mirror of https://github.com/snes9xgit/snes9x.git
Fix compilation on win32.
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@ -1 +1 @@
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Subproject commit 48689ae7a73caeb747953f9ed664dc71d2f918d8
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Subproject commit ac8474a5929e9de3bce84f16f8c589240eb9f7c4
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@ -41,7 +41,7 @@
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<string>Choose a device to render output. If you have no integrated graphics, there will be only one choice.</string>
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</property>
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<property name="whatsThis">
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<string><html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to use Snes9x with.</p></body></html></string>
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<string><html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to render with.</p></body></html></string>
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</property>
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</widget>
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</item>
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@ -232,7 +232,7 @@
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</sizepolicy>
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</property>
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<property name="whatsThis">
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<string><html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.<br/></p><p><br/></p></body></html></string>
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<string><html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.</p></body></html></string>
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</property>
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<item>
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<property name="text">
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@ -273,7 +273,7 @@ For games like Seiken Densetsu 3 and Marvelous, choose the "scale up"
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Output directly will cause the screen to change between the two modes and look weird.</string>
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</property>
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<property name="whatsThis">
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<string><html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.<br/></p><p><br/></p></body></html></string>
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<string><html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.</p></body></html></string>
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</property>
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<item>
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<property name="text">
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@ -346,7 +346,7 @@ Output directly will cause the screen to change between the two modes and look w
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</sizepolicy>
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</property>
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<property name="whatsThis">
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<string><html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.<br/></p></body></html></string>
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<string><html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.</p></body></html></string>
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</property>
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<item>
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<property name="text">
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@ -117,6 +117,12 @@
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<property name="focusPolicy">
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<enum>Qt::TabFocus</enum>
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</property>
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<property name="toolTip">
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<string>Restore all settings on the current page to their default values.</string>
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</property>
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<property name="whatsThis">
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<string>Restore all settings on the current page to their default values.</string>
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</property>
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<property name="text">
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<string>Restore Defaults</string>
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</property>
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@ -131,9 +137,15 @@
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</item>
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<item>
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<widget class="QPushButton" name="pushButton_help">
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<property name="toolTip">
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<string>Click on a setting to find out more info.</string>
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</property>
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<property name="text">
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<string>Help</string>
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</property>
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<property name="autoDefault">
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<bool>false</bool>
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</property>
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</widget>
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</item>
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<item>
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@ -13,7 +13,6 @@
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#include <deque>
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#include <limits.h>
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#include <vector>
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#include <unistd.h>
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static const unsigned int glsl_max_passes = 20;
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