#ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H #define DIALOG_SETTINGS_GAME_CROSSHAIR_H #include "tab.qc" CLASS(XonoticGameCrosshairSettingsTab, XonoticTab) METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity)) METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity)) ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9) ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13) ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2) ENDCLASS(XonoticGameCrosshairSettingsTab) entity makeXonoticGameCrosshairSettingsTab(); #endif #ifdef IMPLEMENTATION void XonoticGameCrosshairSettingsTab_showNotify(entity me) { loadAllCvars(me); } entity makeXonoticGameCrosshairSettingsTab() { entity me; me = NEW(XonoticGameCrosshairSettingsTab); me.configureDialog(me); return me; } void XonoticGameCrosshairSettingsTab_fill(entity me) { entity e; // 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.TR(me); //me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair"))); //me.TR(me); me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon"))); makeMulti(e, "crosshair_enabled"); //me.TR(me); me.TD(me, 1, 1, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom"))); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 3, 2, e = makeXonoticCrosshairPicker()); setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2); me.TD(me, 3, 0.9, e = makeXonoticCrosshairPreview()); setDependentAND(e, "crosshair_per_weapon", 0, 0, "crosshair_enabled", 1, 2); me.TR(me); me.TR(me); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 1.9, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size")); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha")); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:"))); setDependent(e, "crosshair_enabled", 1, 2); me.TD(me, 1, 0.9, 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, 0.2); me.TD(me, 1, 0.8, 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, 0.1); me.TD(me, 1, 2.9, 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.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:"))); // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size")); // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:"))); setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha")); setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 0.9, 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.TDempty(me, 0.1); me.TD(me, 1, 0.9, 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.TDempty(me, 0.1); me.TD(me, 1, 0.9, 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, 0.2); 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 = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 3, 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.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy"))); setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item"))); setDependent(e, "crosshair_enabled", 1, 2); /*me.TR(me); me.TD(me, 1, 1, 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.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