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60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HUD_CROSSHAIR_H
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#define HUD_CROSSHAIR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hudelement.h"
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#include <vgui_controls/Panel.h>
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namespace vgui
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{
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class IScheme;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudCrosshair : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudCrosshair, vgui::Panel );
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public:
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CHudCrosshair( const char *pElementName );
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virtual ~CHudCrosshair();
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virtual void SetCrosshairAngle( const QAngle& angle );
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virtual void SetCrosshair( CHudTexture *texture, const Color& clr );
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virtual void ResetCrosshair();
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virtual void DrawCrosshair( void ) {}
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virtual bool HasCrosshair( void ) { return ( m_pCrosshair != NULL ); }
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virtual bool ShouldDraw();
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// any UI element that wants to be at the aim point can use this to figure out where to draw
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static void GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset = vec3_angle );
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protected:
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual void Paint();
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// Crosshair sprite and colors
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CHudTexture *m_pCrosshair;
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CHudTexture *m_pDefaultCrosshair;
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Color m_clrCrosshair;
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QAngle m_vecCrossHairOffsetAngle;
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CPanelAnimationVar( bool, m_bHideCrosshair, "never_draw", "false" );
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};
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// Enable/disable crosshair rendering.
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extern ConVar crosshair;
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#endif // HUD_CROSSHAIR_H
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