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https://github.com/valentderah/totk-pc-recomp.git
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The climb velocity step (1.4.3 main+0x1f49754, 1.2.1 main+0x1918220) multiplies the requested velocity by Nintendo's factor for a movement loss that grows with the frame rate. 1.4.3 fits it at 30 and 60 fps and caps it at 2 from about 77 fps (63% climb speed at 120, 34% at 240); 1.2.1 has no 60 fps branch (78% at 60). Below a 1/60 s step the set climb continues the factor with a curve fitted to a replayed ladder climb, taking the patch page's frame ratio without the time scale, so 30 and 60 fps keep the shipping factor bit for bit, slow motion included. Only the player's climb modules reach this code. Its own setting, climb_fix under [frame rate], with a menu toggle; off without the real-time step. Ladder replay, 1.4.3: 1.665 / 1.663 / 1.669 / 1.681 m/s at 30 / 60 / 120 / 240 (shipping 120 1.046, 240 0.563). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
276 lines
19 KiB
C
276 lines
19 KiB
C
// Text the host shows the player (runtime/ui_text.c): one catalog, keyed by stable ids. The software keyboard reads it
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// in the game's language (ui_text); the menu and the performance overlay read it in the menu language (menu_text).
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#pragma once
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typedef enum {
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// Software keyboard
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UI_SWKBD_TITLE, // caption of the text-entry window
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UI_SWKBD_PROMPT, // prompt when the game gives no header, guide or sub text (TotK names a horse)
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UI_SWKBD_DEFAULT_NAME, // text the entry starts with when the game gives none, so a controller can confirm it
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UI_SWKBD_OK,
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UI_SWKBD_CANCEL,
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UI_SWKBD_PAD_HINT, // how a controller answers
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// Menu: window, tabs, bottom row. UI_MENU_FIRST..UI_MENU_LAST_ID carry English, Russian, Brazilian Portuguese and
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// Simplified Chinese texts.
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UI_MENU_FIRST,
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UI_MENU_TITLE = UI_MENU_FIRST,
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UI_MENU_TAB_SCREEN, UI_MENU_TAB_GAME, UI_MENU_TAB_MODS, UI_MENU_TAB_SOUND, UI_MENU_TAB_CONTROLS, UI_MENU_TAB_AMIIBO,
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UI_MENU_TAB_MENU, UI_MENU_TAB_ADVANCED,
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UI_MENU_CONTINUE, UI_MENU_QUIT,
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UI_MENU_ON, UI_MENU_OFF, UI_MENU_AUTO, UI_MENU_DEFAULT_MARK, // "default" beside the default value
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UI_MENU_AFTER_RESTART, // note on a setting that is read at start
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UI_MENU_SET_BY_ENV, // note on a setting an environment variable fixes
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UI_MENU_SAVE_FAILED,
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UI_MENU_VERSION, // "TotK Recomp %s, game %s": the port version and the game update, beside the title
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// Screen
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UI_MENU_FULLSCREEN, UI_MENU_FULLSCREEN_DESC,
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UI_MENU_WINDOW_SIZE, UI_MENU_WINDOW_SIZE_DESC, UI_MENU_WINDOW_SIZE_CUSTOM,
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UI_MENU_PRESENT, UI_MENU_PRESENT_DESC, UI_MENU_PRESENT_MAILBOX, UI_MENU_PRESENT_VSYNC, UI_MENU_PRESENT_IMMEDIATE,
