me.TDNoMargin(me, m, 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.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "0", _("No crosshair")));
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", string_null, _("Per weapon crosshair")));
+ me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_per_weapon", "1", _("Per weapon crosshair")));
makeMulti(e, "crosshair_enabled");
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticRadioButton(3, "crosshair_enabled", "2", _("Custom crosshair")));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
setDependent(e, "crosshair_enabled", 1, 2);
+ // TODO: show status of crosshair dot and hittest and pickups and such here with text
me.TR(me);
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
+ // TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("View settings"), '0 0 0'));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
+ // TODO: show fov and other settings with text here
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
- e.onClick = HUDSetup_Join_Click;
- e.onClickEntity = me;
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.weaponsDialog;
+ // I don't really think this is useful, 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));
+ // e0.textEntity = main.weaponsDialog;
+ // e0.allowCut = 1;
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
+ // 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\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
setDependent(e, "r_drawviewmodel", 1, 1);
me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "v_flipped", _("Flip view horizontally")));
me.TR(me);
me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
e.onClick = Dialog_Close;
setDependent(e, "vid_gl20", 1, 1);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "gl_finish", _("Wait for GPU to finish each frame")));
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "v_flipped", _("Flip view horizontally")));
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "menu_cmd sync; vid_restart; menu_restart; togglemenu; defer 0.1 \"menu_cmd videosettings\"", COMMANDBUTTON_APPLY));