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@ -2899,8 +2899,8 @@ void FullscreenUI::DoCopyGameSettings()
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temp_settings.Save(*s_state.game_settings_interface, true);
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SetSettingsChanged(s_state.game_settings_interface.get());
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ShowToast("Game Settings Copied", fmt::format(FSUI_FSTR("Game settings initialized with global settings for '{}'."),
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Path::GetFileTitle(s_state.game_settings_interface->GetPath())));
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ShowToast(std::string(), fmt::format(FSUI_FSTR("Game settings initialized with global settings for '{}'."),
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Path::GetFileTitle(s_state.game_settings_interface->GetPath())));
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}
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void FullscreenUI::DoClearGameSettings()
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@ -2914,8 +2914,8 @@ void FullscreenUI::DoClearGameSettings()
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SetSettingsChanged(s_state.game_settings_interface.get());
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ShowToast("Game Settings Cleared", fmt::format(FSUI_FSTR("Game settings have been cleared for '{}'."),
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Path::GetFileTitle(s_state.game_settings_interface->GetPath())));
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ShowToast(std::string(), fmt::format(FSUI_FSTR("Game settings have been cleared for '{}'."),
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Path::GetFileTitle(s_state.game_settings_interface->GetPath())));
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}
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void FullscreenUI::DrawSettingsWindow()
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@ -7834,7 +7834,7 @@ void FullscreenUI::CloseLoadingScreen()
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Translation String Area
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// To avoid having to type T_RANSLATE("FullscreenUI", ...) everywhere, we use the shorter macros at the top
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// To avoid having to type TRANSLATE("FullscreenUI", ...) everywhere, we use the shorter macros at the top
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// of the file, then preprocess and generate a bunch of noops here to define the strings. Sadly that means
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// the view in Linguist is gonna suck, but you can search the file for the string for more context.
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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