2 CLASS(XonoticCrosshairDialog) EXTENDS(XonoticDialog)
3 METHOD(XonoticCrosshairDialog, toString, string(entity))
4 METHOD(XonoticCrosshairDialog, fill, void(entity))
5 METHOD(XonoticCrosshairDialog, showNotify, void(entity))
6 ATTRIB(XonoticCrosshairDialog, title, string, _("Crosshair settings"))
7 ATTRIB(XonoticCrosshairDialog, color, vector, SKINCOLOR_DIALOG_CROSSHAIR)
8 ATTRIB(XonoticCrosshairDialog, intendedWidth, float, 0.5)
9 ATTRIB(XonoticCrosshairDialog, rows, float, 18)
10 ATTRIB(XonoticCrosshairDialog, columns, float, 3)
11 ENDCLASS(XonoticCrosshairDialog)
15 void XonoticCrosshairDialog_showNotify(entity me)
19 string XonoticCrosshairDialog_toString(entity me)
21 return "hi"; // TODO: show status of crosshair dot and hittest and pickups and such here with text
23 void XonoticCrosshairDialog_fill(entity me)
28 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
29 setDependent(e, "crosshair_enabled", 1, 2);
31 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot size:")));
32 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
33 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
34 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
36 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot alpha:")));
37 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
38 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
39 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
41 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot color:")));
42 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
43 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
44 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
47 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
48 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
49 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
50 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
54 me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Crosshair animations:")));
57 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
58 setDependent(e, "crosshair_enabled", 1, 2);
61 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
62 makeMulti(e, "crosshair_ring_reload");
63 setDependent(e, "crosshair_enabled", 1, 2);
67 me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Hit testing:")));
68 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
69 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
70 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
71 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
72 e.configureXonoticTextSliderValues(e);
73 setDependent(e, "crosshair_enabled", 1, 2);
76 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
77 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
81 me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate when hitting an enemy")));
82 setDependent(e, "crosshair_enabled", 1, 2);
85 me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate when picking up an item")));
86 setDependent(e, "crosshair_enabled", 1, 2);
90 me.gotoRC(me, me.rows - 1, 0);
91 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
92 e.onClick = Dialog_Close;