ATTRIB(XonoticProfileTab, title, string, _("Profile"))
ATTRIB(XonoticProfileTab, intendedWidth, float, 0.9)
ATTRIB(XonoticProfileTab, rows, float, 23)
- ATTRIB(XonoticProfileTab, columns, float, 6.2) // added extra .2 for center space
+ ATTRIB(XonoticProfileTab, columns, float, 6.1) // added extra .2 for center space
ATTRIB(XonoticProfileTab, playerNameLabel, entity, NULL)
- ATTRIB(XonoticProfileTab, playerNameLabelAlpha, float, 0)
+ ATTRIB(XonoticProfileTab, playerNameLabelAlpha, float, SKINALPHA_HEADER)
ENDCLASS(XonoticProfileTab)
entity makeXonoticProfileTab();
#endif
entity e, pms, label, box;
float i;
- me.TR(me);
- me.TR(me);
- me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:")));
- me.playerNameLabelAlpha = me.playerNameLabel.alpha;
- me.TD(me, 1, 2.5, label = makeXonoticTextLabel(0, string_null));
+ // ==============
+ // NAME SECTION
+ // ==============
+ me.gotoRC(me, 0.5, 0);
+ me.TD(me, 1, 3, me.playerNameLabel = makeXonoticHeaderLabel(_("Name")));
+
+ me.gotoRC(me, 1.5, 0);
+ me.TD(me, 1, 3, label = makeXonoticTextLabel(0.5, string_null));
label.allowCut = 1;
label.allowColors = 1;
label.alpha = 1;
- me.TR(me);
+ label.isBold = TRUE;
+ label.fontSize = SKINFONTSIZE_TITLE;
+
+ me.gotoRC(me, 2.5, 0);
me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
box.maxLength = -127; // negative means encoded length in bytes
me.TR(me);
me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
me.TD(me, 5, 2, e = makeXonoticCharmap(box));
- me.TR(me);
- me.TR(me);
- me.TR(me);
- me.TR(me);
- me.TR(me);
-
- // Statistic Stuff -Debugger
- me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticTextLabel(0.5, _("Player Statistics:")));
- me.TR(me);
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Join time:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Total playing time:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Last played:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Games played:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Win / Losses:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Kills / Deaths:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("CTF elo:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("DM elo:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("TDM elo:")));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("DUEL elo:")));
- me.TR(me);
-
- me.gotoRC(me, 1, 3.2); me.setFirstColumn(me, me.currentColumn);
- me.TDempty(me, 1);
- me.TD(me, 1, 3, e = makeXonoticTextLabel(0.5, _("Model:")));
+ // ===============
+ // MODEL SECTION
+ // ===============
+ //me.gotoRC(me, 0.5, 3.1); me.setFirstColumn(me, me.currentColumn); // TOP RIGHT
+ //me.gotoRC(me, 9, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM RIGHT
+ me.gotoRC(me, 9, 0); me.setFirstColumn(me, me.currentColumn); // BOTTOM LEFT
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Model")));
+
me.TR(me);
+ //me.TDempty(me, 0); // MODEL LEFT, COLOR RIGHT
+ me.TDempty(me, 1); // MODEL RIGHT, COLOR LEFT
pms = makeXonoticPlayerModelSelector();
me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
e.onClick = PlayerModelSelector_Prev_Click;
e.onClickEntity = pms;
- me.TD(me, 13, 2.4, pms);
+ me.TD(me, 11.5, 1.4, pms);
me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
e.onClick = PlayerModelSelector_Next_Click;
e.onClickEntity = pms;
- me.gotoRC(me, 15, 3.533); me.setFirstColumn(me, me.currentColumn);
+ //me.setFirstColumn(me, me.currentColumn + 2); // MODEL LEFT, COLOR RIGHT
+ me.gotoRC(me, me.currentRow, 0); me.setFirstColumn(me, me.currentColumn); // MODEL RIGHT, COLOR LEFT
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Glowing color:")));
+ me.TD(me, 1, 1, e = makeXonoticHeaderLabel(_("Glowing color")));
for(i = 0; i < 15; ++i)
{
if(mod(i, 5) == 0)
me.TR(me);
me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
}
- me.gotoRC(me, 15, 4.866); me.setFirstColumn(me, me.currentColumn);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Detail color:")));
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticHeaderLabel(_("Detail color")));
for(i = 0; i < 15; ++i)
{
if(mod(i, 5) == 0)
me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
}
- /*
- // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
- // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
- me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
- makeMulti(e, "crosshair_enabled");
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
- me.TR(me);
- me.TDempty(me, 0.1);
- for(i = 1; i <= 14; ++i) {
- me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
- setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
- }
- // show a larger preview of the selected crosshair
- me.TDempty(me, 0.1);
- me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
- setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TDempty(me, 0.1);
- for(i = 15; i <= 28; ++i) {
- me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
- setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
- }
- me.TR(me);
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TDempty(me, 0.1);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
- setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TR(me);
- me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.crosshairDialog;
- setDependent(e, "crosshair_enabled", 1, 2);
- // TODO: show status of crosshair dot and hittest and pickups and such here with text
- me.TR(me);
- me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.modelDialog;
- // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
- me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.viewDialog;
- // TODO: show fov and other settings with text here
+ // ====================
+ // STATISTICS SECTION
+ // ====================
+ me.gotoRC(me, 0.5, 3.1); me.setFirstColumn(me, me.currentColumn); // TOP RIGHT
+ //me.gotoRC(me, 9, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM RIGHT
+ //me.gotoRC(me, 9, 0); me.setFirstColumn(me, me.currentColumn); // BOTTOM LEFT
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Statistics")));
+
me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.weaponsDialog;
- // I don't really think this is useful as is, and especially it doesn't look very clean...
