#include "dialog_settings_game_crosshair.qh" #include "radiobutton.qh" #include "crosshairpicker.qh" #include "crosshairpreview.qh" #include "textlabel.qh" #include "slider.qh" #include "colorpicker_string.qh" #include "checkbox.qh" #include "textslider.qh" 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_T(3, "crosshair_per_weapon", string_null, _("Per weapon"), _("Set a different crosshair for each weapon, good if you play without weapon models"))); 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, _("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, _("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, _("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_T(0, "crosshair_ring", _("Use rings to indicate weapon status"), "-")); makeMulti(e, "crosshair_ring_reload"); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Size:"))); setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2); me.TD(me, 1, 1.8, 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, _("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, _("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, _("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, _("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", _("Perform hit tests for the crosshair"))); setDependent(e, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_wall", _("Blur if obstructed by an obstacle"))); setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_teammate", _("Blur if obstructed by a teammate"))); setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2); me.TR(me); me.TDempty(me, 0.1); me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 1, "crosshair_hittest", _("Shrink if obstructed by a teammate"))); setDependentAND(e, "crosshair_enabled", 1, 2, "crosshair_hittest", 1, 100); 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); }