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59 lines
1.6 KiB
59 lines
1.6 KiB
//========= 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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