(Menu) Replace some more RGUI strings

This commit is contained in:
twinaphex 2014-06-10 02:44:19 +02:00
parent 15a2255746
commit a7cb3e22a7
13 changed files with 42 additions and 42 deletions

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@ -41,7 +41,7 @@ More developer-centric stuff is found [here](https://github.com/libretro/libretr
RetroArch attempts to be small and lean,
while still having all the useful core features expected from an emulator.
It is designed to be very portable and features a gamepad-centric UI called RGUI.
It is designed to be very portable and features a gamepad-centric UI.
It also has a full-featured command-line interface.
In some areas, RetroArch goes beyond and emphasizes on not-so-common technical features such as multi-pass shader support,
@ -109,7 +109,7 @@ A sample configuration file is installed to /etc/retroarch.cfg. This is the syst
RetroArch will on startup create a config file in $XDG\_CONFIG\_HOME/retroarch/retroarch.cfg if doesn't exist.
Users only need to configure a certain option if the desired value deviates from the value defined in config.def.h.
To configure joypads, use RGUI or the <tt>retroarch-joyconfig</tt> command-line tool.
To configure joypads, use the built-in menu or the <tt>retroarch-joyconfig</tt> command-line tool.
## Compiling and installing

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@ -62,7 +62,7 @@ Also writes an autoconfigure file for the joypad which was configured. It can be
.TP
\fB--misc, -m\fR
Also configure some binds that aren't directly related to RetroPad, such as save states, RGUI menu toggle, etc.
Also configure some binds that aren't directly related to RetroPad, such as save states, menu toggle, etc.
Only configures some of the most useful binds.
.TP

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@ -16,7 +16,7 @@ retroarch \- The reference frontend for the libretro API.
libretro is an abstraction of a game system, and can be implemented by any frontend.
The libretro API is designed for games and emulators.
\fBretroarch\fR focuses on exposing needed functionality for the game system through the use of command line and configuration files.
It also features a simple built-in UI called RGUI.
It also features a simple built-in UI.
.SH "EXAMPLE COMMANDLINE"
@ -25,15 +25,15 @@ It also features a simple built-in UI called RGUI.
retroarch --config ~/.config/retroarch/retroarch.cfg --libretro /path/to/libretro/core.so /path/to/rom.rom --verbose
.TP
\fBNo command line options will start RetroArch in RGUI mode.\fR
\fBNo command line options will start RetroArch in menu mode.\fR
retroarch
.TP
\fBStart RetroArch in RGUI, with verbose logging.\fR
\fBStart RetroArch in menu mode, with verbose logging.\fR
retroarch --menu --verbose
.SH "RGUI"
RGUI is the built-in GUI system for RetroArch. It is aimed at being controlled with a gamepad only.
.SH "Menu"
Refers to the built-in GUI system for RetroArch. It is aimed at being controlled with a gamepad only.
.SH "DEFAULT CONTROLS"
By default, only keyboard input is accepted.
@ -52,7 +52,7 @@ Prints help text.
.TP
\fB--menu\fR
Starts directly in in-game menu (RGUI) if enabled.
Starts directly in in-game menu if enabled.
Does not require a ROM or libretro implementation to be set.
These can be loaded afterwards in the menu.
If no arguments are passed to retroarch, it is equivalent to calling retroarch with this as only argument.
@ -98,7 +98,7 @@ If RetroArch creates a new default config file, it will attempt to load the skel
This allows distributions to set up default paths for libretro cores, and similar things.
A configuration file does not need to define every possible option, only those which should be overridden.
If config_save_on_exit = true is set in the config file, RetroArch will overwrite the config file on exit. Settings can be changed from within RGUI.
If config_save_on_exit = true is set in the config file, RetroArch will overwrite the config file on exit. Settings can be changed from within the menu.
If RetroArch overwrites a config file, formatting, comments, etc will be lost.
If RetroArch creates a default config file, it will have config_save_on_exit set automatically.

