Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "iclientmode.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include <vgui_controls/Panel.h>
#include "hud_crosshair.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudWeapon : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeapon, vgui::Panel );
public:
CHudWeapon( const char *pElementName );
virtual void ApplySchemeSettings( vgui::IScheme *scheme );
virtual void Paint( void );
virtual void PerformLayout();
private:
CHudCrosshair *m_pCrosshair;
};
DECLARE_HUDELEMENT( CHudWeapon );
CHudWeapon::CHudWeapon( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudWeapon" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pCrosshair = NULL;
SetHiddenBits( HIDEHUD_WEAPONSELECTION );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scheme -
//-----------------------------------------------------------------------------
void CHudWeapon::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
m_pCrosshair = GET_HUDELEMENT( CHudCrosshair );
//Assert( m_pCrosshair );
}
//-----------------------------------------------------------------------------
// Performs layout
//-----------------------------------------------------------------------------
void CHudWeapon::PerformLayout()
{
BaseClass::PerformLayout();
vgui::Panel *pParent = GetParent();
int w, h;
pParent->GetSize( w, h );
SetPos( 0, 0 );
SetSize( w, h );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeapon::Paint( void )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
MDLCACHE_CRITICAL_SECTION();
C_BaseCombatWeapon *pWeapon = player->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->Redraw();
}
else
{
if ( m_pCrosshair )
{
m_pCrosshair->ResetCrosshair();
}
}
}