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, columns, float, 6.2) // added extra .2 for center space
ATTRIB(XonoticPlayerSettingsTab, playerNameLabel, entity, NULL)
ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0)
ENDCLASS(XonoticPlayerSettingsTab)
}
void XonoticPlayerSettingsTab_draw(entity me)
{
- if(cvar_string("_cl_name") == "Player")
+ if(cvar_string("_cl_name") == cvar_defstring("_cl_name"))
me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
else
me.playerNameLabel.alpha = me.playerNameLabelAlpha;
void XonoticPlayerSettingsTab_fill(entity me)
{
entity e, pms, label, box;
- float i, r, m, n;
+ float i;
me.TR(me);
me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("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.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.gotoRC(me, 8, 0.0);
+ me.TDempty(me, 1);
pms = makeXonoticPlayerModelSelector();
- me.TD(me, 1, 0.6, e = makeXonoticTextLabel(1, _("Model:")));
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), 1.8, 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);
- r = me.currentRow;
- m = me.rows - (r + 3);
- n = 16 - !cvar("developer");
- m = m / (n - 1);
- for(i = 0; i < n; ++i)
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Glowing color:")));
+ for(i = 0; i < 15; ++i)
{
- me.gotoRC(me, r + i * m, 0.1);
- me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
+ if(mod(i, 5) == 0)
+ me.TR(me);
+ me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
}
- for(i = 0; i < n; ++i)
+ me.TR(me);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Detail color:")));
+ for(i = 0; i < 15; ++i)
{
- me.gotoRC(me, r + i * m, 0.4);
- me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
+ 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.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_per_weapon", string_null, _("Per weapon")));
+ 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_by_health", string_null, _("By health")));
+ 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, string_null, string_null, _("Custom")));
+ 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"));
- setDependentAND3(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0, "crosshair_enabled", 1, 2);
+ setDependentAND(e, "crosshair_color_special", 0, 0, "crosshair_enabled", 1, 2);
me.TR(me);
me.TR(me);
me.TR(me);
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));
+ //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
// e0.textEntity = main.weaponsDialog;
// e0.allowCut = 1;
me.TR(me);
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
+ // 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));