1 #ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H
2 #define DIALOG_SETTINGS_GAME_CROSSHAIR_H
3 CLASS(XonoticGameCrosshairSettingsTab, XonoticTab)
4 //METHOD(XonoticGameCrosshairSettingsTab, toString, string(entity))
5 METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
6 METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
7 ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
8 ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
9 ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
10 ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
11 ENDCLASS(XonoticGameCrosshairSettingsTab)
12 entity makeXonoticGameCrosshairSettingsTab();
16 void XonoticGameCrosshairSettingsTab_showNotify(entity me)
20 entity makeXonoticGameCrosshairSettingsTab()
23 me = NEW(XonoticGameCrosshairSettingsTab);
24 me.configureDialog(me);
28 void XonoticGameCrosshairSettingsTab_fill(entity me)
33 // crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
34 // FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
35 me.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
36 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
38 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon")));
39 makeMulti(e, "crosshair_enabled");
41 me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom")));
44 for(i = 31; i <= 42; ++i) {
45 me.TDNoMargin(me, 1, 2 / 12, e = makeXonoticCrosshairButton(4, i), '1 1 0');
46 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
48 // show a larger preview of the selected crosshair
50 me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
51 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
54 for(i = 43; i <= 54; ++i) {
55 me.TDNoMargin(me, 1, 2 / 12, e = makeXonoticCrosshairButton(4, i), '1 1 0');
56 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
60 for(i = 55; i <= 66; ++i) {
61 me.TDNoMargin(me, 1, 2 / 12, e = makeXonoticCrosshairButton(4, i), '1 1 0');
62 setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2);
66 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
67 setDependent(e, "crosshair_enabled", 1, 2);
68 me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
69 setDependent(e, "crosshair_enabled", 1, 2);
72 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
73 setDependent(e, "crosshair_enabled", 1, 2);
74 me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
75 setDependent(e, "crosshair_enabled", 1, 2);
78 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
79 setDependent(e, "crosshair_enabled", 1, 2);
80 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon")));
81 setDependent(e, "crosshair_enabled", 1, 2);
82 me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health")));
83 setDependent(e, "crosshair_enabled", 1, 2);
86 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom")));
87 setDependent(e, "crosshair_enabled", 1, 2);
88 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
89 setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
94 me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
95 makeMulti(e, "crosshair_ring_reload");
96 setDependent(e, "crosshair_enabled", 1, 2);
98 // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
99 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
100 // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
101 // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
104 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
105 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
106 me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
107 setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
109 me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
110 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
111 setDependent(e, "crosshair_enabled", 1, 2);
114 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot size:")));
115 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
116 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
117 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
120 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot alpha:")));
121 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
122 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
123 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
126 me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
127 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
128 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
129 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
132 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
133 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
134 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
135 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
139 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
140 setDependent(e, "crosshair_enabled", 1, 2);
142 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
143 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
145 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
146 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
148 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
149 setDependent(e, "crosshair_enabled", 1, 2);
151 me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
152 setDependent(e, "crosshair_enabled", 1, 2);
154 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
155 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
156 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
157 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
158 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
159 e.configureXonoticTextSliderValues(e);
160 setDependent(e, "crosshair_enabled", 1, 2);*/
164 me.gotoRC(me, me.rows - 1, 0);
165 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
166 e.onClick = Dialog_Close;
167 e.onClickEntity = me;*/