Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/locale/config_locale.cpp
Skyth (Asilkan) 67633917bf Linux support. (#54)
* Initial Linux attempt.

* Add clang toolchain & make tools compile.

* vcpkg as submodule.

* First implementation of IO rewrite. (#31)

* Fix directory iteration resolving symlinks.

* Refactor kernel objects to be lock-free.

* Implement guest critical sections using std::atomic.

* Make D3D12 support optional. (#33)

* Make D3D12 support optional.

* Update ShaderRecomp, fix macros.

* Replace QueryPerformanceCounter. (#35)

* Add Linux home path for GetUserPath(). (#36)

* Cross-platform Sleep. (#37)

* Add mmap implementations for virtual allocation. (#38)

* Cross-platform TLS. (#34)

* Cross-platform TLS.

* Fix front() to back(), use Mutex.

* Fix global variable namings.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>

* Unicode support. (#39)

* Replace CreateDirectoryA with Unicode version.

* Cross platform thread implementation. (#41)

* Cross-platform thread implementation.

* Put set thread name calls behind a Win32 macro.

* Cross-platform semaphore implementation. (#43)

* xam: use SDL for keyboard input

* Cross-platform atomic operations. (#44)

* Cross-platform spin lock implementation.

* Cross-platform reference counting.

* Cross-platform event implementation. (#47)

* Compiling and running on Linux. (#49)

* Current work trying to get it to compile.

* Update vcpkg.json baseline.

* vcpkg, memory mapped file.

* Bitscan forward.

* Fix localtime_s.

* FPS patches high res clock.

* Rename Window to GameWindow. Fix guest pointers.

* GetCurrentThreadID gone.

* Code cache pointers, RenderWindow type.

* Add Linux stubs.

* Refactor Config.

* Fix paths.

* Add linux-release config.

* FS fixes.

* Fix Windows compilation errors & unicode converter crash.

* Rename physical memory allocation functions to not clash with X11.

* Fix NULL character being added on RtlMultiByteToUnicodeN.

* Use std::exit.

* Add protection to memory on Linux.

* Convert majority of dependencies to submodules. (#48)

* Convert majority of dependencies to submodules.

* Don't compile header-only libraries.

* Fix a few incorrect data types.

* Fix config directory.

* Unicode fixes & sizeof asserts.

* Change the exit function to not call static destructors.

* Fix files picker.

* Add RelWithDebInfo preset for Linux.

* Implement OS Restart on Linux. (#50)

---------

Co-authored-by: Dario <dariosamo@gmail.com>

* Update PowerRecomp.

* Add Env Var detection for VCPKG_ROOT, add DLC detection.

* Use error code version on DLC directory iterator.

* Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag.

* Linux flatpak. (#51)

* Add flatpak support.

* Add game install directory override for flatpak.

* Flatpak'ing.

* Flatpak it some more.

* We flat it, we pak it.

* Flatpak'd.

* The Marvelous Misadventures of Flatpak.

* Attempt to change logic of NFD and show error.

* Flattenpakken.

* Use game install directory instead of current path.

* Attempt to fix line endings.

* Update io.github.hedge_dev.unleashedrecomp.json

* Fix system time query implementation.

* Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53)

* Add present wait support to Vulkan.

* Default to triple buffering if presentWait is supported.

* Bracey fellas.

* Update paths.h

* SDL2 audio (again). (#52)

* Implement SDL2 audio (again).

* Call timeBeginPeriod/timeEndPeriod.

* Replace miniaudio with SDL mixer.

* Queue audio samples in a separate thread.

* Enable CMake option override policy & fix compilation error.

* Fix compilation error on Linux.

* Fix but also trim shared strings.

* Wayland support. (#55)

* Make channel index a global variable in embedded player.

* Fix SDL Audio selection for OGG on Flatpak.

* Minor installer wizard fixes.

* Fix compilation error.

* Yield in model consumer and pipeline compiler threads.

* Special case Sleep(0) to yield on Linux.

* Add App Id hint.

