#ifdef INTERFACE
-CLASS(XonoticCrosshairDialog) EXTENDS(XonoticDialog)
- METHOD(XonoticCrosshairDialog, toString, string(entity))
- METHOD(XonoticCrosshairDialog, fill, void(entity))
- METHOD(XonoticCrosshairDialog, showNotify, void(entity))
- ATTRIB(XonoticCrosshairDialog, title, string, _("Crosshair settings"))
- ATTRIB(XonoticCrosshairDialog, color, vector, SKINCOLOR_DIALOG_CROSSHAIR)
- ATTRIB(XonoticCrosshairDialog, intendedWidth, float, 0.5)
- ATTRIB(XonoticCrosshairDialog, rows, float, 18)
- ATTRIB(XonoticCrosshairDialog, columns, float, 3)
-ENDCLASS(XonoticCrosshairDialog)
+CLASS(XonoticGameCrosshairSettingsTab) EXTENDS(XonoticTab)
+ //METHOD(XonoticGameCrosshairSettingsTab, toString, string(entity))
+ METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
+ METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
+ ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
+ ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
+ ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
+ ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
+ENDCLASS(XonoticGameCrosshairSettingsTab)
+entity makeXonoticGameCrosshairSettingsTab();
#endif
#ifdef IMPLEMENTATION
-void XonoticCrosshairDialog_showNotify(entity me)
+void XonoticGameCrosshairSettingsTab_showNotify(entity me)
{
loadAllCvars(me);
}
-string XonoticCrosshairDialog_toString(entity me)
+entity makeXonoticGameCrosshairSettingsTab()
{
- return "hi"; // TODO: show status of crosshair dot and hittest and pickups and such here with text
+ entity me;
+ me = spawnXonoticGameCrosshairSettingsTab();
+ me.configureDialog(me);
+ return me;
}
-void XonoticCrosshairDialog_fill(entity me)
+
+void XonoticGameCrosshairSettingsTab_fill(entity me)
{
entity e;
-
+ float i;
+
+ // 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.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
+ me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
+ //me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon")));
+ makeMulti(e, "crosshair_enabled");
+ //me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom")));
+ 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.TDempty(me, 0.1);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 0.9, 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, 0.2);
+ me.TD(me, 1, 0.8, 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, 0.1);
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
+ makeMulti(e, "crosshair_ring_reload");
+ setDependent(e, "crosshair_enabled", 1, 2);
+ //me.TR(me);
+ // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
+ // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
+ // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.3);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+
+ me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot size:")));
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot alpha:")));
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot color:")));
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TDempty(me, 0.1);
+ me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
me.TR(me);
me.TR(me);
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Crosshair animations:")));
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
- makeMulti(e, "crosshair_ring_reload");
- setDependent(e, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
+ setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
+ setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Hit testing:")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ /*me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
e.configureXonoticTextSliderValues(e);
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
- setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate when hitting an enemy")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate when picking up an item")));
- setDependent(e, "crosshair_enabled", 1, 2);
+ setDependent(e, "crosshair_enabled", 1, 2);*/
- me.TR(me);
+ /*me.TR(me);
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
e.onClick = Dialog_Close;
- e.onClickEntity = me;
+ e.onClickEntity = me;*/
}
#endif