2 CLASS(XonoticProfileTab) EXTENDS(XonoticTab)
3 METHOD(XonoticProfileTab, fill, void(entity))
4 METHOD(XonoticProfileTab, draw, void(entity))
5 ATTRIB(XonoticProfileTab, title, string, _("Profile"))
6 ATTRIB(XonoticProfileTab, intendedWidth, float, 0.9)
7 ATTRIB(XonoticProfileTab, rows, float, 23)
8 ATTRIB(XonoticProfileTab, columns, float, 6.2) // added extra .2 for center space
9 ATTRIB(XonoticProfileTab, playerNameLabel, entity, NULL)
10 ATTRIB(XonoticProfileTab, playerNameLabelAlpha, float, 0)
11 ENDCLASS(XonoticProfileTab)
12 entity makeXonoticProfileTab();
16 entity makeXonoticProfileTab()
19 me = spawnXonoticProfileTab();
20 me.configureDialog(me);
23 void XonoticProfileTab_draw(entity me)
25 if(cvar_string("_cl_name") == "Player")
26 me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
28 me.playerNameLabel.alpha = me.playerNameLabelAlpha;
29 SUPER(XonoticProfileTab).draw(me);
31 void XonoticProfileTab_fill(entity me)
33 entity e, pms, label, box;
36 me.gotoRC(me, 0.5, 0);
37 me.TD(me, 1, 3, me.playerNameLabel = makeXonoticTextLabel(0.5, _("Name")));
38 me.playerNameLabel.isBold = TRUE;
39 me.playerNameLabelAlpha = 0.5;
41 me.gotoRC(me, 1.5, 0);
42 me.TD(me, 1, 3, label = makeXonoticTextLabel(0.5, string_null));
44 label.allowColors = 1;
47 label.fontSize = SKINFONTSIZE_TITLE;
49 me.gotoRC(me, 2.5, 0);
50 me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
51 box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
52 box.maxLength = -127; // negative means encoded length in bytes
53 box.saveImmediately = 1;
54 box.enableClearButton = 0;
55 label.textEntity = box;
57 me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
58 me.TD(me, 5, 2, e = makeXonoticCharmap(box));
65 // Statistic Stuff -Debugger
67 me.TD(me, 1, 3, e = makeXonoticTextLabel(0.5, _("Statistics")));
73 me.TD(me, 10, 2.5, statslist = makeXonoticStatsList());
76 me.gotoRC(me, 0.5, 3.2); me.setFirstColumn(me, me.currentColumn);
78 me.TD(me, 1, 3, e = makeXonoticTextLabel(0.5, _("Model")));
82 pms = makeXonoticPlayerModelSelector();
83 me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
84 e.onClick = PlayerModelSelector_Prev_Click;
85 e.onClickEntity = pms;
86 me.TD(me, 14, 2.4, pms);
87 me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
88 e.onClick = PlayerModelSelector_Next_Click;
89 e.onClickEntity = pms;
91 me.gotoRC(me, 15.5, 3.533); me.setFirstColumn(me, me.currentColumn);
93 me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Glowing color")));
96 for(i = 0; i < 15; ++i)
100 me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
102 me.gotoRC(me, 15.5, 4.866); me.setFirstColumn(me, me.currentColumn);
104 me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Detail color")));
107 for(i = 0; i < 15; ++i)
111 me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
115 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
116 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
117 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
118 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
120 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
121 makeMulti(e, "crosshair_enabled");
123 me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
126 for(i = 1; i <= 14; ++i) {
127 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
128 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
130 // show a larger preview of the selected crosshair
132 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
133 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
136 for(i = 15; i <= 28; ++i) {
137 me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0');
138 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
142 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
143 setDependent(e, "crosshair_enabled", 1, 2);
144 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
145 setDependent(e, "crosshair_enabled", 1, 2);
147 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
148 setDependent(e, "crosshair_enabled", 1, 2);
149 me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
150 setDependent(e, "crosshair_enabled", 1, 2);
153 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
154 setDependent(e, "crosshair_enabled", 1, 2);
155 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
156 setDependent(e, "crosshair_enabled", 1, 2);
157 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
158 setDependent(e, "crosshair_enabled", 1, 2);
161 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
162 setDependent(e, "crosshair_enabled", 1, 2);
163 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
164 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
169 me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
170 e.onClick = DialogOpenButton_Click;
171 e.onClickEntity = main.crosshairDialog;
172 setDependent(e, "crosshair_enabled", 1, 2);
173 // TODO: show status of crosshair dot and hittest and pickups and such here with text
177 me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
178 e.onClick = DialogOpenButton_Click;
179 e.onClickEntity = main.modelDialog;
180 // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
183 me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
184 e.onClick = DialogOpenButton_Click;
185 e.onClickEntity = main.viewDialog;
186 // TODO: show fov and other settings with text here
189 me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
190 e.onClick = DialogOpenButton_Click;
191 e.onClickEntity = main.weaponsDialog;
192 // I don't really think this is useful as is, and especially it doesn't look very clean...
193 // In the future, if ALL of these buttons had some information, then it would be justified/clean
194 //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
195 // e0.textEntity = main.weaponsDialog;
199 me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
200 e.onClick = DialogOpenButton_Click;
201 e.onClickEntity = main.hudDialog;
202 // TODO: show hud config name with text here
205 me.gotoRC(me, me.rows - 1, 0);
206 me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";sendcvar cl_weaponpriority;sendcvar cl_autoswitch;sendcvar cl_forceplayermodels;sendcvar cl_forceplayermodelsfromxonotic;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));