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@ -543,7 +543,7 @@ typedef struct
unsigned current_pad;
void *history;
retro_time_t last_time; // Used to throttle RGUI in case VSync is broken.
retro_time_t last_time; // Used to throttle menu in case VSync is broken.
struct menu_bind_state binds;
struct

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@ -154,7 +154,7 @@ static int main_entry_iterate_menu_preinit(args_type() args)
// Menu should always run with vsync on.
video_set_nonblock_state_func(false);
// Stop all rumbling when entering RGUI.
// Stop all rumbling when entering the menu.
for (i = 0; i < MAX_PLAYERS; i++)
{
driver_set_rumble_state(i, RETRO_RUMBLE_STRONG, 0);

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@ -106,7 +106,7 @@ static void menu_common_entries_init(void *data, unsigned menu_type)
MENU_SETTINGS_SHADER_PRESET_SAVE, 0);
file_list_push(menu->selection_buf, "Parameters (Current)",
MENU_SETTINGS_SHADER_PARAMETERS, 0);
file_list_push(menu->selection_buf, "Parameters (RGUI)",
file_list_push(menu->selection_buf, "Parameters (Menu)",
MENU_SETTINGS_SHADER_PRESET_PARAMETERS, 0);
file_list_push(menu->selection_buf, "Shader Passes",
MENU_SETTINGS_SHADER_PASSES, 0);
@ -1462,16 +1462,16 @@ static int menu_start_screen_iterate(unsigned action)
}
snprintf(msg, sizeof(msg),
"-- Welcome to RetroArch / RGUI --\n"
"-- Welcome to RetroArch --\n"
" \n" // strtok_r doesn't split empty strings.
"Basic RGUI controls:\n"
"Basic Menu controls:\n"
" Scroll (Up): %-20s\n"
" Scroll (Down): %-20s\n"
" Accept/OK: %-20s\n"
" Back: %-20s\n"
" Info: %-20s\n"
"Enter/Exit RGUI: %-20s\n"
"Enter/Exit Menu: %-20s\n"
" Exit RetroArch: %-20s\n"
" \n"
@ -2758,11 +2758,11 @@ static void menu_common_shader_manager_set_preset(void *data, unsigned type, con
#ifdef HAVE_SHADER_MANAGER
struct gfx_shader *shader = (struct gfx_shader*)data;
RARCH_LOG("Setting RGUI shader: %s.\n", path ? path : "N/A (stock)");
RARCH_LOG("Setting Menu shader: %s.\n", path ? path : "N/A (stock)");
if (video_set_shader_func((enum rarch_shader_type)type, path))
{
// Makes sure that we use RGUI CGP shader on driver reinit.
// Makes sure that we use Menu CGP shader on driver reinit.
// Only do this when the cgp actually works to avoid potential errors.
strlcpy(g_settings.video.shader_path, path ? path : "",
sizeof(g_settings.video.shader_path));
@ -2770,9 +2770,9 @@ static void menu_common_shader_manager_set_preset(void *data, unsigned type, con
if (path && shader)
{
// Load stored CGP into RGUI menu on success.
// Load stored CGP into menu on success.
// Used when a preset is directly loaded.
// No point in updating when the CGP was created from RGUI itself.
// No point in updating when the CGP was created from the menu itself.
config_file_t *conf = config_file_new(path);
if (conf)
{
@ -2787,7 +2787,7 @@ static void menu_common_shader_manager_set_preset(void *data, unsigned type, con
}
else
{
RARCH_ERR("Setting RGUI CGP failed.\n");
RARCH_ERR("Setting Menu CGP failed.\n");
g_settings.video.shader_enable = false;
}
#endif
@ -4593,7 +4593,7 @@ static int menu_common_setting_set(unsigned setting, unsigned action)
g_settings.video.swap_interval = min(g_settings.video.swap_interval, 4);
g_settings.video.swap_interval = max(g_settings.video.swap_interval, 1);
if (old != g_settings.video.swap_interval && driver.video && driver.video_data)
video_set_nonblock_state_func(false); // This will update the current swap interval. Since we're in RGUI now, always apply VSync.
video_set_nonblock_state_func(false); // This will update the current swap interval. Since we're in the menu now, always apply VSync.
break;
}

