main: Add resolution scale label in the status bar
Shows the resolution scale as "Scale: {}x" in the status bar, where {} is a floating point value representing the current resolution scaling factor.
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d2388dd0d0
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138d9d7eff
2 changed files with 12 additions and 2 deletions
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@ -747,6 +747,8 @@ void GMainWindow::InitializeWidgets() {
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shader_building_label = new QLabel();
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shader_building_label = new QLabel();
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shader_building_label->setToolTip(tr("The amount of shaders currently being built"));
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shader_building_label->setToolTip(tr("The amount of shaders currently being built"));
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res_scale_label = new QLabel();
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res_scale_label->setToolTip(tr("The current selected resolution scaling multiplier."));
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emu_speed_label = new QLabel();
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emu_speed_label = new QLabel();
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emu_speed_label->setToolTip(
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emu_speed_label->setToolTip(
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tr("Current emulation speed. Values higher or lower than 100% "
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tr("Current emulation speed. Values higher or lower than 100% "
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@ -759,8 +761,8 @@ void GMainWindow::InitializeWidgets() {
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tr("Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For "
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tr("Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For "
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"full-speed emulation this should be at most 16.67 ms."));
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"full-speed emulation this should be at most 16.67 ms."));
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for (auto& label :
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for (auto& label : {shader_building_label, res_scale_label, emu_speed_label, game_fps_label,
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{shader_building_label, emu_speed_label, game_fps_label, emu_frametime_label}) {
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emu_frametime_label}) {
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label->setVisible(false);
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label->setVisible(false);
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label->setFrameStyle(QFrame::NoFrame);
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label->setFrameStyle(QFrame::NoFrame);
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label->setContentsMargins(4, 0, 4, 0);
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label->setContentsMargins(4, 0, 4, 0);
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@ -1535,6 +1537,7 @@ void GMainWindow::ShutdownGame() {
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// Disable status bar updates
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// Disable status bar updates
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status_bar_update_timer.stop();
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status_bar_update_timer.stop();
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shader_building_label->setVisible(false);
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shader_building_label->setVisible(false);
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res_scale_label->setVisible(false);
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emu_speed_label->setVisible(false);
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emu_speed_label->setVisible(false);
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game_fps_label->setVisible(false);
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game_fps_label->setVisible(false);
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emu_frametime_label->setVisible(false);
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emu_frametime_label->setVisible(false);
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@ -2981,6 +2984,11 @@ void GMainWindow::UpdateStatusBar() {
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shader_building_label->setVisible(false);
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shader_building_label->setVisible(false);
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}
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}
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const auto res_info = Settings::values.resolution_info;
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const auto res_scale = res_info.up_factor;
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res_scale_label->setText(
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tr("Scale: %1x", "%1 is the resolution scaling factor").arg(res_scale));
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if (Settings::values.use_speed_limit.GetValue()) {
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if (Settings::values.use_speed_limit.GetValue()) {
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emu_speed_label->setText(tr("Speed: %1% / %2%")
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emu_speed_label->setText(tr("Speed: %1% / %2%")
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.arg(results.emulation_speed * 100.0, 0, 'f', 0)
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.arg(results.emulation_speed * 100.0, 0, 'f', 0)
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@ -2996,6 +3004,7 @@ void GMainWindow::UpdateStatusBar() {
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}
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}
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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res_scale_label->setVisible(true);
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emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());
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emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());
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game_fps_label->setVisible(true);
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game_fps_label->setVisible(true);
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emu_frametime_label->setVisible(true);
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emu_frametime_label->setVisible(true);
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@ -328,6 +328,7 @@ private:
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// Status bar elements
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// Status bar elements
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QLabel* message_label = nullptr;
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QLabel* message_label = nullptr;
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QLabel* shader_building_label = nullptr;
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QLabel* shader_building_label = nullptr;
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QLabel* res_scale_label = nullptr;
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QLabel* emu_speed_label = nullptr;
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QLabel* emu_speed_label = nullptr;
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QLabel* game_fps_label = nullptr;
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QLabel* game_fps_label = nullptr;
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QLabel* emu_frametime_label = nullptr;
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QLabel* emu_frametime_label = nullptr;
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