summaryrefslogtreecommitdiff
path: root/game/client/dod/dod_hud_crosshair.h
diff options
context:
space:
mode:
Diffstat (limited to 'game/client/dod/dod_hud_crosshair.h')
-rw-r--r--game/client/dod/dod_hud_crosshair.h58
1 files changed, 58 insertions, 0 deletions
diff --git a/game/client/dod/dod_hud_crosshair.h b/game/client/dod/dod_hud_crosshair.h
new file mode 100644
index 0000000..0d39d91
--- /dev/null
+++ b/game/client/dod/dod_hud_crosshair.h
@@ -0,0 +1,58 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef HUD_DOD_CROSSHAIR_H
+#define HUD_DOD_CROSSHAIR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "hudelement.h"
+#include <vgui_controls/Panel.h>
+
+namespace vgui
+{
+ class IScheme;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CHudDODCrosshair : public CHudElement, public vgui::Panel
+{
+public:
+ DECLARE_CLASS_SIMPLE( CHudDODCrosshair, vgui::Panel );
+
+ CHudDODCrosshair( const char *name );
+
+ virtual void Paint();
+ virtual void Init();
+ virtual bool ShouldDraw();
+ virtual void ApplySchemeSettings( vgui::IScheme *scheme );
+
+ virtual void LevelShutdown( void );
+
+ //stub
+ void SetCrosshair( CHudTexture *texture, Color& clr ) {}
+ void ResetCrosshair() {}
+
+private:
+ int m_iCrosshairTextureID;
+ IVguiMatInfo *m_pCrosshair;
+ IVguiMatInfoVar *m_pFrameVar; // interface for material frame
+ int m_nNumFrames; // how many frames this crosshair has
+
+ char m_szPreviousCrosshair[256]; // name of the current crosshair
+ float m_flAccuracy;
+};
+
+
+// Enable/disable crosshair rendering.
+extern ConVar crosshair;
+
+
+#endif // HUD_DOD_CROSSHAIR_H