source-engine/game/client/hud_vguiscreencursor.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "iclientmode.h"
#include "hudelement.h"
//#include "view.h"
//#include "vgui_controls/Controls.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudVguiScreenCursor : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudVguiScreenCursor, vgui::Panel );
public:
CHudVguiScreenCursor( const char *pElementName );
virtual bool ShouldDraw();
protected:
virtual void ApplySchemeSettings( vgui::IScheme *scheme );
virtual void Paint();
private:
// Cursor sprite and color
CHudTexture *m_pCursor;
Color m_clrCrosshair;
};
DECLARE_HUDELEMENT( CHudVguiScreenCursor );
CHudVguiScreenCursor::CHudVguiScreenCursor( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "VguiScreenCursor" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pCursor = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
void CHudVguiScreenCursor::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_clrCrosshair = scheme->GetColor( "VguiScreenCursor", Color( 255, 255, 255, 255 ) );
m_pCursor = gHUD.GetIcon( "arrow" );
SetPaintBackgroundEnabled( false );
SetSize( ScreenWidth(), ScreenHeight() );
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudVguiScreenCursor::ShouldDraw( void )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
if ( pPlayer->IsInViewModelVGuiInputMode() )
{
return false;
}
if ( !pPlayer->IsInVGuiInputMode() )
{
return false;
}
return CHudElement::ShouldDraw();
}
void CHudVguiScreenCursor::Paint( void )
{
if ( !m_pCursor )
return;
float x, y;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
if ( pPlayer->IsInViewModelVGuiInputMode() )
{
int iX, iY;
vgui::input()->GetCursorPos(iX, iY);
x = (float)iX;
y = (float)iY;
}
m_pCursor->DrawSelf(
x - 0.5f * m_pCursor->Width(),
y - 0.5f * m_pCursor->Height(),
m_clrCrosshair );
}