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@ -329,7 +329,7 @@ static void rgui_render(void)
else if (menu_type == MENU_SETTINGS_SHADER_PARAMETERS)
strlcpy(title, "SHADER PARAMETERS (CURRENT)", sizeof(title));
else if (menu_type == MENU_SETTINGS_SHADER_PRESET_PARAMETERS)
strlcpy(title, "SHADER PARAMETERS (RGUI PRESET)", sizeof(title));
strlcpy(title, "SHADER PARAMETERS (MENU PRESET)", sizeof(title));
#endif
else if (menu_type == MENU_SETTINGS_FONT_OPTIONS)
strlcpy(title, "FONT OPTIONS", sizeof(title));

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@ -552,7 +552,7 @@ bool menu_iterate(void)
rarch_render_cached_frame();
// Throttle in case VSync is broken (avoid 1000+ FPS RGUI).
// Throttle in case VSync is broken (avoid 1000+ FPS Menu).
driver.menu->time = rarch_get_time_usec();
driver.menu->delta = (driver.menu->time - driver.menu->last_time) / 1000;
driver.menu->target_msec = 750 / g_settings.video.refresh_rate; // Try to sleep less, so we can hopefully rely on FPS logger.

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@ -1674,7 +1674,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
}
#ifdef HAVE_GL_ASYNC_READBACK
#ifdef HAVE_MENU
// Don't readback if we're in RGUI.
// Don't readback if we're in menu mode.
else if (gl->pbo_readback_enable && !gl->menu_texture_enable)
gl_pbo_async_readback(gl);
#endif
@ -2568,7 +2568,7 @@ static bool gl_read_viewport(void *data, uint8_t *buffer)
#ifdef HAVE_GL_ASYNC_READBACK
if (gl->pbo_readback_enable)
{
// Don't readback if we're in RGUI.
// Don't readback if we're in menu mode.
if (!gl->pbo_readback_valid[gl->pbo_readback_index]) // We haven't buffered up enough frames yet, come back later.
{
context_bind_hw_render(gl, true);

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@ -62,7 +62,7 @@ typedef struct vec3f {
} vec3f_t;
/* Create three shader programs. One is for displaying only the emulator core pixel data. *
* The other two are for displaying the RGUI, where the pixel data can be provided in *
* The other two are for displaying the menu, where the pixel data can be provided in *
* two different formats. Current RetroArch only seems to ever use a single format, but *
* this is not set in stone, therefore making two programs necessary. */
@ -129,7 +129,7 @@ static const char *fshader_main_src =
" gl_FragColor = vec4(pixel, 1.0);\n"
"}\n";
/* Header for RGUI fragment shader. */
/* Header for menu fragment shader. */
/* Use mediump, which makes uColor into a (single-precision) float[4]. */
static const char *fshader_menu_header_src =
"precision mediump float;\n"
@ -140,7 +140,7 @@ static const char *fshader_menu_header_src =
"uniform sampler2D in_texture;\n"
"\n";
/* Main (template) for RGUI fragment shader. */
/* Main (template) for menu fragment shader. */
static const char *fshader_menu_main_src =
"void main()\n"
"{\n"
@ -392,7 +392,7 @@ static int create_programs(limare_data_t *pdata) {
if (fragment_shader_attach(pdata->state, pdata->program, tmpbuf)) goto fail;
if (limare_link(pdata->state)) goto fail;
/* Create shader program for RGUI with RGBA4444 pixel data. */
/* Create shader program for menu with RGBA4444 pixel data. */
pdata->program_menu_rgba16 = limare_program_new(pdata->state);
if (pdata->program_menu_rgba16 < 0) goto fail;
@ -404,7 +404,7 @@ static int create_programs(limare_data_t *pdata) {
if (fragment_shader_attach(pdata->state, pdata->program_menu_rgba16, tmpbuf)) goto fail;
if (limare_link(pdata->state)) goto fail;
/* Create shader program for RGUI with RGBA8888 pixel data. */
/* Create shader program for menu with RGBA8888 pixel data. */
pdata->program_menu_rgba32 = limare_program_new(pdata->state);
if (pdata->program_menu_rgba32 < 0) goto fail;
@ -661,7 +661,7 @@ static bool lima_gfx_frame(void *data, const void *frame,
vid = data;
/* Check if neither RGUI nor emulator framebuffer is to be displayed. */
/* Check if neither menu nor emulator framebuffer is to be displayed. */
if (!vid->menu_active && frame == NULL) return true;
lima = vid->lima;
@ -758,7 +758,7 @@ static bool lima_gfx_frame(void *data, const void *frame,
if (upload_font)
limare_texture_mipmap_upload(lima->state, lima->font_texture->handle, 0, lima->buffer);
/* We re-use the RGBA16 RGUI program here. */
/* We re-use the RGBA16 menu program here. */
limare_program_current(lima->state, lima->program_menu_rgba16);
limare_attribute_pointer(lima->state, "in_vertex", LIMARE_ATTRIB_FLOAT,
@ -877,7 +877,7 @@ static void lima_set_texture_frame(void *data, const void *frame, bool rgb32,
tex = vid->lima->cur_texture_menu;
/* Current RGUI doesn't change dimensions, so we should hit this most of the time. */
/* Current menu doesn't change dimensions, so we should hit this most of the time. */
if (tex != NULL && tex->width == width &&
tex->height == height && tex->format == format) goto upload;
@ -891,7 +891,7 @@ static void lima_set_texture_frame(void *data, const void *frame, bool rgb32,
goto upload;
}
RARCH_ERR("video_lima: failed to allocate new RGUI texture with dimensions %ux%u\n",
RARCH_ERR("video_lima: failed to allocate new menu texture with dimensions %ux%u\n",
width, height);
}
}

