#ifdef INTERFACE CLASS(XonoticCrosshairDialog) EXTENDS(XonoticDialog) METHOD(XonoticCrosshairDialog, toString, string(entity)) METHOD(XonoticCrosshairDialog, fill, void(entity)) METHOD(XonoticCrosshairDialog, showNotify, void(entity)) ATTRIB(XonoticCrosshairDialog, title, string, _("Crosshair settings")) ATTRIB(XonoticCrosshairDialog, color, vector, SKINCOLOR_DIALOG_CROSSHAIR) ATTRIB(XonoticCrosshairDialog, intendedWidth, float, 0.5) ATTRIB(XonoticCrosshairDialog, rows, float, 18) ATTRIB(XonoticCrosshairDialog, columns, float, 3) ENDCLASS(XonoticCrosshairDialog) #endif #ifdef IMPLEMENTATION void XonoticCrosshairDialog_showNotify(entity me) { loadAllCvars(me); } string XonoticCrosshairDialog_toString(entity me) { return "hi"; // TODO: show status of crosshair dot and hittest and pickups and such here with text } void XonoticCrosshairDialog_fill(entity me) { entity e; me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot size:"))); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size")); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot alpha:"))); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha")); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot color:"))); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color"))); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom"))); setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color")); setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1); me.TR(me); me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Crosshair animations:"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status"))); makeMulti(e, "crosshair_ring_reload"); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Hit testing:"))); me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest")); e.addValue(e, ZCTX(_("HTTST^Disabled")), "0"); e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1"); e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25"); e.configureXonoticTextSliderValues(e); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed"))); setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2); me.TR(me); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate when hitting an enemy"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate when picking up an item"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0')); e.onClick = Dialog_Close; e.onClickEntity = me; } #endif