* Correct implementation for auto reset events. (#57)

---------

Co-authored-by: Dario <dariosamo@gmail.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2024-12-21 00:44:05 +03:00

296 lines
8.8 KiB
C++

#include <user/config.h>
#define CONFIG_DEFINE_LOCALE(name) \
CONFIG_LOCALE Config::g_##name##_locale =
#define CONFIG_DEFINE_ENUM_LOCALE(type) \
CONFIG_ENUM_LOCALE(type) Config::g_##type##_locale =
CONFIG_DEFINE_LOCALE(Language)
{
{ ELanguage::English, { "Language", "Change the language used for text and logos." } },
{ ELanguage::Japanese, { "言語", "[PLACEHOLDER]" } },
{ ELanguage::German, { "Sprache", "[PLACEHOLDER]" } },
{ ELanguage::French, { "Langue", "[PLACEHOLDER]" } },
{ ELanguage::Spanish, { "Idioma", "[PLACEHOLDER]" } },
{ ELanguage::Italian, { "Lingua", "[PLACEHOLDER]" } }
};
CONFIG_DEFINE_ENUM_LOCALE(ELanguage)
{
{
ELanguage::English,
{
{ ELanguage::English, { "ENGLISH", "" } },
{ ELanguage::Japanese, { "日本語", "" } },
{ ELanguage::German, { "DEUTSCH", "" } },
{ ELanguage::French, { "FRANÇAIS", "" } },
{ ELanguage::Spanish, { "ESPAÑOL", "" } },
{ ELanguage::Italian, { "ITALIANO", "" } }
}
}
};
CONFIG_DEFINE_LOCALE(Hints)
{
{ ELanguage::English, { "Hints", "Show hint rings in stages." } }
};
CONFIG_DEFINE_LOCALE(ControlTutorial)
{
{ ELanguage::English, { "Control Tutorial", "Show controller hints in stages." } }
};
CONFIG_DEFINE_LOCALE(AchievementNotifications)
{
{ ELanguage::English, { "Achievement Notifications", "Show notifications for unlocking achievements.\n\nAchievements will still\nbe rewarded with notifications disabled." } }
};
CONFIG_DEFINE_LOCALE(TimeOfDayTransition)
{
{ ELanguage::English, { "Time of Day Transition", "Change how the loading screen appears when switching time of day in the hub areas." } }
};
CONFIG_DEFINE_ENUM_LOCALE(ETimeOfDayTransition)
{
{
ELanguage::English,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: the transformation cutscene will play with artificial loading times." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: a spinning medal loading screen will be used instead." } }
}
}
};
CONFIG_DEFINE_LOCALE(ControllerIcons)
{
{ ELanguage::English, { "Controller Icons", "Change the icons to match your controller." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EControllerIcons)
{
{
ELanguage::English,
{
{ EControllerIcons::Auto, { "AUTO", "Auto: the game will determine which icons\nto use based on the current input device." } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
}
};
CONFIG_DEFINE_LOCALE(InvertCameraX)
{
{ ELanguage::English, { "Invert Camera X", "Toggle between inverted left and right camera movement." } }
};
CONFIG_DEFINE_LOCALE(InvertCameraY)
{
{ ELanguage::English, { "Invert Camera Y", "Toggle between inverted up and down camera movement." } }
};
CONFIG_DEFINE_LOCALE(AllowBackgroundInput)
{
{ ELanguage::English, { "Allow Background Input", "Accept controller input whilst the game window is unfocused." } }
};
CONFIG_DEFINE_LOCALE(AllowDPadMovement)
{
{ ELanguage::English, { "Allow D-Pad Movement", "Allow the player to also be controlled using the directional pad." } }
};
CONFIG_DEFINE_LOCALE(MusicVolume)
{
{ ELanguage::English, { "Music Volume", "Adjust the volume for the music." } }
};
CONFIG_DEFINE_LOCALE(EffectsVolume)
{
{ ELanguage::English, { "Effects Volume", "Adjust the volume for sound effects." } }
};
CONFIG_DEFINE_LOCALE(MusicAttenuation)
{
{ ELanguage::English, { "Music Attenuation", "Fade out the game's music when external media is playing." } }
};
CONFIG_DEFINE_LOCALE(VoiceLanguage)
{
{ ELanguage::English, { "Voice Language", "Change the language used for character voices." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EVoiceLanguage)
{
{
ELanguage::English,
{
{ EVoiceLanguage::English, { "ENGLISH", "" } },
{ EVoiceLanguage::Japanese, { "日本語", "" } }
}
}
};
CONFIG_DEFINE_LOCALE(Subtitles)
{
{ ELanguage::English, { "Subtitles", "Show subtitles during dialogue." } }
};
CONFIG_DEFINE_LOCALE(BattleTheme)
{
{ ELanguage::English, { "Battle Theme", "Play the Werehog battle theme during combat.\n\nThis option will apply the next time you're in combat." } }
};
CONFIG_DEFINE_LOCALE(Monitor)
{
{ ELanguage::English, { "Monitor", "Change which monitor to display the game on." } }
