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Rename "Immersive Mode" to Full Screen. We can reuse the FullScreen t…
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…ranslation from desktop. Fixes #12229
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hrydgard committed Aug 14, 2019
1 parent 9f694af commit 7811b59
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Showing 2 changed files with 4 additions and 3 deletions.
5 changes: 3 additions & 2 deletions UI/GameSettingsScreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -289,7 +289,7 @@ void GameSettingsScreen::CreateViews() {
}

#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
if (System_GetPropertyInt(SYSPROP_DISPLAY_COUNT) > 1) {
CheckBox *fullscreenMulti = new CheckBox(&g_Config.bFullScreenMulti, gr->T("Use all displays"));
fullscreenMulti->SetEnabledPtr(&g_Config.bFullScreen);
Expand All @@ -303,7 +303,8 @@ void GameSettingsScreen::CreateViews() {
#ifdef __ANDROID__
// Hide Immersive Mode on pre-kitkat Android
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 19) {
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("Immersive Mode")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
// Let's reuse the Fullscreen translation string from desktop.
graphicsSettings->Add(new CheckBox(&g_Config.bImmersiveMode, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnImmersiveModeChange);
}
#endif

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2 changes: 1 addition & 1 deletion assets/lang

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