1 #ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H
2 #define DIALOG_SETTINGS_GAME_CROSSHAIR_H
4 CLASS(XonoticGameCrosshairSettingsTab, XonoticTab)
5 METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
6 METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
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 = NEW(XonoticGameCrosshairSettingsTab);
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 = 31; i <= 42; ++i) {
44 me.TDNoMargin(me, 1, 2 / 12, 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 = 43; i <= 54; ++i) {
54 me.TDNoMargin(me, 1, 2 / 12, e = makeXonoticCrosshairButton(4, i), '1 1 0');
55 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
59 for(i = 55; i <= 66; ++i) {
60 me.TDNoMargin(me, 1, 2 / 12, e = makeXonoticCrosshairButton(4, i), '1 1 0');
61 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
65 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
66 setDependent(e, "crosshair_enabled", 1, 2);
67 me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
68 setDependent(e, "crosshair_enabled", 1, 2);
71 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
72 setDependent(e, "crosshair_enabled", 1, 2);
73 me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
74 setDependent(e, "crosshair_enabled", 1, 2);
77 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
78 setDependent(e, "crosshair_enabled", 1, 2);
79 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
80 setDependent(e, "crosshair_enabled", 1, 2);
81 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
82 setDependent(e, "crosshair_enabled", 1, 2);
85 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
86 setDependent(e, "crosshair_enabled", 1, 2);
87 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
88 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
93 me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
94 makeMulti(e, "crosshair_ring_reload");
95 setDependent(e, "crosshair_enabled", 1, 2);
97 // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
98 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
99 // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
100 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
103 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
104 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
105 me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
106 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
108 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
109 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
110 setDependent(e, "crosshair_enabled", 1, 2);
113 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
114 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
115 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
116 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
119 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
120 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
121 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
122 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
125 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
126 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
127 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
128 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
131 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
132 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
133 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
134 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
138 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
139 setDependent(e, "crosshair_enabled", 1, 2);
141 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
142 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
144 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
145 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
147 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
148 setDependent(e, "crosshair_enabled", 1, 2);
150 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
151 setDependent(e, "crosshair_enabled", 1, 2);
153 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
154 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
155 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
156 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
157 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
158 e.configureXonoticTextSliderValues(e);
159 setDependent(e, "crosshair_enabled", 1, 2);*/
163 me.gotoRC(me, me.rows - 1, 0);
164 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
165 e.onClick = Dialog_Close;
166 e.onClickEntity = me;*/