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UI_MENU_PRESENT_IN_USE, // "in use: %s" under the value when the swapchain got another mode than the setting
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UI_MENU_GPU, UI_MENU_GPU_DESC, UI_MENU_GPU_AUTO,
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UI_MENU_PERF_OVERLAY, UI_MENU_PERF_OVERLAY_DESC, UI_MENU_PERF_OFF, UI_MENU_PERF_FPS, UI_MENU_PERF_FULL,
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UI_PERF_LINE_FPS,
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UI_MENU_GRAPHICS, // group heading over the resolution rows
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UI_MENU_OUTPUT_RES, UI_MENU_OUTPUT_RES_DESC,
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UI_MENU_RENDER_SCALE, UI_MENU_RENDER_SCALE_DESC, UI_MENU_RENDER_SCALE_GAME,
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UI_MENU_DYNAMIC_RES, UI_MENU_DYNAMIC_RES_DESC,
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UI_MENU_UPSCALER, UI_MENU_UPSCALER_DESC, UI_MENU_UPSCALER_FSR, UI_MENU_UPSCALER_BILINEAR,
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UI_MENU_ASPECT, UI_MENU_ASPECT_DESC, UI_MENU_ASPECT_FIT, UI_MENU_ASPECT_STRETCH,
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UI_MENU_MOVIE_ASPECT, UI_MENU_MOVIE_ASPECT_DESC, UI_MENU_MOVIE_ASPECT_KEEP, UI_MENU_MOVIE_ASPECT_STRETCH,
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UI_MENU_FOV, UI_MENU_FOV_DESC,
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UI_MENU_SHADOW_RES, UI_MENU_SHADOW_RES_DESC, UI_MENU_SHADOW_RES_GAME,
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UI_MENU_ANISO, UI_MENU_ANISO_DESC, UI_MENU_ANISO_GAME,
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UI_MENU_SHARPNESS, UI_MENU_SHARPNESS_DESC,
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UI_MENU_COLOR, // group heading over the colour rows
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UI_MENU_COLOR_PRESET, UI_MENU_COLOR_PRESET_DESC, UI_MENU_COLOR_DEFAULT, UI_MENU_COLOR_VIVID, UI_MENU_COLOR_CLARITY,
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UI_MENU_COLOR_CUSTOM,
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UI_MENU_COLOR_BRIGHTNESS, UI_MENU_COLOR_BRIGHTNESS_DESC, UI_MENU_COLOR_CONTRAST, UI_MENU_COLOR_CONTRAST_DESC,
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UI_MENU_COLOR_SATURATION, UI_MENU_COLOR_SATURATION_DESC, UI_MENU_COLOR_GAMMA, UI_MENU_COLOR_GAMMA_DESC,
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UI_MENU_HDR_GROUP, // group heading over the HDR rows
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UI_MENU_HDR, UI_MENU_HDR_DESC, UI_MENU_HDR_PEAK, UI_MENU_HDR_PEAK_DESC, UI_MENU_HDR_GAME, UI_MENU_HDR_GAME_DESC,
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UI_MENU_HDR_UI, UI_MENU_HDR_UI_DESC, UI_MENU_HDR_HUE, UI_MENU_HDR_HUE_DESC,
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UI_MENU_SHADOW_SCALE, UI_MENU_SHADOW_SCALE_DESC,
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UI_MENU_SHADOW_RANGE, UI_MENU_SHADOW_RANGE_DESC,
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UI_MENU_CONTACT_SHADOWS, UI_MENU_CONTACT_SHADOWS_DESC,
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UI_MENU_PCSS, UI_MENU_PCSS_DESC,
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UI_MENU_DLAA, UI_MENU_DLAA_DESC, UI_MENU_DLSS, UI_MENU_DLSS_DESC, UI_MENU_DLSS_DLAA, UI_MENU_DLSS_QUALITY,
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UI_MENU_DLSS_BALANCED, UI_MENU_DLSS_PERFORMANCE, UI_MENU_DLSS_ULTRA, UI_MENU_DLSS_PRESET, UI_MENU_DLSS_PRESET_DESC,
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UI_MENU_DLSS_PRESET_DEFAULT, UI_MENU_DLSS_PRESET_K, UI_MENU_DLSS_PRESET_J, UI_MENU_DLSS_CHARS, UI_MENU_DLSS_CHARS_DESC,
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UI_MENU_DLSS_CHARS_OFF, UI_MENU_DLSS_CHARS_LIGHT, UI_MENU_DLSS_CHARS_MEDIUM, UI_MENU_DLSS_CHARS_FULL, UI_MENU_FXAA, UI_MENU_FXAA_DESC,
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// Game
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UI_MENU_FPS_LIMIT, UI_MENU_FPS_LIMIT_DESC, UI_MENU_FPS_30, UI_MENU_FPS_40, UI_MENU_FPS_45, UI_MENU_FPS_60, UI_MENU_FPS_90,
