From 6ff2f7cd9a265486e9f670b683e06f1430f711c2 Mon Sep 17 00:00:00 2001 From: Samual Date: Sat, 14 Jan 2012 16:53:58 -0500 Subject: [PATCH] Move v_flipped to video tab in settings, plus add todo comments for future ideas for playersetup --- .../xonotic/dialog_multiplayer_playersetup.c | 18 +++++++++++++++--- .../dialog_multiplayer_playersetup_weapons.c | 2 -- qcsrc/menu/xonotic/dialog_settings_video.c | 2 ++ 3 files changed, 17 insertions(+), 5 deletions(-) diff --git a/qcsrc/menu/xonotic/dialog_multiplayer_playersetup.c b/qcsrc/menu/xonotic/dialog_multiplayer_playersetup.c index 4a63e198f..c70eb159d 100644 --- a/qcsrc/menu/xonotic/dialog_multiplayer_playersetup.c +++ b/qcsrc/menu/xonotic/dialog_multiplayer_playersetup.c @@ -84,10 +84,13 @@ void XonoticPlayerSettingsTab_fill(entity me) me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0'); } + + // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled + // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc? me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair"))); me.TR(me); - me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair"))); + me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", "1", _("Per weapon crosshair"))); makeMulti(e, "crosshair_enabled"); me.TR(me); me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair"))); @@ -146,27 +149,36 @@ void XonoticPlayerSettingsTab_fill(entity me) e.onClick = HUDSetup_Join_Click; e.onClickEntity = me; setDependent(e, "crosshair_enabled", 1, 2); + // TODO: show status of crosshair dot and hittest and pickups and such here with text me.TR(me); me.TR(me); me.TDempty(me, 0.5); me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0')); e.onClick = HUDSetup_Join_Click; e.onClickEntity = me; + // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here me.TR(me); me.TDempty(me, 0.5); me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0')); e.onClick = HUDSetup_Join_Click; e.onClickEntity = me; + // TODO: show fov and other settings with text here me.TR(me); me.TDempty(me, 0.5); me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0')); - e.onClick = HUDSetup_Join_Click; - e.onClickEntity = me; + e.onClick = DialogOpenButton_Click; + e.onClickEntity = main.weaponsDialog; + // I don't really think this is useful, and especially it doesn't look very clean... + // In the future, if ALL of these buttons had some information, then it would be justified/clean + //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null)); + // e0.textEntity = main.weaponsDialog; + // e0.allowCut = 1; me.TR(me); me.TDempty(me, 0.5); me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0')); e.onClick = HUDSetup_Join_Click; e.onClickEntity = me; + // TODO: show hud config name with text here me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY)); diff --git a/qcsrc/menu/xonotic/dialog_multiplayer_playersetup_weapons.c b/qcsrc/menu/xonotic/dialog_multiplayer_playersetup_weapons.c index 2c960d368..d80fa0c10 100644 --- a/qcsrc/menu/xonotic/dialog_multiplayer_playersetup_weapons.c +++ b/qcsrc/menu/xonotic/dialog_multiplayer_playersetup_weapons.c @@ -51,8 +51,6 @@ void XonoticWeaponsDialog_fill(entity me) setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align"))); setDependent(e, "r_drawviewmodel", 1, 1); - me.TR(me); - me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "v_flipped", _("Flip view horizontally"))); me.TR(me); me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0')); e.onClick = Dialog_Close; diff --git a/qcsrc/menu/xonotic/dialog_settings_video.c b/qcsrc/menu/xonotic/dialog_settings_video.c index 14a68340d..ba1189167 100644 --- a/qcsrc/menu/xonotic/dialog_settings_video.c +++ b/qcsrc/menu/xonotic/dialog_settings_video.c @@ -126,6 +126,8 @@ void XonoticVideoSettingsTab_fill(entity me) setDependent(e, "vid_gl20", 1, 1); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "gl_finish", _("Wait for GPU to finish each frame"))); + me.TR(me); + me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "v_flipped", _("Flip view horizontally"))); me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "menu_cmd sync; vid_restart; menu_restart; togglemenu; defer 0.1 \"menu_cmd videosettings\"", COMMANDBUTTON_APPLY)); -- 2.39.2