1 #include "dialog_settings_game_crosshair.qh"
3 #include "radiobutton.qh"
4 #include "crosshairpicker.qh"
5 #include "crosshairpreview.qh"
6 #include "textlabel.qh"
8 #include "colorpicker_string.qh"
10 #include "textslider.qh"
12 void XonoticGameCrosshairSettingsTab_showNotify(entity me)
16 entity makeXonoticGameCrosshairSettingsTab()
19 me = NEW(XonoticGameCrosshairSettingsTab);
20 me.configureDialog(me);
24 void XonoticGameCrosshairSettingsTab_fill(entity me)
28 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
29 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
30 me.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
31 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
33 me.TD(me, 1, 1, e = makeXonoticRadioButton_T(3, "crosshair_per_weapon", string_null, _("Per weapon"),
34 _("Set a different crosshair for each weapon, good if you play without weapon models")));
35 makeMulti(e, "crosshair_enabled");
37 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom")));
40 me.TD(me, 3, 2, e = makeXonoticCrosshairPicker());
41 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
42 me.TD(me, 3, 0.9, e = makeXonoticCrosshairPreview());
43 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
48 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Size:")));
49 setDependent(e, "crosshair_enabled", 1, 2);
50 me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
51 setDependent(e, "crosshair_enabled", 1, 2);
54 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Alpha:")));
55 setDependent(e, "crosshair_enabled", 1, 2);
56 me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
57 setDependent(e, "crosshair_enabled", 1, 2);
60 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
61 setDependent(e, "crosshair_enabled", 1, 2);
62 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
63 setDependent(e, "crosshair_enabled", 1, 2);
64 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
65 setDependent(e, "crosshair_enabled", 1, 2);
68 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
69 setDependent(e, "crosshair_enabled", 1, 2);
70 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
71 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
76 me.TD(me, 1, 2.9, e = makeXonoticCheckBox_T(0, "crosshair_ring", _("Use rings to indicate weapon status"), "-"));
77 makeMulti(e, "crosshair_ring_reload");
78 setDependent(e, "crosshair_enabled", 1, 2);
81 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:")));
82 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
83 me.TD(me, 1, 1.8, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
84 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
87 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Alpha:")));
88 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
89 me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
90 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
92 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
93 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
94 setDependent(e, "crosshair_enabled", 1, 2);
97 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:")));
98 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
99 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
100 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
103 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Alpha:")));
104 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
105 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
106 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
109 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Color:")));
110 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
111 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
112 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
115 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
116 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
117 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
118 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
122 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
123 setDependent(e, "crosshair_enabled", 1, 2);
125 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
126 setDependent(e, "crosshair_enabled", 1, 2);
127 me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
128 _("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")));
129 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
130 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
131 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
132 e.configureXonoticTextSliderValues(e);
133 setDependent(e, "crosshair_enabled", 1, 2);
136 me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
137 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
140 me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
141 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
143 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
144 setDependent(e, "crosshair_enabled", 1, 2);
146 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
147 setDependent(e, "crosshair_enabled", 1, 2);