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UI_MENU_FPS_120, UI_MENU_FPS_144,
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UI_MENU_FPS_DISPLAY, UI_MENU_FPS_DISPLAY_HZ,
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UI_MENU_FRAME_QUEUE, UI_MENU_FRAME_QUEUE_DESC,
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UI_MENU_REALTIME, UI_MENU_REALTIME_DESC,
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UI_MENU_CLOTH_REALTIME, UI_MENU_CLOTH_REALTIME_DESC,
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UI_MENU_HIGHFPS_FIX, UI_MENU_HIGHFPS_FIX_DESC,
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UI_MENU_CLIMB_FIX, UI_MENU_CLIMB_FIX_DESC,
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UI_MENU_GAME_LANG, UI_MENU_GAME_LANG_DESC, UI_MENU_GAME_LANG_AUTO,
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UI_MENU_OPERATION_MODE, UI_MENU_OPERATION_MODE_DESC, UI_MENU_MODE_DOCKED, UI_MENU_MODE_HANDHELD,
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UI_MENU_ASSUME_FOCUS, UI_MENU_ASSUME_FOCUS_DESC,
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UI_MENU_PLAY_TIME, UI_MENU_PLAY_TIME_DESC,
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UI_MENU_PLAY_TIME_HM, // hours and minutes: "%llu h %02u min" (unsigned long long hours, unsigned minutes)
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UI_MENU_PLAY_TIME_SESSION, // note under the total: "this run: %s" (the hours and minutes above)
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// Mods: the port's own patches and the player's mods folder (mods.c)
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UI_MENU_MODS_BUILTIN, UI_MENU_MODS_INSTALLED,
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UI_MENU_MODS_NONE, // no mod folder yet: where to unpack one
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UI_MENU_MODS_OPEN, UI_MENU_MODS_OPEN_DESC,
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UI_MENU_MODS_ROW_DESC, // printf: files it replaces, files it adds (as of this start)
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UI_MENU_MODS_OVERRIDDEN, // printf: files a higher mod serves instead, that mod's name
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UI_MENU_MODS_MOVE_HINT,
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UI_MENU_MODS_EMPTY, UI_MENU_MODS_SUBSDK, UI_MENU_MODS_EXEFS_LATER, UI_MENU_MODS_BAD_NAME,
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UI_MENU_MODS_EXEFS_UNSUPPORTED, // printf: the file and why
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UI_MENU_MODS_EXEFS_OTHER,
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UI_MENU_MODS_EXEFS_ON, // printf: its ExeFS patch files in use
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UI_MENU_MODS_REPLACES_BUILTIN, // printf: its ExeFS patch files in use, the port's own patch sets they turn off
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UI_MENU_MODS_OTHER_VERSION, // printf: files made for another game version, left out
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UI_MENU_MODS_UNUSED, // under the switch of a mod the port cannot use
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UI_MENU_MODS_CHEATS, // printf: its cheats as read at start
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UI_MENU_MODS_CHEATS_FILE, // printf: <build id>.txt, when none were read
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UI_MENU_MODS_FPS60, UI_MENU_MODS_FPS60_DESC, UI_MENU_MODS_RES, UI_MENU_MODS_RES_DESC,
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UI_MENU_MODS_QUICKMENU, UI_MENU_MODS_QUICKMENU_DESC,
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// Sound
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UI_MENU_VOLUME, UI_MENU_VOLUME_DESC,
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UI_MENU_AUDIO_CHANNELS, UI_MENU_AUDIO_CHANNELS_DESC, UI_MENU_CHANNELS_AUTO, UI_MENU_CHANNELS_STEREO, UI_MENU_CHANNELS_51,
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// Controls
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UI_MENU_MOTION, UI_MENU_MOTION_DESC,