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@ -874,7 +874,7 @@ const struct input_bind_map input_config_bind_map[RARCH_BIND_LIST_END_NULL] = {
DECLARE_META_BIND(2, disk_next, RARCH_DISK_NEXT, "Disk next"),
DECLARE_META_BIND(2, grab_mouse_toggle, RARCH_GRAB_MOUSE_TOGGLE, "Grab mouse toggle"),
#ifdef HAVE_MENU
DECLARE_META_BIND(1, menu_toggle, RARCH_MENU_TOGGLE, "RGUI menu toggle"),
DECLARE_META_BIND(1, menu_toggle, RARCH_MENU_TOGGLE, "Menu toggle"),
#endif
};

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@ -48,7 +48,7 @@ void input_keyboard_line_free(input_keyboard_line_t *state);
void input_keyboard_event(bool down, unsigned code, uint32_t character, uint16_t mod);
const char **input_keyboard_start_line(void *userdata, input_keyboard_line_complete_t cb);
// Wait for keys to be pressed (used for binding keys in RGUI).
// Wait for keys to be pressed (used for binding keys in the menu).
// Callback returns false when all polling is done.
void input_keyboard_wait_keys(void *userdata, input_keyboard_press_t cb);
void input_keyboard_wait_keys_cancel(void);

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@ -46,7 +46,7 @@
# core_options_path =
# Path to content load history file.
# RetroArch keeps track of all content loaded in RGUI and from CLI directly for convenient quick loading.
# RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
# A default path will be assigned if not set.
# game_history_path =
@ -68,15 +68,15 @@
# loadable assets, etc.
# assets_directory =
# Sets start directory for RGUI config browser.
# Sets start directory for menu config browser.
# rgui_config_directory =
# Show startup screen in RGUI.
# Show startup screen in menu.
# Is automatically set to false when seen for the first time.
# This is only updated in config if config_save_on_exit is set to true, however.
# rgui_show_start_screen = true
# Flushes config to disk on exit. Useful for RGUI as settings can be modified.
# Flushes config to disk on exit. Useful for menu as settings can be modified.
# Overwrites the config. #include's and comments are not preserved.
# config_save_on_exit = true
@ -288,7 +288,7 @@
# Sets which libretro device is used for a player.
# Devices are indentified with a number.
# This is normally saved by RGUI.
# This is normally saved by the menu.
# Device IDs are found in libretro.h.
# These settings are overridden by explicit command-line arguments which refer to input devices.
# None: 0