharpening"), tr("None (Default)"), tr(""));
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dialog->registerWidgetHelp(m_ui.casSharpness, tr("Sharpness"), tr("50%"), tr(""));
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dialog->registerWidgetHelp(m_ui.shadeBoost, tr("Shade Boost"), tr("Unchecked"),
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tr("Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50."));
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dialog->registerWidgetHelp(m_ui.fxaa, tr("FXAA"), tr("Unchecked"),
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tr("Applies the FXAA anti-aliasing algorithm to improve the visual quality of games."));
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dialog->registerWidgetHelp(m_ui.shadeBoostBrightness, tr("Brightness"), tr("50"), tr(""));
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dialog->registerWidgetHelp(m_ui.shadeBoostContrast, tr("Contrast"), tr("50"), tr(""));
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dialog->registerWidgetHelp(m_ui.shadeBoostSaturation, tr("Saturation"), tr("50"), tr(""));
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dialog->registerWidgetHelp(m_ui.tvShader, tr("TV Shader"), tr("None (Default)"), tr(""));
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}
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// OSD tab
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{
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dialog->registerWidgetHelp(m_ui.osdScale, tr("OSD Scale"), tr("100%"), tr(""));
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dialog->registerWidgetHelp(m_ui.osdShowMessages, tr("Show OSD Messages"), tr("Checked"),
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tr("Shows on-screen-display messages when events occur such as save states being "
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"created/loaded, screenshots being taken, etc."));
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dialog->registerWidgetHelp(m_ui.osdShowFPS, tr("Show Game Frame Rate"), tr("Unchecked"),
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tr("Shows the internal frame rate of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.osdShowSpeed, tr("Show Emulation Speed"), tr("Unchecked"),
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tr("Shows the current emulation speed of the system in the top-right corner of the display as a percentage."));
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dialog->registerWidgetHelp(m_ui.osdShowResolution, tr("Show Resolution"), tr("Unchecked"),
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tr("Shows the resolution of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.osdShowCPU, tr("Show CPU Usage"), tr("Unchecked"),
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tr("Shows host's CPU utilization."));
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dialog->registerWidgetHelp(m_ui.osdShowGPU, tr("Show GPU Usage"), tr("Unchecked"),
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tr("Shows host's GPU utilization."));
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dialog->registerWidgetHelp(m_ui.osdShowGSStats, tr("Show Statistics"), tr("Unchecked"),
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tr("Shows counters for internal graphical utilization, useful for debugging."));
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dialog->registerWidgetHelp(m_ui.osdShowIndicators, tr("Show Indicators"), tr("Unchecked"),
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tr("Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast Forward, and Slow Motion."));
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dialog->registerWidgetHelp(m_ui.osdShowSettings, tr("Show Settings"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.osdShowInputs, tr("Show Inputs"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.osdShowFrameTimes, tr("Show Frame Times"), tr("Unchecked"), tr(""));
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dialog->registerWidgetHelp(m_ui.warnAboutUnsafeSettings, tr("Warn About Unsafe Settings"),
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tr("Checked"), tr("Displays warnings when settings are enabled which may break games."));
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}
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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.overrideGeometryShader, tr("Override Geometry Shader"), tr("Automatic (Default)"),
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tr("Allows the GPU instead of just the CPU to transform lines into sprites. "
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"This reduces CPU load and bandwidth requirement, but it is heavier on the GPU."));
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dialog->registerWidgetHelp(m_ui.gsDumpCompression, tr("GS Dump Compression"), tr("Zstandard (zst)"), tr(""));
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dialog->registerWidgetHelp(m_ui.useBlitSwapChain, tr("Use Blit Swap Chain"), tr("Unchecked"),
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tr("Uses a blit presentation model instead of flipping when using the Direct3D 11 "
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"renderer. This usually results in slower performance, but may be required for some "
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"streaming applications, or to uncap framerates on some systems."));
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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 Frame Buffer 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 rendered, it just means "
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"the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum "
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