1 #ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H
2 #define DIALOG_SETTINGS_GAME_CROSSHAIR_H
4 CLASS(XonoticGameCrosshairSettingsTab, XonoticTab)
5 //METHOD(XonoticGameCrosshairSettingsTab, toString, string(entity))
6 METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
7 METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
8 ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
9 ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
10 ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
11 ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
12 ENDCLASS(XonoticGameCrosshairSettingsTab)
13 entity makeXonoticGameCrosshairSettingsTab();
17 void XonoticGameCrosshairSettingsTab_showNotify(entity me)
21 entity makeXonoticGameCrosshairSettingsTab()
24 me = NEW(XonoticGameCrosshairSettingsTab);
25 me.configureDialog(me);
29 void XonoticGameCrosshairSettingsTab_fill(entity me)
33 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
34 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
35 me.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
36 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
38 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon")));
39 makeMulti(e, "crosshair_enabled");
41 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom")));
44 me.TD(me, 3, 2, e = makeXonoticCrosshairPicker());
45 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
46 me.TD(me, 3, 0.9, e = makeXonoticCrosshairPreview());
47 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
52 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
53 setDependent(e, "crosshair_enabled", 1, 2);
54 me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
55 setDependent(e, "crosshair_enabled", 1, 2);
58 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
59 setDependent(e, "crosshair_enabled", 1, 2);
60 me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
61 setDependent(e, "crosshair_enabled", 1, 2);
64 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
65 setDependent(e, "crosshair_enabled", 1, 2);
66 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
67 setDependent(e, "crosshair_enabled", 1, 2);
68 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
69 setDependent(e, "crosshair_enabled", 1, 2);
72 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
73 setDependent(e, "crosshair_enabled", 1, 2);
74 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
75 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
80 me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
81 makeMulti(e, "crosshair_ring_reload");
82 setDependent(e, "crosshair_enabled", 1, 2);
84 // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
85 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
86 // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
87 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
90 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
91 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
92 me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
93 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
95 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
96 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
97 setDependent(e, "crosshair_enabled", 1, 2);
100 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
101 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
102 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
103 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
106 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
107 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
108 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
109 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
112 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
113 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
114 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
115 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
118 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
119 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
120 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
121 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
125 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
126 setDependent(e, "crosshair_enabled", 1, 2);
128 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
129 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
131 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
132 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
134 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
135 setDependent(e, "crosshair_enabled", 1, 2);
137 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
138 setDependent(e, "crosshair_enabled", 1, 2);
140 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
141 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
142 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
143 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
144 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
145 e.configureXonoticTextSliderValues(e);
146 setDependent(e, "crosshair_enabled", 1, 2);*/
150 me.gotoRC(me, me.rows - 1, 0);
151 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
152 e.onClick = Dialog_Close;
153 e.onClickEntity = me;*/