#ifdef INTERFACE CLASS(XonoticPlayerSettingsTab) EXTENDS(XonoticTab) METHOD(XonoticPlayerSettingsTab, fill, void(entity)) METHOD(XonoticPlayerSettingsTab, draw, void(entity)) ATTRIB(XonoticPlayerSettingsTab, title, string, _("Player Setup")) ATTRIB(XonoticPlayerSettingsTab, intendedWidth, float, 0.9) ATTRIB(XonoticPlayerSettingsTab, rows, float, 22) ATTRIB(XonoticPlayerSettingsTab, columns, float, 6.2) // added extra .2 for center space ATTRIB(XonoticPlayerSettingsTab, playerNameLabel, entity, NULL) ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0) ENDCLASS(XonoticPlayerSettingsTab) entity makeXonoticPlayerSettingsTab(); #endif #ifdef IMPLEMENTATION entity makeXonoticPlayerSettingsTab() { entity me; me = spawnXonoticPlayerSettingsTab(); me.configureDialog(me); return me; } void XonoticPlayerSettingsTab_draw(entity me) { if(cvar_string("_cl_name") == "Player") me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0); else me.playerNameLabel.alpha = me.playerNameLabelAlpha; SUPER(XonoticPlayerSettingsTab).draw(me); } void XonoticPlayerSettingsTab_fill(entity me) { entity e, pms, label, box; float i; me.TR(me); me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:"))); me.playerNameLabelAlpha = me.playerNameLabel.alpha; me.TD(me, 1, 2.5, label = makeXonoticTextLabel(0, string_null)); label.allowCut = 1; label.allowColors = 1; label.alpha = 1; me.TR(me); me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name")); box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved box.maxLength = -127; // negative means encoded length in bytes box.saveImmediately = 1; box.enableClearButton = 0; label.textEntity = box; me.TR(me); me.TD(me, 5, 1, e = makeXonoticColorpicker(box)); me.TD(me, 5, 2, e = makeXonoticCharmap(box)); me.TR(me); me.TR(me); me.TR(me); me.TR(me); me.TR(me); me.TR(me); me.TDempty(me, 1); me.TD(me, 1, 2, e = makeXonoticTextLabel(0.5, _("Model:"))); me.TR(me); me.TDempty(me, 1); pms = makeXonoticPlayerModelSelector(); me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0')); e.onClick = PlayerModelSelector_Prev_Click; e.onClickEntity = pms; me.TD(me, me.rows - (me.currentRow + 2), 1.4, pms); me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0')); e.onClick = PlayerModelSelector_Next_Click; e.onClickEntity = pms; me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Glowing color:"))); for(i = 0; i < 15; ++i) { if(mod(i, 5) == 0) me.TR(me); me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0'); } me.TR(me); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Detail color:"))); for(i = 0; i < 15; ++i) { if(mod(i, 5) == 0) me.TR(me); me.TDNoMargin(me, 1, 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"))); makeMulti(e, "crosshair_enabled"); me.TR(me); me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair"))); me.TR(me); me.TDempty(me, 0.1); for(i = 1; i <= 14; ++i) { me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0'); setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2); } // show a larger preview of the selected crosshair me.TDempty(me, 0.1); me.TDNoMargin(me, 3, 0.8, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); for(i = 15; i <= 28; ++i) { me.TDNoMargin(me, 1, 2 / 14, e = makeXonoticCrosshairButton(4, i), '1 1 0'); setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2); } me.TR(me); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size")); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha")); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "1", _("Per weapon"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 1, e = makeXonoticRadioButton(5, "crosshair_color_special", "2", _("By health"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, "crosshair_color_special", "0", _("Custom"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color")); setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2); me.TR(me); me.TR(me); me.TR(me); me.TDempty(me, 0.5); me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0')); e.onClick = DialogOpenButton_Click; e.onClickEntity = main.crosshairDialog; 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 = DialogOpenButton_Click; e.onClickEntity = main.modelDialog; // 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 = DialogOpenButton_Click; e.onClickEntity = main.viewDialog; // 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 = DialogOpenButton_Click; e.onClickEntity = main.weaponsDialog; // I don't really think this is useful as is, 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 = DialogOpenButton_Click; e.onClickEntity = main.hudDialog; // 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\";sendcvar cl_weaponpriority;sendcvar cl_autoswitch;sendcvar cl_forceplayermodels;sendcvar cl_forceplayermodelsfromxonotic;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY)); } #endif