};
CONFIG_DEFINE_LOCALE(AspectRatio)
{
{ ELanguage::English, { "Aspect Ratio", "Change the aspect ratio." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EAspectRatio)
{
{
ELanguage::English,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: the aspect ratio will dynamically adjust to the window size." } }
}
}
};
CONFIG_DEFINE_LOCALE(ResolutionScale)
{
{ ELanguage::English, { "Resolution Scale", "Adjust the internal resolution of the game.\n\n%dx%d" } }
};
CONFIG_DEFINE_LOCALE(Fullscreen)
{
{ ELanguage::English, { "Fullscreen", "Toggle between borderless fullscreen or windowed mode." } }
};
CONFIG_DEFINE_LOCALE(VSync)
{
{ ELanguage::English, { "V-Sync", "Synchronize the game\nto the refresh rate of\nthe display to prevent screen tearing." } }
};
CONFIG_DEFINE_LOCALE(FPS)
{
{ ELanguage::English, { "FPS", "Set the max frame rate the game can run at.\n\nWARNING: this may introduce glitches at frame rates higher than 60 FPS." } }
};
CONFIG_DEFINE_LOCALE(Brightness)
{
{ ELanguage::English, { "Brightness", "Adjust the brightness level of the game." } }
};
CONFIG_DEFINE_LOCALE(AntiAliasing)
{
{ ELanguage::English, { "Anti-Aliasing", "Adjust the amount of smoothing applied to jagged edges." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EAntiAliasing)
{
{
ELanguage::English,
{
{ EAntiAliasing::None, { "NONE", "" } },
}
}
};
CONFIG_DEFINE_LOCALE(TransparencyAntiAliasing)
{
{ ELanguage::English, { "Transparency Anti-Aliasing", "Apply anti-aliasing to alpha transparent textures." } }
};
CONFIG_DEFINE_LOCALE(ShadowResolution)
{
{ ELanguage::English, { "Shadow Resolution", "Set the resolution of real-time shadows." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EShadowResolution)
{
{
ELanguage::English,
{
{ EShadowResolution::Original, { "ORIGINAL", "Original: the game will automatically determine the resolution of the shadows." } },
{ EShadowResolution::x4096, { "4096", "High resolutions can degrade performance significantly on lower end hardware." } },
{ EShadowResolution::x8192, { "8192", "High resolutions can degrade performance significantly on lower end hardware." } },
}
}
};
CONFIG_DEFINE_LOCALE(GITextureFiltering)
{
{ ELanguage::English, { "GI Texture Filtering", "Change the quality of the filtering used for global illumination textures." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EGITextureFiltering)
{
{
ELanguage::English,
{
{ EGITextureFiltering::Bilinear, { "BILINEAR", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBIC", "" } },
}
}
};
CONFIG_DEFINE_LOCALE(MotionBlur)
{
{ ELanguage::English, { "Motion Blur", "Change the quality of the motion blur." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EMotionBlur)
{
{
ELanguage::English,
{
{ EMotionBlur::Off, { "OFF", "" } },
{ EMotionBlur::Original, { "ORIGINAL", "" } },
{ EMotionBlur::Enhanced, { "ENHANCED", "Enhanced: uses more samples for smoother motion blur at the cost\nof performance." } }
}
}
};
CONFIG_DEFINE_LOCALE(XboxColorCorrection)
{
{ ELanguage::English, { "Xbox Color Correction", "Use the warm tint from the Xbox version of the game." } }
};
CONFIG_DEFINE_LOCALE(MovieScaleMode)
{
{ ELanguage::English, { "Movie Scale Mode", "Change how the movie player scales to the display." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EMovieScaleMode)
{
{
ELanguage::English,
{
{ EMovieScaleMode::Stretch, { "STRETCH", "Stretch: the movie will stretch to the display." } },
{ EMovieScaleMode::Fit, { "FIT", "Fit: the movie will maintain its aspect ratio and fit to the display." } },
{ EMovieScaleMode::Fill, { "FILL", "Fill: the movie will scale past the bounds of the display if it doesn't match the aspect ratio." } },
}
}
};
CONFIG_DEFINE_LOCALE(UIScaleMode)
{
{ ELanguage::English, { "UI Scale Mode", "Change how the UI scales to the display." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EUIScaleMode)
{
{
ELanguage::English,
{
{ EUIScaleMode::Stretch, { "STRETCH", "Stretch: the UI will stretch to the display." } },
{ EUIScaleMode::Edge, { "EDGE", "Edge: the UI will anchor to the edges of the display." } },
{ EUIScaleMode::Centre, { "CENTER", "Center: the UI will anchor to the center of the display." } },
}
}
};