diff --git a/Source/options.cpp b/Source/options.cpp index bbbac85e7..43bbc434d 100644 --- a/Source/options.cpp +++ b/Source/options.cpp @@ -68,10 +68,10 @@ namespace devilution { namespace { -#ifdef __ANDROID__ -constexpr OptionEntryFlags InvisibleOnAndroid = OptionEntryFlags::Invisible; +#if defined(__ANDROID__) || defined(__APPLE__) +constexpr OptionEntryFlags InvisibleWithImplicitRenderer = OptionEntryFlags::Invisible; #else -constexpr OptionEntryFlags InvisibleOnAndroid = OptionEntryFlags::None; +constexpr OptionEntryFlags InvisibleWithImplicitRenderer = OptionEntryFlags::None; #endif std::string GetIniPath() @@ -749,7 +749,7 @@ GraphicsOptions::GraphicsOptions() , 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) #endif #ifndef USE_SDL1 - , 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) + , 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) , scaleQuality("Scaling Quality", OptionEntryFlags::None, N_("Scaling Quality"), N_("Enables optional filters to the output image when upscaling."), ScalingQuality::AnisotropicFiltering, { { ScalingQuality::NearestPixel, N_("Nearest Pixel") },