Disable recreation of the rendere on Apple systems (#3785)
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1 changed files with 4 additions and 4 deletions
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@ -68,10 +68,10 @@ namespace devilution {
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namespace {
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#ifdef __ANDROID__
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constexpr OptionEntryFlags InvisibleOnAndroid = OptionEntryFlags::Invisible;
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#if defined(__ANDROID__) || defined(__APPLE__)
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constexpr OptionEntryFlags InvisibleWithImplicitRenderer = OptionEntryFlags::Invisible;
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#else
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constexpr OptionEntryFlags InvisibleOnAndroid = OptionEntryFlags::None;
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constexpr OptionEntryFlags InvisibleWithImplicitRenderer = OptionEntryFlags::None;
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#endif
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std::string GetIniPath()
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@ -749,7 +749,7 @@ GraphicsOptions::GraphicsOptions()
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, fitToScreen("Fit to Screen", OptionEntryFlags::CantChangeInGame | OptionEntryFlags::RecreateUI, N_("Fit to Screen"), N_("Automatically adjust the game window to your current desktop screen aspect ratio and resolution."), true)
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#endif
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#ifndef USE_SDL1
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, upscale("Upscale", InvisibleOnAndroid | OptionEntryFlags::CantChangeInGame | OptionEntryFlags::RecreateUI, N_("Upscale"), N_("Enables image scaling from the game resolution to your monitor resolution. Prevents changing the monitor resolution and allows window resizing."), true)
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, upscale("Upscale", InvisibleWithImplicitRenderer | OptionEntryFlags::CantChangeInGame | OptionEntryFlags::RecreateUI, N_("Upscale"), N_("Enables image scaling from the game resolution to your monitor resolution. Prevents changing the monitor resolution and allows window resizing."), true)
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, scaleQuality("Scaling Quality", OptionEntryFlags::None, N_("Scaling Quality"), N_("Enables optional filters to the output image when upscaling."), ScalingQuality::AnisotropicFiltering,
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{
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{ ScalingQuality::NearestPixel, N_("Nearest Pixel") },
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