2 CLASS(XonoticPlayerSettingsTab) EXTENDS(XonoticTab)
3 METHOD(XonoticPlayerSettingsTab, fill, void(entity))
4 METHOD(XonoticPlayerSettingsTab, draw, void(entity))
5 ATTRIB(XonoticPlayerSettingsTab, title, string, _("Player Setup"))
6 ATTRIB(XonoticPlayerSettingsTab, intendedWidth, float, 0.9)
7 ATTRIB(XonoticPlayerSettingsTab, rows, float, 22)
8 ATTRIB(XonoticPlayerSettingsTab, columns, float, 6.2) // added extra .2 for center space
9 ATTRIB(XonoticPlayerSettingsTab, playerNameLabel, entity, NULL)
10 ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0)
11 ENDCLASS(XonoticPlayerSettingsTab)
12 entity makeXonoticPlayerSettingsTab();
14 void HUDSetup_Join_Click(entity me, entity btn);
19 entity makeXonoticPlayerSettingsTab()
22 me = spawnXonoticPlayerSettingsTab();
23 me.configureDialog(me);
26 void XonoticPlayerSettingsTab_draw(entity me)
28 if(cvar_string("_cl_name") == "Player")
29 me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
31 me.playerNameLabel.alpha = me.playerNameLabelAlpha;
32 SUPER(XonoticPlayerSettingsTab).draw(me);
34 void XonoticPlayerSettingsTab_fill(entity me)
36 entity e, pms, sl, label, e0, box;
40 me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:")));
41 me.playerNameLabelAlpha = me.playerNameLabel.alpha;
42 me.TD(me, 1, 2.5, label = makeXonoticTextLabel(0, string_null));
44 label.allowColors = 1;
47 me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
48 box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
49 box.maxLength = -127; // negative means encoded length in bytes
50 box.saveImmediately = 1;
51 label.textEntity = box;
53 me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
54 me.TD(me, 5, 2, e = makeXonoticCharmap(box));
61 me.gotoRC(me, 8, 0.0);
62 pms = makeXonoticPlayerModelSelector();
63 me.TD(me, 1, 0.6, e = makeXonoticTextLabel(1, _("Model:")));
64 me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
65 e.onClick = PlayerModelSelector_Prev_Click;
66 e.onClickEntity = pms;
67 me.TD(me, me.rows - (me.currentRow + 3), 1.8, pms);
68 me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
69 e.onClick = PlayerModelSelector_Next_Click;
70 e.onClickEntity = pms;
73 m = me.rows - (r + 4);
74 n = 16 - !cvar("developer");
76 for(i = 0; i < n; ++i)
78 me.gotoRC(me, r + i * m, 0.1);
79 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
81 for(i = 0; i < n; ++i)
83 me.gotoRC(me, r + i * m, 0.4);
84 me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
88 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
89 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
90 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
91 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
93 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
94 makeMulti(e, "crosshair_enabled");
96 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
99 for(i = 1; i <= 14; ++i) {
100 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
101 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
103 // show a larger preview of the selected crosshair
105 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
106 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
109 for(i = 15; i <= 28; ++i) {
110 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
111 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
115 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
116 setDependent(e, "crosshair_enabled", 1, 2);
117 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
118 setDependent(e, "crosshair_enabled", 1, 2);
120 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
121 setDependent(e, "crosshair_enabled", 1, 2);
122 me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
123 setDependent(e, "crosshair_enabled", 1, 2);
126 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
127 setDependent(e, "crosshair_enabled", 1, 2);
128 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_per_weapon", string_null, _("Per weapon")));
129 setDependent(e, "crosshair_enabled", 1, 2);
130 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_by_health", string_null, _("By health")));
131 setDependent(e, "crosshair_enabled", 1, 2);
134 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, string_null, string_null, _("Custom")));
135 setDependent(e, "crosshair_enabled", 1, 2);
136 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
137 setDependentAND3(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0, "crosshair_enabled", 1, 2);
142 me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
143 e.onClick = HUDSetup_Join_Click;
144 e.onClickEntity = me;
145 setDependent(e, "crosshair_enabled", 1, 2);
146 // TODO: show status of crosshair dot and hittest and pickups and such here with text
150 me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
151 e.onClick = HUDSetup_Join_Click;
152 e.onClickEntity = me;
153 // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
156 me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
157 e.onClick = DialogOpenButton_Click;
158 e.onClickEntity = main.viewDialog;
159 // TODO: show fov and other settings with text here
162 me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
163 e.onClick = DialogOpenButton_Click;
164 e.onClickEntity = main.weaponsDialog;
165 // I don't really think this is useful, and especially it doesn't look very clean...
166 // In the future, if ALL of these buttons had some information, then it would be justified/clean
167 //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
168 // e0.textEntity = main.weaponsDialog;
172 me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
173 if not(gamestatus & (GAME_CONNECTED | GAME_ISSERVER))
175 e.onClick = DialogOpenButton_Click;
176 e.onClickEntity = main.weaponsDialog;
180 e.onClick = HUDSetup_Join_Click;
181 e.onClickEntity = me;
183 // TODO: show hud config name with text here
185 me.gotoRC(me, me.rows - 1, 0);
186 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));
188 void HUDSetup_Join_Click(entity me, entity btn)
190 localcmd("togglemenu 0\n");
191 localcmd("_hud_configure 1", "\n");