X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fmenu%2Fxonotic%2Fdialog_settings_game_crosshair.qc;h=89e376e08f8f2269d8002a92253d0275b5c043ec;hb=1219d5899428ee8b6a770a335a2a95f7efe9eb8e;hp=add9d82b6b3ffaa2fb2fa90793288844524313bf;hpb=18e2cd311a581f77ba8eb9c5421dd219ff5d760d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/menu/xonotic/dialog_settings_game_crosshair.qc b/qcsrc/menu/xonotic/dialog_settings_game_crosshair.qc index add9d82b6..89e376e08 100644 --- a/qcsrc/menu/xonotic/dialog_settings_game_crosshair.qc +++ b/qcsrc/menu/xonotic/dialog_settings_game_crosshair.qc @@ -1,20 +1,14 @@ -#ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H -#define DIALOG_SETTINGS_GAME_CROSSHAIR_H -#include "tab.qc" -CLASS(XonoticGameCrosshairSettingsTab, XonoticTab) - 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(); -#include "../gamesettings.qh" -REGISTER_SETTINGS(Crosshair, makeXonoticGameCrosshairSettingsTab()); -#endif +#include "dialog_settings_game_crosshair.qh" + +#include "radiobutton.qh" +#include "crosshairpicker.qh" +#include "crosshairpreview.qh" +#include "textlabel.qh" +#include "slider.qh" +#include "colorpicker_string.qh" +#include "checkbox.qh" +#include "textslider.qh" -#ifdef IMPLEMENTATION void XonoticGameCrosshairSettingsTab_showNotify(entity me) { loadAllCvars(me); @@ -51,19 +45,19 @@ void XonoticGameCrosshairSettingsTab_fill(entity me) me.TR(me); me.TR(me); me.TDempty(me, 0.1); - me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:"))); + me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("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:"))); + me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("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:"))); + me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("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); @@ -82,14 +76,15 @@ void XonoticGameCrosshairSettingsTab_fill(entity me) me.TD(me, 1, 2.9, e = makeXonoticCheckBox_T(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:"))); + me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:"))); + setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); + me.TD(me, 1, 1.8, 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, _("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); @@ -99,19 +94,19 @@ void XonoticGameCrosshairSettingsTab_fill(entity me) setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); - me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:"))); + me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("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.TDempty(me, 0.1); - me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:"))); + me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("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.TDempty(me, 0.1); - me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:"))); + me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("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); @@ -127,32 +122,24 @@ void XonoticGameCrosshairSettingsTab_fill(entity me) 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.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed"))); + me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest", _("Perform hit tests for the crosshair"))); + setDependent(e, "crosshair_enabled", 1, 2); + me.TR(me); + me.TDempty(me, 0.1); + me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_wall", _("Blur if obstructed by an obstacle"))); 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"))); + me.TDempty(me, 0.1); + me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_teammate", _("Blur if obstructed by a teammate"))); setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2); + me.TR(me); + me.TDempty(me, 0.1); + me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 1, "crosshair_hittest", _("Shrink if obstructed by a teammate"))); + setDependentAND(e, "crosshair_enabled", 1, 2, "crosshair_hittest", 1, 100); me.TR(me); 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_T("crosshair_hittest", - _("None: do not do hit tests for the crosshair; TrueAim: blur the crosshair when you would not hit the wall; Enemies: also enlarge the crosshair when you would hit an enemy"))); - 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.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;*/ } -#endif