- // In the future, if ALL of these buttons had some information, then it would be justified/clean
- //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
- // e0.textEntity = main.weaponsDialog;
- // e0.allowCut = 1;
+ me.TDempty(me, 0.25);
+ me.TD(me, 1, 2.5, e = makeXonoticCheckBox(0, "cl_allow_uidtracking", _("Allow player statistics to track your client")));
+ me.TR(me);
+ me.TDempty(me, 0.25);
+ me.TD(me, 1, 2.5, e = makeXonoticCheckBox(0, "cl_allow_uid2name", _("Allow player statistics to use your nickname")));
+ setDependent(e, "cl_allow_uidtracking", 1, 1);
+ me.gotoRC(me, 4, 3.1); // TOP RIGHT
+ //me.gotoRC(me, 12.5, 3.1); // BOTTOM RIGHT
+ //me.gotoRC(me, 12.5, 0); // BOTTOM LEFT
+ me.TDempty(me, 0.25);
+ me.TD(me, 9, 2.5, statslist = makeXonoticStatsList());
+ //setDependent(statslist, "cl_allow_uidtracking", 1, 1);
+
+ // =================
+ // COUNTRY SECTION
+ // =================
+ me.gotoRC(me, 16, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM SECTION, TOP POS
+ //me.gotoRC(me, 13.5, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM SECTION, TOP POS
+ //me.gotoRC(me, 0.5, 3.1); me.setFirstColumn(me, me.currentColumn); // TOP SECTION, TOP POS
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Country")));
+
me.TR(me);
me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.hudDialog;
- // TODO: show hud config name with text here
+ me.TD(me, 4.5, 2, e = makeXonoticLanguageList()); // todo: cl_country: create proper country list
+
+
+ // ================
+ // GENDER SECTION
+ // ================
+ me.gotoRC(me, 13.5, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM SECTION, TOP POS
+ //me.gotoRC(me, 19.5, 3.1); me.setFirstColumn(me, me.currentColumn); // BOTTOM SECTION, BOTTOM POS
+ //me.gotoRC(me, 6.5, 3.1); me.setFirstColumn(me, me.currentColumn); // TOP SECTION, BOTTOM POS
+ #if 0
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Gender:")));
+ me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_gender"));
+ e.addValue(e, ZCTX(_("GENDER^Undisclosed")), "0");
+ e.addValue(e, ZCTX(_("GENDER^Female")), "1");
+ e.addValue(e, ZCTX(_("GENDER^Male")), "2");
+ e.configureXonoticTextSliderValues(e);
+ #else
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Gender")));
+ me.TR(me);
+ #define GENDERWIDTH_OFFSET 0.25
+ #define GENDERWIDTH_LENGTH 2.5
+ #define GENDERWIDTH_ITEM (GENDERWIDTH_LENGTH / 3)
+ me.TDempty(me, GENDERWIDTH_OFFSET);
+ me.TD(me, 1, GENDERWIDTH_ITEM, e = makeXonoticRadioButton(3, "cl_gender", "2", _("Female")));
+ me.TD(me, 1, GENDERWIDTH_ITEM, e = makeXonoticRadioButton(3, "cl_gender", "1", _("Male")));
+ me.TD(me, 1, GENDERWIDTH_ITEM, e = makeXonoticRadioButton(3, "cl_gender", "0", _("Undisclosed")));
+ #endif
- */
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";sendcvar cl_weaponpriority;sendcvar cl_autoswitch;sendcvar cl_forceplayermodels;sendcvar cl_forceplayermodelsfromxonotic;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
}