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Qt: Minor text tweaks
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@ -177,8 +177,8 @@ void GeneralWidget::SaveSettings()
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confirm_sw.setIcon(QMessageBox::Warning);
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confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
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confirm_sw.setWindowTitle(tr("Confirm backend change"));
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confirm_sw.setText(tr("Software rendering is an order of magnitude slower than using the "
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"other backends.\nIt's only useful for debugging purposes.\nDo you "
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confirm_sw.setText(tr("The software renderer is significantly slower than other "
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"backends and is only recommended for debugging purposes.\n\nDo you "
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"really want to enable software rendering? If unsure, select 'No'."));
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if (confirm_sw.exec() != QMessageBox::Yes)
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@ -213,49 +213,49 @@ void GeneralWidget::AddDescriptions()
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#if defined(_WIN32)
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static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which graphics API to use internally.\n\nThe software renderer is extremely "
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"slow and only useful for debugging, so you will want to use either OpenGL, Direct3D, "
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"or Vulkan. Different games and different GPUs will behave differently on each "
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"slow and only useful for debugging, so either OpenGL, Direct3D, or Vulkan are "
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"recommended. Different games and different GPUs will behave differently on each "
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"backend, so for the best emulation experience it is recommended to try each and "
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"select the backend that is least problematic.\n\nIf unsure, select OpenGL.");
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#else
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static const char TR_BACKEND_DESCRIPTION[] =
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QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
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"slow and only useful for debugging, so unless you have a reason to use it you'll "
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"want to select OpenGL here.\n\nIf unsure, select OpenGL.");
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static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
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"Selects what graphics API to use internally.\n\nThe software renderer is extremely "
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"slow and only useful for debugging, so any of the other backends are "
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"recommended.\n\nIf unsure, select OpenGL.");
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#endif
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static const char TR_ADAPTER_DESCRIPTION[] =
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QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one.");
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static const char TR_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
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"Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a "
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"render window will be created instead.\n\nIf unsure, leave this unchecked.");
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QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, select the first one.");
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static const char TR_FULLSCREEN_DESCRIPTION[] =
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QT_TR_NOOP("Uses the entire screen for rendering.\n\nIf disabled, a "
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"render window will be created instead.\n\nIf unsure, leave this unchecked.");
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static const char TR_AUTOSIZE_DESCRIPTION[] =
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QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, "
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QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.\n\nIf unsure, "
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"leave this unchecked.");
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static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
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QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than "
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QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
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"a separate render window.\n\nIf unsure, leave this unchecked.");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Select what aspect ratio to use when rendering:\nAuto: Use the native aspect "
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"ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: "
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"Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the "
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"Selects what aspect ratio to use when rendering:\n\nAuto: Uses the native aspect "
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"ratio\nForce 16:9: Mimics an analog TV with a widescreen aspect ratio.\nForce 4:3: "
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"Mimics a standard 4:3 analog TV.\nStretch to Window: Stretches the picture to the "
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"window size.\n\nIf unsure, select Auto.");
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static const char TR_VSYNC_DESCRIPTION[] =
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QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if "
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QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing. Decreases performance if "
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"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_FPS_DESCRIPTION[] =
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QT_TR_NOOP("Show the number of frames rendered per second as a measure of "
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QT_TR_NOOP("Shows the number of frames rendered per second as a measure of "
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"emulation speed.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] =
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QT_TR_NOOP("Show the players' maximum Ping while playing on "
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QT_TR_NOOP("Shows the players' maximum ping while playing on "
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"NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_LOG_RENDERTIME_DESCRIPTION[] =
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QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this "
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"feature when you want to measure the performance of Dolphin.\n\nIf "
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QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt. Use this "
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"feature when to measure the performance of Dolphin.\n\nIf "
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"unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
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QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
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"desync alerts.\n\nIf unsure, leave this unchecked.");
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QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
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"while playing NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
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"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
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@ -271,13 +271,13 @@ void GeneralWidget::AddDescriptions()
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static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP(
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"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
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"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
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"effects. Not recommended, only use if the other options give poor results on your system.");
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"effects. Not recommended, only use if the other options give poor results.");
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static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
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QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts. For systems with "
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"two or fewer cores, it is recommended to enable this option, as a large shader "
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"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
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"queue may reduce frame rates.\n\nOtherwise, if unsure, leave this unchecked.");
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AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
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AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION);
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