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();
16 entity makeXonoticPlayerSettingsTab()
19 me = spawnXonoticPlayerSettingsTab();
20 me.configureDialog(me);
23 void XonoticPlayerSettingsTab_draw(entity me)
25 if(cvar_string("_cl_name") == "Player")
26 me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
28 me.playerNameLabel.alpha = me.playerNameLabelAlpha;
29 SUPER(XonoticPlayerSettingsTab).draw(me);
31 void XonoticPlayerSettingsTab_fill(entity me)
33 entity e, pms, sl, label, e0, box;
37 me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:")));
38 me.playerNameLabelAlpha = me.playerNameLabel.alpha;
39 me.TD(me, 1, 2.5, label = makeXonoticTextLabel(0, string_null));
41 label.allowColors = 1;
44 me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
45 box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
46 box.maxLength = -127; // negative means encoded length in bytes
47 box.saveImmediately = 1;
48 box.enableClearButton = 0;
49 label.textEntity = box;
51 me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
52 me.TD(me, 5, 2, e = makeXonoticCharmap(box));
59 me.gotoRC(me, 8, 0.0);
60 pms = makeXonoticPlayerModelSelector();
61 me.TD(me, 1, 0.6, e = makeXonoticTextLabel(1, _("Model:")));
62 me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
63 e.onClick = PlayerModelSelector_Prev_Click;
64 e.onClickEntity = pms;
65 me.TD(me, me.rows - (me.currentRow + 2), 1.8, pms);
66 me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
67 e.onClick = PlayerModelSelector_Next_Click;
68 e.onClickEntity = pms;
71 m = me.rows - (r + 3);
72 n = 16 - !cvar("developer");
74 for(i = 0; i < n; ++i)
76 me.gotoRC(me, r + i * m, 0.1);
77 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
79 for(i = 0; i < n; ++i)
81 me.gotoRC(me, r + i * m, 0.4);
82 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
86 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
87 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
88 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
89 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
91 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
92 makeMulti(e, "crosshair_enabled");
94 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
97 for(i = 1; i <= 14; ++i) {
98 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
99 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
101 // show a larger preview of the selected crosshair
103 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
104 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
107 for(i = 15; i <= 28; ++i) {
108 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
109 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
113 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
114 setDependent(e, "crosshair_enabled", 1, 2);
115 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
116 setDependent(e, "crosshair_enabled", 1, 2);
118 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
119 setDependent(e, "crosshair_enabled", 1, 2);
120 me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
121 setDependent(e, "crosshair_enabled", 1, 2);
124 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
125 setDependent(e, "crosshair_enabled", 1, 2);
126 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_per_weapon", string_null, _("Per weapon")));
127 setDependent(e, "crosshair_enabled", 1, 2);
128 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_by_health", string_null, _("By health")));
129 setDependent(e, "crosshair_enabled", 1, 2);
132 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, string_null, string_null, _("Custom")));
133 setDependent(e, "crosshair_enabled", 1, 2);
134 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
135 setDependentAND3(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0, "crosshair_enabled", 1, 2);
140 me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
141 e.onClick = DialogOpenButton_Click;
142 e.onClickEntity = main.crosshairDialog;
143 setDependent(e, "crosshair_enabled", 1, 2);
144 // TODO: show status of crosshair dot and hittest and pickups and such here with text
148 me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
149 e.onClick = DialogOpenButton_Click;
150 e.onClickEntity = main.modelDialog;
151 // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
154 me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
155 e.onClick = DialogOpenButton_Click;
156 e.onClickEntity = main.viewDialog;
157 // TODO: show fov and other settings with text here
160 me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
161 e.onClick = DialogOpenButton_Click;
162 e.onClickEntity = main.weaponsDialog;
163 // I don't really think this is useful as is, and especially it doesn't look very clean...
164 // In the future, if ALL of these buttons had some information, then it would be justified/clean
165 //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
166 // e0.textEntity = main.weaponsDialog;
170 me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
171 e.onClick = DialogOpenButton_Click;
172 e.onClickEntity = main.hudDialog;
173 // TODO: show hud config name with text here
175 me.gotoRC(me, me.rows - 1, 0);
176 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));