mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Fix Windows compilation
Windows building was failing due to the order of theses arguments (They need to be in order)
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@@ -87,25 +87,25 @@ extern std::shared_ptr<LUS::GuiWindow> mInputEditorWindow;
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void DrawSettingsMenu() {
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if (UIWidgets::BeginMenu("Settings")) {
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if (UIWidgets::BeginMenu("Audio")) {
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UIWidgets::CVarSliderFloat("Master Volume: %.0f %%", "gSettings.Audio.MasterVolume", 0.0f, 1.0f, 1.0f, { .isPercentage = true, .showButtons = false, .format = "" });
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UIWidgets::CVarSliderFloat("Master Volume: %.0f %%", "gSettings.Audio.MasterVolume", 0.0f, 1.0f, 1.0f, { .showButtons = false, .format = "", .isPercentage = true });
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if (UIWidgets::CVarSliderFloat("Main Music Volume: %.0f %%", "gSettings.Audio.MainMusicVolume", 0.0f, 1.0f, 1.0f, { .isPercentage = true, .showButtons = false, .format = "" })) {
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if (UIWidgets::CVarSliderFloat("Main Music Volume: %.0f %%", "gSettings.Audio.MainMusicVolume", 0.0f, 1.0f, 1.0f, { .showButtons = false, .format = "", .isPercentage = true })) {
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// Audio_SetGameVolume(SEQ_BGM_MAIN, CVarGetFloat("gSettings.Audio.MainMusicVolume", 1.0f));
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}
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if (UIWidgets::CVarSliderFloat("Sub Music Volume: %.0f %%", "gSettings.Audio.SubMusicVolume", 0.0f, 1.0f, 1.0f, { .isPercentage = true, .showButtons = false, .format = "" })) {
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if (UIWidgets::CVarSliderFloat("Sub Music Volume: %.0f %%", "gSettings.Audio.SubMusicVolume", 0.0f, 1.0f, 1.0f, { .showButtons = false, .format = "", .isPercentage = true })) {
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// Audio_SetGameVolume(SEQ_BGM_SUB, CVarGetFloat("gSettings.Audio.SubMusicVolume", 1.0f));
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}
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if (UIWidgets::CVarSliderFloat("Sound Effects Volume: %.0f %%", "gSettings.Audio.SoundEffectsVolume", 0.0f, 1.0f, 1.0f, { .isPercentage = true, .showButtons = false, .format = "" })) {
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if (UIWidgets::CVarSliderFloat("Sound Effects Volume: %.0f %%", "gSettings.Audio.SoundEffectsVolume", 0.0f, 1.0f, 1.0f, { .showButtons = false, .format = "", .isPercentage = true })) {
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// Audio_SetGameVolume(SEQ_SFX, CVarGetFloat("gSettings.Audio.SoundEffectsVolume", 1.0f));
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}
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if (UIWidgets::CVarSliderFloat("Fanfare Volume: %.0f %%", "gSettings.Audio.FanfareVolume", 0.0f, 1.0f, 1.0f, { .isPercentage = true, .showButtons = false, .format = "" })) {
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if (UIWidgets::CVarSliderFloat("Fanfare Volume: %.0f %%", "gSettings.Audio.FanfareVolume", 0.0f, 1.0f, 1.0f, { .showButtons = false, .format = "", .isPercentage = true })) {
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// Audio_SetGameVolume(SEQ_FANFARE, CVarGetFloat("gSettings.Audio.FanfareVolume", 1.0f));
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}
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auto currentAudioBackend = LUS::Context::GetInstance()->GetAudio()->GetAudioBackend();
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if (UIWidgets::Combobox("Audio API", ¤tAudioBackend, audioBackendsMap, {
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.disabled = LUS::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1,
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.tooltip = "Sets the audio API used by the game. Requires a relaunch to take effect.",
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.disabled = LUS::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1,
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.disabledTooltip = "Only one audio API is available on this platform."
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})) {
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LUS::Context::GetInstance()->GetAudio()->SetAudioBackend(currentAudioBackend);
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@@ -131,9 +131,9 @@ void DrawSettingsMenu() {
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.tooltip = "Shows currently pressed inputs on the bottom right of the screen"
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});
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UIWidgets::CVarSliderFloat("Input Scale: %.1f", "gInputScale", 1.0f, 3.0f, 1.0f, {
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.tooltip = "Sets the on screen size of the displayed inputs from the Show Inputs setting",
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.showButtons = false,
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.format = "",
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.tooltip = "Sets the on screen size of the displayed inputs from the Show Inputs setting"
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.format = ""
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});
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UIWidgets::CVarSliderInt("Simulated Input Lag: %d frames", "gSimulatedInputLag", 0, 6, 0, {
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.tooltip = "Buffers your inputs to be executed a specified amount of frames later"
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@@ -232,8 +232,8 @@ void DrawSettingsMenu() {
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}
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if (UIWidgets::Combobox("Renderer API (Needs reload)", &configWindowBackend, availableWindowBackendsMap, {
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.disabled = LUS::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1,
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.tooltip = "Sets the renderer API used by the game. Requires a relaunch to take effect.",
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.disabled = LUS::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1,
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.disabledTooltip = "Only one renderer API is available on this platform."
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})) {
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LUS::Context::GetInstance()->GetConfig()->SetInt("Window.Backend.Id", static_cast<int32_t>(configWindowBackend));
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