2 CLASS(XonoticPlayerSettingsTab) EXTENDS(XonoticTab)
3 METHOD(XonoticPlayerSettingsTab, fill, void(entity))
4 METHOD(XonoticPlayerSettingsTab, draw, void(entity))
5 ATTRIB(XonoticPlayerSettingsTab, title, string, _("Player Setup"))
6 ATTRIB(XonoticPlayerSettingsTab, intendedWidth, float, 0.9)
7 ATTRIB(XonoticPlayerSettingsTab, rows, float, 22)
8 ATTRIB(XonoticPlayerSettingsTab, columns, float, 6.2) // added extra .2 for center space
9 ATTRIB(XonoticPlayerSettingsTab, playerNameLabel, entity, NULL)
10 ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0)
11 ENDCLASS(XonoticPlayerSettingsTab)
12 entity makeXonoticPlayerSettingsTab();
13 void HUDSetup_Start(entity me, entity btn);
17 void HUDSetup_Check_Gamestatus(entity me, entity btn)
19 if not(gamestatus & (GAME_CONNECTED | GAME_ISSERVER)) // we're not in a match, ask the player if they want to start one anyway
21 DialogOpenButton_Click(me, main.hudconfirmDialog);
23 else // already in a match, lets just cut to the point and open up the hud editor directly
25 HUDSetup_Start(me, btn);
28 entity makeXonoticPlayerSettingsTab()
31 me = spawnXonoticPlayerSettingsTab();
32 me.configureDialog(me);
35 void XonoticPlayerSettingsTab_draw(entity me)
37 if(cvar_string("_cl_name") == "Player")
38 me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
40 me.playerNameLabel.alpha = me.playerNameLabelAlpha;
41 SUPER(XonoticPlayerSettingsTab).draw(me);
43 void XonoticPlayerSettingsTab_fill(entity me)
45 entity e, pms, sl, label, e0, box;
49 me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:")));
50 me.playerNameLabelAlpha = me.playerNameLabel.alpha;
51 me.TD(me, 1, 2.5, label = makeXonoticTextLabel(0, string_null));
53 label.allowColors = 1;
56 me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
57 box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
58 box.maxLength = -127; // negative means encoded length in bytes
59 box.saveImmediately = 1;
60 label.textEntity = box;
62 me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
63 me.TD(me, 5, 2, e = makeXonoticCharmap(box));
70 me.gotoRC(me, 8, 0.0);
71 pms = makeXonoticPlayerModelSelector();
72 me.TD(me, 1, 0.6, e = makeXonoticTextLabel(1, _("Model:")));
73 me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
74 e.onClick = PlayerModelSelector_Prev_Click;
75 e.onClickEntity = pms;
76 me.TD(me, me.rows - (me.currentRow + 3), 1.8, pms);
77 me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
78 e.onClick = PlayerModelSelector_Next_Click;
79 e.onClickEntity = pms;
82 m = me.rows - (r + 4);
83 n = 16 - !cvar("developer");
85 for(i = 0; i < n; ++i)
87 me.gotoRC(me, r + i * m, 0.1);
88 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
90 for(i = 0; i < n; ++i)
92 me.gotoRC(me, r + i * m, 0.4);
93 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
97 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
98 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
99 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
100 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
102 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
103 makeMulti(e, "crosshair_enabled");
105 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
108 for(i = 1; i <= 14; ++i) {
109 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
110 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
112 // show a larger preview of the selected crosshair
114 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
115 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
118 for(i = 15; i <= 28; ++i) {
119 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
120 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
124 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
125 setDependent(e, "crosshair_enabled", 1, 2);
126 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
127 setDependent(e, "crosshair_enabled", 1, 2);
129 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
130 setDependent(e, "crosshair_enabled", 1, 2);
131 me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
132 setDependent(e, "crosshair_enabled", 1, 2);
135 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
136 setDependent(e, "crosshair_enabled", 1, 2);
137 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_per_weapon", string_null, _("Per weapon")));
138 setDependent(e, "crosshair_enabled", 1, 2);
139 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_by_health", string_null, _("By health")));
140 setDependent(e, "crosshair_enabled", 1, 2);
143 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, string_null, string_null, _("Custom")));
144 setDependent(e, "crosshair_enabled", 1, 2);
145 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
146 setDependentAND3(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0, "crosshair_enabled", 1, 2);
151 me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
152 e.onClick = HUDSetup_Start;
153 e.onClickEntity = me;
154 setDependent(e, "crosshair_enabled", 1, 2);
155 // TODO: show status of crosshair dot and hittest and pickups and such here with text
159 me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
160 e.onClick = HUDSetup_Start;
161 e.onClickEntity = me;
162 // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
165 me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
166 e.onClick = DialogOpenButton_Click;
167 e.onClickEntity = main.viewDialog;
168 // TODO: show fov and other settings with text here
171 me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
172 e.onClick = DialogOpenButton_Click;
173 e.onClickEntity = main.weaponsDialog;
174 // I don't really think this is useful, and especially it doesn't look very clean...
175 // In the future, if ALL of these buttons had some information, then it would be justified/clean
176 //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
177 // e0.textEntity = main.weaponsDialog;
181 me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
182 e.onClick = HUDSetup_Check_Gamestatus;
183 e.onClickEntity = me;
184 // TODO: show hud config name with text here
186 me.gotoRC(me, me.rows - 1, 0);
187 me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));