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UI_MENU_RUMBLE_STRENGTH, UI_MENU_RUMBLE_STRENGTH_DESC,
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UI_MENU_RUMBLE_CURVE, UI_MENU_RUMBLE_CURVE_DESC,
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UI_MENU_RUMBLE_TRIGGERS, UI_MENU_RUMBLE_TRIGGERS_DESC,
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UI_MENU_PAD_LAYOUT, UI_MENU_PAD_LAYOUT_DESC, UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO,
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UI_MENU_PAD_LAYOUT_XBOX, UI_MENU_PAD_LAYOUT_IN_USE,
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UI_MENU_PROMPTS, UI_MENU_PROMPTS_DESC, UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX, UI_MENU_PROMPTS_PC,
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// the notes under the prompts: their files are missing or damaged, they change after restart, or why they are off
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UI_MENU_PROMPTS_MISSING, UI_MENU_PROMPTS_FAILED, UI_MENU_PROMPTS_RESTART, UI_MENU_PROMPTS_OFF_SHAPE,
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UI_MENU_PROMPTS_OFF_MODS, UI_MENU_PROMPTS_OFF_PATCHES,
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// "Restart now" under the prompts while they change after restart, and its confirmation (Cancel: UI_MENU_RESET_NO)
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UI_MENU_RESTART, UI_MENU_RESTART_DESC, UI_MENU_RESTART_CONFIRM, UI_MENU_RESTART_YES, UI_MENU_RESTART_SAVING,
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UI_MENU_GROUP_STICKS, UI_MENU_LSTICK_DEADZONE, UI_MENU_RSTICK_DEADZONE, UI_MENU_STICK_DEADZONE_DESC,
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UI_MENU_STICK_DEADZONE_NOW, UI_MENU_STICK_SENS, UI_MENU_STICK_SENS_DESC,
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UI_MENU_MOUSE_MODE, UI_MENU_MOUSE_MODE_DESC, UI_MENU_MOUSE_STICK, UI_MENU_MOUSE_DIRECT,
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UI_MENU_MENU_CURSOR, UI_MENU_MENU_CURSOR_DESC,
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UI_MENU_MOUSE_SENS, UI_MENU_MOUSE_SENS_DESC,
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UI_MENU_WALK_KEY, UI_MENU_WALK_KEY_DESC, UI_MENU_WALK_KEY_TAKEN, UI_MENU_WALK_SCALE, UI_MENU_WALK_SCALE_DESC,
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// Controls tab: the remapping rows (ui/binds_page.cpp)
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UI_BINDS_HELP, UI_BINDS_COL_KEY1, UI_BINDS_COL_KEY2, UI_BINDS_COL_PAD,
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UI_BINDS_GROUP_BUTTONS, UI_BINDS_GROUP_MOVE, UI_BINDS_GROUP_CAMERA,
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UI_BINDS_PRESS_KEY, // "Press a key or mouse button for %s"
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UI_BINDS_PRESS_PAD, // "Press a controller button for %s"
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UI_BINDS_CANCEL_HINT, // "Esc cancels, or wait %d s"
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UI_BINDS_TAKEN, // "%s was taken from %s": the key, the action that lost it
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UI_BINDS_SWAPPED, // "%s swapped with %s": the two actions
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UI_BINDS_RESET, UI_BINDS_RESET_DESC,
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// the actions, in action order (input_map.h B_A .. B_SHAKE)
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UI_BIND_A, UI_BIND_B, UI_BIND_X, UI_BIND_Y, UI_BIND_LCLICK, UI_BIND_RCLICK, UI_BIND_L, UI_BIND_R, UI_BIND_ZL,
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UI_BIND_ZR, UI_BIND_PLUS, UI_BIND_MINUS, UI_BIND_LEFT, UI_BIND_UP, UI_BIND_RIGHT, UI_BIND_DOWN,
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UI_BIND_LSTICK_LEFT, UI_BIND_LSTICK_UP, UI_BIND_LSTICK_RIGHT, UI_BIND_LSTICK_DOWN,
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UI_BIND_RSTICK_LEFT, UI_BIND_RSTICK_UP, UI_BIND_RSTICK_RIGHT, UI_BIND_RSTICK_DOWN, UI_BIND_SHAKE,
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// what an action does in the world, in action order up to Minus
