-#ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H
-#define DIALOG_SETTINGS_GAME_CROSSHAIR_H
-#include "tab.qc"
-CLASS(XonoticGameCrosshairSettingsTab, XonoticTab)
- METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity));
- METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity));
- ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
- ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
- ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
- ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
-ENDCLASS(XonoticGameCrosshairSettingsTab)
-entity makeXonoticGameCrosshairSettingsTab();
-#include "../gamesettings.qh"
-REGISTER_SETTINGS(Crosshair, makeXonoticGameCrosshairSettingsTab());
-#endif
+#include "dialog_settings_game_crosshair.qh"
+
+#include "radiobutton.qh"
+#include "crosshairpicker.qh"
+#include "crosshairpreview.qh"
+#include "textlabel.qh"
+#include "slider.qh"
+#include "colorpicker_string.qh"
+#include "checkbox.qh"
+#include "textslider.qh"
-#ifdef IMPLEMENTATION
void XonoticGameCrosshairSettingsTab_showNotify(entity me)
{
loadAllCvars(me);
me.TR(me);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Size:")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Alpha:")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBox_T(0, "crosshair_ring", _("Use rings to indicate weapon status"), "-"));
makeMulti(e, "crosshair_ring_reload");
setDependent(e, "crosshair_enabled", 1, 2);
- //me.TR(me);
- // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
- // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
- // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
- // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.3);
- me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:")));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.3);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Alpha:")));
setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Alpha:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Color:")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
+ _("None: do not do hit tests for the crosshair; TrueAim: blur the crosshair when there's an obstacle between your gun and the target; Enemies: also enlarge the crosshair when you would hit an enemy")));
+ e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
+ e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
+ e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
+ e.configureXonoticTextSliderValues(e);
+ setDependent(e, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
setDependent(e, "crosshair_enabled", 1, 2);
- /*me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
- me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
- _("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")));
- e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
- e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
- e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
- e.configureXonoticTextSliderValues(e);
- setDependent(e, "crosshair_enabled", 1, 2);*/
-
- /*me.TR(me);
-
- me.gotoRC(me, me.rows - 1, 0);
- me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
- e.onClick = Dialog_Close;
- e.onClickEntity = me;*/
}
-#endif