2 CLASS(XonoticGameCrosshairSettingsTab) EXTENDS(XonoticTab)
3 //METHOD(XonoticGameCrosshairSettingsTab, toString, string(entity))
4 METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
5 METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
6 ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
7 ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
8 ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
9 ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
10 ENDCLASS(XonoticGameCrosshairSettingsTab)
11 entity makeXonoticGameCrosshairSettingsTab();
15 void XonoticGameCrosshairSettingsTab_showNotify(entity me)
19 entity makeXonoticGameCrosshairSettingsTab()
22 me = spawnXonoticGameCrosshairSettingsTab();
23 me.configureDialog(me);
27 void XonoticGameCrosshairSettingsTab_fill(entity me)
32 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
33 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
34 me.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
35 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
37 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon")));
38 makeMulti(e, "crosshair_enabled");
40 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom")));
43 for(i = 1; i <= 14; ++i) {
44 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
45 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
47 // show a larger preview of the selected crosshair
49 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
50 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
53 for(i = 15; i <= 28; ++i) {
54 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
55 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
60 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
61 setDependent(e, "crosshair_enabled", 1, 2);
62 me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
63 setDependent(e, "crosshair_enabled", 1, 2);
66 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
67 setDependent(e, "crosshair_enabled", 1, 2);
68 me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
69 setDependent(e, "crosshair_enabled", 1, 2);
72 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
73 setDependent(e, "crosshair_enabled", 1, 2);
74 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
75 setDependent(e, "crosshair_enabled", 1, 2);
76 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
77 setDependent(e, "crosshair_enabled", 1, 2);
80 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
81 setDependent(e, "crosshair_enabled", 1, 2);
82 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
83 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
88 me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
89 makeMulti(e, "crosshair_ring_reload");
90 setDependent(e, "crosshair_enabled", 1, 2);
92 // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
93 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
94 // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
95 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
98 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
99 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
100 me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
101 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
103 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
104 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
105 setDependent(e, "crosshair_enabled", 1, 2);
108 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
109 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
110 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
111 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
114 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
115 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
116 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
117 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
120 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
121 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
122 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
123 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
126 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
127 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
128 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
129 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
133 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
134 setDependent(e, "crosshair_enabled", 1, 2);
136 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
137 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
139 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
140 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
142 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
143 setDependent(e, "crosshair_enabled", 1, 2);
145 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
146 setDependent(e, "crosshair_enabled", 1, 2);
148 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
149 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
150 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
151 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
152 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
153 e.configureXonoticTextSliderValues(e);
154 setDependent(e, "crosshair_enabled", 1, 2);*/
158 me.gotoRC(me, me.rows - 1, 0);
159 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
160 e.onClick = Dialog_Close;
161 e.onClickEntity = me;*/