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UI_BIND_DESC_A, UI_BIND_DESC_B, UI_BIND_DESC_X, UI_BIND_DESC_Y, UI_BIND_DESC_LCLICK, UI_BIND_DESC_RCLICK,
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UI_BIND_DESC_L, UI_BIND_DESC_R, UI_BIND_DESC_ZL, UI_BIND_DESC_ZR, UI_BIND_DESC_PLUS, UI_BIND_DESC_MINUS,
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UI_BIND_DESC_DPAD, UI_BIND_DESC_MOVE, UI_BIND_DESC_CAMERA, UI_BIND_DESC_SHAKE,
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// key names, in key id order KEY_SPACE .. KEY_PAGEDOWN (letters, digits, F keys and punctuation show as themselves)
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UI_KEY_SPACE, UI_KEY_TAB, UI_KEY_LSHIFT, UI_KEY_LCTRL, UI_KEY_UP, UI_KEY_DOWN, UI_KEY_LEFT, UI_KEY_RIGHT,
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UI_KEY_MOUSE_L, UI_KEY_MOUSE_R, UI_KEY_MOUSE_M, UI_KEY_MOUSE_X1, UI_KEY_MOUSE_X2,
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UI_KEY_ENTER, UI_KEY_BACKSPACE, UI_KEY_RSHIFT, UI_KEY_RCTRL, UI_KEY_LALT, UI_KEY_CAPSLOCK, UI_KEY_INSERT,
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UI_KEY_DELETE, UI_KEY_HOME, UI_KEY_END, UI_KEY_PAGEUP, UI_KEY_PAGEDOWN,
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UI_KEY_NUM_FMT, // "Num %s": a numpad key
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// gamepad buttons, in pad id order PAD_SOUTH .. PAD_RPADDLE2, then the PlayStation face labels
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UI_PAD_SOUTH, UI_PAD_EAST, UI_PAD_WEST, UI_PAD_NORTH, UI_PAD_LSTICK, UI_PAD_RSTICK, UI_PAD_L, UI_PAD_R,
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UI_PAD_START, UI_PAD_BACK, UI_PAD_DPAD_LEFT, UI_PAD_DPAD_UP, UI_PAD_DPAD_RIGHT, UI_PAD_DPAD_DOWN, UI_PAD_ZL,
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UI_PAD_ZR, UI_PAD_LPADDLE1, UI_PAD_RPADDLE1, UI_PAD_LPADDLE2, UI_PAD_RPADDLE2,
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UI_PAD_CROSS, UI_PAD_CIRCLE, UI_PAD_SQUARE, UI_PAD_TRIANGLE,
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// Amiibo tab (ui/amiibo_page.cpp): the dump folder and its files, the emulated NFC reader and its state, the
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// amiibo on it and the last action
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UI_MENU_AMIIBO_DIR, UI_MENU_AMIIBO_OPEN, UI_MENU_AMIIBO_DEFAULT_DIR, UI_MENU_AMIIBO_REFRESH, UI_MENU_AMIIBO_PICK,
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UI_MENU_AMIIBO_NO_DIR, UI_MENU_AMIIBO_READER, UI_MENU_AMIIBO_STATE, UI_MENU_AMIIBO_STATE_IDLE,
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UI_MENU_AMIIBO_STATE_SEARCHING, UI_MENU_AMIIBO_STATE_FOUND, UI_MENU_AMIIBO_STATE_MOUNTED,
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UI_MENU_AMIIBO_STATE_OFF, UI_MENU_AMIIBO_FILE, UI_MENU_AMIIBO_NO_FILE, UI_MENU_AMIIBO_TAP, UI_MENU_AMIIBO_REMOVE,
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UI_MENU_AMIIBO_AUTO_REMOVE, UI_MENU_AMIIBO_HOLD, UI_MENU_AMIIBO_SECONDS, UI_MENU_AMIIBO_TAG,
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UI_MENU_AMIIBO_NO_TAG, UI_MENU_AMIIBO_TAG_FILE, UI_MENU_AMIIBO_TAG_ID, UI_MENU_AMIIBO_TAG_UID,
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UI_MENU_AMIIBO_READY, UI_MENU_AMIIBO_TAPPED, UI_MENU_AMIIBO_LOAD_FAILED, UI_MENU_AMIIBO_REMOVED,
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UI_MENU_AMIIBO_STATUS,
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// Menu tab
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UI_MENU_MENU_LANG, UI_MENU_MENU_LANG_DESC, UI_MENU_MENU_LANG_AUTO,
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UI_MENU_DISCORD_RPC, UI_MENU_DISCORD_RPC_DESC,
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// Language names, each in its own language and the same in every row (game language and menu language lists)
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UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_JA, UI_MENU_LANGNAME_FR, UI_MENU_LANGNAME_DE, UI_MENU_LANGNAME_IT,
