#ifdef INTERFACE
-CLASS(XonoticWeaponsDialog) EXTENDS(XonoticDialog)
- METHOD(XonoticWeaponsDialog, toString, string(entity))
- METHOD(XonoticWeaponsDialog, fill, void(entity))
- METHOD(XonoticWeaponsDialog, showNotify, void(entity))
- ATTRIB(XonoticWeaponsDialog, title, string, _("Weapon settings"))
- ATTRIB(XonoticWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
- ATTRIB(XonoticWeaponsDialog, intendedWidth, float, 0.7)
- ATTRIB(XonoticWeaponsDialog, rows, float, 12)
- ATTRIB(XonoticWeaponsDialog, columns, float, 5.2)
- ATTRIB(XonoticWeaponsDialog, weaponsList, entity, NULL)
-ENDCLASS(XonoticWeaponsDialog)
+CLASS(XonoticGameWeaponsSettingsTab) EXTENDS(XonoticTab)
+ //METHOD(XonoticGameWeaponsSettingsTab, toString, string(entity))
+ METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity))
+ METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity))
+ ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
+ ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
+ ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 14)
+ ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6.2)
+ ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
+ENDCLASS(XonoticGameWeaponsSettingsTab)
+entity makeXonoticGameWeaponsSettingsTab();
#endif
#ifdef IMPLEMENTATION
-void XonoticWeaponsDialog_showNotify(entity me)
+void XonoticGameWeaponsSettingsTab_showNotify(entity me)
{
- loadAllCvars(me);
+ loadAllCvars(me);
}
-string XonoticWeaponsDialog_toString(entity me)
+entity makeXonoticGameWeaponsSettingsTab()
{
- return me.weaponsList.toString(me.weaponsList);
+ entity me;
+ me = spawnXonoticGameWeaponsSettingsTab();
+ me.configureDialog(me);
+ return me;
}
-void XonoticWeaponsDialog_fill(entity me)
+
+void XonoticGameWeaponsSettingsTab_fill(entity me)
{
entity e;
me.TR(me);
- me.TD(me, 1, 2, makeXonoticTextLabel(0, _("Weapon priority list:")));
+ me.TDempty(me, 0.25);
+ me.TD(me, 1, 2.5, makeXonoticTextLabel(0, _("Weapon priority list:")));
me.TR(me);
- me.TD(me, 8, 2, e = me.weaponsList = makeXonoticWeaponsList());
- me.gotoRC(me, 9, 0);
- me.TD(me, 1, 1, e = makeXonoticButton(_("Up"), '0 0 0'));
+ me.TDempty(me, 0.25);
+ me.TD(me, 11, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
+ me.gotoRC(me, 12, 0.25);
+ me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
e.onClick = WeaponsList_MoveUp_Click;
e.onClickEntity = me.weaponsList;
- me.TD(me, 1, 1, e = makeXonoticButton(_("Down"), '0 0 0'));
+ me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
e.onClick = WeaponsList_MoveDown_Click;
e.onClickEntity = me.weaponsList;
- me.gotoRC(me, 0, 2.2); me.setFirstColumn(me, me.currentColumn);
+ me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling")));
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
+ me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup")));
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_drawviewmodel", _("Draw 1st person weapon model")));
me.TDempty(me, 0.2);
me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
setDependent(e, "r_drawviewmodel", 1, 1);
- //me.TR(me);
- //me.TR(me);
- // me.TDempty(me, 0.2);
- // me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, ZCTX(_("VWMDL^Scale"))));
- // setDependent(e, "r_drawviewmodel", 1, 1);
- // me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 2, 0.1, "cl_viewmodel_scale"));
- // setDependent(e, "r_drawviewmodel", 1, 1);
-
- 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
ATTRIB(MainWindow, firstRunDialog, entity, NULL)
ATTRIB(MainWindow, advancedDialog, entity, NULL)
ATTRIB(MainWindow, mutatorsDialog, entity, NULL)
- ATTRIB(MainWindow, weaponsDialog, entity, NULL)
ATTRIB(MainWindow, mapInfoDialog, entity, NULL)
ATTRIB(MainWindow, userbindEditDialog, entity, NULL)
ATTRIB(MainWindow, winnerDialog, entity, NULL)
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
- me.weaponsDialog = i = spawnXonoticWeaponsDialog();
- i.configureDialog(i);
- me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
-
me.notificationDialog = i = spawnXonoticNotificationDialog();
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);