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UI_MENU_LANGNAME_ES, UI_MENU_LANGNAME_NL, UI_MENU_LANGNAME_RU, UI_MENU_LANGNAME_ZH_HANS,
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UI_MENU_LANGNAME_ZH_HANT, UI_MENU_LANGNAME_KO, UI_MENU_LANGNAME_PT_BR, UI_MENU_LANGNAME_EN_GB,
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UI_MENU_LANGNAME_FR_CA, UI_MENU_LANGNAME_ES_419,
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// Advanced
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UI_MENU_ADV_WARNING,
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UI_MENU_GROUP_SCHED, UI_MENU_GROUP_SHADERS, UI_MENU_GROUP_TEXMEM, UI_MENU_GROUP_FIXES, UI_MENU_GROUP_VULKAN,
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UI_MENU_GROUP_DIAG,
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UI_MENU_ASYNC_PREEMPT, UI_MENU_ASYNC_PREEMPT_DESC, UI_MENU_PREEMPT_OFF, UI_MENU_PREEMPT_ON,
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UI_MENU_PREEMPT_INHERIT,
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UI_MENU_REPLAY_ASYNC, UI_MENU_REPLAY_ASYNC_DESC,
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UI_MENU_REPLAY_WORKERS, UI_MENU_REPLAY_WORKERS_DESC, UI_MENU_REPLAY_WORKERS_NOW,
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UI_MENU_TIMER_1MS, UI_MENU_TIMER_1MS_DESC,
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UI_MENU_PIPE_WAIT, UI_MENU_PIPE_WAIT_DESC, UI_MENU_PIPE_WAIT_DEFAULT, UI_MENU_PIPE_WAIT_DRAW,
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UI_MENU_PIPE_SKIP, UI_MENU_PIPE_SKIP_DESC, UI_MENU_PIPE_SKIP_STRICT, UI_MENU_PIPE_SKIP_ANY,
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UI_MENU_PIPE_SKIP_FULLSCREEN,
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UI_MENU_LIB_PREBUILD, UI_MENU_LIB_PREBUILD_DESC,
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UI_MENU_LIB_PREBUILD_THREADS, UI_MENU_LIB_PREBUILD_THREADS_DESC,
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UI_MENU_PIPE_PREBUILD, UI_MENU_PIPE_PREBUILD_DESC,
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UI_MENU_PREWARM_XLATE, UI_MENU_PREWARM_XLATE_DESC,
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UI_MENU_GPL, UI_MENU_GPL_DESC,
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UI_MENU_ASTC, UI_MENU_ASTC_DESC, UI_MENU_ASTC_AUTO, UI_MENU_ASTC_GPU, UI_MENU_ASTC_NATIVE, UI_MENU_ASTC_CPU,
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UI_MENU_MEMORY, UI_MENU_MEMORY_DESC, UI_MENU_MEMORY_AUTO, UI_MENU_MEMORY_IMPORT, UI_MENU_MEMORY_MIRROR,
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UI_MENU_MEMORY_VERIFY,
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UI_MENU_TEX_ALIAS, UI_MENU_TEX_ALIAS_DESC,
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UI_MENU_TEX_VRAM_PRESSURE, UI_MENU_TEX_VRAM_PRESSURE_DESC,
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UI_MENU_ASTC_BC, UI_MENU_ASTC_BC_DESC,
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UI_MENU_LOD_GUARD, UI_MENU_LOD_GUARD_DESC,
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UI_MENU_FIX_C0, UI_MENU_FIX_C0_DESC,
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UI_MENU_FIX_ZERO, UI_MENU_FIX_ZERO_DESC,
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UI_MENU_BIND_SKIP, UI_MENU_BIND_SKIP_DESC,
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UI_MENU_SHADER_MEMO, UI_MENU_SHADER_MEMO_DESC,
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UI_MENU_PIPE_MEMO, UI_MENU_PIPE_MEMO_DESC,
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UI_MENU_TEX_MEMO, UI_MENU_TEX_MEMO_DESC,
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UI_MENU_DESC_TEMPLATE, UI_MENU_DESC_TEMPLATE_DESC,
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UI_MENU_PUSH_SKIP, UI_MENU_PUSH_SKIP_DESC,
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UI_MENU_SPLIT_DRAWS, UI_MENU_SPLIT_DRAWS_DESC,
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UI_MENU_VK_VALIDATION, UI_MENU_VK_VALIDATION_DESC, UI_MENU_VK_VALIDATION_MISSING,
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UI_MENU_VK_DYN_VERTEX, UI_MENU_VK_DYN_VERTEX_DESC, UI_MENU_VK_DYN_A2C, UI_MENU_VK_DYN_A2C_DESC,
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UI_MENU_VK_SUBGROUP_PIN, UI_MENU_VK_SUBGROUP_PIN_DESC,
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UI_MENU_TRACE, UI_MENU_TRACE_DESC,
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UI_MENU_FLIGHT, UI_MENU_FLIGHT_DESC,
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UI_MENU_FLIGHT_SPIKE_MS, UI_MENU_FLIGHT_SPIKE_MS_DESC,
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UI_MENU_PASS_CRUMBS, UI_MENU_PASS_CRUMBS_DESC,
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UI_MENU_INPUT_RECORD, UI_MENU_INPUT_RECORD_DESC,
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UI_MENU_OPEN_LOG, UI_MENU_OPEN_LOG_DESC,
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UI_MENU_COPY_INFO, UI_MENU_COPY_INFO_DESC, UI_MENU_COPY_INFO_DONE,
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UI_MENU_ACTION_FAILED, // beside a button whose action did not work (no clipboard, no folder)
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UI_MENU_RESET, UI_MENU_RESET_DESC, UI_MENU_RESET_CONFIRM, UI_MENU_RESET_YES, UI_MENU_RESET_NO,
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// Performance overlay
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UI_MENU_OV_FPS, UI_MENU_OV_FRAME_MS, UI_MENU_OV_GAME_PCT, UI_MENU_OV_MAX_MS,
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UI_MENU_OV_FPS_LABEL, UI_MENU_OV_FRAME_LABEL, UI_MENU_OV_FMT_FPS, // the frame rows: their labels, the rate
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UI_MENU_OV_LOW1, UI_MENU_OV_LOW01, // printf: the fps of the slowest 1% / 0.1% of the frames, no unit (the overlay column stays narrow)
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UI_MENU_OV_GPU, UI_MENU_OV_CPU, UI_MENU_OV_RAM, UI_MENU_OV_VRAM, UI_MENU_OV_TEMP, UI_MENU_OV_POWER,
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UI_MENU_OV_CLOCK, UI_MENU_OV_NONE,
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UI_MENU_OV_REPLAY, UI_MENU_OV_GPU_TIME, UI_MENU_OV_PIPE_WAIT, UI_MENU_OV_SHADER_WAIT, UI_MENU_OV_TEX_UPLOADS,
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// number formats of the overlay's cells (printf, one number each)
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UI_MENU_OV_FMT_PCT, UI_MENU_OV_FMT_TEMP, UI_MENU_OV_FMT_POWER, UI_MENU_OV_FMT_MHZ, UI_MENU_OV_FMT_GB,
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UI_MENU_OV_FMT_GB_OF, UI_MENU_OV_GAME_GB, UI_MENU_OV_FMT_MS, UI_MENU_OV_PER_FRAME,
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// the picture lines: window, game image and 3D scene sizes, the scaling to the window, frame limit and presentation
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UI_MENU_OV_WINDOW, UI_MENU_OV_OUTPUT, UI_MENU_OV_SCENE, UI_MENU_OV_SCALING, UI_MENU_OV_LIMIT, UI_MENU_OV_PRESENT,
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UI_MENU_OV_FMT_SIZE, // "%ux%u"
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UI_MENU_OV_FMT_SCENE, // "%ux%u, %.0f%%": the scene and its share of the game image's width
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UI_MENU_OV_FMT_FSR, // "AMD FSR 1, sharpness %d%%"
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UI_MENU_OV_SCALE_NONE, UI_MENU_OV_SCALE_BILINEAR,
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UI_MENU_OV_SCALE_DOWN, // FSR is selected but the image is larger than the window: FSR only enlarges
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// the Cheats tab (cheats.c): the file, the kinds of cheat and why one cannot be switched
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UI_MENU_TAB_CHEATS,
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UI_MENU_CHEATS_NONE, // "%s": <build id>.txt
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UI_MENU_CHEATS_MOD, // "%s": the mod, "%d": its cheats
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UI_MENU_CHEATS_REBUILD, UI_MENU_CHEATS_REBUILD_DESC, // restart into the rebuild for unbuilt code cheats
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UI_MENU_CHEAT_CODE_DESC, UI_MENU_CHEAT_KEY_DESC /* "%s": the buttons */, UI_MENU_CHEAT_DATA_DESC,
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UI_MENU_CHEAT_MASTER, UI_MENU_CHEAT_MASTER_DESC, UI_MENU_CHEAT_RESTORE, UI_MENU_CHEAT_RESTORE_DESC,
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UI_MENU_CHEAT_REBUILD, UI_MENU_CHEAT_REBUILD_DESC, UI_MENU_CHEAT_UNSUPPORTED, UI_MENU_CHEAT_UNSUPPORTED_DESC,
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UI_MENU_LAST_ID = UI_MENU_CHEAT_UNSUPPORTED_DESC,
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UI_TEXT_COUNT
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} UiTextId;
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// Bytes of the menu's description pane (ui/option_rows.cpp, struct Desc): a description plus the note appended to it
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// ("after restart", "set by environment variable", a disabled row's note). UTF-8 Cyrillic takes two bytes a letter, so
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// the longest Russian description is about 850 bytes; the probe checks every menu text leaves room for a note.
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enum { UI_DESC_BYTES = 2048 };
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// UTF-8 text for id in the language of ov_language(); English when the catalog has no row for that language.
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const char *ui_text(UiTextId id);
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// The same for an explicit catalog language ("en", "ja", "fr", "de", "it", "es", "nl", "pt", "ru", "zh-Hans",
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// "zh-Hant", "ko", "pt-BR"); an empty entry gives the English text.
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const char *ui_text_in(const char *lang, UiTextId id);
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// Calls visit(ctx, text) for every string the row of lang has its own text for (an id that falls back to English is not
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// visited): the font builder covers the glyphs of the text a language shows (ui/menu.cpp).
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void ui_text_visit(const char *lang, void (*visit)(void *ctx, const char *text), void *ctx);
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// 1 when the row of lang has its own text for id (no fallback to English), for the probe.
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int ui_text_defined(const char *lang, UiTextId id);
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// The catalog language for a Switch language code ("en-GB" -> "en", "zh-CN" -> "zh-Hans", ...).
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const char *ui_text_lang(const char *switch_code);
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// The game languages the F1 menu offers for a game build (rt_game_version): one entry per Mals language file the build
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// ships, each with the Switch code TOTK_LANG takes and the id of its name. 1.4.3 adds Brazilian Portuguese (USpt).
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// Fills out (room for max entries) and returns the count.
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typedef struct { const char *code; UiTextId name; } UiGameLang;
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int ui_text_game_langs(int game_version, UiGameLang *out, int max);
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// Menu text: ui_text_in(menu language, id). The menu language is TOTK_MENU_LANG ("en", "ru", "pt-BR", "zh-Hans");
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// unset, the system UI language when the catalog has menu text for it (English, Russian, Brazilian Portuguese,
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// Simplified Chinese), else English. Follows a live change of the setting.
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const char *menu_text(UiTextId id);
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